st/mesa/glsl/nir/i965: make use of new gl_shader_program_data in gl_shader_program
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/framebuffer.h"
52 #include "main/glformats.h"
53 #include "main/image.h"
54 #include "main/macros.h"
55 #include "main/matrix.h"
56 #include "main/mipmap.h"
57 #include "main/multisample.h"
58 #include "main/objectlabel.h"
59 #include "main/pipelineobj.h"
60 #include "main/pixel.h"
61 #include "main/pbo.h"
62 #include "main/polygon.h"
63 #include "main/queryobj.h"
64 #include "main/readpix.h"
65 #include "main/renderbuffer.h"
66 #include "main/scissor.h"
67 #include "main/shaderapi.h"
68 #include "main/shaderobj.h"
69 #include "main/state.h"
70 #include "main/stencil.h"
71 #include "main/texobj.h"
72 #include "main/texenv.h"
73 #include "main/texgetimage.h"
74 #include "main/teximage.h"
75 #include "main/texparam.h"
76 #include "main/texstate.h"
77 #include "main/texstore.h"
78 #include "main/transformfeedback.h"
79 #include "main/uniforms.h"
80 #include "main/varray.h"
81 #include "main/viewport.h"
82 #include "main/samplerobj.h"
83 #include "program/program.h"
84 #include "swrast/swrast.h"
85 #include "drivers/common/meta.h"
86 #include "main/enums.h"
87 #include "main/glformats.h"
88 #include "util/bitscan.h"
89 #include "util/ralloc.h"
90
91 /** Return offset in bytes of the field within a vertex struct */
92 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
93
94 static void
95 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
96
97 static struct blit_shader *
98 choose_blit_shader(GLenum target, struct blit_shader_table *table);
99
100 static void cleanup_temp_texture(struct temp_texture *tex);
101 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
102 struct clear_state *clear);
103 static void meta_decompress_cleanup(struct gl_context *ctx,
104 struct decompress_state *decompress);
105 static void meta_drawpix_cleanup(struct gl_context *ctx,
106 struct drawpix_state *drawpix);
107
108 void
109 _mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
110 struct gl_framebuffer *fb,
111 GLenum attachment,
112 struct gl_texture_image *texImage,
113 GLuint layer)
114 {
115 struct gl_texture_object *texObj = texImage->TexObject;
116 int level = texImage->Level;
117 const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP
118 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face
119 : texObj->Target;
120
121 _mesa_framebuffer_texture(ctx, fb, attachment, texObj, texTarget,
122 level, layer, false, __func__);
123 }
124
125 static struct gl_shader *
126 meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
127 const GLcharARB *source)
128 {
129 const GLuint name = ~0;
130 struct gl_shader *sh;
131
132 sh = _mesa_new_shader(name, stage);
133 sh->Source = strdup(source);
134 sh->CompileStatus = false;
135 _mesa_compile_shader(ctx, sh);
136
137 if (!sh->CompileStatus) {
138 if (sh->InfoLog) {
139 _mesa_problem(ctx,
140 "meta program compile failed:\n%s\nsource:\n%s\n",
141 sh->InfoLog, source);
142 }
143
144 _mesa_reference_shader(ctx, &sh, NULL);
145 }
146
147 return sh;
148 }
149
150 void
151 _mesa_meta_link_program_with_debug(struct gl_context *ctx,
152 struct gl_shader_program *sh_prog)
153 {
154 _mesa_link_program(ctx, sh_prog);
155
156 if (!sh_prog->data->LinkStatus) {
157 _mesa_problem(ctx, "meta program link failed:\n%s",
158 sh_prog->data->InfoLog);
159 }
160 }
161
162 void
163 _mesa_meta_use_program(struct gl_context *ctx,
164 struct gl_shader_program *sh_prog)
165 {
166 /* Attach shader state to the binding point */
167 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
168
169 /* Update the program */
170 _mesa_use_program(ctx, sh_prog);
171 }
172
173 void
174 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
175 const char *vs_source,
176 const char *fs_source,
177 const char *name,
178 struct gl_shader_program **out_sh_prog)
179 {
180 struct gl_shader_program *sh_prog;
181 const GLuint id = ~0;
182
183 sh_prog = _mesa_new_shader_program(id);
184 sh_prog->Label = strdup(name);
185 sh_prog->NumShaders = 2;
186 sh_prog->Shaders = malloc(2 * sizeof(struct gl_shader *));
187 sh_prog->Shaders[0] =
188 meta_compile_shader_with_debug(ctx, MESA_SHADER_VERTEX, vs_source);
189 sh_prog->Shaders[1] =
190 meta_compile_shader_with_debug(ctx, MESA_SHADER_FRAGMENT, fs_source);
191
192 _mesa_meta_link_program_with_debug(ctx, sh_prog);
193
194 _mesa_meta_use_program(ctx, sh_prog);
195
196 *out_sh_prog = sh_prog;
197 }
198
199 /**
200 * Generate a generic shader to blit from a texture to a framebuffer
201 *
202 * \param ctx Current GL context
203 * \param texTarget Texture target that will be the source of the blit
204 *
205 * \returns a handle to a shader program on success or zero on failure.
206 */
207 void
208 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
209 GLenum target,
210 bool do_depth,
211 struct blit_shader_table *table)
212 {
213 char *vs_source, *fs_source;
214 struct blit_shader *shader = choose_blit_shader(target, table);
215 const char *fs_input, *vs_preprocess, *fs_preprocess;
216 void *mem_ctx;
217
218 if (ctx->Const.GLSLVersion < 130) {
219 vs_preprocess = "";
220 fs_preprocess = "#extension GL_EXT_texture_array : enable";
221 fs_input = "varying";
222 } else {
223 vs_preprocess = "#version 130";
224 fs_preprocess = "#version 130";
225 fs_input = "in";
226 shader->func = "texture";
227 }
228
229 assert(shader != NULL);
230
231 if (shader->shader_prog != NULL) {
232 _mesa_meta_use_program(ctx, shader->shader_prog);
233 return;
234 }
235
236 mem_ctx = ralloc_context(NULL);
237
238 vs_source = ralloc_asprintf(mem_ctx,
239 "%s\n"
240 "#extension GL_ARB_explicit_attrib_location: enable\n"
241 "layout(location = 0) in vec2 position;\n"
242 "layout(location = 1) in vec4 textureCoords;\n"
243 "out vec4 texCoords;\n"
244 "void main()\n"
245 "{\n"
246 " texCoords = textureCoords;\n"
247 " gl_Position = vec4(position, 0.0, 1.0);\n"
248 "}\n",
249 vs_preprocess);
250
251 fs_source = ralloc_asprintf(mem_ctx,
252 "%s\n"
253 "#extension GL_ARB_texture_cube_map_array: enable\n"
254 "uniform %s texSampler;\n"
255 "%s vec4 texCoords;\n"
256 "void main()\n"
257 "{\n"
258 " gl_FragColor = %s(texSampler, %s);\n"
259 "%s"
260 "}\n",
261 fs_preprocess, shader->type, fs_input,
262 shader->func, shader->texcoords,
263 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
264
265 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
266 ralloc_asprintf(mem_ctx, "%s blit",
267 shader->type),
268 &shader->shader_prog);
269 ralloc_free(mem_ctx);
270 }
271
272 /**
273 * Configure vertex buffer and vertex array objects for tests
274 *
275 * Regardless of whether a new VAO is created, the object referenced by \c VAO
276 * will be bound into the GL state vector when this function terminates. The
277 * object referenced by \c VBO will \b not be bound.
278 *
279 * \param VAO Storage for vertex array object handle. If 0, a new VAO
280 * will be created.
281 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
282 * will be created. The new VBO will have storage for 4
283 * \c vertex structures.
284 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
285 * or should traditional, fixed-function color and texture
286 * coordinate be used?
287 * \param vertex_size Number of components for attribute 0 / vertex.
288 * \param texcoord_size Number of components for attribute 1 / texture
289 * coordinate. If this is 0, attribute 1 will not be set or
290 * enabled.
291 * \param color_size Number of components for attribute 1 / primary color.
292 * If this is 0, attribute 1 will not be set or enabled.
293 *
294 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
295 * Use \c texcoord_size instead.
296 */
297 void
298 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
299 GLuint *VAO, struct gl_buffer_object **buf_obj,
300 bool use_generic_attributes,
301 unsigned vertex_size, unsigned texcoord_size,
302 unsigned color_size)
303 {
304 if (*VAO == 0) {
305 struct gl_vertex_array_object *array_obj;
306 assert(*buf_obj == NULL);
307
308 /* create vertex array object */
309 _mesa_GenVertexArrays(1, VAO);
310 _mesa_BindVertexArray(*VAO);
311
312 array_obj = _mesa_lookup_vao(ctx, *VAO);
313 assert(array_obj != NULL);
314
315 /* create vertex array buffer */
316 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
317 if (*buf_obj == NULL)
318 return;
319
320 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
321 GL_DYNAMIC_DRAW, __func__);
322
323 /* setup vertex arrays */
324 if (use_generic_attributes) {
325 assert(color_size == 0);
326
327 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
328 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
329 GL_FALSE, GL_FALSE,
330 offsetof(struct vertex, x), true);
331 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
332 *buf_obj, 0, sizeof(struct vertex));
333 _mesa_enable_vertex_array_attrib(ctx, array_obj,
334 VERT_ATTRIB_GENERIC(0));
335 if (texcoord_size > 0) {
336 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
337 texcoord_size, GL_FLOAT, GL_RGBA,
338 GL_FALSE, GL_FALSE, GL_FALSE,
339 offsetof(struct vertex, tex), false);
340 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
341 *buf_obj, 0, sizeof(struct vertex));
342 _mesa_enable_vertex_array_attrib(ctx, array_obj,
343 VERT_ATTRIB_GENERIC(1));
344 }
345 } else {
346 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
347 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
348 GL_FALSE, GL_FALSE,
349 offsetof(struct vertex, x), true);
350 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
351 *buf_obj, 0, sizeof(struct vertex));
352 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
353
354 if (texcoord_size > 0) {
355 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
356 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
357 GL_FALSE, GL_FALSE,
358 offsetof(struct vertex, tex), false);
359 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
360 *buf_obj, 0, sizeof(struct vertex));
361 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
362 }
363
364 if (color_size > 0) {
365 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
366 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
367 GL_FALSE, GL_FALSE,
368 offsetof(struct vertex, r), false);
369 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
370 *buf_obj, 0, sizeof(struct vertex));
371 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
372 }
373 }
374 } else {
375 _mesa_BindVertexArray(*VAO);
376 }
377 }
378
379 /**
380 * Initialize meta-ops for a context.
381 * To be called once during context creation.
382 */
383 void
384 _mesa_meta_init(struct gl_context *ctx)
385 {
386 assert(!ctx->Meta);
387
388 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
389 }
390
391 /**
392 * Free context meta-op state.
393 * To be called once during context destruction.
394 */
395 void
396 _mesa_meta_free(struct gl_context *ctx)
397 {
398 GET_CURRENT_CONTEXT(old_context);
399 _mesa_make_current(ctx, NULL, NULL);
400 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
401 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
402 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
403 cleanup_temp_texture(&ctx->Meta->TempTex);
404 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
405 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
406 if (old_context)
407 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
408 else
409 _mesa_make_current(NULL, NULL, NULL);
410 free(ctx->Meta);
411 ctx->Meta = NULL;
412 }
413
414
415 /**
416 * Enter meta state. This is like a light-weight version of glPushAttrib
417 * but it also resets most GL state back to default values.
418 *
419 * \param state bitmask of MESA_META_* flags indicating which attribute groups
420 * to save and reset to their defaults
421 */
422 void
423 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
424 {
425 struct save_state *save;
426
427 /* hope MAX_META_OPS_DEPTH is large enough */
428 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
429
430 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
431 memset(save, 0, sizeof(*save));
432 save->SavedState = state;
433
434 /* We always push into desktop GL mode and pop out at the end. No sense in
435 * writing our shaders varying based on the user's context choice, when
436 * Mesa can handle either.
437 */
438 save->API = ctx->API;
439 ctx->API = API_OPENGL_COMPAT;
440
441 /* Mesa's extension helper functions use the current context's API to look up
442 * the version required by an extension as a step in determining whether or
443 * not it has been advertised. Since meta aims to only be restricted by the
444 * driver capability (and not by whether or not an extension has been
445 * advertised), set the helper functions' Version variable to a value that
446 * will make the checks on the context API and version unconditionally pass.
447 */
448 save->ExtensionsVersion = ctx->Extensions.Version;
449 ctx->Extensions.Version = ~0;
450
451 /* Pausing transform feedback needs to be done early, or else we won't be
452 * able to change other state.
453 */
454 save->TransformFeedbackNeedsResume =
455 _mesa_is_xfb_active_and_unpaused(ctx);
456 if (save->TransformFeedbackNeedsResume)
457 _mesa_PauseTransformFeedback();
458
459 /* After saving the current occlusion object, call EndQuery so that no
460 * occlusion querying will be active during the meta-operation.
