meta: Avoid _swrast_BlitFramebuffer in the meta CopyTexSubImage code.
[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/colortab.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/glformats.h"
51 #include "main/image.h"
52 #include "main/macros.h"
53 #include "main/matrix.h"
54 #include "main/mipmap.h"
55 #include "main/multisample.h"
56 #include "main/objectlabel.h"
57 #include "main/pipelineobj.h"
58 #include "main/pixel.h"
59 #include "main/pbo.h"
60 #include "main/polygon.h"
61 #include "main/queryobj.h"
62 #include "main/readpix.h"
63 #include "main/scissor.h"
64 #include "main/shaderapi.h"
65 #include "main/shaderobj.h"
66 #include "main/state.h"
67 #include "main/stencil.h"
68 #include "main/texobj.h"
69 #include "main/texenv.h"
70 #include "main/texgetimage.h"
71 #include "main/teximage.h"
72 #include "main/texparam.h"
73 #include "main/texstate.h"
74 #include "main/transformfeedback.h"
75 #include "main/uniforms.h"
76 #include "main/varray.h"
77 #include "main/viewport.h"
78 #include "main/samplerobj.h"
79 #include "program/program.h"
80 #include "swrast/swrast.h"
81 #include "drivers/common/meta.h"
82 #include "main/enums.h"
83 #include "main/glformats.h"
84 #include "../glsl/ralloc.h"
85
86 /** Return offset in bytes of the field within a vertex struct */
87 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
88
89 static void
90 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
91
92 static struct blit_shader *
93 choose_blit_shader(GLenum target, struct blit_shader_table *table);
94
95 static void cleanup_temp_texture(struct temp_texture *tex);
96 static void meta_glsl_clear_cleanup(struct clear_state *clear);
97 static void meta_decompress_cleanup(struct decompress_state *decompress);
98 static void meta_drawpix_cleanup(struct drawpix_state *drawpix);
99
100 void
101 _mesa_meta_bind_fbo_image(GLenum attachment,
102 struct gl_texture_image *texImage, GLuint layer)
103 {
104 struct gl_texture_object *texObj = texImage->TexObject;
105 int level = texImage->Level;
106 GLenum target = texObj->Target;
107
108 switch (target) {
109 case GL_TEXTURE_1D:
110 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER,
111 attachment,
112 target,
113 texObj->Name,
114 level);
115 break;
116 case GL_TEXTURE_1D_ARRAY:
117 case GL_TEXTURE_2D_ARRAY:
118 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
119 case GL_TEXTURE_CUBE_MAP_ARRAY:
120 case GL_TEXTURE_3D:
121 _mesa_FramebufferTextureLayer(GL_FRAMEBUFFER,
122 attachment,
123 texObj->Name,
124 level,
125 layer);
126 break;
127 default: /* 2D / cube */
128 if (target == GL_TEXTURE_CUBE_MAP)
129 target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
130
131 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER,
132 attachment,
133 target,
134 texObj->Name,
135 level);
136 }
137 }
138
139 GLuint
140 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
141 const GLcharARB *source)
142 {
143 GLuint shader;
144 GLint ok, size;
145 GLchar *info;
146
147 shader = _mesa_CreateShader(target);
148 _mesa_ShaderSource(shader, 1, &source, NULL);
149 _mesa_CompileShader(shader);
150
151 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
152 if (ok)
153 return shader;
154
155 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
156 if (size == 0) {
157 _mesa_DeleteShader(shader);
158 return 0;
159 }
160
161 info = malloc(size);
162 if (!info) {
163 _mesa_DeleteShader(shader);
164 return 0;
165 }
166
167 _mesa_GetShaderInfoLog(shader, size, NULL, info);
168 _mesa_problem(ctx,
169 "meta program compile failed:\n%s\n"
170 "source:\n%s\n",
171 info, source);
172
173 free(info);
174 _mesa_DeleteShader(shader);
175
176 return 0;
177 }
178
179 GLuint
180 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
181 {
182 GLint ok, size;
183 GLchar *info;
184
185 _mesa_LinkProgram(program);
186
187 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
188 if (ok)
189 return program;
190
191 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
192 if (size == 0)
193 return 0;
194
195 info = malloc(size);
196 if (!info)
197 return 0;
198
199 _mesa_GetProgramInfoLog(program, size, NULL, info);
200 _mesa_problem(ctx, "meta program link failed:\n%s", info);
201
202 free(info);
203
204 return 0;
205 }
206
207 void
208 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
209 const char *vs_source,
210 const char *fs_source,
211 const char *name,
212 GLuint *program)
213 {
214 GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
215 vs_source);
216 GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
217 fs_source);
218
219 *program = _mesa_CreateProgram();
220 _mesa_AttachShader(*program, fs);
221 _mesa_DeleteShader(fs);
222 _mesa_AttachShader(*program, vs);
223 _mesa_DeleteShader(vs);
224 _mesa_BindAttribLocation(*program, 0, "position");
225 _mesa_BindAttribLocation(*program, 1, "texcoords");
226 _mesa_meta_link_program_with_debug(ctx, *program);
227 _mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
228
229 _mesa_UseProgram(*program);
230 }
231
232 /**
233 * Generate a generic shader to blit from a texture to a framebuffer
234 *
235 * \param ctx Current GL context
236 * \param texTarget Texture target that will be the source of the blit
237 *
238 * \returns a handle to a shader program on success or zero on failure.
239 */
240 void
241 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
242 GLenum target,
243 struct blit_shader_table *table)
244 {
245 const char *vs_source;
246 char *fs_source;
247 void *const mem_ctx = ralloc_context(NULL);
248 struct blit_shader *shader = choose_blit_shader(target, table);
249
250 assert(shader != NULL);
251
252 if (shader->shader_prog != 0) {
253 _mesa_UseProgram(shader->shader_prog);
254 return;
255 }
256
257 if (ctx->Const.GLSLVersion < 130) {
258 vs_source =
259 "attribute vec2 position;\n"
260 "attribute vec4 textureCoords;\n"
261 "varying vec4 texCoords;\n"
262 "void main()\n"
263 "{\n"
264 " texCoords = textureCoords;\n"
265 " gl_Position = vec4(position, 0.0, 1.0);\n"
266 "}\n";
267
268 fs_source = ralloc_asprintf(mem_ctx,
269 "#extension GL_EXT_texture_array : enable\n"
270 "#extension GL_ARB_texture_cube_map_array: enable\n"
271 "uniform %s texSampler;\n"
272 "varying vec4 texCoords;\n"
273 "void main()\n"
274 "{\n"
275 " gl_FragColor = %s(texSampler, %s);\n"
276 " gl_FragDepth = gl_FragColor.x;\n"
277 "}\n",
278 shader->type,
279 shader->func, shader->texcoords);
280 }
281 else {
282 vs_source = ralloc_asprintf(mem_ctx,
283 "#version 130\n"
284 "in vec2 position;\n"
285 "in vec4 textureCoords;\n"
286 "out vec4 texCoords;\n"
287 "void main()\n"
288 "{\n"
289 " texCoords = textureCoords;\n"
290 " gl_Position = vec4(position, 0.0, 1.0);\n"
291 "}\n");
292 fs_source = ralloc_asprintf(mem_ctx,
293 "#version 130\n"
294 "#extension GL_ARB_texture_cube_map_array: enable\n"
295 "uniform %s texSampler;\n"
296 "in vec4 texCoords;\n"
297 "out vec4 out_color;\n"
298 "\n"
299 "void main()\n"
300 "{\n"
301 " out_color = texture(texSampler, %s);\n"
302 " gl_FragDepth = out_color.x;\n"
303 "}\n",
304 shader->type,
305 shader->texcoords);
306 }
307
308
309 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
310 ralloc_asprintf(mem_ctx, "%s blit",
311 shader->type),
312 &shader->shader_prog);
313 ralloc_free(mem_ctx);
314 }
315
316 /**
317 * Configure vertex buffer and vertex array objects for tests
318 *
319 * Regardless of whether a new VAO and new VBO are created, the objects
320 * referenced by \c VAO and \c VBO will be bound into the GL state vector
321 * when this function terminates.
322 *
323 * \param VAO Storage for vertex array object handle. If 0, a new VAO
324 * will be created.
325 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
326 * will be created. The new VBO will have storage for 4
327 * \c vertex structures.
328 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
329 * or should traditional, fixed-function color and texture
330 * coordinate be used?
331 * \param vertex_size Number of components for attribute 0 / vertex.
332 * \param texcoord_size Number of components for attribute 1 / texture
333 * coordinate. If this is 0, attribute 1 will not be set or
334 * enabled.
335 * \param color_size Number of components for attribute 1 / primary color.
336 * If this is 0, attribute 1 will not be set or enabled.
337 *
338 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
339 * Use \c texcoord_size instead.
340 */
341 void
342 _mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
343 bool use_generic_attributes,
344 unsigned vertex_size, unsigned texcoord_size,
345 unsigned color_size)
346 {
347 if (*VAO == 0) {
348 assert(*VBO == 0);
349
350 /* create vertex array object */
351 _mesa_GenVertexArrays(1, VAO);
352 _mesa_BindVertexArray(*VAO);
353
354 /* create vertex array buffer */
355 _mesa_GenBuffers(1, VBO);
356 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
357 _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL,
358 GL_DYNAMIC_DRAW);
359
360 /* setup vertex arrays */
361 if (use_generic_attributes) {
362 assert(color_size == 0);
363
364 _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
365 sizeof(struct vertex), OFFSET(x));
366 _mesa_EnableVertexAttribArray(0);
367
368 if (texcoord_size > 0) {
369 _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE,
370 sizeof(struct vertex), OFFSET(tex));
371 _mesa_EnableVertexAttribArray(1);
372 }
373 } else {
374 _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
375 OFFSET(x));
376 _mesa_EnableClientState(GL_VERTEX_ARRAY);
377
378 if (texcoord_size > 0) {
379 _mesa_TexCoordPointer(texcoord_size, GL_FLOAT,
380 sizeof(struct vertex), OFFSET(tex));
381 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
382 }
383
384 if (color_size > 0) {
385 _mesa_ColorPointer(color_size, GL_FLOAT,
386 sizeof(struct vertex), OFFSET(r));
387 _mesa_EnableClientState(GL_COLOR_ARRAY);
388 }
389 }
390 } else {
391 _mesa_BindVertexArray(*VAO);
392 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
393 }
394 }
395
396 /**
397 * Initialize meta-ops for a context.
