2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/glformats.h"
52 #include "main/image.h"
53 #include "main/macros.h"
54 #include "main/matrix.h"
55 #include "main/mipmap.h"
56 #include "main/multisample.h"
57 #include "main/objectlabel.h"
58 #include "main/pipelineobj.h"
59 #include "main/pixel.h"
61 #include "main/polygon.h"
62 #include "main/queryobj.h"
63 #include "main/readpix.h"
64 #include "main/scissor.h"
65 #include "main/shaderapi.h"
66 #include "main/shaderobj.h"
67 #include "main/state.h"
68 #include "main/stencil.h"
69 #include "main/texobj.h"
70 #include "main/texenv.h"
71 #include "main/texgetimage.h"
72 #include "main/teximage.h"
73 #include "main/texparam.h"
74 #include "main/texstate.h"
75 #include "main/texstore.h"
76 #include "main/transformfeedback.h"
77 #include "main/uniforms.h"
78 #include "main/varray.h"
79 #include "main/viewport.h"
80 #include "main/samplerobj.h"
81 #include "program/program.h"
82 #include "swrast/swrast.h"
83 #include "drivers/common/meta.h"
84 #include "main/enums.h"
85 #include "main/glformats.h"
86 #include "util/ralloc.h"
88 /** Return offset in bytes of the field within a vertex struct */
89 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
92 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
94 static struct blit_shader
*
95 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
97 static void cleanup_temp_texture(struct temp_texture
*tex
);
98 static void meta_glsl_clear_cleanup(struct clear_state
*clear
);
99 static void meta_decompress_cleanup(struct decompress_state
*decompress
);
100 static void meta_drawpix_cleanup(struct drawpix_state
*drawpix
);
103 _mesa_meta_bind_fbo_image(GLenum fboTarget
, GLenum attachment
,
104 struct gl_texture_image
*texImage
, GLuint layer
)
106 struct gl_texture_object
*texObj
= texImage
->TexObject
;
107 int level
= texImage
->Level
;
108 GLenum texTarget
= texObj
->Target
;
112 _mesa_FramebufferTexture1D(fboTarget
,
118 case GL_TEXTURE_1D_ARRAY
:
119 case GL_TEXTURE_2D_ARRAY
:
120 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
121 case GL_TEXTURE_CUBE_MAP_ARRAY
:
123 _mesa_FramebufferTextureLayer(fboTarget
,
129 default: /* 2D / cube */
130 if (texTarget
== GL_TEXTURE_CUBE_MAP
)
131 texTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
133 _mesa_FramebufferTexture2D(fboTarget
,
142 _mesa_meta_compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
,
143 const GLcharARB
*source
)
149 shader
= _mesa_CreateShader(target
);
150 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
151 _mesa_CompileShader(shader
);
153 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
157 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
159 _mesa_DeleteShader(shader
);
165 _mesa_DeleteShader(shader
);
169 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
171 "meta program compile failed:\n%s\n"
176 _mesa_DeleteShader(shader
);
182 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
187 _mesa_LinkProgram(program
);
189 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
193 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
201 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
202 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
210 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
211 const char *vs_source
,
212 const char *fs_source
,
216 GLuint vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
218 GLuint fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
221 *program
= _mesa_CreateProgram();
222 _mesa_ObjectLabel(GL_PROGRAM
, *program
, -1, name
);
223 _mesa_AttachShader(*program
, fs
);
224 _mesa_DeleteShader(fs
);
225 _mesa_AttachShader(*program
, vs
);
226 _mesa_DeleteShader(vs
);
227 _mesa_BindAttribLocation(*program
, 0, "position");
228 _mesa_BindAttribLocation(*program
, 1, "texcoords");
229 _mesa_meta_link_program_with_debug(ctx
, *program
);
231 _mesa_UseProgram(*program
);
235 * Generate a generic shader to blit from a texture to a framebuffer
237 * \param ctx Current GL context
238 * \param texTarget Texture target that will be the source of the blit
240 * \returns a handle to a shader program on success or zero on failure.
243 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
246 struct blit_shader_table
*table
)
248 char *vs_source
, *fs_source
;
249 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
250 const char *vs_input
, *vs_output
, *fs_input
, *vs_preprocess
, *fs_preprocess
;
253 if (ctx
->Const
.GLSLVersion
< 130) {
255 vs_input
= "attribute";
256 vs_output
= "varying";
257 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
258 fs_input
= "varying";
260 vs_preprocess
= "#version 130";
263 fs_preprocess
= "#version 130";
265 shader
->func
= "texture";
268 assert(shader
!= NULL
);
270 if (shader
->shader_prog
!= 0) {
271 _mesa_UseProgram(shader
->shader_prog
);
275 mem_ctx
= ralloc_context(NULL
);
277 vs_source
= ralloc_asprintf(mem_ctx
,
279 "%s vec2 position;\n"
280 "%s vec4 textureCoords;\n"
281 "%s vec4 texCoords;\n"
284 " texCoords = textureCoords;\n"
285 " gl_Position = vec4(position, 0.0, 1.0);\n"
287 vs_preprocess
, vs_input
, vs_input
, vs_output
);
289 fs_source
= ralloc_asprintf(mem_ctx
,
291 "#extension GL_ARB_texture_cube_map_array: enable\n"
292 "uniform %s texSampler;\n"
293 "%s vec4 texCoords;\n"
296 " gl_FragColor = %s(texSampler, %s);\n"
299 fs_preprocess
, shader
->type
, fs_input
,
300 shader
->func
, shader
->texcoords
,
301 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
303 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
304 ralloc_asprintf(mem_ctx
, "%s blit",
306 &shader
->shader_prog
);
307 ralloc_free(mem_ctx
);
311 * Configure vertex buffer and vertex array objects for tests
313 * Regardless of whether a new VAO and new VBO are created, the objects
314 * referenced by \c VAO and \c VBO will be bound into the GL state vector
315 * when this function terminates.
317 * \param VAO Storage for vertex array object handle. If 0, a new VAO
319 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
320 * will be created. The new VBO will have storage for 4
321 * \c vertex structures.
322 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
323 * or should traditional, fixed-function color and texture
324 * coordinate be used?
325 * \param vertex_size Number of components for attribute 0 / vertex.
326 * \param texcoord_size Number of components for attribute 1 / texture
327 * coordinate. If this is 0, attribute 1 will not be set or
329 * \param color_size Number of components for attribute 1 / primary color.
330 * If this is 0, attribute 1 will not be set or enabled.
332 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
333 * Use \c texcoord_size instead.
336 _mesa_meta_setup_vertex_objects(GLuint
*VAO
, GLuint
*VBO
,
337 bool use_generic_attributes
,
338 unsigned vertex_size
, unsigned texcoord_size
,
344 /* create vertex array object */
345 _mesa_GenVertexArrays(1, VAO
);
346 _mesa_BindVertexArray(*VAO
);
348 /* create vertex array buffer */
349 _mesa_GenBuffers(1, VBO
);
350 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
351 _mesa_BufferData(GL_ARRAY_BUFFER
, 4 * sizeof(struct vertex
), NULL
,
354 /* setup vertex arrays */
355 if (use_generic_attributes
) {
356 assert(color_size
== 0);
358 _mesa_VertexAttribPointer(0, vertex_size
, GL_FLOAT
, GL_FALSE
,
359 sizeof(struct vertex
), OFFSET(x
));
360 _mesa_EnableVertexAttribArray(0);
362 if (texcoord_size
> 0) {
363 _mesa_VertexAttribPointer(1, texcoord_size
, GL_FLOAT
, GL_FALSE
,
364 sizeof(struct vertex
), OFFSET(tex
));
365 _mesa_EnableVertexAttribArray(1);
368 _mesa_VertexPointer(vertex_size
, GL_FLOAT
, sizeof(struct vertex
),
370 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
372 if (texcoord_size
> 0) {
373 _mesa_TexCoordPointer(texcoord_size
, GL_FLOAT
,
374 sizeof(struct vertex
), OFFSET(tex
));
375 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
378 if (color_size
> 0) {
379 _mesa_ColorPointer(color_size
, GL_FLOAT
,
380 sizeof(struct vertex
), OFFSET(r
));
381 _mesa_EnableClientState(GL_COLOR_ARRAY
);
385 _mesa_BindVertexArray(*VAO
);
386 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
391 * Initialize meta-ops for a context.
392 * To be called once during context creation.
395 _mesa_meta_init(struct gl_context
*ctx
)
399 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
403 * Free context meta-op state.
404 * To be called once during context destruction.
407 _mesa_meta_free(struct gl_context
*ctx
)
409 GET_CURRENT_CONTEXT(old_context
);
410 _mesa_make_current(ctx
, NULL
, NULL
);
411 _mesa_meta_glsl_blit_cleanup(&ctx
->Meta
->Blit
);
412 meta_glsl_clear_cleanup(&ctx
->Meta
->Clear
);
413 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx
->Meta
->Mipmap
);
414 cleanup_temp_texture(&ctx
->Meta
->TempTex
);
415 meta_decompress_cleanup(&ctx
->Meta
->Decompress
);
416 meta_drawpix_cleanup(&ctx
->Meta
->DrawPix
);
418 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
420 _mesa_make_current(NULL
, NULL
, NULL
);
427 * Enter meta state. This is like a light-weight version of glPushAttrib
428 * but it also resets most GL state back to default values.
430 * \param state bitmask of MESA_META_* flags indicating which attribute groups
431 * to save and reset to their defaults
434 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
436 struct save_state
*save
;
438 /* hope MAX_META_OPS_DEPTH is large enough */
439 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
441 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
442 memset(save
, 0, sizeof(*save
));
443 save
->SavedState
= state
;
445 /* We always push into desktop GL mode and pop out at the end. No sense in
446 * writing our shaders varying based on the user's context choice, when
447 * Mesa can handle either.
449 save
->API
= ctx
->API
;
450 ctx
->API
= API_OPENGL_COMPAT
;
452 /* Mesa's extension helper functions use the current context's API to look up
453 * the version required by an extension as a step in determining whether or
454 * not it has been advertised. Since meta aims to only be restricted by the
455 * driver capability (and not by whether or not an extension has been
456 * advertised), set the helper functions' Version variable to a value that
457 * will make the checks on the context API and version unconditionally pass.