461 */
462 if (state & MESA_META_OCCLUSION_QUERY) {
463 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
464 if (save->CurrentOcclusionObject)
465 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
466 }
467
468 if (state & MESA_META_ALPHA_TEST) {
469 save->AlphaEnabled = ctx->Color.AlphaEnabled;
470 save->AlphaFunc = ctx->Color.AlphaFunc;
471 save->AlphaRef = ctx->Color.AlphaRef;
472 if (ctx->Color.AlphaEnabled)
473 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
474 }
475
476 if (state & MESA_META_BLEND) {
477 save->BlendEnabled = ctx->Color.BlendEnabled;
478 if (ctx->Color.BlendEnabled) {
479 if (ctx->Extensions.EXT_draw_buffers2) {
480 GLuint i;
481 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
482 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
483 }
484 }
485 else {
486 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
487 }
488 }
489 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
490 if (ctx->Color.ColorLogicOpEnabled)
491 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
492 }
493
494 if (state & MESA_META_DITHER) {
495 save->DitherFlag = ctx->Color.DitherFlag;
496 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
497 }
498
499 if (state & MESA_META_COLOR_MASK) {
500 memcpy(save->ColorMask, ctx->Color.ColorMask,
501 sizeof(ctx->Color.ColorMask));
502 }
503
504 if (state & MESA_META_DEPTH_TEST) {
505 save->Depth = ctx->Depth; /* struct copy */
506 if (ctx->Depth.Test)
507 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
508 }
509
510 if (state & MESA_META_FOG) {
511 save->Fog = ctx->Fog.Enabled;
512 if (ctx->Fog.Enabled)
513 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
514 }
515
516 if (state & MESA_META_PIXEL_STORE) {
517 save->Pack = ctx->Pack;
518 save->Unpack = ctx->Unpack;
519 ctx->Pack = ctx->DefaultPacking;
520 ctx->Unpack = ctx->DefaultPacking;
521 }
522
523 if (state & MESA_META_PIXEL_TRANSFER) {
524 save->RedScale = ctx->Pixel.RedScale;
525 save->RedBias = ctx->Pixel.RedBias;
526 save->GreenScale = ctx->Pixel.GreenScale;
527 save->GreenBias = ctx->Pixel.GreenBias;
528 save->BlueScale = ctx->Pixel.BlueScale;
529 save->BlueBias = ctx->Pixel.BlueBias;
530 save->AlphaScale = ctx->Pixel.AlphaScale;
531 save->AlphaBias = ctx->Pixel.AlphaBias;
532 save->MapColorFlag = ctx->Pixel.MapColorFlag;
533 ctx->Pixel.RedScale = 1.0F;
534 ctx->Pixel.RedBias = 0.0F;
535 ctx->Pixel.GreenScale = 1.0F;
536 ctx->Pixel.GreenBias = 0.0F;
537 ctx->Pixel.BlueScale = 1.0F;
538 ctx->Pixel.BlueBias = 0.0F;
539 ctx->Pixel.AlphaScale = 1.0F;
540 ctx->Pixel.AlphaBias = 0.0F;
541 ctx->Pixel.MapColorFlag = GL_FALSE;
542 /* XXX more state */
543 ctx->NewState |=_NEW_PIXEL;
544 }
545
546 if (state & MESA_META_RASTERIZATION) {
547 save->FrontPolygonMode = ctx->Polygon.FrontMode;
548 save->BackPolygonMode = ctx->Polygon.BackMode;
549 save->PolygonOffset = ctx->Polygon.OffsetFill;
550 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
551 save->PolygonStipple = ctx->Polygon.StippleFlag;
552 save->PolygonCull = ctx->Polygon.CullFlag;
553 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
554 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
555 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
556 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
557 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
558 }
559
560 if (state & MESA_META_SCISSOR) {
561 save->Scissor = ctx->Scissor; /* struct copy */
562 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
563 }
564
565 if (state & MESA_META_SHADER) {
566 int i;
567
568 if (ctx->Extensions.ARB_vertex_program) {
569 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
570 _mesa_reference_program(ctx, &save->VertexProgram,
571 ctx->VertexProgram.Current);
572 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
573 }
574
575 if (ctx->Extensions.ARB_fragment_program) {
576 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
577 _mesa_reference_program(ctx, &save->FragmentProgram,
578 ctx->FragmentProgram.Current);
579 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
580 }
581
582 if (ctx->Extensions.ATI_fragment_shader) {
583 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
584 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
585 }
586
587 if (ctx->Pipeline.Current) {
588 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
589 ctx->Pipeline.Current);
590 _mesa_BindProgramPipeline(0);
591 }
592
593 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
594 * that we don't have to worry about the current pipeline state.
595 */
596 for (i = 0; i < MESA_SHADER_STAGES; i++) {
597 _mesa_reference_shader_program(ctx, &save->Shader[i],
598 ctx->Shader.CurrentProgram[i]);
599 }
600 _mesa_reference_shader_program(ctx, &save->ActiveShader,
601 ctx->Shader.ActiveProgram);
602
603 _mesa_UseProgram(0);
604 }
605
606 if (state & MESA_META_STENCIL_TEST) {
607 save->Stencil = ctx->Stencil; /* struct copy */
608 if (ctx->Stencil.Enabled)
609 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
610 /* NOTE: other stencil state not reset */
611 }
612
613 if (state & MESA_META_TEXTURE) {
614 GLuint u, tgt;
615
616 save->ActiveUnit = ctx->Texture.CurrentUnit;
617 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
618
619 /* Disable all texture units */
620 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
621 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
622 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
623 if (ctx->Texture.Unit[u].Enabled ||
624 ctx->Texture.Unit[u].TexGenEnabled) {
625 _mesa_ActiveTexture(GL_TEXTURE0 + u);
626 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
627 if (ctx->Extensions.ARB_texture_cube_map)
628 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
629
630 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
631 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
632 if (ctx->Extensions.NV_texture_rectangle)
633 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
634 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
635 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
636 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
637 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
638 }
639 }
640
641 /* save current texture objects for unit[0] only */
642 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
643 _mesa_reference_texobj(&save->CurrentTexture[tgt],
644 ctx->Texture.Unit[0].CurrentTex[tgt]);
645 }
646
647 /* set defaults for unit[0] */
648 _mesa_ActiveTexture(GL_TEXTURE0);
649 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
650 }
651
652 if (state & MESA_META_TRANSFORM) {
653 GLuint activeTexture = ctx->Texture.CurrentUnit;
654 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
655 16 * sizeof(GLfloat));
656 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
657 16 * sizeof(GLfloat));
658 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
659 16 * sizeof(GLfloat));
660 save->MatrixMode = ctx->Transform.MatrixMode;
661 /* set 1:1 vertex:pixel coordinate transform */
662 _mesa_ActiveTexture(GL_TEXTURE0);
663 _mesa_MatrixMode(GL_TEXTURE);
664 _mesa_LoadIdentity();
665 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
666 _mesa_MatrixMode(GL_MODELVIEW);
667 _mesa_LoadIdentity();
668 _mesa_MatrixMode(GL_PROJECTION);
669 _mesa_LoadIdentity();
670
671 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
672 * This can occur when there is no draw buffer.
673 */
674 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
675 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
676 0.0, ctx->DrawBuffer->Height,
677 -1.0, 1.0);
678
679 if (ctx->Extensions.ARB_clip_control) {
680 save->ClipOrigin = ctx->Transform.ClipOrigin;
681 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
682 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
683 }
684 }
685
686 if (state & MESA_META_CLIP) {
687 GLbitfield mask;
688 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
689 mask = ctx->Transform.ClipPlanesEnabled;
690 while (mask) {
691 const int i = u_bit_scan(&mask);
692 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
693 }
694 }
695
696 if (state & MESA_META_VERTEX) {
697 /* save vertex array object state */
698 _mesa_reference_vao(ctx, &save->VAO,
699 ctx->Array.VAO);
700 /* set some default state? */
701 }
702
703 if (state & MESA_META_VIEWPORT) {
704 /* save viewport state */
705 save->ViewportX = ctx->ViewportArray[0].X;
706 save->ViewportY = ctx->ViewportArray[0].Y;
707 save->ViewportW = ctx->ViewportArray[0].Width;
708 save->ViewportH = ctx->ViewportArray[0].Height;
709 /* set viewport to match window size */
710 if (ctx->ViewportArray[0].X != 0 ||
711 ctx->ViewportArray[0].Y != 0 ||
712 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
713 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
714 _mesa_set_viewport(ctx, 0, 0, 0,
715 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
716 }
717 /* save depth range state */
718 save->DepthNear = ctx->ViewportArray[0].Near;
719 save->DepthFar = ctx->ViewportArray[0].Far;
720 /* set depth range to default */
721 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
722 }
723
724 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
725 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
726
727 /* Generally in here we want to do clamping according to whether
728 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
729 * regardless of the internal implementation of the metaops.
730 */
731 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
732 ctx->Extensions.ARB_color_buffer_float)
733 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
734 }
735
736 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
737 save->ClampVertexColor = ctx->Light.ClampVertexColor;
738
739 /* Generally in here we never want vertex color clamping --
740 * result clamping is only dependent on fragment clamping.
741 */
742 if (ctx->Extensions.ARB_color_buffer_float)
743 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
744 }
745
746 if (state & MESA_META_CONDITIONAL_RENDER) {
747 save->CondRenderQuery = ctx->Query.CondRenderQuery;
748 save->CondRenderMode = ctx->Query.CondRenderMode;
749
750 if (ctx->Query.CondRenderQuery)
751 _mesa_EndConditionalRender();
752 }
753
754 if (state & MESA_META_SELECT_FEEDBACK) {
755 save->RenderMode = ctx->RenderMode;
756 if (ctx->RenderMode == GL_SELECT) {
757 save->Select = ctx->Select; /* struct copy */
758 _mesa_RenderMode(GL_RENDER);
759 } else if (ctx->RenderMode == GL_FEEDBACK) {
760 save->Feedback = ctx->Feedback; /* struct copy */
761 _mesa_RenderMode(GL_RENDER);
762 }
763 }
764
765 if (state & MESA_META_MULTISAMPLE) {
766 save->Multisample = ctx->Multisample; /* struct copy */
767
768 if (ctx->Multisample.Enabled)
769 _mesa_set_multisample(ctx, GL_FALSE);
770 if (ctx->Multisample.SampleCoverage)
771 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
772 if (ctx->Multisample.SampleAlphaToCoverage)
773 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
774 if (ctx->Multisample.SampleAlphaToOne)
775 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
776 if (ctx->Multisample.SampleShading)
777 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
778 if (ctx->Multisample.SampleMask)
779 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
780 }
781
782 if (state & MESA_META_FRAMEBUFFER_SRGB) {
783 save->sRGBEnabled = ctx->Color.sRGBEnabled;
784 if (ctx->Color.sRGBEnabled)
785 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
786 }
787
788 if (state & MESA_META_DRAW_BUFFERS) {
789 struct gl_framebuffer *fb = ctx->DrawBuffer;
790 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
791 sizeof(save->ColorDrawBuffers));
792 }
793
794 /* misc */
795 {
796 save->Lighting = ctx->Light.Enabled;
797 if (ctx->Light.Enabled)
798 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
799 save->RasterDiscard = ctx->RasterDiscard;
800 if (ctx->RasterDiscard)
801 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
802
803 _mesa_reference_framebuffer(&save->DrawBuffer, ctx->DrawBuffer);
804 _mesa_reference_framebuffer(&save->ReadBuffer, ctx->ReadBuffer);
805 }
806 }
807
808
809 /**
810 * Leave meta state. This is like a light-weight version of glPopAttrib().
811 */
812 void
813 _mesa_meta_end(struct gl_context *ctx)
814 {
815 assert(ctx->Meta->SaveStackDepth > 0);
816
817 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
818 const GLbitfield state = save->SavedState;
819 int i;
820
821 /* Grab the result of the old occlusion query before starting it again. The
822 * old result is added to the result of the new query so the driver will
823 * continue adding where it left off. */
824 if (state & MESA_META_OCCLUSION_QUERY) {
825 if (save->CurrentOcclusionObject) {
826 struct gl_query_object *q = save->CurrentOcclusionObject;
827 GLuint64EXT result;
828 if (!q->Ready)
829 ctx->Driver.WaitQuery(ctx, q);
830 result = q->Result;
831 _mesa_BeginQuery(q->Target, q->Id);
832 ctx->Query.CurrentOcclusionObject->Result += result;
833 }
834 }
835
836 if (state & MESA_META_ALPHA_TEST) {
837 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
838 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
839 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
840 }
841
842 if (state & MESA_META_BLEND) {
843 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
844 if (ctx->Extensions.EXT_draw_buffers2) {
845 GLuint i;
846 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
847 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
848 }
849 }
850 else {
851 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
852 }
853 }
854 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
855 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
856 }
857
858 if (state & MESA_META_DITHER)
859 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
860
861 if (state & MESA_META_COLOR_MASK) {
862 GLuint i;
863 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
864 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
865 if (i == 0) {
866 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
867 save->ColorMask[i][2], save->ColorMask[i][3]);
868 }
869 else {
870 _mesa_ColorMaski(i,
871 save->ColorMask[i][0],
872 save->ColorMask[i][1],
873 save->ColorMask[i][2],
874 save->ColorMask[i][3]);
875 }
876 }
877 }
878 }
879
880 if (state & MESA_META_DEPTH_TEST) {
881 if (ctx->Depth.Test != save->Depth.Test)
882 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
883 _mesa_DepthFunc(save->Depth.Func);
884 _mesa_DepthMask(save->Depth.Mask);
885 }
886
887 if (state & MESA_META_FOG) {
888 _mesa_set_enable(ctx, GL_FOG, save->Fog);
889 }
890
891 if (state & MESA_META_PIXEL_STORE) {
892 ctx->Pack = save->Pack;
893 ctx->Unpack = save->Unpack;
894 }
895
896 if (state & MESA_META_PIXEL_TRANSFER) {
897 ctx->Pixel.RedScale = save->RedScale;
898 ctx->Pixel.RedBias = save->RedBias;
899 ctx->Pixel.GreenScale = save->GreenScale;
900 ctx->Pixel.GreenBias = save->GreenBias;
901 ctx->Pixel.BlueScale = save->BlueScale;
902 ctx->Pixel.BlueBias = save->BlueBias;
903 ctx->Pixel.AlphaScale = save->AlphaScale;
904 ctx->Pixel.AlphaBias = save->AlphaBias;
905 ctx->Pixel.MapColorFlag = save->MapColorFlag;
906 /* XXX more state */
907 ctx->NewState |=_NEW_PIXEL;
908 }
909
910 if (state & MESA_META_RASTERIZATION) {
911 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
912 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
913 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
914 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
915 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
916 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
917 }
918
919 if (state & MESA_META_SCISSOR) {
920 unsigned i;
921
922 for (i = 0; i < ctx->Const.MaxViewports; i++) {
923 _mesa_set_scissor(ctx, i,
924 save->Scissor.ScissorArray[i].X,
925 save->Scissor.ScissorArray[i].Y,
926 save->Scissor.ScissorArray[i].Width,
927 save->Scissor.ScissorArray[i].Height);
928 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
929 (save->Scissor.EnableFlags >> i) & 1);
930 }
931 }
932
933 if (state & MESA_META_SHADER) {
934 static const GLenum targets[] = {
935 GL_VERTEX_SHADER,
936 GL_TESS_CONTROL_SHADER,
937 GL_TESS_EVALUATION_SHADER,
938 GL_GEOMETRY_SHADER,
939 GL_FRAGMENT_SHADER,
940 GL_COMPUTE_SHADER,
941 };
942 STATIC_ASSERT(MESA_SHADER_STAGES == ARRAY_SIZE(targets));
943
944 bool any_shader;
945
946 if (ctx->Extensions.ARB_vertex_program) {
947 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
948 save->VertexProgramEnabled);
949 _mesa_reference_program(ctx, &ctx->VertexProgram.Current,
950 save->VertexProgram);
951 _mesa_reference_program(ctx, &save->VertexProgram, NULL);
952 }
953
954 if (ctx->Extensions.ARB_fragment_program) {
955 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
956 save->FragmentProgramEnabled);
957 _mesa_reference_program(ctx, &ctx->FragmentProgram.Current,
958 save->FragmentProgram);
959 _mesa_reference_program(ctx, &save->FragmentProgram, NULL);
960 }
961
962 if (ctx->Extensions.ATI_fragment_shader) {
963 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
964 save->ATIFragmentShaderEnabled);
965 }
966
967 any_shader = false;
968 for (i = 0; i < MESA_SHADER_STAGES; i++) {
969 /* It is safe to call _mesa_use_shader_program even if the extension
970 * necessary for that program state is not supported. In that case,
971 * the saved program object must be NULL and the currently bound
972 * program object must be NULL. _mesa_use_shader_program is a no-op
973 * in that case.