398 * To be called once during context creation.
399 */
400 void
401 _mesa_meta_init(struct gl_context *ctx)
402 {
403 ASSERT(!ctx->Meta);
404
405 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
406 }
407
408 static GLenum
409 gl_buffer_index_to_drawbuffers_enum(gl_buffer_index bufindex)
410 {
411 assert(bufindex < BUFFER_COUNT);
412
413 if (bufindex >= BUFFER_COLOR0)
414 return GL_COLOR_ATTACHMENT0 + bufindex - BUFFER_COLOR0;
415 else if (bufindex == BUFFER_FRONT_LEFT)
416 return GL_FRONT_LEFT;
417 else if (bufindex == BUFFER_FRONT_RIGHT)
418 return GL_FRONT_RIGHT;
419 else if (bufindex == BUFFER_BACK_LEFT)
420 return GL_BACK_LEFT;
421 else if (bufindex == BUFFER_BACK_RIGHT)
422 return GL_BACK_RIGHT;
423
424 return GL_NONE;
425 }
426
427 /**
428 * Free context meta-op state.
429 * To be called once during context destruction.
430 */
431 void
432 _mesa_meta_free(struct gl_context *ctx)
433 {
434 GET_CURRENT_CONTEXT(old_context);
435 _mesa_make_current(ctx, NULL, NULL);
436 _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit);
437 meta_glsl_clear_cleanup(&ctx->Meta->Clear);
438 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap);
439 cleanup_temp_texture(&ctx->Meta->TempTex);
440 meta_decompress_cleanup(&ctx->Meta->Decompress);
441 meta_drawpix_cleanup(&ctx->Meta->DrawPix);
442 if (old_context)
443 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
444 else
445 _mesa_make_current(NULL, NULL, NULL);
446 free(ctx->Meta);
447 ctx->Meta = NULL;
448 }
449
450
451 /**
452 * Enter meta state. This is like a light-weight version of glPushAttrib
453 * but it also resets most GL state back to default values.
454 *
455 * \param state bitmask of MESA_META_* flags indicating which attribute groups
456 * to save and reset to their defaults
457 */
458 void
459 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
460 {
461 struct save_state *save;
462
463 /* hope MAX_META_OPS_DEPTH is large enough */
464 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
465
466 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
467 memset(save, 0, sizeof(*save));
468 save->SavedState = state;
469
470 /* We always push into desktop GL mode and pop out at the end. No sense in
471 * writing our shaders varying based on the user's context choice, when
472 * Mesa can handle either.
473 */
474 save->API = ctx->API;
475 ctx->API = API_OPENGL_COMPAT;
476
477 /* Pausing transform feedback needs to be done early, or else we won't be
478 * able to change other state.
479 */
480 save->TransformFeedbackNeedsResume =
481 _mesa_is_xfb_active_and_unpaused(ctx);
482 if (save->TransformFeedbackNeedsResume)
483 _mesa_PauseTransformFeedback();
484
485 /* After saving the current occlusion object, call EndQuery so that no
486 * occlusion querying will be active during the meta-operation.
487 */
488 if (state & MESA_META_OCCLUSION_QUERY) {
489 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
490 if (save->CurrentOcclusionObject)
491 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
492 }
493
494 if (state & MESA_META_ALPHA_TEST) {
495 save->AlphaEnabled = ctx->Color.AlphaEnabled;
496 save->AlphaFunc = ctx->Color.AlphaFunc;
497 save->AlphaRef = ctx->Color.AlphaRef;
498 if (ctx->Color.AlphaEnabled)
499 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
500 }
501
502 if (state & MESA_META_BLEND) {
503 save->BlendEnabled = ctx->Color.BlendEnabled;
504 if (ctx->Color.BlendEnabled) {
505 if (ctx->Extensions.EXT_draw_buffers2) {
506 GLuint i;
507 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
508 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
509 }
510 }
511 else {
512 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
513 }
514 }
515 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
516 if (ctx->Color.ColorLogicOpEnabled)
517 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
518 }
519
520 if (state & MESA_META_COLOR_MASK) {
521 memcpy(save->ColorMask, ctx->Color.ColorMask,
522 sizeof(ctx->Color.ColorMask));
523 if (!ctx->Color.ColorMask[0][0] ||
524 !ctx->Color.ColorMask[0][1] ||
525 !ctx->Color.ColorMask[0][2] ||
526 !ctx->Color.ColorMask[0][3])
527 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
528 }
529
530 if (state & MESA_META_DEPTH_TEST) {
531 save->Depth = ctx->Depth; /* struct copy */
532 if (ctx->Depth.Test)
533 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
534 }
535
536 if (state & MESA_META_FOG) {
537 save->Fog = ctx->Fog.Enabled;
538 if (ctx->Fog.Enabled)
539 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
540 }
541
542 if (state & MESA_META_PIXEL_STORE) {
543 save->Pack = ctx->Pack;
544 save->Unpack = ctx->Unpack;
545 ctx->Pack = ctx->DefaultPacking;
546 ctx->Unpack = ctx->DefaultPacking;
547 }
548
549 if (state & MESA_META_PIXEL_TRANSFER) {
550 save->RedScale = ctx->Pixel.RedScale;
551 save->RedBias = ctx->Pixel.RedBias;
552 save->GreenScale = ctx->Pixel.GreenScale;
553 save->GreenBias = ctx->Pixel.GreenBias;
554 save->BlueScale = ctx->Pixel.BlueScale;
555 save->BlueBias = ctx->Pixel.BlueBias;
556 save->AlphaScale = ctx->Pixel.AlphaScale;
557 save->AlphaBias = ctx->Pixel.AlphaBias;
558 save->MapColorFlag = ctx->Pixel.MapColorFlag;
559 ctx->Pixel.RedScale = 1.0F;
560 ctx->Pixel.RedBias = 0.0F;
561 ctx->Pixel.GreenScale = 1.0F;
562 ctx->Pixel.GreenBias = 0.0F;
563 ctx->Pixel.BlueScale = 1.0F;
564 ctx->Pixel.BlueBias = 0.0F;
565 ctx->Pixel.AlphaScale = 1.0F;
566 ctx->Pixel.AlphaBias = 0.0F;
567 ctx->Pixel.MapColorFlag = GL_FALSE;
568 /* XXX more state */
569 ctx->NewState |=_NEW_PIXEL;
570 }
571
572 if (state & MESA_META_RASTERIZATION) {
573 save->FrontPolygonMode = ctx->Polygon.FrontMode;
574 save->BackPolygonMode = ctx->Polygon.BackMode;
575 save->PolygonOffset = ctx->Polygon.OffsetFill;
576 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
577 save->PolygonStipple = ctx->Polygon.StippleFlag;
578 save->PolygonCull = ctx->Polygon.CullFlag;
579 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
580 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
581 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
582 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
583 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
584 }
585
586 if (state & MESA_META_SCISSOR) {
587 save->Scissor = ctx->Scissor; /* struct copy */
588 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
589 }
590
591 if (state & MESA_META_SHADER) {
592 int i;
593
594 if (ctx->Extensions.ARB_vertex_program) {
595 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
596 _mesa_reference_vertprog(ctx, &save->VertexProgram,
597 ctx->VertexProgram.Current);
598 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
599 }
600
601 if (ctx->Extensions.ARB_fragment_program) {
602 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
603 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
604 ctx->FragmentProgram.Current);
605 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
606 }
607
608 if (ctx->Extensions.ATI_fragment_shader) {
609 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
610 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
611 }
612
613 if (ctx->Pipeline.Current) {
614 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
615 ctx->Pipeline.Current);
616 _mesa_BindProgramPipeline(0);
617 }
618
619 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
620 * that we don't have to worry about the current pipeline state.
621 */
622 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
623 _mesa_reference_shader_program(ctx, &save->Shader[i],
624 ctx->Shader.CurrentProgram[i]);
625 }
626 _mesa_reference_shader_program(ctx, &save->ActiveShader,
627 ctx->Shader.ActiveProgram);
628
629 _mesa_UseProgram(0);
630 }
631
632 if (state & MESA_META_STENCIL_TEST) {
633 save->Stencil = ctx->Stencil; /* struct copy */
634 if (ctx->Stencil.Enabled)
635 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
636 /* NOTE: other stencil state not reset */
637 }
638
639 if (state & MESA_META_TEXTURE) {
640 GLuint u, tgt;
641
642 save->ActiveUnit = ctx->Texture.CurrentUnit;
643 save->ClientActiveUnit = ctx->Array.ActiveTexture;
644 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
645
646 /* Disable all texture units */
647 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
648 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
649 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
650 if (ctx->Texture.Unit[u].Enabled ||
651 ctx->Texture.Unit[u].TexGenEnabled) {
652 _mesa_ActiveTexture(GL_TEXTURE0 + u);
653 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
654 if (ctx->Extensions.ARB_texture_cube_map)
655 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
656
657 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
658 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
659 if (ctx->Extensions.NV_texture_rectangle)
660 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
661 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
662 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
663 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
664 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
665 }
666 }
667
668 /* save current texture objects for unit[0] only */
669 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
670 _mesa_reference_texobj(&save->CurrentTexture[tgt],
671 ctx->Texture.Unit[0].CurrentTex[tgt]);
672 }
673
674 /* set defaults for unit[0] */
675 _mesa_ActiveTexture(GL_TEXTURE0);
676 _mesa_ClientActiveTexture(GL_TEXTURE0);
677 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
678 }
679
680 if (state & MESA_META_TRANSFORM) {
681 GLuint activeTexture = ctx->Texture.CurrentUnit;
682 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
683 16 * sizeof(GLfloat));
684 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
685 16 * sizeof(GLfloat));
686 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
687 16 * sizeof(GLfloat));
688 save->MatrixMode = ctx->Transform.MatrixMode;
689 /* set 1:1 vertex:pixel coordinate transform */
690 _mesa_ActiveTexture(GL_TEXTURE0);
691 _mesa_MatrixMode(GL_TEXTURE);
692 _mesa_LoadIdentity();
693 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
694 _mesa_MatrixMode(GL_MODELVIEW);
695 _mesa_LoadIdentity();
696 _mesa_MatrixMode(GL_PROJECTION);
697 _mesa_LoadIdentity();
698
699 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
700 * This can occur when there is no draw buffer.