459 save
->ExtensionsVersion
= ctx
->Extensions
.Version
;
460 ctx
->Extensions
.Version
= ~0;
462 /* Pausing transform feedback needs to be done early, or else we won't be
463 * able to change other state.
465 save
->TransformFeedbackNeedsResume
=
466 _mesa_is_xfb_active_and_unpaused(ctx
);
467 if (save
->TransformFeedbackNeedsResume
)
468 _mesa_PauseTransformFeedback();
470 /* After saving the current occlusion object, call EndQuery so that no
471 * occlusion querying will be active during the meta-operation.
473 if (state
& MESA_META_OCCLUSION_QUERY
) {
474 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
475 if (save
->CurrentOcclusionObject
)
476 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
479 if (state
& MESA_META_ALPHA_TEST
) {
480 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
481 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
482 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
483 if (ctx
->Color
.AlphaEnabled
)
484 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
487 if (state
& MESA_META_BLEND
) {
488 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
489 if (ctx
->Color
.BlendEnabled
) {
490 if (ctx
->Extensions
.EXT_draw_buffers2
) {
492 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
493 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
497 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
500 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
501 if (ctx
->Color
.ColorLogicOpEnabled
)
502 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
505 if (state
& MESA_META_DITHER
) {
506 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
507 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
510 if (state
& MESA_META_COLOR_MASK
) {
511 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
512 sizeof(ctx
->Color
.ColorMask
));
513 if (!ctx
->Color
.ColorMask
[0][0] ||
514 !ctx
->Color
.ColorMask
[0][1] ||
515 !ctx
->Color
.ColorMask
[0][2] ||
516 !ctx
->Color
.ColorMask
[0][3])
517 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
520 if (state
& MESA_META_DEPTH_TEST
) {
521 save
->Depth
= ctx
->Depth
; /* struct copy */
523 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
526 if (state
& MESA_META_FOG
) {
527 save
->Fog
= ctx
->Fog
.Enabled
;
528 if (ctx
->Fog
.Enabled
)
529 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
532 if (state
& MESA_META_PIXEL_STORE
) {
533 save
->Pack
= ctx
->Pack
;
534 save
->Unpack
= ctx
->Unpack
;
535 ctx
->Pack
= ctx
->DefaultPacking
;
536 ctx
->Unpack
= ctx
->DefaultPacking
;
539 if (state
& MESA_META_PIXEL_TRANSFER
) {
540 save
->RedScale
= ctx
->Pixel
.RedScale
;
541 save
->RedBias
= ctx
->Pixel
.RedBias
;
542 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
543 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
544 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
545 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
546 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
547 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
548 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
549 ctx
->Pixel
.RedScale
= 1.0F
;
550 ctx
->Pixel
.RedBias
= 0.0F
;
551 ctx
->Pixel
.GreenScale
= 1.0F
;
552 ctx
->Pixel
.GreenBias
= 0.0F
;
553 ctx
->Pixel
.BlueScale
= 1.0F
;
554 ctx
->Pixel
.BlueBias
= 0.0F
;
555 ctx
->Pixel
.AlphaScale
= 1.0F
;
556 ctx
->Pixel
.AlphaBias
= 0.0F
;
557 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
559 ctx
->NewState
|=_NEW_PIXEL
;
562 if (state
& MESA_META_RASTERIZATION
) {
563 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
564 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
565 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
566 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
567 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
568 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
569 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
570 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
571 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
572 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
573 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
576 if (state
& MESA_META_SCISSOR
) {
577 save
->Scissor
= ctx
->Scissor
; /* struct copy */
578 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
581 if (state
& MESA_META_SHADER
) {
584 if (ctx
->Extensions
.ARB_vertex_program
) {
585 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
586 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
587 ctx
->VertexProgram
.Current
);
588 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
591 if (ctx
->Extensions
.ARB_fragment_program
) {
592 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
593 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
594 ctx
->FragmentProgram
.Current
);
595 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
598 if (ctx
->Extensions
.ATI_fragment_shader
) {
599 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
600 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
603 if (ctx
->Pipeline
.Current
) {
604 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
605 ctx
->Pipeline
.Current
);
606 _mesa_BindProgramPipeline(0);
609 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
610 * that we don't have to worry about the current pipeline state.
612 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
613 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
614 ctx
->Shader
.CurrentProgram
[i
]);
616 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
617 ctx
->Shader
.ActiveProgram
);
622 if (state
& MESA_META_STENCIL_TEST
) {
623 save
->Stencil
= ctx
->Stencil
; /* struct copy */
624 if (ctx
->Stencil
.Enabled
)
625 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
626 /* NOTE: other stencil state not reset */
629 if (state
& MESA_META_TEXTURE
) {
632 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
633 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
634 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
636 /* Disable all texture units */
637 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
638 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
639 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
640 if (ctx
->Texture
.Unit
[u
].Enabled
||
641 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
642 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
643 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
644 if (ctx
->Extensions
.ARB_texture_cube_map
)
645 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
647 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
648 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
649 if (ctx
->Extensions
.NV_texture_rectangle
)
650 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
651 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
652 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
653 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
654 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
658 /* save current texture objects for unit[0] only */
659 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
660 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
661 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
664 /* set defaults for unit[0] */
665 _mesa_ActiveTexture(GL_TEXTURE0
);
666 _mesa_ClientActiveTexture(GL_TEXTURE0
);
667 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
670 if (state
& MESA_META_TRANSFORM
) {
671 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
672 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
673 16 * sizeof(GLfloat
));
674 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
675 16 * sizeof(GLfloat
));
676 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
677 16 * sizeof(GLfloat
));
678 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
679 /* set 1:1 vertex:pixel coordinate transform */
680 _mesa_ActiveTexture(GL_TEXTURE0
);
681 _mesa_MatrixMode(GL_TEXTURE
);
682 _mesa_LoadIdentity();
683 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
684 _mesa_MatrixMode(GL_MODELVIEW
);
685 _mesa_LoadIdentity();
686 _mesa_MatrixMode(GL_PROJECTION
);
687 _mesa_LoadIdentity();
689 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
690 * This can occur when there is no draw buffer.
692 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
693 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
694 0.0, ctx
->DrawBuffer
->Height
,
697 if (ctx
->Extensions
.ARB_clip_control
) {
698 save
->ClipOrigin
= ctx
->Transform
.ClipOrigin
;
699 save
->ClipDepthMode
= ctx
->Transform
.ClipDepthMode
;
700 _mesa_ClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
);
704 if (state
& MESA_META_CLIP
) {
705 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
706 if (ctx
->Transform
.ClipPlanesEnabled
) {
708 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
709 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
714 if (state
& MESA_META_VERTEX
) {
715 /* save vertex array object state */
716 _mesa_reference_vao(ctx
, &save
->VAO
,
718 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
719 ctx
->Array
.ArrayBufferObj
);
720 /* set some default state? */
723 if (state
& MESA_META_VIEWPORT
) {
724 /* save viewport state */
725 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
726 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
727 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
728 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
729 /* set viewport to match window size */
730 if (ctx
->ViewportArray
[0].X
!= 0 ||
731 ctx
->ViewportArray
[0].Y
!= 0 ||
732 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
733 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
734 _mesa_set_viewport(ctx
, 0, 0, 0,
735 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
737 /* save depth range state */
738 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
739 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
740 /* set depth range to default */
741 _mesa_set_depth_range(ctx
, 0, 0.0, 1.0);
744 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
745 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
747 /* Generally in here we want to do clamping according to whether
748 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
749 * regardless of the internal implementation of the metaops.
751 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
752 ctx
->Extensions
.ARB_color_buffer_float
)
753 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
756 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
757 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
759 /* Generally in here we never want vertex color clamping --
760 * result clamping is only dependent on fragment clamping.
762 if (ctx
->Extensions
.ARB_color_buffer_float
)
763 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
766 if (state
& MESA_META_CONDITIONAL_RENDER
) {
767 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
768 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
770 if (ctx
->Query
.CondRenderQuery
)
771 _mesa_EndConditionalRender();
774 if (state
& MESA_META_SELECT_FEEDBACK
) {
775 save
->RenderMode
= ctx
->RenderMode
;
776 if (ctx
->RenderMode
== GL_SELECT
) {
777 save
->Select
= ctx
->Select
; /* struct copy */
778 _mesa_RenderMode(GL_RENDER
);
779 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
780 save
->Feedback
= ctx
->Feedback
; /* struct copy */
781 _mesa_RenderMode(GL_RENDER
);
785 if (state
& MESA_META_MULTISAMPLE
) {
786 save
->Multisample
= ctx
->Multisample
; /* struct copy */
788 if (ctx
->Multisample
.Enabled
)
789 _mesa_set_multisample(ctx
, GL_FALSE
);
790 if (ctx
->Multisample
.SampleCoverage
)
791 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, GL_FALSE
);
792 if (ctx
->Multisample
.SampleAlphaToCoverage
)
793 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, GL_FALSE
);
794 if (ctx
->Multisample
.SampleAlphaToOne
)
795 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, GL_FALSE
);
796 if (ctx
->Multisample
.SampleShading
)
797 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, GL_FALSE
);
798 if (ctx
->Multisample
.SampleMask
)
799 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, GL_FALSE
);
802 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
803 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
804 if (ctx
->Color
.sRGBEnabled
)
805 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
808 if (state
& MESA_META_DRAW_BUFFERS
) {
809 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
810 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
811 sizeof(save
->ColorDrawBuffers
));
816 save
->Lighting
= ctx
->Light
.Enabled
;
817 if (ctx
->Light
.Enabled
)
818 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
819 save
->RasterDiscard
= ctx
->RasterDiscard
;
820 if (ctx
->RasterDiscard
)
821 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
823 save
->DrawBufferName
= ctx
->DrawBuffer
->Name
;
824 save
->ReadBufferName
= ctx
->ReadBuffer
->Name
;
825 save
->RenderbufferName
= (ctx
->CurrentRenderbuffer
?