974 */
975 _mesa_use_shader_program(ctx, targets[i],
976 save->Shader[i],
977 &ctx->Shader);
978
979 /* Do this *before* killing the reference. :)
980 */
981 if (save->Shader[i] != NULL)
982 any_shader = true;
983
984 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
985 }
986
987 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
988 save->ActiveShader);
989 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
990
991 /* If there were any stages set with programs, use ctx->Shader as the
992 * current shader state. Otherwise, use Pipeline.Default. The pipeline
993 * hasn't been restored yet, and that may modify ctx->_Shader further.
994 */
995 if (any_shader)
996 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
997 &ctx->Shader);
998 else
999 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1000 ctx->Pipeline.Default);
1001
1002 if (save->Pipeline) {
1003 _mesa_bind_pipeline(ctx, save->Pipeline);
1004
1005 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1006 }
1007 }
1008
1009 if (state & MESA_META_STENCIL_TEST) {
1010 const struct gl_stencil_attrib *stencil = &save->Stencil;
1011
1012 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1013 _mesa_ClearStencil(stencil->Clear);
1014 if (ctx->Extensions.EXT_stencil_two_side) {
1015 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1016 stencil->TestTwoSide);
1017 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1018 ? GL_BACK : GL_FRONT);
1019 }
1020 /* front state */
1021 _mesa_StencilFuncSeparate(GL_FRONT,
1022 stencil->Function[0],
1023 stencil->Ref[0],
1024 stencil->ValueMask[0]);
1025 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1026 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1027 stencil->ZFailFunc[0],
1028 stencil->ZPassFunc[0]);
1029 /* back state */
1030 _mesa_StencilFuncSeparate(GL_BACK,
1031 stencil->Function[1],
1032 stencil->Ref[1],
1033 stencil->ValueMask[1]);
1034 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1035 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1036 stencil->ZFailFunc[1],
1037 stencil->ZPassFunc[1]);
1038 }
1039
1040 if (state & MESA_META_TEXTURE) {
1041 GLuint u, tgt;
1042
1043 assert(ctx->Texture.CurrentUnit == 0);
1044
1045 /* restore texenv for unit[0] */
1046 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1047
1048 /* restore texture objects for unit[0] only */
1049 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1050 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1051 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1052 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1053 save->CurrentTexture[tgt]);
1054 }
1055 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1056 }
1057
1058 /* Restore fixed function texture enables, texgen */
1059 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1060 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1061 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1062 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1063 }
1064
1065 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1066 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1067 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1068 }
1069 }
1070
1071 /* restore current unit state */
1072 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1073 }
1074
1075 if (state & MESA_META_TRANSFORM) {
1076 GLuint activeTexture = ctx->Texture.CurrentUnit;
1077 _mesa_ActiveTexture(GL_TEXTURE0);
1078 _mesa_MatrixMode(GL_TEXTURE);
1079 _mesa_LoadMatrixf(save->TextureMatrix);
1080 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1081
1082 _mesa_MatrixMode(GL_MODELVIEW);
1083 _mesa_LoadMatrixf(save->ModelviewMatrix);
1084
1085 _mesa_MatrixMode(GL_PROJECTION);
1086 _mesa_LoadMatrixf(save->ProjectionMatrix);
1087
1088 _mesa_MatrixMode(save->MatrixMode);
1089
1090 if (ctx->Extensions.ARB_clip_control)
1091 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1092 }
1093
1094 if (state & MESA_META_CLIP) {
1095 GLbitfield mask = save->ClipPlanesEnabled;
1096 while (mask) {
1097 const int i = u_bit_scan(&mask);
1098 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1099 }
1100 }
1101
1102 if (state & MESA_META_VERTEX) {
1103 /* restore vertex array object */
1104 _mesa_BindVertexArray(save->VAO->Name);
1105 _mesa_reference_vao(ctx, &save->VAO, NULL);
1106 }
1107
1108 if (state & MESA_META_VIEWPORT) {
1109 if (save->ViewportX != ctx->ViewportArray[0].X ||
1110 save->ViewportY != ctx->ViewportArray[0].Y ||
1111 save->ViewportW != ctx->ViewportArray[0].Width ||
1112 save->ViewportH != ctx->ViewportArray[0].Height) {
1113 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1114 save->ViewportW, save->ViewportH);
1115 }
1116 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1117 }
1118
1119 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1120 ctx->Extensions.ARB_color_buffer_float) {
1121 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1122 }
1123
1124 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1125 ctx->Extensions.ARB_color_buffer_float) {
1126 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1127 }
1128
1129 if (state & MESA_META_CONDITIONAL_RENDER) {
1130 if (save->CondRenderQuery)
1131 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1132 save->CondRenderMode);
1133 }
1134
1135 if (state & MESA_META_SELECT_FEEDBACK) {
1136 if (save->RenderMode == GL_SELECT) {
1137 _mesa_RenderMode(GL_SELECT);
1138 ctx->Select = save->Select;
1139 } else if (save->RenderMode == GL_FEEDBACK) {
1140 _mesa_RenderMode(GL_FEEDBACK);
1141 ctx->Feedback = save->Feedback;
1142 }
1143 }
1144
1145 if (state & MESA_META_MULTISAMPLE) {
1146 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1147 struct gl_multisample_attrib *save_ms = &save->Multisample;
1148
1149 if (ctx_ms->Enabled != save_ms->Enabled)
1150 _mesa_set_multisample(ctx, save_ms->Enabled);
1151 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1152 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1153 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1154 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1155 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1156 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1157 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1158 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1159 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1160 save_ms->SampleCoverageInvert);
1161 }
1162 if (ctx_ms->SampleShading != save_ms->SampleShading)
1163 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1164 if (ctx_ms->SampleMask != save_ms->SampleMask)
1165 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1166 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1167 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1168 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1169 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1170 }
1171
1172 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1173 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1174 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1175 }
1176
1177 /* misc */
1178 if (save->Lighting) {
1179 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1180 }
1181 if (save->RasterDiscard) {
1182 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1183 }
1184 if (save->TransformFeedbackNeedsResume)
1185 _mesa_ResumeTransformFeedback();
1186
1187 _mesa_bind_framebuffers(ctx, save->DrawBuffer, save->ReadBuffer);
1188 _mesa_reference_framebuffer(&save->DrawBuffer, NULL);
1189 _mesa_reference_framebuffer(&save->ReadBuffer, NULL);
1190
1191 if (state & MESA_META_DRAW_BUFFERS) {
1192 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1193 save->ColorDrawBuffers, NULL);
1194 }
1195
1196 ctx->Meta->SaveStackDepth--;
1197
1198 ctx->API = save->API;
1199 ctx->Extensions.Version = save->ExtensionsVersion;
1200 }
1201
1202
1203 /**
1204 * Convert Z from a normalized value in the range [0, 1] to an object-space
1205 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1206 * default/identity ortho projection results in the original Z value.
1207 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1208 * value comes from the clear value or raster position.
1209 */
1210 static inline GLfloat
1211 invert_z(GLfloat normZ)
1212 {
1213 GLfloat objZ = 1.0f - 2.0f * normZ;
1214 return objZ;
1215 }
1216
1217
1218 /**
1219 * One-time init for a temp_texture object.
1220 * Choose tex target, compute max tex size, etc.
1221 */
1222 static void
1223 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1224 {
1225 /* prefer texture rectangle */
1226 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1227 tex->Target = GL_TEXTURE_RECTANGLE;
1228 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1229 tex->NPOT = GL_TRUE;
1230 }
1231 else {
1232 /* use 2D texture, NPOT if possible */
1233 tex->Target = GL_TEXTURE_2D;
1234 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1235 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1236 }
1237 tex->MinSize = 16; /* 16 x 16 at least */
1238 assert(tex->MaxSize > 0);
1239
1240 _mesa_GenTextures(1, &tex->TexObj);
1241 }
1242
1243 static void
1244 cleanup_temp_texture(struct temp_texture *tex)
1245 {
1246 if (!tex->TexObj)
1247 return;
1248 _mesa_DeleteTextures(1, &tex->TexObj);
1249 tex->TexObj = 0;
1250 }
1251
1252
1253 /**
1254 * Return pointer to temp_texture info for non-bitmap ops.
1255 * This does some one-time init if needed.
1256 */
1257 struct temp_texture *
1258 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1259 {
1260 struct temp_texture *tex = &ctx->Meta->TempTex;
1261
1262 if (!tex->TexObj) {
1263 init_temp_texture(ctx, tex);
1264 }
1265
1266 return tex;
1267 }
1268
1269
1270 /**
1271 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1272 * We use a separate texture for bitmaps to reduce texture
1273 * allocation/deallocation.
1274 */
1275 static struct temp_texture *
1276 get_bitmap_temp_texture(struct gl_context *ctx)
1277 {
1278 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1279
1280 if (!tex->TexObj) {
1281 init_temp_texture(ctx, tex);
1282 }
1283
1284 return tex;
1285 }
1286
1287 /**
1288 * Return pointer to depth temp_texture.
1289 * This does some one-time init if needed.
1290 */
1291 struct temp_texture *
1292 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1293 {
1294 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1295
1296 if (!tex->TexObj) {
1297 init_temp_texture(ctx, tex);
1298 }
1299
1300 return tex;
1301 }
1302
1303 /**
1304 * Compute the width/height of texture needed to draw an image of the
1305 * given size. Return a flag indicating whether the current texture
1306 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1307 * allocated (glTexImage2D).
1308 * Also, compute s/t texcoords for drawing.
1309 *
1310 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1311 */
1312 GLboolean
1313 _mesa_meta_alloc_texture(struct temp_texture *tex,
1314 GLsizei width, GLsizei height, GLenum intFormat)
1315 {
1316 GLboolean newTex = GL_FALSE;
1317
1318 assert(width <= tex->MaxSize);
1319 assert(height <= tex->MaxSize);
1320
1321 if (width > tex->Width ||
1322 height > tex->Height ||
1323 intFormat != tex->IntFormat) {
1324 /* alloc new texture (larger or different format) */
1325
1326 if (tex->NPOT) {
1327 /* use non-power of two size */
1328 tex->Width = MAX2(tex->MinSize, width);
1329 tex->Height = MAX2(tex->MinSize, height);
1330 }
1331 else {
1332 /* find power of two size */
1333 GLsizei w, h;
1334 w = h = tex->MinSize;
1335 while (w < width)
1336 w *= 2;
1337 while (h < height)
1338 h *= 2;
1339 tex->Width = w;
1340 tex->Height = h;
1341 }
1342
1343 tex->IntFormat = intFormat;
1344
1345 newTex = GL_TRUE;
1346 }
1347
1348 /* compute texcoords */
1349 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1350 tex->Sright = (GLfloat) width;
1351 tex->Ttop = (GLfloat) height;
1352 }
1353 else {
1354 tex->Sright = (GLfloat) width / tex->Width;
1355 tex->Ttop = (GLfloat) height / tex->Height;
1356 }
1357
1358 return newTex;
1359 }
1360
1361
1362 /**
1363 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1364 */
1365 void
1366 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1367 struct temp_texture *tex,
1368 GLint srcX, GLint srcY,
1369 GLsizei width, GLsizei height,
1370 GLenum intFormat,
1371 GLenum filter)
1372 {
1373 bool newTex;
1374
1375 _mesa_BindTexture(tex->Target, tex->TexObj);
1376 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1377 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1378 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1379
1380 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1381
1382 /* copy framebuffer image to texture */
1383 if (newTex) {
1384 /* create new tex image */
1385 if (tex->Width == width && tex->Height == height) {
1386 /* create new tex with framebuffer data */
1387 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1388 srcX, srcY, width, height, 0);
1389 }
1390 else {
1391 /* create empty texture */
1392 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1393 tex->Width, tex->Height, 0,
1394 intFormat, GL_UNSIGNED_BYTE, NULL);
1395 /* load image */
1396 _mesa_CopyTexSubImage2D(tex->Target, 0,
1397 0, 0, srcX, srcY, width, height);
1398 }
1399 }
1400 else {
1401 /* replace existing tex image */
1402 _mesa_CopyTexSubImage2D(tex->Target, 0,
1403 0, 0, srcX, srcY, width, height);
1404 }
1405 }
1406
1407
1408 /**
1409 * Setup/load texture for glDrawPixels.