701 */
702 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
703 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
704 0.0, ctx->DrawBuffer->Height,
705 -1.0, 1.0);
706 }
707
708 if (state & MESA_META_CLIP) {
709 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
710 if (ctx->Transform.ClipPlanesEnabled) {
711 GLuint i;
712 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
713 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
714 }
715 }
716 }
717
718 if (state & MESA_META_VERTEX) {
719 /* save vertex array object state */
720 _mesa_reference_vao(ctx, &save->VAO,
721 ctx->Array.VAO);
722 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
723 ctx->Array.ArrayBufferObj);
724 /* set some default state? */
725 }
726
727 if (state & MESA_META_VIEWPORT) {
728 /* save viewport state */
729 save->ViewportX = ctx->ViewportArray[0].X;
730 save->ViewportY = ctx->ViewportArray[0].Y;
731 save->ViewportW = ctx->ViewportArray[0].Width;
732 save->ViewportH = ctx->ViewportArray[0].Height;
733 /* set viewport to match window size */
734 if (ctx->ViewportArray[0].X != 0 ||
735 ctx->ViewportArray[0].Y != 0 ||
736 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
737 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
738 _mesa_set_viewport(ctx, 0, 0, 0,
739 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
740 }
741 /* save depth range state */
742 save->DepthNear = ctx->ViewportArray[0].Near;
743 save->DepthFar = ctx->ViewportArray[0].Far;
744 /* set depth range to default */
745 _mesa_DepthRange(0.0, 1.0);
746 }
747
748 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
749 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
750
751 /* Generally in here we want to do clamping according to whether
752 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
753 * regardless of the internal implementation of the metaops.
754 */
755 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
756 ctx->Extensions.ARB_color_buffer_float)
757 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
758 }
759
760 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
761 save->ClampVertexColor = ctx->Light.ClampVertexColor;
762
763 /* Generally in here we never want vertex color clamping --
764 * result clamping is only dependent on fragment clamping.
765 */
766 if (ctx->Extensions.ARB_color_buffer_float)
767 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
768 }
769
770 if (state & MESA_META_CONDITIONAL_RENDER) {
771 save->CondRenderQuery = ctx->Query.CondRenderQuery;
772 save->CondRenderMode = ctx->Query.CondRenderMode;
773
774 if (ctx->Query.CondRenderQuery)
775 _mesa_EndConditionalRender();
776 }
777
778 if (state & MESA_META_SELECT_FEEDBACK) {
779 save->RenderMode = ctx->RenderMode;
780 if (ctx->RenderMode == GL_SELECT) {
781 save->Select = ctx->Select; /* struct copy */
782 _mesa_RenderMode(GL_RENDER);
783 } else if (ctx->RenderMode == GL_FEEDBACK) {
784 save->Feedback = ctx->Feedback; /* struct copy */
785 _mesa_RenderMode(GL_RENDER);
786 }
787 }
788
789 if (state & MESA_META_MULTISAMPLE) {
790 save->Multisample = ctx->Multisample; /* struct copy */
791
792 if (ctx->Multisample.Enabled)
793 _mesa_set_multisample(ctx, GL_FALSE);
794 if (ctx->Multisample.SampleCoverage)
795 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
796 if (ctx->Multisample.SampleAlphaToCoverage)
797 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
798 if (ctx->Multisample.SampleAlphaToOne)
799 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
800 if (ctx->Multisample.SampleShading)
801 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
802 if (ctx->Multisample.SampleMask)
803 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
804 }
805
806 if (state & MESA_META_FRAMEBUFFER_SRGB) {
807 save->sRGBEnabled = ctx->Color.sRGBEnabled;
808 if (ctx->Color.sRGBEnabled)
809 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
810 }
811
812 if (state & MESA_META_DRAW_BUFFERS) {
813 int buf, real_color_buffers = 0;
814 memset(save->ColorDrawBuffers, 0, sizeof(save->ColorDrawBuffers));
815
816 for (buf = 0; buf < MAX_DRAW_BUFFERS; buf++) {
817 int buf_index = ctx->DrawBuffer->_ColorDrawBufferIndexes[buf];
818 if (buf_index == -1)
819 continue;
820
821 save->ColorDrawBuffers[buf] =
822 gl_buffer_index_to_drawbuffers_enum(buf_index);
823
824 if (++real_color_buffers >= ctx->DrawBuffer->_NumColorDrawBuffers)
825 break;
826 }
827 }
828
829 /* misc */
830 {
831 save->Lighting = ctx->Light.Enabled;
832 if (ctx->Light.Enabled)
833 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
834 save->RasterDiscard = ctx->RasterDiscard;
835 if (ctx->RasterDiscard)
836 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
837
838 save->DrawBufferName = ctx->DrawBuffer->Name;
839 save->ReadBufferName = ctx->ReadBuffer->Name;
840 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
841 ctx->CurrentRenderbuffer->Name : 0);
842 }
843 }
844
845
846 /**
847 * Leave meta state. This is like a light-weight version of glPopAttrib().
848 */
849 void
850 _mesa_meta_end(struct gl_context *ctx)
851 {
852 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
853 const GLbitfield state = save->SavedState;
854 int i;
855
856 /* After starting a new occlusion query, initialize the results to the
857 * values saved previously. The driver will then continue to increment
858 * these values.
859 */
860 if (state & MESA_META_OCCLUSION_QUERY) {
861 if (save->CurrentOcclusionObject) {
862 _mesa_BeginQuery(save->CurrentOcclusionObject->Target,
863 save->CurrentOcclusionObject->Id);
864 ctx->Query.CurrentOcclusionObject->Result = save->CurrentOcclusionObject->Result;
865 }
866 }
867
868 if (state & MESA_META_ALPHA_TEST) {
869 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
870 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
871 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
872 }
873
874 if (state & MESA_META_BLEND) {
875 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
876 if (ctx->Extensions.EXT_draw_buffers2) {
877 GLuint i;
878 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
879 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
880 }
881 }
882 else {
883 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
884 }
885 }
886 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
887 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
888 }
889
890 if (state & MESA_META_COLOR_MASK) {
891 GLuint i;
892 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
893 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
894 if (i == 0) {
895 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
896 save->ColorMask[i][2], save->ColorMask[i][3]);
897 }
898 else {
899 _mesa_ColorMaski(i,
900 save->ColorMask[i][0],
901 save->ColorMask[i][1],
902 save->ColorMask[i][2],
903 save->ColorMask[i][3]);
904 }
905 }
906 }
907 }
908
909 if (state & MESA_META_DEPTH_TEST) {
910 if (ctx->Depth.Test != save->Depth.Test)
911 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
912 _mesa_DepthFunc(save->Depth.Func);
913 _mesa_DepthMask(save->Depth.Mask);
914 }
915
916 if (state & MESA_META_FOG) {
917 _mesa_set_enable(ctx, GL_FOG, save->Fog);
918 }
919
920 if (state & MESA_META_PIXEL_STORE) {
921 ctx->Pack = save->Pack;
922 ctx->Unpack = save->Unpack;
923 }
924
925 if (state & MESA_META_PIXEL_TRANSFER) {
926 ctx->Pixel.RedScale = save->RedScale;
927 ctx->Pixel.RedBias = save->RedBias;
928 ctx->Pixel.GreenScale = save->GreenScale;
929 ctx->Pixel.GreenBias = save->GreenBias;
930 ctx->Pixel.BlueScale = save->BlueScale;
931 ctx->Pixel.BlueBias = save->BlueBias;
932 ctx->Pixel.AlphaScale = save->AlphaScale;
933 ctx->Pixel.AlphaBias = save->AlphaBias;
934 ctx->Pixel.MapColorFlag = save->MapColorFlag;
935 /* XXX more state */
936 ctx->NewState |=_NEW_PIXEL;
937 }
938
939 if (state & MESA_META_RASTERIZATION) {
940 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
941 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
942 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
943 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
944 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
945 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
946 }
947
948 if (state & MESA_META_SCISSOR) {
949 unsigned i;
950
951 for (i = 0; i < ctx->Const.MaxViewports; i++) {
952 _mesa_set_scissor(ctx, i,
953 save->Scissor.ScissorArray[i].X,
954 save->Scissor.ScissorArray[i].Y,
955 save->Scissor.ScissorArray[i].Width,
956 save->Scissor.ScissorArray[i].Height);
957 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
958 (save->Scissor.EnableFlags >> i) & 1);
959 }
960 }
961
962 if (state & MESA_META_SHADER) {
963 static const GLenum targets[] = {
964 GL_VERTEX_SHADER,
965 GL_GEOMETRY_SHADER,
966 GL_FRAGMENT_SHADER,
967 };
968
969 bool any_shader;
970
971 if (ctx->Extensions.ARB_vertex_program) {
972 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
973 save->VertexProgramEnabled);
974 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
975 save->VertexProgram);
976 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
977 }
978
979 if (ctx->Extensions.ARB_fragment_program) {
980 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
981 save->FragmentProgramEnabled);
982 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
983 save->FragmentProgram);
984 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
985 }
986
987 if (ctx->Extensions.ATI_fragment_shader) {
988 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
989 save->ATIFragmentShaderEnabled);
990 }
991
992 any_shader = false;
993 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
994 /* It is safe to call _mesa_use_shader_program even if the extension
995 * necessary for that program state is not supported. In that case,
996 * the saved program object must be NULL and the currently bound
997 * program object must be NULL. _mesa_use_shader_program is a no-op
998 * in that case.