826 ctx
->CurrentRenderbuffer
->Name
: 0);
832 * Leave meta state. This is like a light-weight version of glPopAttrib().
835 _mesa_meta_end(struct gl_context
*ctx
)
837 assert(ctx
->Meta
->SaveStackDepth
> 0);
839 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
840 const GLbitfield state
= save
->SavedState
;
843 /* Grab the result of the old occlusion query before starting it again. The
844 * old result is added to the result of the new query so the driver will
845 * continue adding where it left off. */
846 if (state
& MESA_META_OCCLUSION_QUERY
) {
847 if (save
->CurrentOcclusionObject
) {
848 struct gl_query_object
*q
= save
->CurrentOcclusionObject
;
851 ctx
->Driver
.WaitQuery(ctx
, q
);
853 _mesa_BeginQuery(q
->Target
, q
->Id
);
854 ctx
->Query
.CurrentOcclusionObject
->Result
+= result
;
858 if (state
& MESA_META_ALPHA_TEST
) {
859 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
860 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
861 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
864 if (state
& MESA_META_BLEND
) {
865 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
866 if (ctx
->Extensions
.EXT_draw_buffers2
) {
868 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
869 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
873 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
876 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
877 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
880 if (state
& MESA_META_DITHER
)
881 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
883 if (state
& MESA_META_COLOR_MASK
) {
885 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
886 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
888 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
889 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
893 save
->ColorMask
[i
][0],
894 save
->ColorMask
[i
][1],
895 save
->ColorMask
[i
][2],
896 save
->ColorMask
[i
][3]);
902 if (state
& MESA_META_DEPTH_TEST
) {
903 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
904 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
905 _mesa_DepthFunc(save
->Depth
.Func
);
906 _mesa_DepthMask(save
->Depth
.Mask
);
909 if (state
& MESA_META_FOG
) {
910 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
913 if (state
& MESA_META_PIXEL_STORE
) {
914 ctx
->Pack
= save
->Pack
;
915 ctx
->Unpack
= save
->Unpack
;
918 if (state
& MESA_META_PIXEL_TRANSFER
) {
919 ctx
->Pixel
.RedScale
= save
->RedScale
;
920 ctx
->Pixel
.RedBias
= save
->RedBias
;
921 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
922 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
923 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
924 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
925 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
926 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
927 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
929 ctx
->NewState
|=_NEW_PIXEL
;
932 if (state
& MESA_META_RASTERIZATION
) {
933 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
934 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
935 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
936 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
937 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
938 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
941 if (state
& MESA_META_SCISSOR
) {
944 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
945 _mesa_set_scissor(ctx
, i
,
946 save
->Scissor
.ScissorArray
[i
].X
,
947 save
->Scissor
.ScissorArray
[i
].Y
,
948 save
->Scissor
.ScissorArray
[i
].Width
,
949 save
->Scissor
.ScissorArray
[i
].Height
);
950 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
951 (save
->Scissor
.EnableFlags
>> i
) & 1);
955 if (state
& MESA_META_SHADER
) {
956 static const GLenum targets
[] = {
958 GL_TESS_CONTROL_SHADER
,
959 GL_TESS_EVALUATION_SHADER
,
964 STATIC_ASSERT(MESA_SHADER_STAGES
== ARRAY_SIZE(targets
));
968 if (ctx
->Extensions
.ARB_vertex_program
) {
969 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
970 save
->VertexProgramEnabled
);
971 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
972 save
->VertexProgram
);
973 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
976 if (ctx
->Extensions
.ARB_fragment_program
) {
977 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
978 save
->FragmentProgramEnabled
);
979 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
980 save
->FragmentProgram
);
981 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
984 if (ctx
->Extensions
.ATI_fragment_shader
) {
985 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
986 save
->ATIFragmentShaderEnabled
);
990 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
991 /* It is safe to call _mesa_use_shader_program even if the extension
992 * necessary for that program state is not supported. In that case,
993 * the saved program object must be NULL and the currently bound
994 * program object must be NULL. _mesa_use_shader_program is a no-op
997 _mesa_use_shader_program(ctx
, targets
[i
],
1001 /* Do this *before* killing the reference. :)
1003 if (save
->Shader
[i
] != NULL
)
1006 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
1009 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1010 save
->ActiveShader
);
1011 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
1013 /* If there were any stages set with programs, use ctx->Shader as the
1014 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1015 * hasn't been restored yet, and that may modify ctx->_Shader further.
1018 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1021 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1022 ctx
->Pipeline
.Default
);
1024 if (save
->Pipeline
) {
1025 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1027 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1031 if (state
& MESA_META_STENCIL_TEST
) {
1032 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1034 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1035 _mesa_ClearStencil(stencil
->Clear
);
1036 if (ctx
->Extensions
.EXT_stencil_two_side
) {
1037 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1038 stencil
->TestTwoSide
);
1039 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1040 ? GL_BACK
: GL_FRONT
);
1043 _mesa_StencilFuncSeparate(GL_FRONT
,
1044 stencil
->Function
[0],
1046 stencil
->ValueMask
[0]);
1047 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1048 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1049 stencil
->ZFailFunc
[0],
1050 stencil
->ZPassFunc
[0]);
1052 _mesa_StencilFuncSeparate(GL_BACK
,
1053 stencil
->Function
[1],
1055 stencil
->ValueMask
[1]);
1056 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1057 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1058 stencil
->ZFailFunc
[1],
1059 stencil
->ZPassFunc
[1]);
1062 if (state
& MESA_META_TEXTURE
) {
1065 assert(ctx
->Texture
.CurrentUnit
== 0);
1067 /* restore texenv for unit[0] */
1068 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1070 /* restore texture objects for unit[0] only */
1071 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1072 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1073 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1074 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1075 save
->CurrentTexture
[tgt
]);
1077 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1080 /* Restore fixed function texture enables, texgen */
1081 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1082 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1083 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1084 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1087 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1088 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1089 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1093 /* restore current unit state */
1094 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1095 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1098 if (state
& MESA_META_TRANSFORM
) {
1099 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1100 _mesa_ActiveTexture(GL_TEXTURE0
);
1101 _mesa_MatrixMode(GL_TEXTURE
);
1102 _mesa_LoadMatrixf(save
->TextureMatrix
);
1103 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1105 _mesa_MatrixMode(GL_MODELVIEW
);
1106 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1108 _mesa_MatrixMode(GL_PROJECTION
);
1109 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1111 _mesa_MatrixMode(save
->MatrixMode
);
1113 if (ctx
->Extensions
.ARB_clip_control
)
1114 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1117 if (state
& MESA_META_CLIP
) {
1118 if (save
->ClipPlanesEnabled
) {
1120 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1121 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1122 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1128 if (state
& MESA_META_VERTEX
) {
1129 /* restore vertex buffer object */
1130 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1131 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1133 /* restore vertex array object */
1134 _mesa_BindVertexArray(save
->VAO
->Name
);
1135 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1138 if (state
& MESA_META_VIEWPORT
) {
1139 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1140 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1141 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1142 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1143 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1144 save
->ViewportW
, save
->ViewportH
);
1146 _mesa_set_depth_range(ctx
, 0, save
->DepthNear
, save
->DepthFar
);
1149 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1150 ctx
->Extensions
.ARB_color_buffer_float
) {
1151 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1154 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1155 ctx
->Extensions
.ARB_color_buffer_float
) {
1156 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1159 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1160 if (save
->CondRenderQuery
)
1161 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1162 save
->CondRenderMode
);
1165 if (state
& MESA_META_SELECT_FEEDBACK
) {
1166 if (save
->RenderMode
== GL_SELECT
) {
1167 _mesa_RenderMode(GL_SELECT
);
1168 ctx
->Select
= save
->Select
;
1169 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1170 _mesa_RenderMode(GL_FEEDBACK
);
1171 ctx
->Feedback
= save
->Feedback
;
1175 if (state
& MESA_META_MULTISAMPLE
) {
1176 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1177 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
1179 if (ctx_ms
->Enabled
!= save_ms
->Enabled
)
1180 _mesa_set_multisample(ctx
, save_ms
->Enabled
);
1181 if (ctx_ms
->SampleCoverage
!= save_ms
->SampleCoverage
)
1182 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, save_ms
->SampleCoverage
);
1183 if (ctx_ms
->SampleAlphaToCoverage
!= save_ms
->SampleAlphaToCoverage
)
1184 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, save_ms
->SampleAlphaToCoverage
);
1185 if (ctx_ms
->SampleAlphaToOne
!= save_ms
->SampleAlphaToOne
)
1186 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, save_ms
->SampleAlphaToOne
);
1187 if (ctx_ms
->SampleCoverageValue
!= save_ms
->SampleCoverageValue
||
1188 ctx_ms
->SampleCoverageInvert
!= save_ms
->SampleCoverageInvert
) {
1189 _mesa_SampleCoverage(save_ms
->SampleCoverageValue
,
1190 save_ms
->SampleCoverageInvert
);
1192 if (ctx_ms
->SampleShading
!= save_ms
->SampleShading
)
1193 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, save_ms
->SampleShading
);
1194 if (ctx_ms
->SampleMask
!= save_ms
->SampleMask
)
1195 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, save_ms
->SampleMask
);
1196 if (ctx_ms
->SampleMaskValue
!= save_ms
->SampleMaskValue
)
1197 _mesa_SampleMaski(0, save_ms
->SampleMaskValue
);
1198 if (ctx_ms
->MinSampleShadingValue
!= save_ms
->MinSampleShadingValue
)
1199 _mesa_MinSampleShading(save_ms
->MinSampleShadingValue
);
1202 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1203 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1204 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1208 if (save
->Lighting
) {
1209 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1211 if (save
->RasterDiscard
) {
1212 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1214 if (save
->TransformFeedbackNeedsResume
)
1215 _mesa_ResumeTransformFeedback();
1217 if (ctx
->DrawBuffer
->Name
!= save
->DrawBufferName
)
1218 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, save
->DrawBufferName
);
1220 if (ctx
->ReadBuffer
->Name
!= save
->ReadBufferName
)
1221 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER
, save
->ReadBufferName
);
1223 if (!ctx
->CurrentRenderbuffer
||
1224 ctx
->CurrentRenderbuffer
->Name
!= save
->RenderbufferName
)
1225 _mesa_BindRenderbuffer(GL_RENDERBUFFER
, save
->RenderbufferName
);
1227 if (state
& MESA_META_DRAW_BUFFERS
) {
1228 _mesa_drawbuffers(ctx
, ctx
->DrawBuffer
, ctx
->Const
.MaxDrawBuffers
,
1229 save
->ColorDrawBuffers
, NULL
);
1232 ctx
->Meta
->SaveStackDepth
--;
1234 ctx
->API
= save
->API
;
1235 ctx
->Extensions
.Version
= save
->ExtensionsVersion
;
1240 * Convert Z from a normalized value in the range [0, 1] to an object-space
1241 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1242 * default/identity ortho projection results in the original Z value.