1410 */
1411 void
1412 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1413 struct temp_texture *tex,
1414 GLboolean newTex,
1415 GLsizei width, GLsizei height,
1416 GLenum format, GLenum type,
1417 const GLvoid *pixels)
1418 {
1419 _mesa_BindTexture(tex->Target, tex->TexObj);
1420 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1421 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1422 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1423
1424 /* copy pixel data to texture */
1425 if (newTex) {
1426 /* create new tex image */
1427 if (tex->Width == width && tex->Height == height) {
1428 /* create new tex and load image data */
1429 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1430 tex->Width, tex->Height, 0, format, type, pixels);
1431 }
1432 else {
1433 struct gl_buffer_object *save_unpack_obj = NULL;
1434
1435 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1436 ctx->Unpack.BufferObj);
1437 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1438 /* create empty texture */
1439 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1440 tex->Width, tex->Height, 0, format, type, NULL);
1441 if (save_unpack_obj != NULL)
1442 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1443 save_unpack_obj->Name);
1444 /* load image */
1445 _mesa_TexSubImage2D(tex->Target, 0,
1446 0, 0, width, height, format, type, pixels);
1447 }
1448 }
1449 else {
1450 /* replace existing tex image */
1451 _mesa_TexSubImage2D(tex->Target, 0,
1452 0, 0, width, height, format, type, pixels);
1453 }
1454 }
1455
1456 void
1457 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1458 GLuint *VAO, struct gl_buffer_object **buf_obj,
1459 unsigned texcoord_size)
1460 {
1461 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1462 0);
1463
1464 /* setup projection matrix */
1465 _mesa_MatrixMode(GL_PROJECTION);
1466 _mesa_LoadIdentity();
1467 }
1468
1469 /**
1470 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1471 */
1472 void
1473 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1474 {
1475 meta_clear(ctx, buffers, false);
1476 }
1477
1478 void
1479 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1480 {
1481 meta_clear(ctx, buffers, true);
1482 }
1483
1484 static void
1485 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1486 {
1487 const char *vs_source =
1488 "#extension GL_AMD_vertex_shader_layer : enable\n"
1489 "#extension GL_ARB_draw_instanced : enable\n"
1490 "#extension GL_ARB_explicit_attrib_location :enable\n"
1491 "layout(location = 0) in vec4 position;\n"
1492 "void main()\n"
1493 "{\n"
1494 "#ifdef GL_AMD_vertex_shader_layer\n"
1495 " gl_Layer = gl_InstanceID;\n"
1496 "#endif\n"
1497 " gl_Position = position;\n"
1498 "}\n";
1499 const char *fs_source =
1500 "#extension GL_ARB_explicit_attrib_location :enable\n"
1501 "#extension GL_ARB_explicit_uniform_location :enable\n"
1502 "layout(location = 0) uniform vec4 color;\n"
1503 "void main()\n"
1504 "{\n"
1505 " gl_FragColor = color;\n"
1506 "}\n";
1507 bool has_integer_textures;
1508
1509 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1510 3, 0, 0);
1511
1512 if (clear->ShaderProg != 0)
1513 return;
1514
1515 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear",
1516 &clear->ShaderProg);
1517
1518 has_integer_textures = _mesa_is_gles3(ctx) ||
1519 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1520
1521 if (has_integer_textures) {
1522 void *shader_source_mem_ctx = ralloc_context(NULL);
1523 const char *vs_int_source =
1524 ralloc_asprintf(shader_source_mem_ctx,
1525 "#version 130\n"
1526 "#extension GL_AMD_vertex_shader_layer : enable\n"
1527 "#extension GL_ARB_draw_instanced : enable\n"
1528 "#extension GL_ARB_explicit_attrib_location :enable\n"
1529 "layout(location = 0) in vec4 position;\n"
1530 "void main()\n"
1531 "{\n"
1532 "#ifdef GL_AMD_vertex_shader_layer\n"
1533 " gl_Layer = gl_InstanceID;\n"
1534 "#endif\n"
1535 " gl_Position = position;\n"
1536 "}\n");
1537 const char *fs_int_source =
1538 ralloc_asprintf(shader_source_mem_ctx,
1539 "#version 130\n"
1540 "#extension GL_ARB_explicit_attrib_location :enable\n"
1541 "#extension GL_ARB_explicit_uniform_location :enable\n"
1542 "layout(location = 0) uniform ivec4 color;\n"
1543 "out ivec4 out_color;\n"
1544 "\n"
1545 "void main()\n"
1546 "{\n"
1547 " out_color = color;\n"
1548 "}\n");
1549
1550 _mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source,
1551 "integer clear",
1552 &clear->IntegerShaderProg);
1553 ralloc_free(shader_source_mem_ctx);
1554
1555 /* Note that user-defined out attributes get automatically assigned
1556 * locations starting from 0, so we don't need to explicitly
1557 * BindFragDataLocation to 0.
1558 */
1559 }
1560 }
1561
1562 static void
1563 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1564 {
1565 if (clear->VAO == 0)
1566 return;
1567 _mesa_DeleteVertexArrays(1, &clear->VAO);
1568 clear->VAO = 0;
1569 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1570 _mesa_reference_shader_program(ctx, &clear->ShaderProg, NULL);
1571
1572 if (clear->IntegerShaderProg) {
1573 _mesa_reference_shader_program(ctx, &clear->IntegerShaderProg, NULL);
1574 }
1575 }
1576
1577 /**
1578 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1579 * set GL to only draw to those buffers.
1580 *
1581 * Since the bitfield has no associated order, the assignment of draw buffer
1582 * indices to color attachment indices is rather arbitrary.
1583 */
1584 void
1585 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1586 {
1587 GLenum enums[MAX_DRAW_BUFFERS];
1588 int i = 0;
1589 int n;
1590
1591 /* This function is only legal for color buffer bitfields. */
1592 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1593
1594 /* Make sure we don't overflow any arrays. */
1595 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1596
1597 enums[0] = GL_NONE;
1598
1599 if (bits & BUFFER_BIT_FRONT_LEFT)
1600 enums[i++] = GL_FRONT_LEFT;
1601
1602 if (bits & BUFFER_BIT_FRONT_RIGHT)
1603 enums[i++] = GL_FRONT_RIGHT;
1604
1605 if (bits & BUFFER_BIT_BACK_LEFT)
1606 enums[i++] = GL_BACK_LEFT;
1607
1608 if (bits & BUFFER_BIT_BACK_RIGHT)
1609 enums[i++] = GL_BACK_RIGHT;
1610
1611 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1612 if (bits & (1 << (BUFFER_COLOR0 + n)))
1613 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1614 }
1615
1616 _mesa_DrawBuffers(i, enums);
1617 }
1618
1619 /**
1620 * Return if all of the color channels are masked.
1621 */
1622 static inline GLboolean
1623 is_color_disabled(struct gl_context *ctx, int i)
1624 {
1625 return !ctx->Color.ColorMask[i][0] &&
1626 !ctx->Color.ColorMask[i][1] &&
1627 !ctx->Color.ColorMask[i][2] &&
1628 !ctx->Color.ColorMask[i][3];
1629 }
1630
1631 /**
1632 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1633 * set GL to only draw to those buffers. Also, update color masks to
1634 * reflect the new draw buffer ordering.
1635 */
1636 static void
1637 _mesa_meta_drawbuffers_and_colormask(struct gl_context *ctx, GLbitfield mask)
1638 {
1639 GLenum enums[MAX_DRAW_BUFFERS];
1640 GLubyte colormask[MAX_DRAW_BUFFERS][4];
1641 int num_bufs = 0;
1642
1643 /* This function is only legal for color buffer bitfields. */
1644 assert((mask & ~BUFFER_BITS_COLOR) == 0);
1645
1646 /* Make sure we don't overflow any arrays. */
1647 assert(_mesa_bitcount(mask) <= MAX_DRAW_BUFFERS);
1648
1649 enums[0] = GL_NONE;
1650
1651 for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
1652 int b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
1653 int colormask_idx = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
1654
1655 if (b < 0 || !(mask & (1 << b)) || is_color_disabled(ctx, colormask_idx))
1656 continue;
1657
1658 switch (b) {
1659 case BUFFER_FRONT_LEFT:
1660 enums[num_bufs] = GL_FRONT_LEFT;
1661 break;
1662 case BUFFER_FRONT_RIGHT:
1663 enums[num_bufs] = GL_FRONT_RIGHT;
1664 break;
1665 case BUFFER_BACK_LEFT:
1666 enums[num_bufs] = GL_BACK_LEFT;
1667 break;
1668 case BUFFER_BACK_RIGHT:
1669 enums[num_bufs] = GL_BACK_RIGHT;
1670 break;
1671 default:
1672 assert(b >= BUFFER_COLOR0 && b <= BUFFER_COLOR7);
1673 enums[num_bufs] = GL_COLOR_ATTACHMENT0 + (b - BUFFER_COLOR0);
1674 break;
1675 }
1676
1677 for (int k = 0; k < 4; k++)
1678 colormask[num_bufs][k] = ctx->Color.ColorMask[colormask_idx][k];
1679
1680 num_bufs++;
1681 }
1682
1683 _mesa_DrawBuffers(num_bufs, enums);
1684
1685 for (int i = 0; i < num_bufs; i++) {
1686 _mesa_ColorMaski(i, colormask[i][0], colormask[i][1],
1687 colormask[i][2], colormask[i][3]);
1688 }
1689 }
1690
1691
1692 /**
1693 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1694 */
1695 static void
1696 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1697 {
1698 struct clear_state *clear = &ctx->Meta->Clear;
1699 GLbitfield metaSave;
1700 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1701 struct gl_framebuffer *fb = ctx->DrawBuffer;
1702 float x0, y0, x1, y1, z;
1703 struct vertex verts[4];
1704 int i;
1705
1706 metaSave = (MESA_META_ALPHA_TEST |
1707 MESA_META_BLEND |
1708 MESA_META_COLOR_MASK |
1709 MESA_META_DEPTH_TEST |
1710 MESA_META_RASTERIZATION |
1711 MESA_META_SHADER |
1712 MESA_META_STENCIL_TEST |
1713 MESA_META_VERTEX |
1714 MESA_META_VIEWPORT |
1715 MESA_META_CLIP |
1716 MESA_META_CLAMP_FRAGMENT_COLOR |
1717 MESA_META_MULTISAMPLE |
1718 MESA_META_OCCLUSION_QUERY);
1719
1720 if (!glsl) {
1721 metaSave |= MESA_META_FOG |
1722 MESA_META_PIXEL_TRANSFER |
1723 MESA_META_TRANSFORM |
1724 MESA_META_TEXTURE |
1725 MESA_META_CLAMP_VERTEX_COLOR |
1726 MESA_META_SELECT_FEEDBACK;
1727 }
1728
1729 if (buffers & BUFFER_BITS_COLOR) {
1730 metaSave |= MESA_META_DRAW_BUFFERS;
1731 }
1732
1733 _mesa_meta_begin(ctx, metaSave);
1734
1735 if (glsl) {
1736 meta_glsl_clear_init(ctx, clear);
1737
1738 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1739 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1740 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1741 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1742 z = -invert_z(ctx->Depth.Clear);
1743 } else {
1744 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1745 3, 0, 4);
1746
1747 x0 = (float) fb->_Xmin;
1748 y0 = (float) fb->_Ymin;
1749 x1 = (float) fb->_Xmax;
1750 y1 = (float) fb->_Ymax;
1751 z = invert_z(ctx->Depth.Clear);
1752 }
1753
1754 if (fb->_IntegerBuffers) {
1755 assert(glsl);
1756 _mesa_meta_use_program(ctx, clear->IntegerShaderProg);
1757 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1758 } else if (glsl) {
1759 _mesa_meta_use_program(ctx, clear->ShaderProg);
1760 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1761 }
1762
1763 /* GL_COLOR_BUFFER_BIT */
1764 if (buffers & BUFFER_BITS_COLOR) {
1765 /* Only draw to the buffers we were asked to clear. */
1766 _mesa_meta_drawbuffers_and_colormask(ctx, buffers & BUFFER_BITS_COLOR);
1767
1768 /* leave colormask state as-is */
1769
1770 /* Clears never have the color clamped. */
1771 if (ctx->Extensions.ARB_color_buffer_float)
1772 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1773 }
1774 else {
1775 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1776 }
1777
1778 /* GL_DEPTH_BUFFER_BIT */
1779 if (buffers & BUFFER_BIT_DEPTH) {
1780 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1781 _mesa_DepthFunc(GL_ALWAYS);
1782 _mesa_DepthMask(GL_TRUE);
1783 }
1784 else {
1785 assert(!ctx->Depth.Test);
1786 }
1787
1788 /* GL_STENCIL_BUFFER_BIT */
1789 if (buffers & BUFFER_BIT_STENCIL) {
1790 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1791 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1792 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1793 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1794 ctx->Stencil.Clear & stencilMax,
1795 ctx->Stencil.WriteMask[0]);
1796 }
1797 else {
1798 assert(!ctx->Stencil.Enabled);
1799 }
1800
1801 /* vertex positions */
1802 verts[0].x = x0;
1803 verts[0].y = y0;
1804 verts[0].z = z;
1805 verts[1].x = x1;
1806 verts[1].y = y0;
1807 verts[1].z = z;
1808 verts[2].x = x1;
1809 verts[2].y = y1;
1810 verts[2].z = z;
1811 verts[3].x = x0;
1812 verts[3].y = y1;
1813 verts[3].z = z;
1814
1815 if (!glsl) {
1816 for (i = 0; i < 4; i++) {
1817 verts[i].r = ctx->Color.ClearColor.f[0];
1818 verts[i].g = ctx->Color.ClearColor.f[1];
1819 verts[i].b = ctx->Color.ClearColor.f[2];
1820 verts[i].a = ctx->Color.ClearColor.f[3];
1821 }
1822 }
1823
1824 /* upload new vertex data */
1825 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1826 GL_DYNAMIC_DRAW, __func__);
1827
1828 /* draw quad(s) */
1829 if (fb->MaxNumLayers > 0) {
1830 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1831 } else {
1832 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1833 }
1834
1835 _mesa_meta_end(ctx);
1836 }
1837
1838 /**
1839 * Meta implementation of ctx->Driver.CopyPixels() in terms
1840 * of texture mapping and polygon rendering and GLSL shaders.