999 */
1000 _mesa_use_shader_program(ctx, targets[i],
1001 save->Shader[i],
1002 &ctx->Shader);
1003
1004 /* Do this *before* killing the reference. :)
1005 */
1006 if (save->Shader[i] != NULL)
1007 any_shader = true;
1008
1009 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
1010 }
1011
1012 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1013 save->ActiveShader);
1014 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1015
1016 /* If there were any stages set with programs, use ctx->Shader as the
1017 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1018 * hasn't been restored yet, and that may modify ctx->_Shader further.
1019 */
1020 if (any_shader)
1021 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1022 &ctx->Shader);
1023 else
1024 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1025 ctx->Pipeline.Default);
1026
1027 if (save->Pipeline) {
1028 _mesa_bind_pipeline(ctx, save->Pipeline);
1029
1030 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1031 }
1032 }
1033
1034 if (state & MESA_META_STENCIL_TEST) {
1035 const struct gl_stencil_attrib *stencil = &save->Stencil;
1036
1037 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1038 _mesa_ClearStencil(stencil->Clear);
1039 if (ctx->Extensions.EXT_stencil_two_side) {
1040 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1041 stencil->TestTwoSide);
1042 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1043 ? GL_BACK : GL_FRONT);
1044 }
1045 /* front state */
1046 _mesa_StencilFuncSeparate(GL_FRONT,
1047 stencil->Function[0],
1048 stencil->Ref[0],
1049 stencil->ValueMask[0]);
1050 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1051 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1052 stencil->ZFailFunc[0],
1053 stencil->ZPassFunc[0]);
1054 /* back state */
1055 _mesa_StencilFuncSeparate(GL_BACK,
1056 stencil->Function[1],
1057 stencil->Ref[1],
1058 stencil->ValueMask[1]);
1059 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1060 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1061 stencil->ZFailFunc[1],
1062 stencil->ZPassFunc[1]);
1063 }
1064
1065 if (state & MESA_META_TEXTURE) {
1066 GLuint u, tgt;
1067
1068 ASSERT(ctx->Texture.CurrentUnit == 0);
1069
1070 /* restore texenv for unit[0] */
1071 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1072
1073 /* restore texture objects for unit[0] only */
1074 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1075 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1076 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1077 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1078 save->CurrentTexture[tgt]);
1079 }
1080 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1081 }
1082
1083 /* Restore fixed function texture enables, texgen */
1084 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1085 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1086 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1087 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1088 }
1089
1090 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1091 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1092 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1093 }
1094 }
1095
1096 /* restore current unit state */
1097 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1098 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1099 }
1100
1101 if (state & MESA_META_TRANSFORM) {
1102 GLuint activeTexture = ctx->Texture.CurrentUnit;
1103 _mesa_ActiveTexture(GL_TEXTURE0);
1104 _mesa_MatrixMode(GL_TEXTURE);
1105 _mesa_LoadMatrixf(save->TextureMatrix);
1106 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1107
1108 _mesa_MatrixMode(GL_MODELVIEW);
1109 _mesa_LoadMatrixf(save->ModelviewMatrix);
1110
1111 _mesa_MatrixMode(GL_PROJECTION);
1112 _mesa_LoadMatrixf(save->ProjectionMatrix);
1113
1114 _mesa_MatrixMode(save->MatrixMode);
1115 }
1116
1117 if (state & MESA_META_CLIP) {
1118 if (save->ClipPlanesEnabled) {
1119 GLuint i;
1120 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1121 if (save->ClipPlanesEnabled & (1 << i)) {
1122 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1123 }
1124 }
1125 }
1126 }
1127
1128 if (state & MESA_META_VERTEX) {
1129 /* restore vertex buffer object */
1130 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1131 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1132
1133 /* restore vertex array object */
1134 _mesa_BindVertexArray(save->VAO->Name);
1135 _mesa_reference_vao(ctx, &save->VAO, NULL);
1136 }
1137
1138 if (state & MESA_META_VIEWPORT) {
1139 if (save->ViewportX != ctx->ViewportArray[0].X ||
1140 save->ViewportY != ctx->ViewportArray[0].Y ||
1141 save->ViewportW != ctx->ViewportArray[0].Width ||
1142 save->ViewportH != ctx->ViewportArray[0].Height) {
1143 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1144 save->ViewportW, save->ViewportH);
1145 }
1146 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1147 }
1148
1149 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1150 ctx->Extensions.ARB_color_buffer_float) {
1151 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1152 }
1153
1154 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1155 ctx->Extensions.ARB_color_buffer_float) {
1156 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1157 }
1158
1159 if (state & MESA_META_CONDITIONAL_RENDER) {
1160 if (save->CondRenderQuery)
1161 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1162 save->CondRenderMode);
1163 }
1164
1165 if (state & MESA_META_SELECT_FEEDBACK) {
1166 if (save->RenderMode == GL_SELECT) {
1167 _mesa_RenderMode(GL_SELECT);
1168 ctx->Select = save->Select;
1169 } else if (save->RenderMode == GL_FEEDBACK) {
1170 _mesa_RenderMode(GL_FEEDBACK);
1171 ctx->Feedback = save->Feedback;
1172 }
1173 }
1174
1175 if (state & MESA_META_MULTISAMPLE) {
1176 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1177 struct gl_multisample_attrib *save_ms = &save->Multisample;
1178
1179 if (ctx_ms->Enabled != save_ms->Enabled)
1180 _mesa_set_multisample(ctx, save_ms->Enabled);
1181 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1182 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1183 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1184 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1185 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1186 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1187 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1188 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1189 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1190 save_ms->SampleCoverageInvert);
1191 }
1192 if (ctx_ms->SampleShading != save_ms->SampleShading)
1193 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1194 if (ctx_ms->SampleMask != save_ms->SampleMask)
1195 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1196 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1197 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1198 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1199 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1200 }
1201
1202 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1203 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1204 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1205 }
1206
1207 /* misc */
1208 if (save->Lighting) {
1209 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1210 }
1211 if (save->RasterDiscard) {
1212 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1213 }
1214 if (save->TransformFeedbackNeedsResume)
1215 _mesa_ResumeTransformFeedback();
1216
1217 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1218 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1219
1220 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1221 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1222
1223 if (!ctx->CurrentRenderbuffer ||
1224 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1225 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1226
1227 if (state & MESA_META_DRAW_BUFFERS) {
1228 _mesa_DrawBuffers(MAX_DRAW_BUFFERS, save->ColorDrawBuffers);
1229 }
1230
1231 ctx->Meta->SaveStackDepth--;
1232
1233 ctx->API = save->API;
1234 }
1235
1236
1237 /**
1238 * Determine whether Mesa is currently in a meta state.
1239 */
1240 GLboolean
1241 _mesa_meta_in_progress(struct gl_context *ctx)
1242 {
1243 return ctx->Meta->SaveStackDepth != 0;
1244 }
1245
1246
1247 /**
1248 * Convert Z from a normalized value in the range [0, 1] to an object-space
1249 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1250 * default/identity ortho projection results in the original Z value.
1251 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1252 * value comes from the clear value or raster position.
1253 */
1254 static INLINE GLfloat
1255 invert_z(GLfloat normZ)
1256 {
1257 GLfloat objZ = 1.0f - 2.0f * normZ;
1258 return objZ;
1259 }
1260
1261
1262 /**
1263 * One-time init for a temp_texture object.
1264 * Choose tex target, compute max tex size, etc.
1265 */
1266 static void
1267 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1268 {
1269 /* prefer texture rectangle */
1270 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1271 tex->Target = GL_TEXTURE_RECTANGLE;
1272 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1273 tex->NPOT = GL_TRUE;
1274 }
1275 else {
1276 /* use 2D texture, NPOT if possible */
1277 tex->Target = GL_TEXTURE_2D;
1278 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1279 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1280 }
1281 tex->MinSize = 16; /* 16 x 16 at least */
1282 assert(tex->MaxSize > 0);
1283
1284 _mesa_GenTextures(1, &tex->TexObj);
1285 }
1286
1287 static void
1288 cleanup_temp_texture(struct temp_texture *tex)
1289 {
1290 if (!tex->TexObj)
1291 return;
1292 _mesa_DeleteTextures(1, &tex->TexObj);
1293 tex->TexObj = 0;
1294 }
1295
1296
1297 /**
1298 * Return pointer to temp_texture info for non-bitmap ops.
1299 * This does some one-time init if needed.
1300 */
1301 struct temp_texture *
1302 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1303 {
1304 struct temp_texture *tex = &ctx->Meta->TempTex;
1305
1306 if (!tex->TexObj) {
1307 init_temp_texture(ctx, tex);
1308 }
1309
1310 return tex;
1311 }
1312
1313
1314 /**
1315 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1316 * We use a separate texture for bitmaps to reduce texture
1317 * allocation/deallocation.
1318 */
1319 static struct temp_texture *
1320 get_bitmap_temp_texture(struct gl_context *ctx)
1321 {
1322 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1323
1324 if (!tex->TexObj) {
1325 init_temp_texture(ctx, tex);
1326 }
1327
1328 return tex;
1329 }
1330
1331 /**
1332 * Return pointer to depth temp_texture.
1333 * This does some one-time init if needed.
1334 */
1335 struct temp_texture *
1336 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1337 {
1338 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1339
1340 if (!tex->TexObj) {
1341 init_temp_texture(ctx, tex);
1342 }
1343
1344 return tex;
1345 }
1346
1347 /**
1348 * Compute the width/height of texture needed to draw an image of the
1349 * given size. Return a flag indicating whether the current texture
1350 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1351 * allocated (glTexImage2D).
1352 * Also, compute s/t texcoords for drawing.