1243 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1244 * value comes from the clear value or raster position.
1246 static inline GLfloat
1247 invert_z(GLfloat normZ
)
1249 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1255 * One-time init for a temp_texture object.
1256 * Choose tex target, compute max tex size, etc.
1259 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1261 /* prefer texture rectangle */
1262 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1263 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1264 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1265 tex
->NPOT
= GL_TRUE
;
1268 /* use 2D texture, NPOT if possible */
1269 tex
->Target
= GL_TEXTURE_2D
;
1270 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1271 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1273 tex
->MinSize
= 16; /* 16 x 16 at least */
1274 assert(tex
->MaxSize
> 0);
1276 _mesa_GenTextures(1, &tex
->TexObj
);
1280 cleanup_temp_texture(struct temp_texture
*tex
)
1284 _mesa_DeleteTextures(1, &tex
->TexObj
);
1290 * Return pointer to temp_texture info for non-bitmap ops.
1291 * This does some one-time init if needed.
1293 struct temp_texture
*
1294 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1296 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1299 init_temp_texture(ctx
, tex
);
1307 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1308 * We use a separate texture for bitmaps to reduce texture
1309 * allocation/deallocation.
1311 static struct temp_texture
*
1312 get_bitmap_temp_texture(struct gl_context
*ctx
)
1314 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1317 init_temp_texture(ctx
, tex
);
1324 * Return pointer to depth temp_texture.
1325 * This does some one-time init if needed.
1327 struct temp_texture
*
1328 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1330 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1333 init_temp_texture(ctx
, tex
);
1340 * Compute the width/height of texture needed to draw an image of the
1341 * given size. Return a flag indicating whether the current texture
1342 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1343 * allocated (glTexImage2D).
1344 * Also, compute s/t texcoords for drawing.
1346 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1349 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1350 GLsizei width
, GLsizei height
, GLenum intFormat
)
1352 GLboolean newTex
= GL_FALSE
;
1354 assert(width
<= tex
->MaxSize
);
1355 assert(height
<= tex
->MaxSize
);
1357 if (width
> tex
->Width
||
1358 height
> tex
->Height
||
1359 intFormat
!= tex
->IntFormat
) {
1360 /* alloc new texture (larger or different format) */
1363 /* use non-power of two size */
1364 tex
->Width
= MAX2(tex
->MinSize
, width
);
1365 tex
->Height
= MAX2(tex
->MinSize
, height
);
1368 /* find power of two size */
1370 w
= h
= tex
->MinSize
;
1379 tex
->IntFormat
= intFormat
;
1384 /* compute texcoords */
1385 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1386 tex
->Sright
= (GLfloat
) width
;
1387 tex
->Ttop
= (GLfloat
) height
;
1390 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1391 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1399 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1402 _mesa_meta_setup_copypix_texture(struct gl_context
*ctx
,
1403 struct temp_texture
*tex
,
1404 GLint srcX
, GLint srcY
,
1405 GLsizei width
, GLsizei height
,
1411 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1412 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1413 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1414 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1416 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1418 /* copy framebuffer image to texture */
1420 /* create new tex image */
1421 if (tex
->Width
== width
&& tex
->Height
== height
) {
1422 /* create new tex with framebuffer data */
1423 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1424 srcX
, srcY
, width
, height
, 0);
1427 /* create empty texture */
1428 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1429 tex
->Width
, tex
->Height
, 0,
1430 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1432 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1433 0, 0, srcX
, srcY
, width
, height
);
1437 /* replace existing tex image */
1438 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1439 0, 0, srcX
, srcY
, width
, height
);
1445 * Setup/load texture for glDrawPixels.
1448 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1449 struct temp_texture
*tex
,
1451 GLsizei width
, GLsizei height
,
1452 GLenum format
, GLenum type
,
1453 const GLvoid
*pixels
)
1455 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1456 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1457 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1458 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1460 /* copy pixel data to texture */
1462 /* create new tex image */
1463 if (tex
->Width
== width
&& tex
->Height
== height
) {
1464 /* create new tex and load image data */
1465 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1466 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1469 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1471 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1472 ctx
->Unpack
.BufferObj
);
1473 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1474 /* create empty texture */
1475 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1476 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1477 if (save_unpack_obj
!= NULL
)
1478 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1479 save_unpack_obj
->Name
);
1481 _mesa_TexSubImage2D(tex
->Target
, 0,
1482 0, 0, width
, height
, format
, type
, pixels
);
1486 /* replace existing tex image */
1487 _mesa_TexSubImage2D(tex
->Target
, 0,
1488 0, 0, width
, height
, format
, type
, pixels
);
1493 _mesa_meta_setup_ff_tnl_for_blit(GLuint
*VAO
, GLuint
*VBO
,
1494 unsigned texcoord_size
)
1496 _mesa_meta_setup_vertex_objects(VAO
, VBO
, false, 2, texcoord_size
, 0);
1498 /* setup projection matrix */
1499 _mesa_MatrixMode(GL_PROJECTION
);
1500 _mesa_LoadIdentity();
1504 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1507 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1509 meta_clear(ctx
, buffers
, false);
1513 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1515 meta_clear(ctx
, buffers
, true);
1519 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1521 const char *vs_source
=
1522 "#extension GL_AMD_vertex_shader_layer : enable\n"
1523 "#extension GL_ARB_draw_instanced : enable\n"
1524 "attribute vec4 position;\n"
1527 "#ifdef GL_AMD_vertex_shader_layer\n"
1528 " gl_Layer = gl_InstanceID;\n"
1530 " gl_Position = position;\n"
1532 const char *fs_source
=
1533 "uniform vec4 color;\n"
1536 " gl_FragColor = color;\n"
1539 bool has_integer_textures
;
1541 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, true, 3, 0, 0);
1543 if (clear
->ShaderProg
!= 0)
1546 vs
= _mesa_CreateShader(GL_VERTEX_SHADER
);
1547 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
1548 _mesa_CompileShader(vs
);
1550 fs
= _mesa_CreateShader(GL_FRAGMENT_SHADER
);
1551 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
1552 _mesa_CompileShader(fs
);
1554 clear
->ShaderProg
= _mesa_CreateProgram();
1555 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1556 _mesa_DeleteShader(fs
);
1557 _mesa_AttachShader(clear
->ShaderProg
, vs
);
1558 _mesa_DeleteShader(vs
);
1559 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
1560 _mesa_ObjectLabel(GL_PROGRAM
, clear
->ShaderProg
, -1, "meta clear");
1561 _mesa_LinkProgram(clear
->ShaderProg
);
1563 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
, "color");
1565 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1566 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
1568 if (has_integer_textures
) {
1569 void *shader_source_mem_ctx
= ralloc_context(NULL
);
1570 const char *vs_int_source
=
1571 ralloc_asprintf(shader_source_mem_ctx
,
1573 "#extension GL_AMD_vertex_shader_layer : enable\n"
1574 "#extension GL_ARB_draw_instanced : enable\n"
1575 "in vec4 position;\n"
1578 "#ifdef GL_AMD_vertex_shader_layer\n"
1579 " gl_Layer = gl_InstanceID;\n"
1581 " gl_Position = position;\n"
1583 const char *fs_int_source
=
1584 ralloc_asprintf(shader_source_mem_ctx
,
1586 "uniform ivec4 color;\n"
1587 "out ivec4 out_color;\n"
1591 " out_color = color;\n"
1594 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
1596 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
1598 ralloc_free(shader_source_mem_ctx
);
1600 clear
->IntegerShaderProg
= _mesa_CreateProgram();
1601 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1602 _mesa_DeleteShader(fs
);
1603 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1604 _mesa_DeleteShader(vs
);
1605 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
1607 /* Note that user-defined out attributes get automatically assigned
1608 * locations starting from 0, so we don't need to explicitly
1609 * BindFragDataLocation to 0.
1612 _mesa_ObjectLabel(GL_PROGRAM
, clear
->IntegerShaderProg
, -1,
1614 _mesa_meta_link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1616 clear
->IntegerColorLocation
=
1617 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
1622 meta_glsl_clear_cleanup(struct clear_state
*clear
)
1624 if (clear
->VAO
== 0)
1626 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1628 _mesa_DeleteBuffers(1, &clear
->VBO
);
1630 _mesa_DeleteProgram(clear
->ShaderProg
);
1631 clear
->ShaderProg
= 0;
1633 if (clear
->IntegerShaderProg
) {
1634 _mesa_DeleteProgram(clear
->IntegerShaderProg
);
1635 clear
->IntegerShaderProg
= 0;
1640 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1641 * set GL to only draw to those buffers.
1643 * Since the bitfield has no associated order, the assignment of draw buffer
1644 * indices to color attachment indices is rather arbitrary.