1841 */
1842 void
1843 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1844 GLsizei width, GLsizei height,
1845 GLint dstX, GLint dstY, GLenum type)
1846 {
1847 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1848 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1849 struct vertex verts[4];
1850
1851 if (type != GL_COLOR ||
1852 ctx->_ImageTransferState ||
1853 ctx->Fog.Enabled ||
1854 width > tex->MaxSize ||
1855 height > tex->MaxSize) {
1856 /* XXX avoid this fallback */
1857 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1858 return;
1859 }
1860
1861 /* Most GL state applies to glCopyPixels, but a there's a few things
1862 * we need to override:
1863 */
1864 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1865 MESA_META_SHADER |
1866 MESA_META_TEXTURE |
1867 MESA_META_TRANSFORM |
1868 MESA_META_CLIP |
1869 MESA_META_VERTEX |
1870 MESA_META_VIEWPORT));
1871
1872 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1873 3, 2, 0);
1874
1875 /* Silence valgrind warnings about reading uninitialized stack. */
1876 memset(verts, 0, sizeof(verts));
1877
1878 /* Alloc/setup texture */
1879 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1880 GL_RGBA, GL_NEAREST);
1881
1882 /* vertex positions, texcoords (after texture allocation!) */
1883 {
1884 const GLfloat dstX0 = (GLfloat) dstX;
1885 const GLfloat dstY0 = (GLfloat) dstY;
1886 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1887 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1888 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1889
1890 verts[0].x = dstX0;
1891 verts[0].y = dstY0;
1892 verts[0].z = z;
1893 verts[0].tex[0] = 0.0F;
1894 verts[0].tex[1] = 0.0F;
1895 verts[1].x = dstX1;
1896 verts[1].y = dstY0;
1897 verts[1].z = z;
1898 verts[1].tex[0] = tex->Sright;
1899 verts[1].tex[1] = 0.0F;
1900 verts[2].x = dstX1;
1901 verts[2].y = dstY1;
1902 verts[2].z = z;
1903 verts[2].tex[0] = tex->Sright;
1904 verts[2].tex[1] = tex->Ttop;
1905 verts[3].x = dstX0;
1906 verts[3].y = dstY1;
1907 verts[3].z = z;
1908 verts[3].tex[0] = 0.0F;
1909 verts[3].tex[1] = tex->Ttop;
1910
1911 /* upload new vertex data */
1912 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts,
1913 __func__);
1914 }
1915
1916 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1917
1918 /* draw textured quad */
1919 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1920
1921 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1922
1923 _mesa_meta_end(ctx);
1924 }
1925
1926 static void
1927 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1928 {
1929 if (drawpix->VAO != 0) {
1930 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1931 drawpix->VAO = 0;
1932
1933 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1934 }
1935
1936 if (drawpix->StencilFP != 0) {
1937 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1938 drawpix->StencilFP = 0;
1939 }
1940
1941 if (drawpix->DepthFP != 0) {
1942 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1943 drawpix->DepthFP = 0;
1944 }
1945 }
1946
1947 /**
1948 * When the glDrawPixels() image size is greater than the max rectangle
1949 * texture size we use this function to break the glDrawPixels() image
1950 * into tiles which fit into the max texture size.
1951 */
1952 static void
1953 tiled_draw_pixels(struct gl_context *ctx,
1954 GLint tileSize,
1955 GLint x, GLint y, GLsizei width, GLsizei height,
1956 GLenum format, GLenum type,
1957 const struct gl_pixelstore_attrib *unpack,
1958 const GLvoid *pixels)
1959 {
1960 struct gl_pixelstore_attrib tileUnpack = *unpack;
1961 GLint i, j;
1962
1963 if (tileUnpack.RowLength == 0)
1964 tileUnpack.RowLength = width;
1965
1966 for (i = 0; i < width; i += tileSize) {
1967 const GLint tileWidth = MIN2(tileSize, width - i);
1968 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1969
1970 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1971
1972 for (j = 0; j < height; j += tileSize) {
1973 const GLint tileHeight = MIN2(tileSize, height - j);
1974 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1975
1976 tileUnpack.SkipRows = unpack->SkipRows + j;
1977
1978 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1979 format, type, &tileUnpack, pixels);
1980 }
1981 }
1982 }
1983
1984
1985 /**
1986 * One-time init for drawing stencil pixels.
1987 */
1988 static void
1989 init_draw_stencil_pixels(struct gl_context *ctx)
1990 {
1991 /* This program is run eight times, once for each stencil bit.
1992 * The stencil values to draw are found in an 8-bit alpha texture.
1993 * We read the texture/stencil value and test if bit 'b' is set.
1994 * If the bit is not set, use KIL to kill the fragment.
1995 * Finally, we use the stencil test to update the stencil buffer.
1996 *
1997 * The basic algorithm for checking if a bit is set is:
1998 * if (is_odd(value / (1 << bit)))
1999 * result is one (or non-zero).
2000 * else
2001 * result is zero.
2002 * The program parameter contains three values:
2003 * parm.x = 255 / (1 << bit)
2004 * parm.y = 0.5
2005 * parm.z = 0.0
2006 */
2007 static const char *program =
2008 "!!ARBfp1.0\n"
2009 "PARAM parm = program.local[0]; \n"
2010 "TEMP t; \n"
2011 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2012 "# t = t * 255 / bit \n"
2013 "MUL t.x, t.a, parm.x; \n"
2014 "# t = (int) t \n"
2015 "FRC t.y, t.x; \n"
2016 "SUB t.x, t.x, t.y; \n"
2017 "# t = t * 0.5 \n"
2018 "MUL t.x, t.x, parm.y; \n"
2019 "# t = fract(t.x) \n"
2020 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2021 "# t.x = (t.x == 0 ? 1 : 0) \n"
2022 "SGE t.x, -t.x, parm.z; \n"
2023 "KIL -t.x; \n"
2024 "# for debug only \n"
2025 "#MOV result.color, t.x; \n"
2026 "END \n";
2027 char program2[1000];
2028 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2029 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2030 const char *texTarget;
2031
2032 assert(drawpix->StencilFP == 0);
2033
2034 /* replace %s with "RECT" or "2D" */
2035 assert(strlen(program) + 4 < sizeof(program2));
2036 if (tex->Target == GL_TEXTURE_RECTANGLE)
2037 texTarget = "RECT";
2038 else
2039 texTarget = "2D";
2040 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2041
2042 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2043 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2044 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2045 strlen(program2), (const GLubyte *) program2);
2046 }
2047
2048
2049 /**
2050 * One-time init for drawing depth pixels.
2051 */
2052 static void
2053 init_draw_depth_pixels(struct gl_context *ctx)
2054 {
2055 static const char *program =
2056 "!!ARBfp1.0\n"
2057 "PARAM color = program.local[0]; \n"
2058 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2059 "MOV result.color, color; \n"
2060 "END \n";
2061 char program2[200];
2062 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2063 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2064 const char *texTarget;
2065
2066 assert(drawpix->DepthFP == 0);
2067
2068 /* replace %s with "RECT" or "2D" */
2069 assert(strlen(program) + 4 < sizeof(program2));
2070 if (tex->Target == GL_TEXTURE_RECTANGLE)
2071 texTarget = "RECT";
2072 else
2073 texTarget = "2D";
2074 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2075
2076 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2077 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2078 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2079 strlen(program2), (const GLubyte *) program2);
2080 }
2081
2082
2083 /**
2084 * Meta implementation of ctx->Driver.DrawPixels() in terms
2085 * of texture mapping and polygon rendering.
2086 */
2087 void
2088 _mesa_meta_DrawPixels(struct gl_context *ctx,
2089 GLint x, GLint y, GLsizei width, GLsizei height,
2090 GLenum format, GLenum type,
2091 const struct gl_pixelstore_attrib *unpack,
2092 const GLvoid *pixels)
2093 {
2094 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2095 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2096 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2097 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2098 struct vertex verts[4];
2099 GLenum texIntFormat;
2100 GLboolean fallback, newTex;
2101 GLbitfield metaExtraSave = 0x0;
2102
2103 /*
2104 * Determine if we can do the glDrawPixels with texture mapping.
2105 */
2106 fallback = GL_FALSE;
2107 if (ctx->Fog.Enabled) {
2108 fallback = GL_TRUE;
2109 }
2110
2111 if (_mesa_is_color_format(format)) {
2112 /* use more compact format when possible */
2113 /* XXX disable special case for GL_LUMINANCE for now to work around
2114 * apparent i965 driver bug (see bug #23670).
2115 */
2116 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2117 texIntFormat = format;
2118 else
2119 texIntFormat = GL_RGBA;
2120
2121 /* If we're not supposed to clamp the resulting color, then just
2122 * promote our texture to fully float. We could do better by
2123 * just going for the matching set of channels, in floating
2124 * point.
2125 */
2126 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2127 ctx->Extensions.ARB_texture_float)
2128 texIntFormat = GL_RGBA32F;
2129 }
2130 else if (_mesa_is_stencil_format(format)) {
2131 if (ctx->Extensions.ARB_fragment_program &&
2132 ctx->Pixel.IndexShift == 0 &&
2133 ctx->Pixel.IndexOffset == 0 &&
2134 type == GL_UNSIGNED_BYTE) {
2135 /* We'll store stencil as alpha. This only works for GLubyte
2136 * image data because of how incoming values are mapped to alpha
2137 * in [0,1].
2138 */
2139 texIntFormat = GL_ALPHA;
2140 metaExtraSave = (MESA_META_COLOR_MASK |
2141 MESA_META_DEPTH_TEST |
2142 MESA_META_PIXEL_TRANSFER |
2143 MESA_META_SHADER |
2144 MESA_META_STENCIL_TEST);
2145 }
2146 else {
2147 fallback = GL_TRUE;
2148 }
2149 }
2150 else if (_mesa_is_depth_format(format)) {
2151 if (ctx->Extensions.ARB_depth_texture &&
2152 ctx->Extensions.ARB_fragment_program) {
2153 texIntFormat = GL_DEPTH_COMPONENT;
2154 metaExtraSave = (MESA_META_SHADER);
2155 }
2156 else {
2157 fallback = GL_TRUE;
2158 }
2159 }
2160 else {
2161 fallback = GL_TRUE;
2162 }
2163
2164 if (fallback) {
2165 _swrast_DrawPixels(ctx, x, y, width, height,
2166 format, type, unpack, pixels);
2167 return;
2168 }
2169
2170 /*
2171 * Check image size against max texture size, draw as tiles if needed.