1353 *
1354 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1355 */
1356 GLboolean
1357 _mesa_meta_alloc_texture(struct temp_texture *tex,
1358 GLsizei width, GLsizei height, GLenum intFormat)
1359 {
1360 GLboolean newTex = GL_FALSE;
1361
1362 ASSERT(width <= tex->MaxSize);
1363 ASSERT(height <= tex->MaxSize);
1364
1365 if (width > tex->Width ||
1366 height > tex->Height ||
1367 intFormat != tex->IntFormat) {
1368 /* alloc new texture (larger or different format) */
1369
1370 if (tex->NPOT) {
1371 /* use non-power of two size */
1372 tex->Width = MAX2(tex->MinSize, width);
1373 tex->Height = MAX2(tex->MinSize, height);
1374 }
1375 else {
1376 /* find power of two size */
1377 GLsizei w, h;
1378 w = h = tex->MinSize;
1379 while (w < width)
1380 w *= 2;
1381 while (h < height)
1382 h *= 2;
1383 tex->Width = w;
1384 tex->Height = h;
1385 }
1386
1387 tex->IntFormat = intFormat;
1388
1389 newTex = GL_TRUE;
1390 }
1391
1392 /* compute texcoords */
1393 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1394 tex->Sright = (GLfloat) width;
1395 tex->Ttop = (GLfloat) height;
1396 }
1397 else {
1398 tex->Sright = (GLfloat) width / tex->Width;
1399 tex->Ttop = (GLfloat) height / tex->Height;
1400 }
1401
1402 return newTex;
1403 }
1404
1405
1406 /**
1407 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1408 */
1409 void
1410 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1411 struct temp_texture *tex,
1412 GLint srcX, GLint srcY,
1413 GLsizei width, GLsizei height,
1414 GLenum intFormat,
1415 GLenum filter)
1416 {
1417 bool newTex;
1418
1419 _mesa_BindTexture(tex->Target, tex->TexObj);
1420 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1421 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1422 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1423
1424 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1425
1426 /* copy framebuffer image to texture */
1427 if (newTex) {
1428 /* create new tex image */
1429 if (tex->Width == width && tex->Height == height) {
1430 /* create new tex with framebuffer data */
1431 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1432 srcX, srcY, width, height, 0);
1433 }
1434 else {
1435 /* create empty texture */
1436 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1437 tex->Width, tex->Height, 0,
1438 intFormat, GL_UNSIGNED_BYTE, NULL);
1439 /* load image */
1440 _mesa_CopyTexSubImage2D(tex->Target, 0,
1441 0, 0, srcX, srcY, width, height);
1442 }
1443 }
1444 else {
1445 /* replace existing tex image */
1446 _mesa_CopyTexSubImage2D(tex->Target, 0,
1447 0, 0, srcX, srcY, width, height);
1448 }
1449 }
1450
1451
1452 /**
1453 * Setup/load texture for glDrawPixels.
1454 */
1455 void
1456 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1457 struct temp_texture *tex,
1458 GLboolean newTex,
1459 GLsizei width, GLsizei height,
1460 GLenum format, GLenum type,
1461 const GLvoid *pixels)
1462 {
1463 _mesa_BindTexture(tex->Target, tex->TexObj);
1464 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1465 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1466 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1467
1468 /* copy pixel data to texture */
1469 if (newTex) {
1470 /* create new tex image */
1471 if (tex->Width == width && tex->Height == height) {
1472 /* create new tex and load image data */
1473 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1474 tex->Width, tex->Height, 0, format, type, pixels);
1475 }
1476 else {
1477 struct gl_buffer_object *save_unpack_obj = NULL;
1478
1479 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1480 ctx->Unpack.BufferObj);
1481 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1482 /* create empty texture */
1483 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1484 tex->Width, tex->Height, 0, format, type, NULL);
1485 if (save_unpack_obj != NULL)
1486 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1487 save_unpack_obj->Name);
1488 /* load image */
1489 _mesa_TexSubImage2D(tex->Target, 0,
1490 0, 0, width, height, format, type, pixels);
1491 }
1492 }
1493 else {
1494 /* replace existing tex image */
1495 _mesa_TexSubImage2D(tex->Target, 0,
1496 0, 0, width, height, format, type, pixels);
1497 }
1498 }
1499
1500 void
1501 _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
1502 unsigned texcoord_size)
1503 {
1504 _mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0);
1505
1506 /* setup projection matrix */
1507 _mesa_MatrixMode(GL_PROJECTION);
1508 _mesa_LoadIdentity();
1509 }
1510
1511 /**
1512 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1513 */
1514 void
1515 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1516 {
1517 meta_clear(ctx, buffers, false);
1518 }
1519
1520 void
1521 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1522 {
1523 meta_clear(ctx, buffers, true);
1524 }
1525
1526 static void
1527 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1528 {
1529 const char *vs_source =
1530 "attribute vec4 position;\n"
1531 "void main()\n"
1532 "{\n"
1533 " gl_Position = position;\n"
1534 "}\n";
1535 const char *gs_source =
1536 "#version 150\n"
1537 "layout(triangles) in;\n"
1538 "layout(triangle_strip, max_vertices = 4) out;\n"
1539 "uniform int layer;\n"
1540 "void main()\n"
1541 "{\n"
1542 " for (int i = 0; i < 3; i++) {\n"
1543 " gl_Layer = layer;\n"
1544 " gl_Position = gl_in[i].gl_Position;\n"
1545 " EmitVertex();\n"
1546 " }\n"
1547 "}\n";
1548 const char *fs_source =
1549 "uniform vec4 color;\n"
1550 "void main()\n"
1551 "{\n"
1552 " gl_FragColor = color;\n"
1553 "}\n";
1554 GLuint vs, gs = 0, fs;
1555 bool has_integer_textures;
1556
1557 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0);
1558
1559 if (clear->ShaderProg != 0)
1560 return;
1561
1562 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1563 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1564 _mesa_CompileShader(vs);
1565
1566 if (_mesa_has_geometry_shaders(ctx)) {
1567 gs = _mesa_CreateShader(GL_GEOMETRY_SHADER);
1568 _mesa_ShaderSource(gs, 1, &gs_source, NULL);
1569 _mesa_CompileShader(gs);
1570 }
1571
1572 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1573 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1574 _mesa_CompileShader(fs);
1575
1576 clear->ShaderProg = _mesa_CreateProgram();
1577 _mesa_AttachShader(clear->ShaderProg, fs);
1578 _mesa_DeleteShader(fs);
1579 if (gs != 0)
1580 _mesa_AttachShader(clear->ShaderProg, gs);
1581 _mesa_AttachShader(clear->ShaderProg, vs);
1582 _mesa_DeleteShader(vs);
1583 _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
1584 _mesa_LinkProgram(clear->ShaderProg);
1585
1586 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg,
1587 "color");
1588 if (gs != 0) {
1589 clear->LayerLocation = _mesa_GetUniformLocation(clear->ShaderProg,
1590 "layer");
1591 }
1592
1593 has_integer_textures = _mesa_is_gles3(ctx) ||
1594 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1595
1596 if (has_integer_textures) {
1597 void *shader_source_mem_ctx = ralloc_context(NULL);
1598 const char *vs_int_source =
1599 ralloc_asprintf(shader_source_mem_ctx,
1600 "#version 130\n"
1601 "in vec4 position;\n"
1602 "void main()\n"
1603 "{\n"
1604 " gl_Position = position;\n"
1605 "}\n");
1606 const char *fs_int_source =
1607 ralloc_asprintf(shader_source_mem_ctx,
1608 "#version 130\n"
1609 "uniform ivec4 color;\n"
1610 "out ivec4 out_color;\n"
1611 "\n"
1612 "void main()\n"
1613 "{\n"
1614 " out_color = color;\n"
1615 "}\n");
1616
1617 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1618 vs_int_source);
1619 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1620 fs_int_source);
1621 ralloc_free(shader_source_mem_ctx);
1622
1623 clear->IntegerShaderProg = _mesa_CreateProgram();
1624 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1625 _mesa_DeleteShader(fs);
1626 if (gs != 0)
1627 _mesa_AttachShader(clear->IntegerShaderProg, gs);
1628 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1629 _mesa_DeleteShader(vs);
1630 _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
1631
1632 /* Note that user-defined out attributes get automatically assigned
1633 * locations starting from 0, so we don't need to explicitly
1634 * BindFragDataLocation to 0.
1635 */
1636
1637 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1638 "integer clear");
1639 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1640
1641 clear->IntegerColorLocation =
1642 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
1643 if (gs != 0) {
1644 clear->IntegerLayerLocation =
1645 _mesa_GetUniformLocation(clear->IntegerShaderProg, "layer");
1646 }
1647 }
1648 if (gs != 0)
1649 _mesa_DeleteShader(gs);
1650 }
1651
1652 static void
1653 meta_glsl_clear_cleanup(struct clear_state *clear)
1654 {
1655 if (clear->VAO == 0)
1656 return;
1657 _mesa_DeleteVertexArrays(1, &clear->VAO);
1658 clear->VAO = 0;
1659 _mesa_DeleteBuffers(1, &clear->VBO);
1660 clear->VBO = 0;
1661 _mesa_DeleteProgram(clear->ShaderProg);
1662 clear->ShaderProg = 0;
1663
1664 if (clear->IntegerShaderProg) {
1665 _mesa_DeleteProgram(clear->IntegerShaderProg);
1666 clear->IntegerShaderProg = 0;
1667 }
1668 }
1669
1670 /**
1671 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1672 * set GL to only draw to those buffers.
1673 *
1674 * Since the bitfield has no associated order, the assignment of draw buffer
1675 * indices to color attachment indices is rather arbitrary.