1647 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1649 GLenum enums
[MAX_DRAW_BUFFERS
];
1653 /* This function is only legal for color buffer bitfields. */
1654 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1656 /* Make sure we don't overflow any arrays. */
1657 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1661 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1662 enums
[i
++] = GL_FRONT_LEFT
;
1664 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1665 enums
[i
++] = GL_FRONT_RIGHT
;
1667 if (bits
& BUFFER_BIT_BACK_LEFT
)
1668 enums
[i
++] = GL_BACK_LEFT
;
1670 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1671 enums
[i
++] = GL_BACK_RIGHT
;
1673 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1674 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1675 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1678 _mesa_DrawBuffers(i
, enums
);
1682 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1685 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
1687 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1688 GLbitfield metaSave
;
1689 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1690 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1691 float x0
, y0
, x1
, y1
, z
;
1692 struct vertex verts
[4];
1695 metaSave
= (MESA_META_ALPHA_TEST
|
1697 MESA_META_DEPTH_TEST
|
1698 MESA_META_RASTERIZATION
|
1700 MESA_META_STENCIL_TEST
|
1702 MESA_META_VIEWPORT
|
1704 MESA_META_CLAMP_FRAGMENT_COLOR
|
1705 MESA_META_MULTISAMPLE
|
1706 MESA_META_OCCLUSION_QUERY
);
1709 metaSave
|= MESA_META_FOG
|
1710 MESA_META_PIXEL_TRANSFER
|
1711 MESA_META_TRANSFORM
|
1713 MESA_META_CLAMP_VERTEX_COLOR
|
1714 MESA_META_SELECT_FEEDBACK
;
1717 if (buffers
& BUFFER_BITS_COLOR
) {
1718 metaSave
|= MESA_META_DRAW_BUFFERS
;
1720 /* We'll use colormask to disable color writes. Otherwise,
1721 * respect color mask
1723 metaSave
|= MESA_META_COLOR_MASK
;
1726 _mesa_meta_begin(ctx
, metaSave
);
1729 meta_glsl_clear_init(ctx
, clear
);
1731 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1732 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1733 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1734 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1735 z
= -invert_z(ctx
->Depth
.Clear
);
1737 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, false, 3, 0, 4);
1739 x0
= (float) fb
->_Xmin
;
1740 y0
= (float) fb
->_Ymin
;
1741 x1
= (float) fb
->_Xmax
;
1742 y1
= (float) fb
->_Ymax
;
1743 z
= invert_z(ctx
->Depth
.Clear
);
1746 if (fb
->_IntegerColor
) {
1748 _mesa_UseProgram(clear
->IntegerShaderProg
);
1749 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
1750 ctx
->Color
.ClearColor
.i
);
1752 _mesa_UseProgram(clear
->ShaderProg
);
1753 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
1754 ctx
->Color
.ClearColor
.f
);
1757 /* GL_COLOR_BUFFER_BIT */
1758 if (buffers
& BUFFER_BITS_COLOR
) {
1759 /* Only draw to the buffers we were asked to clear. */
1760 _mesa_meta_drawbuffers_from_bitfield(buffers
& BUFFER_BITS_COLOR
);
1762 /* leave colormask state as-is */
1764 /* Clears never have the color clamped. */
1765 if (ctx
->Extensions
.ARB_color_buffer_float
)
1766 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1769 assert(metaSave
& MESA_META_COLOR_MASK
);
1770 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1773 /* GL_DEPTH_BUFFER_BIT */
1774 if (buffers
& BUFFER_BIT_DEPTH
) {
1775 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1776 _mesa_DepthFunc(GL_ALWAYS
);
1777 _mesa_DepthMask(GL_TRUE
);
1780 assert(!ctx
->Depth
.Test
);
1783 /* GL_STENCIL_BUFFER_BIT */
1784 if (buffers
& BUFFER_BIT_STENCIL
) {
1785 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1786 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1787 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1788 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1789 ctx
->Stencil
.Clear
& stencilMax
,
1790 ctx
->Stencil
.WriteMask
[0]);
1793 assert(!ctx
->Stencil
.Enabled
);
1796 /* vertex positions */
1811 for (i
= 0; i
< 4; i
++) {
1812 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1813 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1814 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1815 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1819 /* upload new vertex data */
1820 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1821 GL_DYNAMIC_DRAW_ARB
);
1824 if (fb
->MaxNumLayers
> 0) {
1825 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1827 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1830 _mesa_meta_end(ctx
);
1834 * Meta implementation of ctx->Driver.CopyPixels() in terms
1835 * of texture mapping and polygon rendering and GLSL shaders.
1838 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1839 GLsizei width
, GLsizei height
,
1840 GLint dstX
, GLint dstY
, GLenum type
)
1842 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1843 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1844 struct vertex verts
[4];
1846 if (type
!= GL_COLOR
||
1847 ctx
->_ImageTransferState
||
1849 width
> tex
->MaxSize
||
1850 height
> tex
->MaxSize
) {
1851 /* XXX avoid this fallback */
1852 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1856 /* Most GL state applies to glCopyPixels, but a there's a few things
1857 * we need to override:
1859 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1862 MESA_META_TRANSFORM
|
1865 MESA_META_VIEWPORT
));
1867 _mesa_meta_setup_vertex_objects(©pix
->VAO
, ©pix
->VBO
, false,
1870 /* Silence valgrind warnings about reading uninitialized stack. */
1871 memset(verts
, 0, sizeof(verts
));
1873 /* Alloc/setup texture */
1874 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1875 GL_RGBA
, GL_NEAREST
);
1877 /* vertex positions, texcoords (after texture allocation!) */
1879 const GLfloat dstX0
= (GLfloat
) dstX
;
1880 const GLfloat dstY0
= (GLfloat
) dstY
;
1881 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1882 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1883 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1888 verts
[0].tex
[0] = 0.0F
;
1889 verts
[0].tex
[1] = 0.0F
;
1893 verts
[1].tex
[0] = tex
->Sright
;
1894 verts
[1].tex
[1] = 0.0F
;
1898 verts
[2].tex
[0] = tex
->Sright
;
1899 verts
[2].tex
[1] = tex
->Ttop
;
1903 verts
[3].tex
[0] = 0.0F
;
1904 verts
[3].tex
[1] = tex
->Ttop
;
1906 /* upload new vertex data */
1907 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1910 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1912 /* draw textured quad */
1913 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1915 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1917 _mesa_meta_end(ctx
);
1921 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
1923 if (drawpix
->VAO
!= 0) {
1924 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1927 _mesa_DeleteBuffers(1, &drawpix
->VBO
);
1931 if (drawpix
->StencilFP
!= 0) {
1932 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1933 drawpix
->StencilFP
= 0;
1936 if (drawpix
->DepthFP
!= 0) {
1937 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1938 drawpix
->DepthFP
= 0;
1943 * When the glDrawPixels() image size is greater than the max rectangle
1944 * texture size we use this function to break the glDrawPixels() image
1945 * into tiles which fit into the max texture size.
1948 tiled_draw_pixels(struct gl_context
*ctx
,
1950 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
1951 GLenum format
, GLenum type
,
1952 const struct gl_pixelstore_attrib
*unpack
,
1953 const GLvoid
*pixels
)
1955 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1958 if (tileUnpack
.RowLength
== 0)
1959 tileUnpack
.RowLength
= width
;
1961 for (i
= 0; i
< width
; i
+= tileSize
) {
1962 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
1963 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
1965 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
1967 for (j
= 0; j
< height
; j
+= tileSize
) {
1968 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
1969 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
1971 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
1973 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
1974 format
, type
, &tileUnpack
, pixels
);
1981 * One-time init for drawing stencil pixels.
1984 init_draw_stencil_pixels(struct gl_context
*ctx
)
1986 /* This program is run eight times, once for each stencil bit.
1987 * The stencil values to draw are found in an 8-bit alpha texture.
1988 * We read the texture/stencil value and test if bit 'b' is set.
1989 * If the bit is not set, use KIL to kill the fragment.
1990 * Finally, we use the stencil test to update the stencil buffer.
1992 * The basic algorithm for checking if a bit is set is:
1993 * if (is_odd(value / (1 << bit)))
1994 * result is one (or non-zero).
1997 * The program parameter contains three values:
1998 * parm.x = 255 / (1 << bit)
2002 static const char *program
=
2004 "PARAM parm = program.local[0]; \n"
2006 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2007 "# t = t * 255 / bit \n"
2008 "MUL t.x, t.a, parm.x; \n"
2011 "SUB t.x, t.x, t.y; \n"
2013 "MUL t.x, t.x, parm.y; \n"
2014 "# t = fract(t.x) \n"
2015 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2016 "# t.x = (t.x == 0 ? 1 : 0) \n"
2017 "SGE t.x, -t.x, parm.z; \n"
2019 "# for debug only \n"
2020 "#MOV result.color, t.x; \n"
2022 char program2
[1000];
2023 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2024 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2025 const char *texTarget
;
2027 assert(drawpix
->StencilFP
== 0);
2029 /* replace %s with "RECT" or "2D" */
2030 assert(strlen(program
) + 4 < sizeof(program2
));
2031 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2035 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2037 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2038 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2039 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2040 strlen(program2
), (const GLubyte
*) program2
);
2045 * One-time init for drawing depth pixels.
2048 init_draw_depth_pixels(struct gl_context
*ctx
)
2050 static const char *program
=
2052 "PARAM color = program.local[0]; \n"
2053 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2054 "MOV result.color, color; \n"
2057 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2058 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2059 const char *texTarget
;
2061 assert(drawpix
->DepthFP
== 0);
2063 /* replace %s with "RECT" or "2D" */
2064 assert(strlen(program
) + 4 < sizeof(program2
));
2065 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2069 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2071 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2072 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2073 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2074 strlen(program2
), (const GLubyte
*) program2
);
2079 * Meta implementation of ctx->Driver.DrawPixels() in terms
2080 * of texture mapping and polygon rendering.
2083 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2084 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2085 GLenum format
, GLenum type
,
2086 const struct gl_pixelstore_attrib
*unpack
,
2087 const GLvoid
*pixels
)
2089 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2090 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2091 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2092 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2093 struct vertex verts
[4];
2094 GLenum texIntFormat
;
2095 GLboolean fallback
, newTex
;
2096 GLbitfield metaExtraSave
= 0x0;
2099 * Determine if we can do the glDrawPixels with texture mapping.
2101 fallback
= GL_FALSE
;
2102 if (ctx
->Fog
.Enabled
) {
2106 if (_mesa_is_color_format(format
)) {
2107 /* use more compact format when possible */
2108 /* XXX disable special case for GL_LUMINANCE for now to work around
2109 * apparent i965 driver bug (see bug #23670).