2172 */
2173 if (width > tex->MaxSize || height > tex->MaxSize) {
2174 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2175 format, type, unpack, pixels);
2176 return;
2177 }
2178
2179 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2180 * but a there's a few things we need to override:
2181 */
2182 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2183 MESA_META_SHADER |
2184 MESA_META_TEXTURE |
2185 MESA_META_TRANSFORM |
2186 MESA_META_CLIP |
2187 MESA_META_VERTEX |
2188 MESA_META_VIEWPORT |
2189 metaExtraSave));
2190
2191 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2192
2193 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2194 3, 2, 0);
2195
2196 /* Silence valgrind warnings about reading uninitialized stack. */
2197 memset(verts, 0, sizeof(verts));
2198
2199 /* vertex positions, texcoords (after texture allocation!) */
2200 {
2201 const GLfloat x0 = (GLfloat) x;
2202 const GLfloat y0 = (GLfloat) y;
2203 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2204 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2205 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2206
2207 verts[0].x = x0;
2208 verts[0].y = y0;
2209 verts[0].z = z;
2210 verts[0].tex[0] = 0.0F;
2211 verts[0].tex[1] = 0.0F;
2212 verts[1].x = x1;
2213 verts[1].y = y0;
2214 verts[1].z = z;
2215 verts[1].tex[0] = tex->Sright;
2216 verts[1].tex[1] = 0.0F;
2217 verts[2].x = x1;
2218 verts[2].y = y1;
2219 verts[2].z = z;
2220 verts[2].tex[0] = tex->Sright;
2221 verts[2].tex[1] = tex->Ttop;
2222 verts[3].x = x0;
2223 verts[3].y = y1;
2224 verts[3].z = z;
2225 verts[3].tex[0] = 0.0F;
2226 verts[3].tex[1] = tex->Ttop;
2227 }
2228
2229 /* upload new vertex data */
2230 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2231 GL_DYNAMIC_DRAW, __func__);
2232
2233 /* set given unpack params */
2234 ctx->Unpack = *unpack;
2235
2236 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2237
2238 if (_mesa_is_stencil_format(format)) {
2239 /* Drawing stencil */
2240 GLint bit;
2241
2242 if (!drawpix->StencilFP)
2243 init_draw_stencil_pixels(ctx);
2244
2245 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2246 GL_ALPHA, type, pixels);
2247
2248 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2249
2250 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2251
2252 /* set all stencil bits to 0 */
2253 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2254 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2255 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2256
2257 /* set stencil bits to 1 where needed */
2258 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2259
2260 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2261 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2262
2263 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2264 const GLuint mask = 1 << bit;
2265 if (mask & origStencilMask) {
2266 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2267 _mesa_StencilMask(mask);
2268
2269 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2270 255.0f / mask, 0.5f, 0.0f, 0.0f);
2271
2272 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2273 }
2274 }
2275 }
2276 else if (_mesa_is_depth_format(format)) {
2277 /* Drawing depth */
2278 if (!drawpix->DepthFP)
2279 init_draw_depth_pixels(ctx);
2280
2281 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2282 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2283
2284 /* polygon color = current raster color */
2285 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2286 ctx->Current.RasterColor);
2287
2288 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2289 format, type, pixels);
2290
2291 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2292 }
2293 else {
2294 /* Drawing RGBA */
2295 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2296 format, type, pixels);
2297 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2298 }
2299
2300 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2301
2302 /* restore unpack params */
2303 ctx->Unpack = unpackSave;
2304
2305 _mesa_meta_end(ctx);
2306 }
2307
2308 static GLboolean
2309 alpha_test_raster_color(struct gl_context *ctx)
2310 {
2311 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2312 GLfloat ref = ctx->Color.AlphaRef;
2313
2314 switch (ctx->Color.AlphaFunc) {
2315 case GL_NEVER:
2316 return GL_FALSE;
2317 case GL_LESS:
2318 return alpha < ref;
2319 case GL_EQUAL:
2320 return alpha == ref;
2321 case GL_LEQUAL:
2322 return alpha <= ref;
2323 case GL_GREATER:
2324 return alpha > ref;
2325 case GL_NOTEQUAL:
2326 return alpha != ref;
2327 case GL_GEQUAL:
2328 return alpha >= ref;
2329 case GL_ALWAYS:
2330 return GL_TRUE;
2331 default:
2332 assert(0);
2333 return GL_FALSE;
2334 }
2335 }
2336
2337 /**
2338 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2339 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2340 * tracker would improve performance a lot.
2341 */
2342 void
2343 _mesa_meta_Bitmap(struct gl_context *ctx,
2344 GLint x, GLint y, GLsizei width, GLsizei height,
2345 const struct gl_pixelstore_attrib *unpack,
2346 const GLubyte *bitmap1)
2347 {
2348 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2349 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2350 const GLenum texIntFormat = GL_ALPHA;
2351 const struct gl_pixelstore_attrib unpackSave = *unpack;
2352 GLubyte fg, bg;
2353 struct vertex verts[4];
2354 GLboolean newTex;
2355 GLubyte *bitmap8;
2356
2357 /*
2358 * Check if swrast fallback is needed.
2359 */
2360 if (ctx->_ImageTransferState ||
2361 ctx->FragmentProgram._Enabled ||
2362 ctx->Fog.Enabled ||
2363 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2364 width > tex->MaxSize ||
2365 height > tex->MaxSize) {
2366 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2367 return;
2368 }
2369
2370 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2371 return;
2372
2373 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2374 * but a there's a few things we need to override:
2375 */
2376 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2377 MESA_META_PIXEL_STORE |
2378 MESA_META_RASTERIZATION |
2379 MESA_META_SHADER |
2380 MESA_META_TEXTURE |
2381 MESA_META_TRANSFORM |
2382 MESA_META_CLIP |
2383 MESA_META_VERTEX |
2384 MESA_META_VIEWPORT));
2385
2386 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2387 3, 2, 4);
2388
2389 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2390
2391 /* Silence valgrind warnings about reading uninitialized stack. */
2392 memset(verts, 0, sizeof(verts));
2393
2394 /* vertex positions, texcoords, colors (after texture allocation!) */
2395 {
2396 const GLfloat x0 = (GLfloat) x;
2397 const GLfloat y0 = (GLfloat) y;
2398 const GLfloat x1 = (GLfloat) (x + width);
2399 const GLfloat y1 = (GLfloat) (y + height);
2400 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2401 GLuint i;
2402
2403 verts[0].x = x0;
2404 verts[0].y = y0;
2405 verts[0].z = z;
2406 verts[0].tex[0] = 0.0F;
2407 verts[0].tex[1] = 0.0F;
2408 verts[1].x = x1;
2409 verts[1].y = y0;
2410 verts[1].z = z;
2411 verts[1].tex[0] = tex->Sright;
2412 verts[1].tex[1] = 0.0F;
2413 verts[2].x = x1;
2414 verts[2].y = y1;
2415 verts[2].z = z;
2416 verts[2].tex[0] = tex->Sright;
2417 verts[2].tex[1] = tex->Ttop;
2418 verts[3].x = x0;
2419 verts[3].y = y1;
2420 verts[3].z = z;
2421 verts[3].tex[0] = 0.0F;
2422 verts[3].tex[1] = tex->Ttop;
2423
2424 for (i = 0; i < 4; i++) {
2425 verts[i].r = ctx->Current.RasterColor[0];
2426 verts[i].g = ctx->Current.RasterColor[1];
2427 verts[i].b = ctx->Current.RasterColor[2];
2428 verts[i].a = ctx->Current.RasterColor[3];
2429 }
2430
2431 /* upload new vertex data */
2432 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts,
2433 __func__);
2434 }
2435
2436 /* choose different foreground/background alpha values */
2437 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2438 bg = (fg > 127 ? 0 : 255);
2439
2440 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2441 if (!bitmap1) {
2442 _mesa_meta_end(ctx);
2443 return;
2444 }
2445
2446 bitmap8 = malloc(width * height);
2447 if (bitmap8) {
2448 memset(bitmap8, bg, width * height);
2449 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2450 bitmap8, width, fg);
2451
2452 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2453
2454 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2455 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2456
2457 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2458 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2459
2460 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2461
2462 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2463
2464 free(bitmap8);
2465 }
2466
2467 _mesa_unmap_pbo_source(ctx, &unpackSave);
2468
2469 _mesa_meta_end(ctx);
2470 }
2471
2472 /**
2473 * Compute the texture coordinates for the four vertices of a quad for
2474 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2475 * and width, height specify a sub-region of the 2D image.
2476 *
2477 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2478 * \param slice slice of a 1D/2D array texture or 3D texture
2479 * \param xoffset X position of sub texture
2480 * \param yoffset Y position of sub texture
2481 * \param width width of the sub texture image
2482 * \param height height of the sub texture image
2483 * \param total_width total width of the texture image
2484 * \param total_height total height of the texture image
2485 * \param total_depth total depth of the texture image
2486 * \param coords0/1/2/3 returns the computed texcoords
2487 */
2488 void
2489 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2490 GLint slice,
2491 GLint xoffset,
2492 GLint yoffset,
2493 GLint width,
2494 GLint height,
2495 GLint total_width,
2496 GLint total_height,
2497 GLint total_depth,
2498 GLfloat coords0[4],
2499 GLfloat coords1[4],
2500 GLfloat coords2[4],
2501 GLfloat coords3[4])
2502 {
2503 float st[4][2];
2504 GLuint i;
2505 const float s0 = (float) xoffset / (float) total_width;
2506 const float s1 = (float) (xoffset + width) / (float) total_width;
2507 const float t0 = (float) yoffset / (float) total_height;
2508 const float t1 = (float) (yoffset + height) / (float) total_height;
2509 GLfloat r;
2510
2511 /* setup the reference texcoords */
2512 st[0][0] = s0;
2513 st[0][1] = t0;
2514 st[1][0] = s1;
2515 st[1][1] = t0;
2516 st[2][0] = s1;
2517 st[2][1] = t1;
2518 st[3][0] = s0;
2519 st[3][1] = t1;
2520
2521 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2522 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2523
2524 /* Currently all texture targets want the W component to be 1.0.
2525 */
2526 coords0[3] = 1.0F;
2527 coords1[3] = 1.0F;
2528 coords2[3] = 1.0F;
2529 coords3[3] = 1.0F;
2530
2531 switch (faceTarget) {
2532 case GL_TEXTURE_1D:
2533 case GL_TEXTURE_2D:
2534 case GL_TEXTURE_3D:
2535 case GL_TEXTURE_2D_ARRAY:
2536 if (faceTarget == GL_TEXTURE_3D) {
2537 assert(slice < total_depth);
2538 assert(total_depth >= 1);
2539 r = (slice + 0.5f) / total_depth;
2540 }
2541 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2542 r = (float) slice;
2543 else
2544 r = 0.0F;
2545 coords0[0] = st[0][0]; /* s */
2546 coords0[1] = st[0][1]; /* t */
2547 coords0[2] = r; /* r */
2548 coords1[0] = st[1][0];
2549 coords1[1] = st[1][1];
2550 coords1[2] = r;
2551 coords2[0] = st[2][0];
2552 coords2[1] = st[2][1];
2553 coords2[2] = r;
2554 coords3[0] = st[3][0];
2555 coords3[1] = st[3][1];
2556 coords3[2] = r;
2557 break;
2558 case GL_TEXTURE_RECTANGLE_ARB:
2559 coords0[0] = (float) xoffset; /* s */
2560 coords0[1] = (float) yoffset; /* t */
2561 coords0[2] = 0.0F; /* r */
2562 coords1[0] = (float) (xoffset + width);
2563 coords1[1] = (float) yoffset;
2564 coords1[2] = 0.0F;
2565 coords2[0] = (float) (xoffset + width);
2566 coords2[1] = (float) (yoffset + height);
2567 coords2[2] = 0.0F;
2568 coords3[0] = (float) xoffset;
2569 coords3[1] = (float) (yoffset + height);
2570 coords3[2] = 0.0F;
2571 break;
2572 case GL_TEXTURE_1D_ARRAY:
2573 coords0[0] = st[0][0]; /* s */
2574 coords0[1] = (float) slice; /* t */
2575 coords0[2] = 0.0F; /* r */
2576 coords1[0] = st[1][0];
2577 coords1[1] = (float) slice;
2578 coords1[2] = 0.0F;
2579 coords2[0] = st[2][0];
2580 coords2[1] = (float) slice;
2581 coords2[2] = 0.0F;
2582 coords3[0] = st[3][0];
2583 coords3[1] = (float) slice;
2584 coords3[2] = 0.0F;
2585 break;
2586
2587 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2588 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2589 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2590 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2591 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2592 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2593 /* loop over quad verts */
2594 for (i = 0; i < 4; i++) {
2595 /* Compute sc = +/-scale and tc = +/-scale.
2596 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2597 * though that can still sometimes happen with this scale factor...
2598 */
2599 const GLfloat scale = 0.9999f;
2600 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2601 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2602 GLfloat *coord;
2603
2604 switch (i) {
2605 case 0:
2606 coord = coords0;
2607 break;
2608 case 1:
2609 coord = coords1;
2610 break;
2611 case 2:
2612 coord = coords2;
2613 break;
2614 case 3:
2615 coord = coords3;
2616 break;
2617 default:
2618 unreachable("not reached");
2619 }
2620
2621 coord[3] = (float) (slice / 6);
2622
2623 switch (faceTarget) {
2624 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2625 coord[0] = 1.0f;
2626 coord[1] = -tc;
2627 coord[2] = -sc;
2628 break;
2629 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2630 coord[0] = -1.0f;
2631 coord[1] = -tc;
2632 coord[2] = sc;
2633 break;
2634 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2635 coord[0] = sc;
2636 coord[1] = 1.0f;
2637 coord[2] = tc;
2638 break;
2639 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2640 coord[0] = sc;
2641 coord[1] = -1.0f;
2642 coord[2] = -tc;
2643 break;
2644 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2645 coord[0] = sc;
2646 coord[1] = -tc;
2647 coord[2] = 1.0f;
2648 break;
2649 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2650 coord[0] = -sc;
2651 coord[1] = -tc;
2652 coord[2] = -1.0f;
2653 break;
2654 default:
2655 assert(0);
2656 }
2657 }
2658 break;
2659 default:
2660 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2661 }
2662 }
2663
2664 static struct blit_shader *
2665 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2666 {
2667 switch(target) {
2668 case GL_TEXTURE_1D:
2669 table->sampler_1d.type = "sampler1D";
2670 table->sampler_1d.func = "texture1D";
2671 table->sampler_1d.texcoords = "texCoords.x";
2672 return &table->sampler_1d;
2673 case GL_TEXTURE_2D:
2674 table->sampler_2d.type = "sampler2D";
2675 table->sampler_2d.func = "texture2D";
2676 table->sampler_2d.texcoords = "texCoords.xy";
2677 return &table->sampler_2d;
2678 case GL_TEXTURE_RECTANGLE:
2679 table->sampler_rect.type = "sampler2DRect";
2680 table->sampler_rect.func = "texture2DRect";
2681 table->sampler_rect.texcoords = "texCoords.xy";
2682 return &table->sampler_rect;
2683 case GL_TEXTURE_3D:
2684 /* Code for mipmap generation with 3D textures is not used yet.
2685 * It's a sw fallback.