1676 */
1677 static void
1678 drawbuffers_from_bitfield(GLbitfield bits)
1679 {
1680 GLenum enums[MAX_DRAW_BUFFERS];
1681 int i = 0;
1682 int n;
1683
1684 /* This function is only legal for color buffer bitfields. */
1685 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1686
1687 /* Make sure we don't overflow any arrays. */
1688 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1689
1690 enums[0] = GL_NONE;
1691
1692 if (bits & BUFFER_BIT_FRONT_LEFT)
1693 enums[i++] = GL_FRONT_LEFT;
1694
1695 if (bits & BUFFER_BIT_FRONT_RIGHT)
1696 enums[i++] = GL_FRONT_RIGHT;
1697
1698 if (bits & BUFFER_BIT_BACK_LEFT)
1699 enums[i++] = GL_BACK_LEFT;
1700
1701 if (bits & BUFFER_BIT_BACK_RIGHT)
1702 enums[i++] = GL_BACK_RIGHT;
1703
1704 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1705 if (bits & (1 << (BUFFER_COLOR0 + n)))
1706 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1707 }
1708
1709 _mesa_DrawBuffers(i, enums);
1710 }
1711
1712 /**
1713 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1714 */
1715 static void
1716 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1717 {
1718 struct clear_state *clear = &ctx->Meta->Clear;
1719 GLbitfield metaSave;
1720 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1721 struct gl_framebuffer *fb = ctx->DrawBuffer;
1722 float x0, y0, x1, y1, z;
1723 struct vertex verts[4];
1724 int i;
1725
1726 metaSave = (MESA_META_ALPHA_TEST |
1727 MESA_META_BLEND |
1728 MESA_META_DEPTH_TEST |
1729 MESA_META_RASTERIZATION |
1730 MESA_META_SHADER |
1731 MESA_META_STENCIL_TEST |
1732 MESA_META_VERTEX |
1733 MESA_META_VIEWPORT |
1734 MESA_META_CLIP |
1735 MESA_META_CLAMP_FRAGMENT_COLOR |
1736 MESA_META_MULTISAMPLE |
1737 MESA_META_OCCLUSION_QUERY);
1738
1739 if (!glsl) {
1740 metaSave |= MESA_META_FOG |
1741 MESA_META_PIXEL_TRANSFER |
1742 MESA_META_TRANSFORM |
1743 MESA_META_TEXTURE |
1744 MESA_META_CLAMP_VERTEX_COLOR |
1745 MESA_META_SELECT_FEEDBACK;
1746 }
1747
1748 if (buffers & BUFFER_BITS_COLOR) {
1749 metaSave |= MESA_META_DRAW_BUFFERS;
1750 } else {
1751 /* We'll use colormask to disable color writes. Otherwise,
1752 * respect color mask
1753 */
1754 metaSave |= MESA_META_COLOR_MASK;
1755 }
1756
1757 _mesa_meta_begin(ctx, metaSave);
1758
1759 if (glsl) {
1760 meta_glsl_clear_init(ctx, clear);
1761
1762 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1763 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1764 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1765 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1766 z = -invert_z(ctx->Depth.Clear);
1767 } else {
1768 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
1769
1770 x0 = (float) fb->_Xmin;
1771 y0 = (float) fb->_Ymin;
1772 x1 = (float) fb->_Xmax;
1773 y1 = (float) fb->_Ymax;
1774 z = invert_z(ctx->Depth.Clear);
1775 }
1776
1777 if (fb->_IntegerColor) {
1778 assert(glsl);
1779 _mesa_UseProgram(clear->IntegerShaderProg);
1780 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
1781 ctx->Color.ClearColor.i);
1782 } else if (glsl) {
1783 _mesa_UseProgram(clear->ShaderProg);
1784 _mesa_Uniform4fv(clear->ColorLocation, 1,
1785 ctx->Color.ClearColor.f);
1786 }
1787
1788 /* GL_COLOR_BUFFER_BIT */
1789 if (buffers & BUFFER_BITS_COLOR) {
1790 /* Only draw to the buffers we were asked to clear. */
1791 drawbuffers_from_bitfield(buffers & BUFFER_BITS_COLOR);
1792
1793 /* leave colormask state as-is */
1794
1795 /* Clears never have the color clamped. */
1796 if (ctx->Extensions.ARB_color_buffer_float)
1797 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1798 }
1799 else {
1800 ASSERT(metaSave & MESA_META_COLOR_MASK);
1801 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1802 }
1803
1804 /* GL_DEPTH_BUFFER_BIT */
1805 if (buffers & BUFFER_BIT_DEPTH) {
1806 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1807 _mesa_DepthFunc(GL_ALWAYS);
1808 _mesa_DepthMask(GL_TRUE);
1809 }
1810 else {
1811 assert(!ctx->Depth.Test);
1812 }
1813
1814 /* GL_STENCIL_BUFFER_BIT */
1815 if (buffers & BUFFER_BIT_STENCIL) {
1816 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1817 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1818 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1819 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1820 ctx->Stencil.Clear & stencilMax,
1821 ctx->Stencil.WriteMask[0]);
1822 }
1823 else {
1824 assert(!ctx->Stencil.Enabled);
1825 }
1826
1827 /* vertex positions */
1828 verts[0].x = x0;
1829 verts[0].y = y0;
1830 verts[0].z = z;
1831 verts[1].x = x1;
1832 verts[1].y = y0;
1833 verts[1].z = z;
1834 verts[2].x = x1;
1835 verts[2].y = y1;
1836 verts[2].z = z;
1837 verts[3].x = x0;
1838 verts[3].y = y1;
1839 verts[3].z = z;
1840
1841 if (!glsl) {
1842 for (i = 0; i < 4; i++) {
1843 verts[i].r = ctx->Color.ClearColor.f[0];
1844 verts[i].g = ctx->Color.ClearColor.f[1];
1845 verts[i].b = ctx->Color.ClearColor.f[2];
1846 verts[i].a = ctx->Color.ClearColor.f[3];
1847 }
1848 }
1849
1850 /* upload new vertex data */
1851 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1852 GL_DYNAMIC_DRAW_ARB);
1853
1854 /* draw quad(s) */
1855 if (fb->MaxNumLayers > 0) {
1856 unsigned layer;
1857 assert(glsl);
1858 for (layer = 0; layer < fb->MaxNumLayers; layer++) {
1859 if (fb->_IntegerColor)
1860 _mesa_Uniform1i(clear->IntegerLayerLocation, layer);
1861 else
1862 _mesa_Uniform1i(clear->LayerLocation, layer);
1863 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1864 }
1865 } else {
1866 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1867 }
1868
1869 _mesa_meta_end(ctx);
1870 }
1871
1872 /**
1873 * Meta implementation of ctx->Driver.CopyPixels() in terms
1874 * of texture mapping and polygon rendering and GLSL shaders.
1875 */
1876 void
1877 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1878 GLsizei width, GLsizei height,
1879 GLint dstX, GLint dstY, GLenum type)
1880 {
1881 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1882 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1883 struct vertex verts[4];
1884
1885 if (type != GL_COLOR ||
1886 ctx->_ImageTransferState ||
1887 ctx->Fog.Enabled ||
1888 width > tex->MaxSize ||
1889 height > tex->MaxSize) {
1890 /* XXX avoid this fallback */
1891 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1892 return;
1893 }
1894
1895 /* Most GL state applies to glCopyPixels, but a there's a few things
1896 * we need to override:
1897 */
1898 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1899 MESA_META_SHADER |
1900 MESA_META_TEXTURE |
1901 MESA_META_TRANSFORM |
1902 MESA_META_CLIP |
1903 MESA_META_VERTEX |
1904 MESA_META_VIEWPORT));
1905
1906 _mesa_meta_setup_vertex_objects(&copypix->VAO, &copypix->VBO, false,
1907 3, 2, 0);
1908
1909 /* Silence valgrind warnings about reading uninitialized stack. */
1910 memset(verts, 0, sizeof(verts));
1911
1912 /* Alloc/setup texture */
1913 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1914 GL_RGBA, GL_NEAREST);
1915
1916 /* vertex positions, texcoords (after texture allocation!) */
1917 {
1918 const GLfloat dstX0 = (GLfloat) dstX;
1919 const GLfloat dstY0 = (GLfloat) dstY;
1920 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1921 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1922 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1923
1924 verts[0].x = dstX0;
1925 verts[0].y = dstY0;
1926 verts[0].z = z;
1927 verts[0].tex[0] = 0.0F;
1928 verts[0].tex[1] = 0.0F;
1929 verts[1].x = dstX1;
1930 verts[1].y = dstY0;
1931 verts[1].z = z;
1932 verts[1].tex[0] = tex->Sright;
1933 verts[1].tex[1] = 0.0F;
1934 verts[2].x = dstX1;
1935 verts[2].y = dstY1;
1936 verts[2].z = z;
1937 verts[2].tex[0] = tex->Sright;
1938 verts[2].tex[1] = tex->Ttop;
1939 verts[3].x = dstX0;
1940 verts[3].y = dstY1;
1941 verts[3].z = z;
1942 verts[3].tex[0] = 0.0F;
1943 verts[3].tex[1] = tex->Ttop;
1944
1945 /* upload new vertex data */
1946 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1947 }
1948
1949 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1950
1951 /* draw textured quad */
1952 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1953
1954 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1955
1956 _mesa_meta_end(ctx);
1957 }
1958
1959 static void
1960 meta_drawpix_cleanup(struct drawpix_state *drawpix)
1961 {
1962 if (drawpix->VAO != 0) {
1963 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1964 drawpix->VAO = 0;
1965
1966 _mesa_DeleteBuffers(1, &drawpix->VBO);
1967 drawpix->VBO = 0;
1968 }
1969
1970 if (drawpix->StencilFP != 0) {
1971 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1972 drawpix->StencilFP = 0;
1973 }
1974
1975 if (drawpix->DepthFP != 0) {
1976 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1977 drawpix->DepthFP = 0;
1978 }
1979 }
1980
1981 /**
1982 * When the glDrawPixels() image size is greater than the max rectangle
1983 * texture size we use this function to break the glDrawPixels() image
1984 * into tiles which fit into the max texture size.