2111 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2112 texIntFormat
= format
;
2114 texIntFormat
= GL_RGBA
;
2116 /* If we're not supposed to clamp the resulting color, then just
2117 * promote our texture to fully float. We could do better by
2118 * just going for the matching set of channels, in floating
2121 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2122 ctx
->Extensions
.ARB_texture_float
)
2123 texIntFormat
= GL_RGBA32F
;
2125 else if (_mesa_is_stencil_format(format
)) {
2126 if (ctx
->Extensions
.ARB_fragment_program
&&
2127 ctx
->Pixel
.IndexShift
== 0 &&
2128 ctx
->Pixel
.IndexOffset
== 0 &&
2129 type
== GL_UNSIGNED_BYTE
) {
2130 /* We'll store stencil as alpha. This only works for GLubyte
2131 * image data because of how incoming values are mapped to alpha
2134 texIntFormat
= GL_ALPHA
;
2135 metaExtraSave
= (MESA_META_COLOR_MASK
|
2136 MESA_META_DEPTH_TEST
|
2137 MESA_META_PIXEL_TRANSFER
|
2139 MESA_META_STENCIL_TEST
);
2145 else if (_mesa_is_depth_format(format
)) {
2146 if (ctx
->Extensions
.ARB_depth_texture
&&
2147 ctx
->Extensions
.ARB_fragment_program
) {
2148 texIntFormat
= GL_DEPTH_COMPONENT
;
2149 metaExtraSave
= (MESA_META_SHADER
);
2160 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2161 format
, type
, unpack
, pixels
);
2166 * Check image size against max texture size, draw as tiles if needed.
2168 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2169 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2170 format
, type
, unpack
, pixels
);
2174 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2175 * but a there's a few things we need to override:
2177 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2180 MESA_META_TRANSFORM
|
2183 MESA_META_VIEWPORT
|
2186 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2188 _mesa_meta_setup_vertex_objects(&drawpix
->VAO
, &drawpix
->VBO
, false,
2191 /* Silence valgrind warnings about reading uninitialized stack. */
2192 memset(verts
, 0, sizeof(verts
));
2194 /* vertex positions, texcoords (after texture allocation!) */
2196 const GLfloat x0
= (GLfloat
) x
;
2197 const GLfloat y0
= (GLfloat
) y
;
2198 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2199 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2200 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2205 verts
[0].tex
[0] = 0.0F
;
2206 verts
[0].tex
[1] = 0.0F
;
2210 verts
[1].tex
[0] = tex
->Sright
;
2211 verts
[1].tex
[1] = 0.0F
;
2215 verts
[2].tex
[0] = tex
->Sright
;
2216 verts
[2].tex
[1] = tex
->Ttop
;
2220 verts
[3].tex
[0] = 0.0F
;
2221 verts
[3].tex
[1] = tex
->Ttop
;
2224 /* upload new vertex data */
2225 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2226 verts
, GL_DYNAMIC_DRAW_ARB
);
2228 /* set given unpack params */
2229 ctx
->Unpack
= *unpack
;
2231 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2233 if (_mesa_is_stencil_format(format
)) {
2234 /* Drawing stencil */
2237 if (!drawpix
->StencilFP
)
2238 init_draw_stencil_pixels(ctx
);
2240 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2241 GL_ALPHA
, type
, pixels
);
2243 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2245 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2247 /* set all stencil bits to 0 */
2248 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2249 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2250 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2252 /* set stencil bits to 1 where needed */
2253 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2255 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2256 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2258 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2259 const GLuint mask
= 1 << bit
;
2260 if (mask
& origStencilMask
) {
2261 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2262 _mesa_StencilMask(mask
);
2264 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2265 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2267 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2271 else if (_mesa_is_depth_format(format
)) {
2273 if (!drawpix
->DepthFP
)
2274 init_draw_depth_pixels(ctx
);
2276 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2277 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2279 /* polygon color = current raster color */
2280 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2281 ctx
->Current
.RasterColor
);
2283 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2284 format
, type
, pixels
);
2286 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2290 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2291 format
, type
, pixels
);
2292 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2295 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2297 /* restore unpack params */
2298 ctx
->Unpack
= unpackSave
;
2300 _mesa_meta_end(ctx
);
2304 alpha_test_raster_color(struct gl_context
*ctx
)
2306 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2307 GLfloat ref
= ctx
->Color
.AlphaRef
;
2309 switch (ctx
->Color
.AlphaFunc
) {
2315 return alpha
== ref
;
2317 return alpha
<= ref
;
2321 return alpha
!= ref
;
2323 return alpha
>= ref
;
2333 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2334 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2335 * tracker would improve performance a lot.
2338 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2339 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2340 const struct gl_pixelstore_attrib
*unpack
,
2341 const GLubyte
*bitmap1
)
2343 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2344 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2345 const GLenum texIntFormat
= GL_ALPHA
;
2346 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2348 struct vertex verts
[4];
2353 * Check if swrast fallback is needed.
2355 if (ctx
->_ImageTransferState
||
2356 ctx
->FragmentProgram
._Enabled
||
2358 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2359 width
> tex
->MaxSize
||
2360 height
> tex
->MaxSize
) {
2361 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2365 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2368 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2369 * but a there's a few things we need to override:
2371 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2372 MESA_META_PIXEL_STORE
|
2373 MESA_META_RASTERIZATION
|
2376 MESA_META_TRANSFORM
|
2379 MESA_META_VIEWPORT
));
2381 _mesa_meta_setup_vertex_objects(&bitmap
->VAO
, &bitmap
->VBO
, false, 3, 2, 4);
2383 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2385 /* Silence valgrind warnings about reading uninitialized stack. */
2386 memset(verts
, 0, sizeof(verts
));
2388 /* vertex positions, texcoords, colors (after texture allocation!) */
2390 const GLfloat x0
= (GLfloat
) x
;
2391 const GLfloat y0
= (GLfloat
) y
;
2392 const GLfloat x1
= (GLfloat
) (x
+ width
);
2393 const GLfloat y1
= (GLfloat
) (y
+ height
);
2394 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2400 verts
[0].tex
[0] = 0.0F
;
2401 verts
[0].tex
[1] = 0.0F
;
2405 verts
[1].tex
[0] = tex
->Sright
;
2406 verts
[1].tex
[1] = 0.0F
;
2410 verts
[2].tex
[0] = tex
->Sright
;
2411 verts
[2].tex
[1] = tex
->Ttop
;
2415 verts
[3].tex
[0] = 0.0F
;
2416 verts
[3].tex
[1] = tex
->Ttop
;
2418 for (i
= 0; i
< 4; i
++) {
2419 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2420 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2421 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2422 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2425 /* upload new vertex data */
2426 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2429 /* choose different foreground/background alpha values */
2430 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2431 bg
= (fg
> 127 ? 0 : 255);
2433 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2435 _mesa_meta_end(ctx
);
2439 bitmap8
= malloc(width
* height
);
2441 memset(bitmap8
, bg
, width
* height
);
2442 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2443 bitmap8
, width
, fg
);
2445 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2447 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2448 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2450 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2451 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2453 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2455 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2460 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2462 _mesa_meta_end(ctx
);
2466 * Compute the texture coordinates for the four vertices of a quad for
2467 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2468 * and width, height specify a sub-region of the 2D image.
2470 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2471 * \param slice slice of a 1D/2D array texture or 3D texture
2472 * \param xoffset X position of sub texture
2473 * \param yoffset Y position of sub texture
2474 * \param width width of the sub texture image
2475 * \param height height of the sub texture image
2476 * \param total_width total width of the texture image
2477 * \param total_height total height of the texture image
2478 * \param total_depth total depth of the texture image
2479 * \param coords0/1/2/3 returns the computed texcoords
2482 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2498 const float s0
= (float) xoffset
/ (float) total_width
;
2499 const float s1
= (float) (xoffset
+ width
) / (float) total_width
;
2500 const float t0
= (float) yoffset
/ (float) total_height
;
2501 const float t1
= (float) (yoffset
+ height
) / (float) total_height
;
2504 /* setup the reference texcoords */
2514 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2515 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2517 /* Currently all texture targets want the W component to be 1.0.
2524 switch (faceTarget
) {
2528 case GL_TEXTURE_2D_ARRAY
:
2529 if (faceTarget
== GL_TEXTURE_3D
) {
2530 assert(slice
< total_depth
);
2531 assert(total_depth
>= 1);
2532 r
= (slice
+ 0.5f
) / total_depth
;
2534 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2538 coords0
[0] = st
[0][0]; /* s */
2539 coords0
[1] = st
[0][1]; /* t */
2540 coords0
[2] = r
; /* r */
2541 coords1
[0] = st
[1][0];
2542 coords1
[1] = st
[1][1];
2544 coords2
[0] = st
[2][0];
2545 coords2
[1] = st
[2][1];
2547 coords3
[0] = st
[3][0];
2548 coords3
[1] = st
[3][1];
2551 case GL_TEXTURE_RECTANGLE_ARB
:
2552 coords0
[0] = (float) xoffset
; /* s */
2553 coords0
[1] = (float) yoffset
; /* t */
2554 coords0
[2] = 0.0F
; /* r */
2555 coords1
[0] = (float) (xoffset
+ width
);
2556 coords1
[1] = (float) yoffset
;
2558 coords2
[0] = (float) (xoffset
+ width
);
2559 coords2
[1] = (float) (yoffset
+ height
);
2561 coords3
[0] = (float) xoffset
;
2562 coords3
[1] = (float) (yoffset
+ height
);
2565 case GL_TEXTURE_1D_ARRAY
:
2566 coords0
[0] = st
[0][0]; /* s */
2567 coords0
[1] = (float) slice
; /* t */
2568 coords0
[2] = 0.0F
; /* r */
2569 coords1
[0] = st
[1][0];
2570 coords1
[1] = (float) slice
;
2572 coords2
[0] = st
[2][0];
2573 coords2
[1] = (float) slice
;
2575 coords3
[0] = st
[3][0];
2576 coords3
[1] = (float) slice
;
2580 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2581 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2582 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2583 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2584 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2585 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2586 /* loop over quad verts */
2587 for (i
= 0; i
< 4; i
++) {
2588 /* Compute sc = +/-scale and tc = +/-scale.