2686 */
2687 table->sampler_3d.type = "sampler3D";
2688 table->sampler_3d.func = "texture3D";
2689 table->sampler_3d.texcoords = "texCoords.xyz";
2690 return &table->sampler_3d;
2691 case GL_TEXTURE_CUBE_MAP:
2692 table->sampler_cubemap.type = "samplerCube";
2693 table->sampler_cubemap.func = "textureCube";
2694 table->sampler_cubemap.texcoords = "texCoords.xyz";
2695 return &table->sampler_cubemap;
2696 case GL_TEXTURE_1D_ARRAY:
2697 table->sampler_1d_array.type = "sampler1DArray";
2698 table->sampler_1d_array.func = "texture1DArray";
2699 table->sampler_1d_array.texcoords = "texCoords.xy";
2700 return &table->sampler_1d_array;
2701 case GL_TEXTURE_2D_ARRAY:
2702 table->sampler_2d_array.type = "sampler2DArray";
2703 table->sampler_2d_array.func = "texture2DArray";
2704 table->sampler_2d_array.texcoords = "texCoords.xyz";
2705 return &table->sampler_2d_array;
2706 case GL_TEXTURE_CUBE_MAP_ARRAY:
2707 table->sampler_cubemap_array.type = "samplerCubeArray";
2708 table->sampler_cubemap_array.func = "textureCubeArray";
2709 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2710 return &table->sampler_cubemap_array;
2711 default:
2712 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2713 " setup_texture_sampler()\n", target);
2714 return NULL;
2715 }
2716 }
2717
2718 void
2719 _mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx,
2720 struct blit_shader_table *table)
2721 {
2722 _mesa_reference_shader_program(ctx, &table->sampler_1d.shader_prog, NULL);
2723 _mesa_reference_shader_program(ctx, &table->sampler_2d.shader_prog, NULL);
2724 _mesa_reference_shader_program(ctx, &table->sampler_3d.shader_prog, NULL);
2725 _mesa_reference_shader_program(ctx, &table->sampler_rect.shader_prog, NULL);
2726 _mesa_reference_shader_program(ctx, &table->sampler_cubemap.shader_prog, NULL);
2727 _mesa_reference_shader_program(ctx, &table->sampler_1d_array.shader_prog, NULL);
2728 _mesa_reference_shader_program(ctx, &table->sampler_2d_array.shader_prog, NULL);
2729 _mesa_reference_shader_program(ctx, &table->sampler_cubemap_array.shader_prog, NULL);
2730 }
2731
2732 /**
2733 * Determine the GL data type to use for the temporary image read with
2734 * ReadPixels() and passed to Tex[Sub]Image().
2735 */
2736 static GLenum
2737 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2738 {
2739 const GLenum baseFormat = _mesa_get_format_base_format(format);
2740 const GLenum datatype = _mesa_get_format_datatype(format);
2741 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2742
2743 switch (baseFormat) {
2744 case GL_RGBA:
2745 case GL_RGB:
2746 case GL_RG:
2747 case GL_RED:
2748 case GL_ALPHA:
2749 case GL_LUMINANCE:
2750 case GL_LUMINANCE_ALPHA:
2751 case GL_INTENSITY:
2752 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2753 return datatype;
2754 } else if (format_red_bits <= 8) {
2755 return GL_UNSIGNED_BYTE;
2756 } else if (format_red_bits <= 16) {
2757 return GL_UNSIGNED_SHORT;
2758 }
2759 return GL_FLOAT;
2760 case GL_DEPTH_COMPONENT:
2761 if (datatype == GL_FLOAT)
2762 return GL_FLOAT;
2763 else
2764 return GL_UNSIGNED_INT;
2765 case GL_DEPTH_STENCIL:
2766 if (datatype == GL_FLOAT)
2767 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2768 else
2769 return GL_UNSIGNED_INT_24_8;
2770 default:
2771 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2772 baseFormat);
2773 return 0;
2774 }
2775 }
2776
2777 /**
2778 * Attempts to wrap the destination texture in an FBO and use
2779 * glBlitFramebuffer() to implement glCopyTexSubImage().
2780 */
2781 static bool
2782 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2783 struct gl_texture_image *texImage,
2784 GLint xoffset,
2785 GLint yoffset,
2786 GLint zoffset,
2787 struct gl_renderbuffer *rb,
2788 GLint x, GLint y,
2789 GLsizei width, GLsizei height)
2790 {
2791 struct gl_framebuffer *drawFb;
2792 bool success = false;
2793 GLbitfield mask;
2794 GLenum status;
2795
2796 if (!ctx->Extensions.ARB_framebuffer_object)
2797 return false;
2798
2799 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
2800 if (drawFb == NULL)
2801 return false;
2802
2803 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2804 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
2805
2806 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2807 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2808 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2809 GL_DEPTH_ATTACHMENT,
2810 texImage, zoffset);
2811 mask = GL_DEPTH_BUFFER_BIT;
2812
2813 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2814 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2815 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2816 GL_STENCIL_ATTACHMENT,
2817 texImage, zoffset);
2818 mask |= GL_STENCIL_BUFFER_BIT;
2819 }
2820 _mesa_DrawBuffer(GL_NONE);
2821 } else {
2822 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2823 GL_COLOR_ATTACHMENT0,
2824 texImage, zoffset);
2825 mask = GL_COLOR_BUFFER_BIT;
2826 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2827 }
2828
2829 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
2830 if (status != GL_FRAMEBUFFER_COMPLETE)
2831 goto out;
2832
2833 ctx->Meta->Blit.no_ctsi_fallback = true;
2834
2835 /* Since we've bound a new draw framebuffer, we need to update
2836 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2837 * be correct.
2838 */
2839 _mesa_update_state(ctx);
2840
2841 /* We skip the core BlitFramebuffer checks for format consistency, which
2842 * are too strict for CopyTexImage. We know meta will be fine with format
2843 * changes.
2844 */
2845 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2846 x, y,
2847 x + width, y + height,
2848 xoffset, yoffset,
2849 xoffset + width, yoffset + height,
2850 mask, GL_NEAREST);
2851 ctx->Meta->Blit.no_ctsi_fallback = false;
2852 success = mask == 0x0;
2853
2854 out:
2855 _mesa_reference_framebuffer(&drawFb, NULL);
2856 _mesa_meta_end(ctx);
2857 return success;
2858 }
2859
2860 /**
2861 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2862 * Have to be careful with locking and meta state for pixel transfer.
2863 */
2864 void
2865 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2866 struct gl_texture_image *texImage,
2867 GLint xoffset, GLint yoffset, GLint zoffset,
2868 struct gl_renderbuffer *rb,
2869 GLint x, GLint y,
2870 GLsizei width, GLsizei height)
2871 {
2872 GLenum format, type;
2873 GLint bpp;
2874 void *buf;
2875
2876 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2877 texImage,
2878 xoffset, yoffset, zoffset,
2879 rb,
2880 x, y,
2881 width, height)) {
2882 return;
2883 }
2884
2885 /* Choose format/type for temporary image buffer */
2886 format = _mesa_get_format_base_format(texImage->TexFormat);
2887 if (format == GL_LUMINANCE ||
2888 format == GL_LUMINANCE_ALPHA ||
2889 format == GL_INTENSITY) {
2890 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2891 * temp image buffer because glReadPixels will do L=R+G+B which is
2892 * not what we want (should be L=R).
2893 */
2894 format = GL_RGBA;
2895 }
2896
2897 type = get_temp_image_type(ctx, texImage->TexFormat);
2898 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2899 format = _mesa_base_format_to_integer_format(format);
2900 }
2901 bpp = _mesa_bytes_per_pixel(format, type);
2902 if (bpp <= 0) {
2903 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2904 return;
2905 }
2906
2907 /*
2908 * Alloc image buffer (XXX could use a PBO)
2909 */
2910 buf = malloc(width * height * bpp);
2911 if (!buf) {
2912 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2913 return;
2914 }
2915
2916 /*
2917 * Read image from framebuffer (disable pixel transfer ops)
2918 */
2919 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2920 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2921 format, type, &ctx->Pack, buf);
2922 _mesa_meta_end(ctx);
2923
2924 _mesa_update_state(ctx); /* to update pixel transfer state */
2925
2926 /*
2927 * Store texture data (with pixel transfer ops)
2928 */
2929 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2930
2931 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2932 assert(yoffset == 0);
2933 ctx->Driver.TexSubImage(ctx, dims, texImage,
2934 xoffset, zoffset, 0, width, 1, 1,
2935 format, type, buf, &ctx->Unpack);
2936 } else {
2937 ctx->Driver.TexSubImage(ctx, dims, texImage,
2938 xoffset, yoffset, zoffset, width, height, 1,
2939 format, type, buf, &ctx->Unpack);
2940 }
2941
2942 _mesa_meta_end(ctx);
2943
2944 free(buf);
2945 }
2946
2947 static void
2948 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2949 {
2950 if (decompress_fbo->fb != NULL) {
2951 _mesa_reference_framebuffer(&decompress_fbo->fb, NULL);
2952 _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL);
2953 }
2954
2955 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2956 }
2957
2958 static void
2959 meta_decompress_cleanup(struct gl_context *ctx,
2960 struct decompress_state *decompress)
2961 {
2962 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2963 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2964
2965 if (decompress->VAO != 0) {
2966 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2967 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2968 }
2969
2970 _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
2971
2972 memset(decompress, 0, sizeof(*decompress));
2973 }
2974
2975 /**
2976 * Decompress a texture image by drawing a quad with the compressed
2977 * texture and reading the pixels out of the color buffer.
2978 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2979 * \param destFormat format, ala glReadPixels
2980 * \param destType type, ala glReadPixels
2981 * \param dest destination buffer
2982 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2983 */
2984 static bool
2985 decompress_texture_image(struct gl_context *ctx,
2986 struct gl_texture_image *texImage,
2987 GLuint slice,
2988 GLint xoffset, GLint yoffset,
2989 GLsizei width, GLsizei height,
2990 GLenum destFormat, GLenum destType,
2991 GLvoid *dest)
2992 {
2993 struct decompress_state *decompress = &ctx->Meta->Decompress;
2994 struct decompress_fbo_state *decompress_fbo;
2995 struct gl_texture_object *texObj = texImage->TexObject;
2996 const GLenum target = texObj->Target;
2997 GLenum rbFormat;
2998 GLenum faceTarget;
2999 struct vertex verts[4];
3000 struct gl_sampler_object *samp_obj_save = NULL;
3001 GLenum status;
3002 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3003 ctx->Extensions.ARB_fragment_shader;
3004
3005 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3006 case GL_FLOAT:
3007 decompress_fbo = &decompress->floatFBO;
3008 rbFormat = GL_RGBA32F;
3009 break;
3010 case GL_UNSIGNED_NORMALIZED:
3011 decompress_fbo = &decompress->byteFBO;
3012 rbFormat = GL_RGBA;
3013 break;
3014 default:
3015 return false;
3016 }
3017
3018 if (slice > 0) {
3019 assert(target == GL_TEXTURE_3D ||
3020 target == GL_TEXTURE_2D_ARRAY ||
3021 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3022 }
3023
3024 switch (target) {
3025 case GL_TEXTURE_1D:
3026 case GL_TEXTURE_1D_ARRAY:
3027 assert(!"No compressed 1D textures.");
3028 return false;
3029
3030 case GL_TEXTURE_CUBE_MAP_ARRAY:
3031 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3032 break;
3033
3034 case GL_TEXTURE_CUBE_MAP:
3035 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3036 break;
3037
3038 default:
3039 faceTarget = target;
3040 break;
3041 }
3042
3043 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3044 MESA_META_DRAW_BUFFERS));
3045 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3046
3047 _mesa_reference_sampler_object(ctx, &samp_obj_save,
3048 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
3049
3050 /* Create/bind FBO/renderbuffer */
3051 if (decompress_fbo->fb == NULL) {
3052 decompress_fbo->rb = ctx->Driver.NewRenderbuffer(ctx, 0xDEADBEEF);
3053 if (decompress_fbo->rb == NULL) {
3054 _mesa_meta_end(ctx);
3055 return false;
3056 }
3057
3058 decompress_fbo->rb->RefCount = 1;
3059
3060 decompress_fbo->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3061 if (decompress_fbo->fb == NULL) {
3062 _mesa_meta_end(ctx);
3063 return false;
3064 }
3065
3066 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3067 _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
3068 decompress_fbo->rb);
3069 }
3070 else {
3071 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3072 }
3073
3074 /* alloc dest surface */
3075 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3076 _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
3077 width, height, 0);
3078 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3079 if (status != GL_FRAMEBUFFER_COMPLETE) {
3080 /* If the framebuffer isn't complete then we'll leave
3081 * decompress_fbo->Width as zero so that it will fail again next time
3082 * too */
3083 _mesa_meta_end(ctx);
3084 return false;
3085 }
3086 decompress_fbo->Width = width;
3087 decompress_fbo->Height = height;
3088 }
3089
3090 if (use_glsl_version) {
3091 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3092 &decompress->buf_obj, true,
3093 2, 4, 0);
3094
3095 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3096 } else {
3097 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3098 &decompress->buf_obj, 3);
3099 }
3100
3101 if (decompress->samp_obj == NULL) {
3102 decompress->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
3103 if (decompress->samp_obj == NULL) {
3104 _mesa_meta_end(ctx);
3105
3106 /* This is a bit lazy. Flag out of memory, and then don't bother to
3107 * clean up. Once out of memory is flagged, the only realistic next
3108 * move is to destroy the context. That will trigger all the right
3109 * clean up.
3110 *
3111 * Returning true prevents other GetTexImage methods from attempting
3112 * anything since they will likely fail too.