1985 */
1986 static void
1987 tiled_draw_pixels(struct gl_context *ctx,
1988 GLint tileSize,
1989 GLint x, GLint y, GLsizei width, GLsizei height,
1990 GLenum format, GLenum type,
1991 const struct gl_pixelstore_attrib *unpack,
1992 const GLvoid *pixels)
1993 {
1994 struct gl_pixelstore_attrib tileUnpack = *unpack;
1995 GLint i, j;
1996
1997 if (tileUnpack.RowLength == 0)
1998 tileUnpack.RowLength = width;
1999
2000 for (i = 0; i < width; i += tileSize) {
2001 const GLint tileWidth = MIN2(tileSize, width - i);
2002 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
2003
2004 tileUnpack.SkipPixels = unpack->SkipPixels + i;
2005
2006 for (j = 0; j < height; j += tileSize) {
2007 const GLint tileHeight = MIN2(tileSize, height - j);
2008 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
2009
2010 tileUnpack.SkipRows = unpack->SkipRows + j;
2011
2012 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2013 format, type, &tileUnpack, pixels);
2014 }
2015 }
2016 }
2017
2018
2019 /**
2020 * One-time init for drawing stencil pixels.
2021 */
2022 static void
2023 init_draw_stencil_pixels(struct gl_context *ctx)
2024 {
2025 /* This program is run eight times, once for each stencil bit.
2026 * The stencil values to draw are found in an 8-bit alpha texture.
2027 * We read the texture/stencil value and test if bit 'b' is set.
2028 * If the bit is not set, use KIL to kill the fragment.
2029 * Finally, we use the stencil test to update the stencil buffer.
2030 *
2031 * The basic algorithm for checking if a bit is set is:
2032 * if (is_odd(value / (1 << bit)))
2033 * result is one (or non-zero).
2034 * else
2035 * result is zero.
2036 * The program parameter contains three values:
2037 * parm.x = 255 / (1 << bit)
2038 * parm.y = 0.5
2039 * parm.z = 0.0
2040 */
2041 static const char *program =
2042 "!!ARBfp1.0\n"
2043 "PARAM parm = program.local[0]; \n"
2044 "TEMP t; \n"
2045 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2046 "# t = t * 255 / bit \n"
2047 "MUL t.x, t.a, parm.x; \n"
2048 "# t = (int) t \n"
2049 "FRC t.y, t.x; \n"
2050 "SUB t.x, t.x, t.y; \n"
2051 "# t = t * 0.5 \n"
2052 "MUL t.x, t.x, parm.y; \n"
2053 "# t = fract(t.x) \n"
2054 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2055 "# t.x = (t.x == 0 ? 1 : 0) \n"
2056 "SGE t.x, -t.x, parm.z; \n"
2057 "KIL -t.x; \n"
2058 "# for debug only \n"
2059 "#MOV result.color, t.x; \n"
2060 "END \n";
2061 char program2[1000];
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->StencilFP == 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->StencilFP);
2077 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2078 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2079 strlen(program2), (const GLubyte *) program2);
2080 }
2081
2082
2083 /**
2084 * One-time init for drawing depth pixels.
2085 */
2086 static void
2087 init_draw_depth_pixels(struct gl_context *ctx)
2088 {
2089 static const char *program =
2090 "!!ARBfp1.0\n"
2091 "PARAM color = program.local[0]; \n"
2092 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2093 "MOV result.color, color; \n"
2094 "END \n";
2095 char program2[200];
2096 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2097 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2098 const char *texTarget;
2099
2100 assert(drawpix->DepthFP == 0);
2101
2102 /* replace %s with "RECT" or "2D" */
2103 assert(strlen(program) + 4 < sizeof(program2));
2104 if (tex->Target == GL_TEXTURE_RECTANGLE)
2105 texTarget = "RECT";
2106 else
2107 texTarget = "2D";
2108 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2109
2110 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2111 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2112 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2113 strlen(program2), (const GLubyte *) program2);
2114 }
2115
2116
2117 /**
2118 * Meta implementation of ctx->Driver.DrawPixels() in terms
2119 * of texture mapping and polygon rendering.
2120 */
2121 void
2122 _mesa_meta_DrawPixels(struct gl_context *ctx,
2123 GLint x, GLint y, GLsizei width, GLsizei height,
2124 GLenum format, GLenum type,
2125 const struct gl_pixelstore_attrib *unpack,
2126 const GLvoid *pixels)
2127 {
2128 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2129 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2130 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2131 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2132 struct vertex verts[4];
2133 GLenum texIntFormat;
2134 GLboolean fallback, newTex;
2135 GLbitfield metaExtraSave = 0x0;
2136
2137 /*
2138 * Determine if we can do the glDrawPixels with texture mapping.
2139 */
2140 fallback = GL_FALSE;
2141 if (ctx->Fog.Enabled) {
2142 fallback = GL_TRUE;
2143 }
2144
2145 if (_mesa_is_color_format(format)) {
2146 /* use more compact format when possible */
2147 /* XXX disable special case for GL_LUMINANCE for now to work around
2148 * apparent i965 driver bug (see bug #23670).
2149 */
2150 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2151 texIntFormat = format;
2152 else
2153 texIntFormat = GL_RGBA;
2154
2155 /* If we're not supposed to clamp the resulting color, then just
2156 * promote our texture to fully float. We could do better by
2157 * just going for the matching set of channels, in floating
2158 * point.
2159 */
2160 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2161 ctx->Extensions.ARB_texture_float)
2162 texIntFormat = GL_RGBA32F;
2163 }
2164 else if (_mesa_is_stencil_format(format)) {
2165 if (ctx->Extensions.ARB_fragment_program &&
2166 ctx->Pixel.IndexShift == 0 &&
2167 ctx->Pixel.IndexOffset == 0 &&
2168 type == GL_UNSIGNED_BYTE) {
2169 /* We'll store stencil as alpha. This only works for GLubyte
2170 * image data because of how incoming values are mapped to alpha
2171 * in [0,1].
2172 */
2173 texIntFormat = GL_ALPHA;
2174 metaExtraSave = (MESA_META_COLOR_MASK |
2175 MESA_META_DEPTH_TEST |
2176 MESA_META_PIXEL_TRANSFER |
2177 MESA_META_SHADER |
2178 MESA_META_STENCIL_TEST);
2179 }
2180 else {
2181 fallback = GL_TRUE;
2182 }
2183 }
2184 else if (_mesa_is_depth_format(format)) {
2185 if (ctx->Extensions.ARB_depth_texture &&
2186 ctx->Extensions.ARB_fragment_program) {
2187 texIntFormat = GL_DEPTH_COMPONENT;
2188 metaExtraSave = (MESA_META_SHADER);
2189 }
2190 else {
2191 fallback = GL_TRUE;
2192 }
2193 }
2194 else {
2195 fallback = GL_TRUE;
2196 }
2197
2198 if (fallback) {
2199 _swrast_DrawPixels(ctx, x, y, width, height,
2200 format, type, unpack, pixels);
2201 return;
2202 }
2203
2204 /*
2205 * Check image size against max texture size, draw as tiles if needed.
2206 */
2207 if (width > tex->MaxSize || height > tex->MaxSize) {
2208 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2209 format, type, unpack, pixels);
2210 return;
2211 }
2212
2213 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2214 * but a there's a few things we need to override:
2215 */
2216 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2217 MESA_META_SHADER |
2218 MESA_META_TEXTURE |
2219 MESA_META_TRANSFORM |
2220 MESA_META_CLIP |
2221 MESA_META_VERTEX |
2222 MESA_META_VIEWPORT |
2223 metaExtraSave));
2224
2225 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2226
2227 _mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false,
2228 3, 2, 0);
2229
2230 /* Silence valgrind warnings about reading uninitialized stack. */
2231 memset(verts, 0, sizeof(verts));
2232
2233 /* vertex positions, texcoords (after texture allocation!) */
2234 {
2235 const GLfloat x0 = (GLfloat) x;
2236 const GLfloat y0 = (GLfloat) y;
2237 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2238 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2239 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2240
2241 verts[0].x = x0;
2242 verts[0].y = y0;
2243 verts[0].z = z;
2244 verts[0].tex[0] = 0.0F;
2245 verts[0].tex[1] = 0.0F;
2246 verts[1].x = x1;
2247 verts[1].y = y0;
2248 verts[1].z = z;
2249 verts[1].tex[0] = tex->Sright;
2250 verts[1].tex[1] = 0.0F;
2251 verts[2].x = x1;
2252 verts[2].y = y1;
2253 verts[2].z = z;
2254 verts[2].tex[0] = tex->Sright;
2255 verts[2].tex[1] = tex->Ttop;
2256 verts[3].x = x0;
2257 verts[3].y = y1;
2258 verts[3].z = z;
2259 verts[3].tex[0] = 0.0F;
2260 verts[3].tex[1] = tex->Ttop;
2261 }
2262
2263 /* upload new vertex data */
2264 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2265 verts, GL_DYNAMIC_DRAW_ARB);
2266
2267 /* set given unpack params */
2268 ctx->Unpack = *unpack;
2269
2270 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2271
2272 if (_mesa_is_stencil_format(format)) {
2273 /* Drawing stencil */
2274 GLint bit;
2275
2276 if (!drawpix->StencilFP)
2277 init_draw_stencil_pixels(ctx);
2278
2279 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2280 GL_ALPHA, type, pixels);
2281
2282 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2283
2284 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2285
2286 /* set all stencil bits to 0 */
2287 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2288 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2289 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2290
2291 /* set stencil bits to 1 where needed */
2292 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2293
2294 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2295 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2296
2297 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2298 const GLuint mask = 1 << bit;
2299 if (mask & origStencilMask) {
2300 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2301 _mesa_StencilMask(mask);
2302
2303 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2304 255.0f / mask, 0.5f, 0.0f, 0.0f);
2305
2306 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2307 }
2308 }
2309 }
2310 else if (_mesa_is_depth_format(format)) {
2311 /* Drawing depth */
2312 if (!drawpix->DepthFP)
2313 init_draw_depth_pixels(ctx);
2314
2315 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2316 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2317
2318 /* polygon color = current raster color */
2319 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2320 ctx->Current.RasterColor);
2321
2322 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2323 format, type, pixels);
2324
2325 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2326 }
2327 else {
2328 /* Drawing RGBA */
2329 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2330 format, type, pixels);
2331 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2332 }
2333
2334 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2335
2336 /* restore unpack params */
2337 ctx->Unpack = unpackSave;
2338
2339 _mesa_meta_end(ctx);
2340 }
2341
2342 static GLboolean
2343 alpha_test_raster_color(struct gl_context *ctx)
2344 {
2345 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2346 GLfloat ref = ctx->Color.AlphaRef;
2347
2348 switch (ctx->Color.AlphaFunc) {
2349 case GL_NEVER:
2350 return GL_FALSE;
2351 case GL_LESS:
2352 return alpha < ref;
2353 case GL_EQUAL:
2354 return alpha == ref;
2355 case GL_LEQUAL:
2356 return alpha <= ref;
2357 case GL_GREATER:
2358 return alpha > ref;
2359 case GL_NOTEQUAL:
2360 return alpha != ref;
2361 case GL_GEQUAL:
2362 return alpha >= ref;
2363 case GL_ALWAYS:
2364 return GL_TRUE;
2365 default:
2366 assert(0);
2367 return GL_FALSE;
2368 }
2369 }
2370
2371 /**
2372 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2373 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2374 * tracker would improve performance a lot.