2589 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2590 * though that can still sometimes happen with this scale factor...
2592 const GLfloat scale
= 0.9999f
;
2593 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2594 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2611 unreachable("not reached");
2614 coord
[3] = (float) (slice
/ 6);
2616 switch (faceTarget
) {
2617 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2622 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2627 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2632 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2637 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2642 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2653 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2657 static struct blit_shader
*
2658 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2662 table
->sampler_1d
.type
= "sampler1D";
2663 table
->sampler_1d
.func
= "texture1D";
2664 table
->sampler_1d
.texcoords
= "texCoords.x";
2665 return &table
->sampler_1d
;
2667 table
->sampler_2d
.type
= "sampler2D";
2668 table
->sampler_2d
.func
= "texture2D";
2669 table
->sampler_2d
.texcoords
= "texCoords.xy";
2670 return &table
->sampler_2d
;
2671 case GL_TEXTURE_RECTANGLE
:
2672 table
->sampler_rect
.type
= "sampler2DRect";
2673 table
->sampler_rect
.func
= "texture2DRect";
2674 table
->sampler_rect
.texcoords
= "texCoords.xy";
2675 return &table
->sampler_rect
;
2677 /* Code for mipmap generation with 3D textures is not used yet.
2678 * It's a sw fallback.
2680 table
->sampler_3d
.type
= "sampler3D";
2681 table
->sampler_3d
.func
= "texture3D";
2682 table
->sampler_3d
.texcoords
= "texCoords.xyz";
2683 return &table
->sampler_3d
;
2684 case GL_TEXTURE_CUBE_MAP
:
2685 table
->sampler_cubemap
.type
= "samplerCube";
2686 table
->sampler_cubemap
.func
= "textureCube";
2687 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
2688 return &table
->sampler_cubemap
;
2689 case GL_TEXTURE_1D_ARRAY
:
2690 table
->sampler_1d_array
.type
= "sampler1DArray";
2691 table
->sampler_1d_array
.func
= "texture1DArray";
2692 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
2693 return &table
->sampler_1d_array
;
2694 case GL_TEXTURE_2D_ARRAY
:
2695 table
->sampler_2d_array
.type
= "sampler2DArray";
2696 table
->sampler_2d_array
.func
= "texture2DArray";
2697 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
2698 return &table
->sampler_2d_array
;
2699 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2700 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
2701 table
->sampler_cubemap_array
.func
= "textureCubeArray";
2702 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
2703 return &table
->sampler_cubemap_array
;
2705 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2706 " setup_texture_sampler()\n", target
);
2712 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table
*table
)
2714 _mesa_DeleteProgram(table
->sampler_1d
.shader_prog
);
2715 _mesa_DeleteProgram(table
->sampler_2d
.shader_prog
);
2716 _mesa_DeleteProgram(table
->sampler_3d
.shader_prog
);
2717 _mesa_DeleteProgram(table
->sampler_rect
.shader_prog
);
2718 _mesa_DeleteProgram(table
->sampler_cubemap
.shader_prog
);
2719 _mesa_DeleteProgram(table
->sampler_1d_array
.shader_prog
);
2720 _mesa_DeleteProgram(table
->sampler_2d_array
.shader_prog
);
2721 _mesa_DeleteProgram(table
->sampler_cubemap_array
.shader_prog
);
2723 table
->sampler_1d
.shader_prog
= 0;
2724 table
->sampler_2d
.shader_prog
= 0;
2725 table
->sampler_3d
.shader_prog
= 0;
2726 table
->sampler_rect
.shader_prog
= 0;
2727 table
->sampler_cubemap
.shader_prog
= 0;
2728 table
->sampler_1d_array
.shader_prog
= 0;
2729 table
->sampler_2d_array
.shader_prog
= 0;
2730 table
->sampler_cubemap_array
.shader_prog
= 0;
2734 * Determine the GL data type to use for the temporary image read with
2735 * ReadPixels() and passed to Tex[Sub]Image().
2738 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2740 const GLenum baseFormat
= _mesa_get_format_base_format(format
);
2741 const GLenum datatype
= _mesa_get_format_datatype(format
);
2742 const GLint format_red_bits
= _mesa_get_format_bits(format
, GL_RED_BITS
);
2744 switch (baseFormat
) {
2751 case GL_LUMINANCE_ALPHA
:
2753 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2755 } else if (format_red_bits
<= 8) {
2756 return GL_UNSIGNED_BYTE
;
2757 } else if (format_red_bits
<= 16) {
2758 return GL_UNSIGNED_SHORT
;
2761 case GL_DEPTH_COMPONENT
:
2762 if (datatype
== GL_FLOAT
)
2765 return GL_UNSIGNED_INT
;
2766 case GL_DEPTH_STENCIL
:
2767 if (datatype
== GL_FLOAT
)
2768 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
2770 return GL_UNSIGNED_INT_24_8
;
2772 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2779 * Attempts to wrap the destination texture in an FBO and use
2780 * glBlitFramebuffer() to implement glCopyTexSubImage().
2783 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2784 struct gl_texture_image
*texImage
,
2788 struct gl_renderbuffer
*rb
,
2790 GLsizei width
, GLsizei height
)
2793 bool success
= false;
2797 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2800 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2802 _mesa_GenFramebuffers(1, &fbo
);
2803 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
2805 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2806 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2807 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
2809 mask
= GL_DEPTH_BUFFER_BIT
;
2811 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2812 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2813 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
2815 mask
|= GL_STENCIL_BUFFER_BIT
;
2817 _mesa_DrawBuffer(GL_NONE
);
2819 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
2821 mask
= GL_COLOR_BUFFER_BIT
;
2822 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2825 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
2826 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2829 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2831 /* Since we've bound a new draw framebuffer, we need to update
2832 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2835 _mesa_update_state(ctx
);
2837 /* We skip the core BlitFramebuffer checks for format consistency, which
2838 * are too strict for CopyTexImage. We know meta will be fine with format
2841 mask
= _mesa_meta_BlitFramebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
,
2843 x
+ width
, y
+ height
,
2845 xoffset
+ width
, yoffset
+ height
,
2847 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2848 success
= mask
== 0x0;
2851 _mesa_DeleteFramebuffers(1, &fbo
);
2852 _mesa_meta_end(ctx
);
2857 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2858 * Have to be careful with locking and meta state for pixel transfer.
2861 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
2862 struct gl_texture_image
*texImage
,
2863 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2864 struct gl_renderbuffer
*rb
,
2866 GLsizei width
, GLsizei height
)
2868 GLenum format
, type
;
2872 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2874 xoffset
, yoffset
, zoffset
,
2881 /* Choose format/type for temporary image buffer */
2882 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2883 if (format
== GL_LUMINANCE
||
2884 format
== GL_LUMINANCE_ALPHA
||
2885 format
== GL_INTENSITY
) {
2886 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2887 * temp image buffer because glReadPixels will do L=R+G+B which is
2888 * not what we want (should be L=R).
2893 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
2894 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
2895 format
= _mesa_base_format_to_integer_format(format
);
2897 bpp
= _mesa_bytes_per_pixel(format
, type
);
2899 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2904 * Alloc image buffer (XXX could use a PBO)
2906 buf
= malloc(width
* height
* bpp
);
2908 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2913 * Read image from framebuffer (disable pixel transfer ops)
2915 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2916 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2917 format
, type
, &ctx
->Pack
, buf
);
2918 _mesa_meta_end(ctx
);
2920 _mesa_update_state(ctx
); /* to update pixel transfer state */
2923 * Store texture data (with pixel transfer ops)
2925 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2927 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
2928 assert(yoffset
== 0);
2929 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2930 xoffset
, zoffset
, 0, width
, 1, 1,
2931 format
, type
, buf
, &ctx
->Unpack
);
2933 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2934 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2935 format
, type
, buf
, &ctx
->Unpack
);
2938 _mesa_meta_end(ctx
);
2944 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2946 if (decompress_fbo
->FBO
!= 0) {
2947 _mesa_DeleteFramebuffers(1, &decompress_fbo
->FBO
);
2948 _mesa_DeleteRenderbuffers(1, &decompress_fbo
->RBO
);
2951 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2955 meta_decompress_cleanup(struct decompress_state
*decompress
)
2957 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2958 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2960 if (decompress
->VAO
!= 0) {
2961 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2962 _mesa_DeleteBuffers(1, &decompress
->VBO
);
2965 if (decompress
->Sampler
!= 0)
2966 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
2968 memset(decompress
, 0, sizeof(*decompress
));
2972 * Decompress a texture image by drawing a quad with the compressed
2973 * texture and reading the pixels out of the color buffer.