3113 */
3114 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
3115 return true;
3116 }
3117
3118 /* nearest filtering */
3119 _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
3120
3121 /* We don't want to encode or decode sRGB values; treat them as linear. */
3122 _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT);
3123 }
3124
3125 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
3126
3127 /* Silence valgrind warnings about reading uninitialized stack. */
3128 memset(verts, 0, sizeof(verts));
3129
3130 _mesa_meta_setup_texture_coords(faceTarget, slice,
3131 xoffset, yoffset, width, height,
3132 texImage->Width, texImage->Height,
3133 texImage->Depth,
3134 verts[0].tex,
3135 verts[1].tex,
3136 verts[2].tex,
3137 verts[3].tex);
3138
3139 /* setup vertex positions */
3140 verts[0].x = -1.0F;
3141 verts[0].y = -1.0F;
3142 verts[1].x = 1.0F;
3143 verts[1].y = -1.0F;
3144 verts[2].x = 1.0F;
3145 verts[2].y = 1.0F;
3146 verts[3].x = -1.0F;
3147 verts[3].y = 1.0F;
3148
3149 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3150
3151 /* upload new vertex data */
3152 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts,
3153 __func__);
3154
3155 /* setup texture state */
3156 _mesa_BindTexture(target, texObj->Name);
3157
3158 if (!use_glsl_version)
3159 _mesa_set_enable(ctx, target, GL_TRUE);
3160
3161 {
3162 /* save texture object state */
3163 const GLint baseLevelSave = texObj->BaseLevel;
3164 const GLint maxLevelSave = texObj->MaxLevel;
3165
3166 /* restrict sampling to the texture level of interest */
3167 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3168 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3169 (GLint *) &texImage->Level, false);
3170 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3171 (GLint *) &texImage->Level, false);
3172 }
3173
3174 /* render quad w/ texture into renderbuffer */
3175 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3176
3177 /* Restore texture object state, the texture binding will
3178 * be restored by _mesa_meta_end().
3179 */
3180 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3181 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3182 &baseLevelSave, false);
3183 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3184 &maxLevelSave, false);
3185 }
3186
3187 }
3188
3189 /* read pixels from renderbuffer */
3190 {
3191 GLenum baseTexFormat = texImage->_BaseFormat;
3192 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3193
3194 /* The pixel transfer state will be set to default values at this point
3195 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3196 * turned off (as required by glGetTexImage) but we need to handle some
3197 * special cases. In particular, single-channel texture values are
3198 * returned as red and two-channel texture values are returned as
3199 * red/alpha.
3200 */
3201 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3202 destBaseFormat) ||
3203 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3204 * luminance then we need to return L=tex(R).
3205 */
3206 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3207 destBaseFormat)) {
3208 /* Green and blue must be zero */
3209 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3210 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3211 }
3212
3213 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3214 }
3215
3216 /* disable texture unit */
3217 if (!use_glsl_version)
3218 _mesa_set_enable(ctx, target, GL_FALSE);
3219
3220 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
3221 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
3222
3223 _mesa_meta_end(ctx);
3224
3225 return true;
3226 }
3227
3228
3229 /**
3230 * This is just a wrapper around _mesa_get_tex_image() and
3231 * decompress_texture_image(). Meta functions should not be directly called
3232 * from core Mesa.
3233 */
3234 void
3235 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3236 GLint xoffset, GLint yoffset, GLint zoffset,
3237 GLsizei width, GLsizei height, GLsizei depth,
3238 GLenum format, GLenum type, GLvoid *pixels,
3239 struct gl_texture_image *texImage)
3240 {
3241 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3242 GLuint slice;
3243 bool result = true;
3244
3245 for (slice = 0; slice < depth; slice++) {
3246 void *dst;
3247 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
3248 *
3249 * "For three-dimensional, two-dimensional array, cube map array,
3250 * and cube map textures pixel storage operations are applied as
3251 * if the image were two-dimensional, except that the additional
3252 * pixel storage state values PACK_IMAGE_HEIGHT and
3253 * PACK_SKIP_IMAGES are applied. The correspondence of texels to
3254 * memory locations is as defined for TexImage3D in section 8.5."
3255 */
3256 switch (texImage->TexObject->Target) {
3257 case GL_TEXTURE_3D:
3258 case GL_TEXTURE_2D_ARRAY:
3259 case GL_TEXTURE_CUBE_MAP:
3260 case GL_TEXTURE_CUBE_MAP_ARRAY: {
3261 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3262 * in the decompress_texture_image() function's call to
3263 * glReadPixels but we need to compute the dest slice's address
3264 * here (according to SkipImages and ImageHeight).
3265 */
3266 struct gl_pixelstore_attrib packing = ctx->Pack;
3267 packing.SkipPixels = 0;
3268 packing.SkipRows = 0;
3269 dst = _mesa_image_address3d(&packing, pixels, width, height,
3270 format, type, slice, 0, 0);
3271 break;
3272 }
3273 default:
3274 dst = pixels;
3275 break;
3276 }
3277 result = decompress_texture_image(ctx, texImage, slice,
3278 xoffset, yoffset, width, height,
3279 format, type, dst);
3280 if (!result)
3281 break;
3282 }
3283
3284 if (result)
3285 return;
3286 }
3287
3288 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3289 width, height, depth, format, type, pixels, texImage);
3290 }
3291
3292
3293 /**
3294 * Meta implementation of ctx->Driver.DrawTex() in terms
3295 * of polygon rendering.
3296 */
3297 void
3298 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3299 GLfloat width, GLfloat height)
3300 {
3301 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3302 struct vertex {
3303 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3304 };
3305 struct vertex verts[4];
3306 GLuint i;
3307
3308 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3309 MESA_META_SHADER |
3310 MESA_META_TRANSFORM |
3311 MESA_META_VERTEX |
3312 MESA_META_VIEWPORT));
3313
3314 if (drawtex->VAO == 0) {
3315 /* one-time setup */
3316 struct gl_vertex_array_object *array_obj;
3317
3318 /* create vertex array object */
3319 _mesa_GenVertexArrays(1, &drawtex->VAO);
3320 _mesa_BindVertexArray(drawtex->VAO);
3321
3322 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3323 assert(array_obj != NULL);
3324
3325 /* create vertex array buffer */
3326 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3327 if (drawtex->buf_obj == NULL)
3328 return;
3329
3330 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3331 GL_DYNAMIC_DRAW, __func__);
3332
3333 /* setup vertex arrays */
3334 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3335 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3336 GL_FALSE, GL_FALSE,
3337 offsetof(struct vertex, x), true);
3338 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3339 drawtex->buf_obj, 0, sizeof(struct vertex));
3340 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
3341
3342
3343 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3344 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3345 2, GL_FLOAT, GL_RGBA, GL_FALSE,
3346 GL_FALSE, GL_FALSE,
3347 offsetof(struct vertex, st[i]), true);
3348 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3349 drawtex->buf_obj, 0, sizeof(struct vertex));
3350 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
3351 }
3352 }
3353 else {
3354 _mesa_BindVertexArray(drawtex->VAO);
3355 }
3356
3357 /* vertex positions, texcoords */
3358 {
3359 const GLfloat x1 = x + width;
3360 const GLfloat y1 = y + height;
3361
3362 z = CLAMP(z, 0.0f, 1.0f);
3363 z = invert_z(z);
3364
3365 verts[0].x = x;
3366 verts[0].y = y;
3367 verts[0].z = z;
3368
3369 verts[1].x = x1;
3370 verts[1].y = y;
3371 verts[1].z = z;
3372
3373 verts[2].x = x1;
3374 verts[2].y = y1;
3375 verts[2].z = z;
3376
3377 verts[3].x = x;
3378 verts[3].y = y1;
3379 verts[3].z = z;
3380
3381 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3382 const struct gl_texture_object *texObj;
3383 const struct gl_texture_image *texImage;
3384 GLfloat s, t, s1, t1;
3385 GLuint tw, th;
3386
3387 if (!ctx->Texture.Unit[i]._Current) {
3388 GLuint j;
3389 for (j = 0; j < 4; j++) {
3390 verts[j].st[i][0] = 0.0f;
3391 verts[j].st[i][1] = 0.0f;
3392 }
3393 continue;
3394 }
3395
3396 texObj = ctx->Texture.Unit[i]._Current;
3397 texImage = texObj->Image[0][texObj->BaseLevel];
3398 tw = texImage->Width2;
3399 th = texImage->Height2;
3400
3401 s = (GLfloat) texObj->CropRect[0] / tw;
3402 t = (GLfloat) texObj->CropRect[1] / th;
3403 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3404 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3405
3406 verts[0].st[i][0] = s;
3407 verts[0].st[i][1] = t;
3408
3409 verts[1].st[i][0] = s1;
3410 verts[1].st[i][1] = t;
3411
3412 verts[2].st[i][0] = s1;
3413 verts[2].st[i][1] = t1;
3414
3415 verts[3].st[i][0] = s;
3416 verts[3].st[i][1] = t1;
3417 }
3418
3419 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts,
3420 __func__);
3421 }
3422
3423 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3424
3425 _mesa_meta_end(ctx);
3426 }
3427
3428 static bool
3429 cleartexsubimage_color(struct gl_context *ctx,
3430 struct gl_texture_image *texImage,
3431 const GLvoid *clearValue,
3432 GLint zoffset)
3433 {
3434 mesa_format format;
3435 union gl_color_union colorValue;
3436 GLenum datatype;
3437 GLenum status;
3438
3439 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3440 GL_COLOR_ATTACHMENT0,
3441 texImage, zoffset);
3442
3443 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3444 if (status != GL_FRAMEBUFFER_COMPLETE)
3445 return false;
3446
3447 /* We don't want to apply an sRGB conversion so override the format */
3448 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3449 datatype = _mesa_get_format_datatype(format);
3450
3451 switch (datatype) {
3452 case GL_UNSIGNED_INT:
3453 case GL_INT:
3454 if (clearValue)
3455 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3456 (GLuint (*)[4]) colorValue.ui);
3457 else
3458 memset(&colorValue, 0, sizeof colorValue);
3459 if (datatype == GL_INT)
3460 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3461 else
3462 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3463 break;
3464 default:
3465 if (clearValue)
3466 _mesa_unpack_rgba_row(format, 1, clearValue,
3467 (GLfloat (*)[4]) colorValue.f);
3468 else
3469 memset(&colorValue, 0, sizeof colorValue);
3470 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3471 break;
3472 }
3473
3474 return true;
3475 }
3476
3477 static bool
3478 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3479 struct gl_texture_image *texImage,
3480 const GLvoid *clearValue,
3481 GLint zoffset)
3482 {
3483 GLint stencilValue;
3484 GLfloat depthValue;
3485 GLenum status;
3486
3487 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3488 GL_DEPTH_ATTACHMENT,
3489 texImage, zoffset);
3490
3491 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3492 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3493 GL_STENCIL_ATTACHMENT,
3494 texImage, zoffset);
3495
3496 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3497 if (status != GL_FRAMEBUFFER_COMPLETE)
3498 return false;
3499
3500 if (clearValue) {
3501 GLuint depthStencilValue[2];
3502
3503 /* Convert the clearValue from whatever format it's in to a floating
3504 * point value for the depth and an integer value for the stencil index
3505 */
3506 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3507 1, /* n */
3508 clearValue,
3509 depthStencilValue);
3510 /* We need a memcpy here instead of a cast because we need to
3511 * reinterpret the bytes as a float rather than converting it
3512 */
3513 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3514 stencilValue = depthStencilValue[1] & 0xff;
3515 } else {
3516 depthValue = 0.0f;
3517 stencilValue = 0;
3518 }
3519
3520 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3521 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3522 else
3523 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3524
3525 return true;
3526 }
3527
3528 static bool
3529 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3530 struct gl_texture_image *texImage,
3531 GLint zoffset,
3532 const GLvoid *clearValue)
3533 {
3534 struct gl_framebuffer *drawFb;
3535 bool success;
3536
3537 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3538 if (drawFb == NULL)
3539 return false;
3540
3541 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
3542
3543 switch(texImage->_BaseFormat) {
3544 case GL_DEPTH_STENCIL:
3545 case GL_DEPTH_COMPONENT:
3546 success = cleartexsubimage_depth_stencil(ctx, texImage,
3547 clearValue, zoffset);
3548 break;
3549 default:
3550 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3551 break;
3552 }
3553
3554 _mesa_reference_framebuffer(&drawFb, NULL);
3555
3556 return success;
3557 }
3558
3559 static bool
3560 cleartexsubimage_using_fbo(struct gl_context *ctx,
3561 struct gl_texture_image *texImage,
3562 GLint xoffset, GLint yoffset, GLint zoffset,
3563 GLsizei width, GLsizei height, GLsizei depth,
3564 const GLvoid *clearValue)
3565 {
3566 bool success = true;
3567 GLint z;
3568
3569 _mesa_meta_begin(ctx,
3570 MESA_META_SCISSOR |
3571 MESA_META_COLOR_MASK |
3572 MESA_META_DITHER |
3573 MESA_META_FRAMEBUFFER_SRGB);
3574
3575 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3576 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3577
3578 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3579 _mesa_Scissor(xoffset, yoffset, width, height);
3580
3581 for (z = zoffset; z < zoffset + depth; z++) {
3582 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3583 success = false;
3584 break;
3585 }
3586 }
3587
3588 _mesa_meta_end(ctx);
3589
3590 return success;
3591 }
3592
3593 extern void
3594 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3595 struct gl_texture_image *texImage,
3596 GLint xoffset, GLint yoffset, GLint zoffset,
3597 GLsizei width, GLsizei height, GLsizei depth,
3598 const GLvoid *clearValue)
3599 {
3600 bool res;
3601
3602 res = cleartexsubimage_using_fbo(ctx, texImage,
3603 xoffset, yoffset, zoffset,
3604 width, height, depth,
3605 clearValue);
3606
3607 if (res)
3608 return;
3609
3610 _mesa_warning(ctx,
3611 "Falling back to mapping the texture in "
3612 "glClearTexSubImage\n");
3613
3614 _mesa_store_cleartexsubimage(ctx, texImage,
3615 xoffset, yoffset, zoffset,
3616 width, height, depth,
3617 clearValue);
3618 }