2974 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2975 * \param destFormat format, ala glReadPixels
2976 * \param destType type, ala glReadPixels
2977 * \param dest destination buffer
2978 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2981 decompress_texture_image(struct gl_context
*ctx
,
2982 struct gl_texture_image
*texImage
,
2984 GLint xoffset
, GLint yoffset
,
2985 GLsizei width
, GLsizei height
,
2986 GLenum destFormat
, GLenum destType
,
2989 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
2990 struct decompress_fbo_state
*decompress_fbo
;
2991 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2992 const GLenum target
= texObj
->Target
;
2995 struct vertex verts
[4];
2998 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
2999 ctx
->Extensions
.ARB_fragment_shader
;
3001 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
3003 decompress_fbo
= &decompress
->floatFBO
;
3004 rbFormat
= GL_RGBA32F
;
3006 case GL_UNSIGNED_NORMALIZED
:
3007 decompress_fbo
= &decompress
->byteFBO
;
3015 assert(target
== GL_TEXTURE_3D
||
3016 target
== GL_TEXTURE_2D_ARRAY
||
3017 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3022 case GL_TEXTURE_1D_ARRAY
:
3023 assert(!"No compressed 1D textures.");
3027 assert(!"No compressed 3D textures.");
3030 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3031 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3034 case GL_TEXTURE_CUBE_MAP
:
3035 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3039 faceTarget
= target
;
3043 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3044 MESA_META_DRAW_BUFFERS
));
3046 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3047 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3049 /* Create/bind FBO/renderbuffer */
3050 if (decompress_fbo
->FBO
== 0) {
3051 _mesa_GenFramebuffers(1, &decompress_fbo
->FBO
);
3052 _mesa_GenRenderbuffers(1, &decompress_fbo
->RBO
);
3053 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
3054 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress_fbo
->RBO
);
3055 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3056 GL_COLOR_ATTACHMENT0_EXT
,
3057 GL_RENDERBUFFER_EXT
,
3058 decompress_fbo
->RBO
);
3061 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
3064 /* alloc dest surface */
3065 if (width
> decompress_fbo
->Width
|| height
> decompress_fbo
->Height
) {
3066 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress_fbo
->RBO
);
3067 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, rbFormat
,
3069 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3070 if (status
!= GL_FRAMEBUFFER_COMPLETE
) {
3071 /* If the framebuffer isn't complete then we'll leave
3072 * decompress_fbo->Width as zero so that it will fail again next time
3074 _mesa_meta_end(ctx
);
3077 decompress_fbo
->Width
= width
;
3078 decompress_fbo
->Height
= height
;
3081 if (use_glsl_version
) {
3082 _mesa_meta_setup_vertex_objects(&decompress
->VAO
, &decompress
->VBO
, true,
3085 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3087 _mesa_meta_setup_ff_tnl_for_blit(&decompress
->VAO
, &decompress
->VBO
, 3);
3090 if (!decompress
->Sampler
) {
3091 _mesa_GenSamplers(1, &decompress
->Sampler
);
3092 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3093 /* nearest filtering */
3094 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3095 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3096 /* No sRGB decode or encode.*/
3097 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3098 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3099 GL_SKIP_DECODE_EXT
);
3103 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3106 /* Silence valgrind warnings about reading uninitialized stack. */
3107 memset(verts
, 0, sizeof(verts
));
3109 _mesa_meta_setup_texture_coords(faceTarget
, slice
,
3110 xoffset
, yoffset
, width
, height
,
3111 texImage
->Width
, texImage
->Height
,
3118 /* setup vertex positions */
3128 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3130 /* upload new vertex data */
3131 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3133 /* setup texture state */
3134 _mesa_BindTexture(target
, texObj
->Name
);
3136 if (!use_glsl_version
)
3137 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3140 /* save texture object state */
3141 const GLint baseLevelSave
= texObj
->BaseLevel
;
3142 const GLint maxLevelSave
= texObj
->MaxLevel
;
3144 /* restrict sampling to the texture level of interest */
3145 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3146 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
3147 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
3150 /* render quad w/ texture into renderbuffer */
3151 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3153 /* Restore texture object state, the texture binding will
3154 * be restored by _mesa_meta_end().
3156 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3157 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
3158 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3163 /* read pixels from renderbuffer */
3165 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3166 GLenum destBaseFormat
= _mesa_unpack_format_to_base_format(destFormat
);
3168 /* The pixel transfer state will be set to default values at this point
3169 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3170 * turned off (as required by glGetTexImage) but we need to handle some
3171 * special cases. In particular, single-channel texture values are
3172 * returned as red and two-channel texture values are returned as
3175 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat
,
3177 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3178 * luminance then we need to return L=tex(R).
3180 _mesa_need_rgb_to_luminance_conversion(baseTexFormat
,
3182 /* Green and blue must be zero */
3183 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3184 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3187 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3190 /* disable texture unit */
3191 if (!use_glsl_version
)
3192 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3194 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3196 _mesa_meta_end(ctx
);
3203 * This is just a wrapper around _mesa_get_tex_image() and
3204 * decompress_texture_image(). Meta functions should not be directly called
3208 _mesa_meta_GetTexSubImage(struct gl_context
*ctx
,
3209 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3210 GLsizei width
, GLsizei height
, GLsizei depth
,
3211 GLenum format
, GLenum type
, GLvoid
*pixels
,
3212 struct gl_texture_image
*texImage
)
3214 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3218 for (slice
= 0; slice
< depth
; slice
++) {
3220 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
3221 || texImage
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
) {
3222 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3223 * in the decompress_texture_image() function's call to
3224 * glReadPixels but we need to compute the dest slice's address
3225 * here (according to SkipImages and ImageHeight).
3227 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
3228 packing
.SkipPixels
= 0;
3229 packing
.SkipRows
= 0;
3230 dst
= _mesa_image_address3d(&packing
, pixels
, width
, height
,
3231 format
, type
, slice
, 0, 0);
3236 result
= decompress_texture_image(ctx
, texImage
, slice
,
3237 xoffset
, yoffset
, width
, height
,
3247 _mesa_GetTexSubImage_sw(ctx
, xoffset
, yoffset
, zoffset
,
3248 width
, height
, depth
, format
, type
, pixels
, texImage
);
3253 * Meta implementation of ctx->Driver.DrawTex() in terms
3254 * of polygon rendering.
3257 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3258 GLfloat width
, GLfloat height
)
3260 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3262 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3264 struct vertex verts
[4];
3267 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3269 MESA_META_TRANSFORM
|
3271 MESA_META_VIEWPORT
));
3273 if (drawtex
->VAO
== 0) {
3274 /* one-time setup */
3275 GLint active_texture
;
3277 /* create vertex array object */
3278 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3279 _mesa_BindVertexArray(drawtex
->VAO
);
3281 /* create vertex array buffer */
3282 _mesa_GenBuffers(1, &drawtex
->VBO
);
3283 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3284 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3285 NULL
, GL_DYNAMIC_DRAW_ARB
);
3287 /* client active texture is not part of the array object */
3288 active_texture
= ctx
->Array
.ActiveTexture
;
3290 /* setup vertex arrays */
3291 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3292 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3293 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3294 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
3295 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
3296 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3299 /* restore client active texture */
3300 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
3303 _mesa_BindVertexArray(drawtex
->VAO
);
3304 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3307 /* vertex positions, texcoords */
3309 const GLfloat x1
= x
+ width
;
3310 const GLfloat y1
= y
+ height
;
3312 z
= CLAMP(z
, 0.0f
, 1.0f
);
3331 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3332 const struct gl_texture_object
*texObj
;
3333 const struct gl_texture_image
*texImage
;
3334 GLfloat s
, t
, s1
, t1
;
3337 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3339 for (j
= 0; j
< 4; j
++) {
3340 verts
[j
].st
[i
][0] = 0.0f
;
3341 verts
[j
].st
[i
][1] = 0.0f
;
3346 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3347 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3348 tw
= texImage
->Width2
;
3349 th
= texImage
->Height2
;
3351 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3352 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3353 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3354 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3356 verts
[0].st
[i
][0] = s
;
3357 verts
[0].st
[i
][1] = t
;
3359 verts
[1].st
[i
][0] = s1
;
3360 verts
[1].st
[i
][1] = t
;
3362 verts
[2].st
[i
][0] = s1
;
3363 verts
[2].st
[i
][1] = t1
;
3365 verts
[3].st
[i
][0] = s
;
3366 verts
[3].st
[i
][1] = t1
;
3369 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3372 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3374 _mesa_meta_end(ctx
);
3378 cleartexsubimage_color(struct gl_context
*ctx
,
3379 struct gl_texture_image
*texImage
,
3380 const GLvoid
*clearValue
,
3384 union gl_color_union colorValue
;
3388 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
3391 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3392 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3395 /* We don't want to apply an sRGB conversion so override the format */
3396 format
= _mesa_get_srgb_format_linear(texImage
->TexFormat
);
3397 datatype
= _mesa_get_format_datatype(format
);
3400 case GL_UNSIGNED_INT
:
3403 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3404 (GLuint (*)[4]) colorValue
.ui
);
3406 memset(&colorValue
, 0, sizeof colorValue
);
3407 if (datatype
== GL_INT
)
3408 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3410 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3414 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3415 (GLfloat (*)[4]) colorValue
.f
);
3417 memset(&colorValue
, 0, sizeof colorValue
);
3418 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3426 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3427 struct gl_texture_image
*texImage
,
3428 const GLvoid
*clearValue
,
3435 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
3438 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3439 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
3442 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3443 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3447 GLuint depthStencilValue
[2];
3449 /* Convert the clearValue from whatever format it's in to a floating
3450 * point value for the depth and an integer value for the stencil index
3452 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
3456 /* We need a memcpy here instead of a cast because we need to
3457 * reinterpret the bytes as a float rather than converting it
3459 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3460 stencilValue
= depthStencilValue
[1] & 0xff;
3466 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3467 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3469 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3475 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3476 struct gl_texture_image
*texImage
,
3478 const GLvoid
*clearValue
)
3483 _mesa_GenFramebuffers(1, &fbo
);
3484 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
3486 switch(texImage
->_BaseFormat
) {
3487 case GL_DEPTH_STENCIL
:
3488 case GL_DEPTH_COMPONENT
:
3489 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3490 clearValue
, zoffset
);
3493 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3497 _mesa_DeleteFramebuffers(1, &fbo
);
3503 cleartexsubimage_using_fbo(struct gl_context
*ctx
,
3504 struct gl_texture_image
*texImage
,
3505 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3506 GLsizei width
, GLsizei height
, GLsizei depth
,
3507 const GLvoid
*clearValue
)
3509 bool success
= true;
3512 _mesa_meta_begin(ctx
,
3514 MESA_META_COLOR_MASK
|
3516 MESA_META_FRAMEBUFFER_SRGB
);
3518 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3520 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3521 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3523 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3524 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3530 _mesa_meta_end(ctx
);
3536 _mesa_meta_ClearTexSubImage(struct gl_context
*ctx
,
3537 struct gl_texture_image
*texImage
,
3538 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3539 GLsizei width
, GLsizei height
, GLsizei depth
,
3540 const GLvoid
*clearValue
)
3544 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3545 xoffset
, yoffset
, zoffset
,
3546 width
, height
, depth
,
3553 "Falling back to mapping the texture in "
3554 "glClearTexSubImage\n");
3556 _mesa_store_cleartexsubimage(ctx
, texImage
,
3557 xoffset
, yoffset
, zoffset
,
3558 width
, height
, depth
,