2375 */
2376 void
2377 _mesa_meta_Bitmap(struct gl_context *ctx,
2378 GLint x, GLint y, GLsizei width, GLsizei height,
2379 const struct gl_pixelstore_attrib *unpack,
2380 const GLubyte *bitmap1)
2381 {
2382 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2383 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2384 const GLenum texIntFormat = GL_ALPHA;
2385 const struct gl_pixelstore_attrib unpackSave = *unpack;
2386 GLubyte fg, bg;
2387 struct vertex verts[4];
2388 GLboolean newTex;
2389 GLubyte *bitmap8;
2390
2391 /*
2392 * Check if swrast fallback is needed.
2393 */
2394 if (ctx->_ImageTransferState ||
2395 ctx->FragmentProgram._Enabled ||
2396 ctx->Fog.Enabled ||
2397 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2398 width > tex->MaxSize ||
2399 height > tex->MaxSize) {
2400 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2401 return;
2402 }
2403
2404 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2405 return;
2406
2407 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2408 * but a there's a few things we need to override:
2409 */
2410 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2411 MESA_META_PIXEL_STORE |
2412 MESA_META_RASTERIZATION |
2413 MESA_META_SHADER |
2414 MESA_META_TEXTURE |
2415 MESA_META_TRANSFORM |
2416 MESA_META_CLIP |
2417 MESA_META_VERTEX |
2418 MESA_META_VIEWPORT));
2419
2420 _mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4);
2421
2422 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2423
2424 /* Silence valgrind warnings about reading uninitialized stack. */
2425 memset(verts, 0, sizeof(verts));
2426
2427 /* vertex positions, texcoords, colors (after texture allocation!) */
2428 {
2429 const GLfloat x0 = (GLfloat) x;
2430 const GLfloat y0 = (GLfloat) y;
2431 const GLfloat x1 = (GLfloat) (x + width);
2432 const GLfloat y1 = (GLfloat) (y + height);
2433 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2434 GLuint i;
2435
2436 verts[0].x = x0;
2437 verts[0].y = y0;
2438 verts[0].z = z;
2439 verts[0].tex[0] = 0.0F;
2440 verts[0].tex[1] = 0.0F;
2441 verts[1].x = x1;
2442 verts[1].y = y0;
2443 verts[1].z = z;
2444 verts[1].tex[0] = tex->Sright;
2445 verts[1].tex[1] = 0.0F;
2446 verts[2].x = x1;
2447 verts[2].y = y1;
2448 verts[2].z = z;
2449 verts[2].tex[0] = tex->Sright;
2450 verts[2].tex[1] = tex->Ttop;
2451 verts[3].x = x0;
2452 verts[3].y = y1;
2453 verts[3].z = z;
2454 verts[3].tex[0] = 0.0F;
2455 verts[3].tex[1] = tex->Ttop;
2456
2457 for (i = 0; i < 4; i++) {
2458 verts[i].r = ctx->Current.RasterColor[0];
2459 verts[i].g = ctx->Current.RasterColor[1];
2460 verts[i].b = ctx->Current.RasterColor[2];
2461 verts[i].a = ctx->Current.RasterColor[3];
2462 }
2463
2464 /* upload new vertex data */
2465 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2466 }
2467
2468 /* choose different foreground/background alpha values */
2469 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2470 bg = (fg > 127 ? 0 : 255);
2471
2472 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2473 if (!bitmap1) {
2474 _mesa_meta_end(ctx);
2475 return;
2476 }
2477
2478 bitmap8 = malloc(width * height);
2479 if (bitmap8) {
2480 memset(bitmap8, bg, width * height);
2481 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2482 bitmap8, width, fg);
2483
2484 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2485
2486 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2487 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2488
2489 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2490 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2491
2492 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2493
2494 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2495
2496 free(bitmap8);
2497 }
2498
2499 _mesa_unmap_pbo_source(ctx, &unpackSave);
2500
2501 _mesa_meta_end(ctx);
2502 }
2503
2504 /**
2505 * Compute the texture coordinates for the four vertices of a quad for
2506 * drawing a 2D texture image or slice of a cube/3D texture.
2507 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2508 * \param slice slice of a 1D/2D array texture or 3D texture
2509 * \param width width of the texture image
2510 * \param height height of the texture image
2511 * \param coords0/1/2/3 returns the computed texcoords
2512 */
2513 void
2514 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2515 GLint slice,
2516 GLint width,
2517 GLint height,
2518 GLint depth,
2519 GLfloat coords0[4],
2520 GLfloat coords1[4],
2521 GLfloat coords2[4],
2522 GLfloat coords3[4])
2523 {
2524 static const GLfloat st[4][2] = {
2525 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2526 };
2527 GLuint i;
2528 GLfloat r;
2529
2530 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2531 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2532
2533 /* Currently all texture targets want the W component to be 1.0.
2534 */
2535 coords0[3] = 1.0F;
2536 coords1[3] = 1.0F;
2537 coords2[3] = 1.0F;
2538 coords3[3] = 1.0F;
2539
2540 switch (faceTarget) {
2541 case GL_TEXTURE_1D:
2542 case GL_TEXTURE_2D:
2543 case GL_TEXTURE_3D:
2544 case GL_TEXTURE_2D_ARRAY:
2545 if (faceTarget == GL_TEXTURE_3D) {
2546 assert(slice < depth);
2547 assert(depth >= 1);
2548 r = (slice + 0.5f) / depth;
2549 }
2550 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2551 r = (float) slice;
2552 else
2553 r = 0.0F;
2554 coords0[0] = 0.0F; /* s */
2555 coords0[1] = 0.0F; /* t */
2556 coords0[2] = r; /* r */
2557 coords1[0] = 1.0F;
2558 coords1[1] = 0.0F;
2559 coords1[2] = r;
2560 coords2[0] = 1.0F;
2561 coords2[1] = 1.0F;
2562 coords2[2] = r;
2563 coords3[0] = 0.0F;
2564 coords3[1] = 1.0F;
2565 coords3[2] = r;
2566 break;
2567 case GL_TEXTURE_RECTANGLE_ARB:
2568 coords0[0] = 0.0F; /* s */
2569 coords0[1] = 0.0F; /* t */
2570 coords0[2] = 0.0F; /* r */
2571 coords1[0] = (float) width;
2572 coords1[1] = 0.0F;
2573 coords1[2] = 0.0F;
2574 coords2[0] = (float) width;
2575 coords2[1] = (float) height;
2576 coords2[2] = 0.0F;
2577 coords3[0] = 0.0F;
2578 coords3[1] = (float) height;
2579 coords3[2] = 0.0F;
2580 break;
2581 case GL_TEXTURE_1D_ARRAY:
2582 coords0[0] = 0.0F; /* s */
2583 coords0[1] = (float) slice; /* t */
2584 coords0[2] = 0.0F; /* r */
2585 coords1[0] = 1.0f;
2586 coords1[1] = (float) slice;
2587 coords1[2] = 0.0F;
2588 coords2[0] = 1.0F;
2589 coords2[1] = (float) slice;
2590 coords2[2] = 0.0F;
2591 coords3[0] = 0.0F;
2592 coords3[1] = (float) slice;
2593 coords3[2] = 0.0F;
2594 break;
2595
2596 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2597 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2598 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2599 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2600 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2601 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2602 /* loop over quad verts */
2603 for (i = 0; i < 4; i++) {
2604 /* Compute sc = +/-scale and tc = +/-scale.
2605 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2606 * though that can still sometimes happen with this scale factor...
2607 */
2608 const GLfloat scale = 0.9999f;
2609 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2610 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2611 GLfloat *coord;
2612
2613 switch (i) {
2614 case 0:
2615 coord = coords0;
2616 break;
2617 case 1:
2618 coord = coords1;
2619 break;
2620 case 2:
2621 coord = coords2;
2622 break;
2623 case 3:
2624 coord = coords3;
2625 break;
2626 default:
2627 assert(0);
2628 }
2629
2630 coord[3] = (float) (slice / 6);
2631
2632 switch (faceTarget) {
2633 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2634 coord[0] = 1.0f;
2635 coord[1] = -tc;
2636 coord[2] = -sc;
2637 break;
2638 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2639 coord[0] = -1.0f;
2640 coord[1] = -tc;
2641 coord[2] = sc;
2642 break;
2643 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2644 coord[0] = sc;
2645 coord[1] = 1.0f;
2646 coord[2] = tc;
2647 break;
2648 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2649 coord[0] = sc;
2650 coord[1] = -1.0f;
2651 coord[2] = -tc;
2652 break;
2653 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2654 coord[0] = sc;
2655 coord[1] = -tc;
2656 coord[2] = 1.0f;
2657 break;
2658 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2659 coord[0] = -sc;
2660 coord[1] = -tc;
2661 coord[2] = -1.0f;
2662 break;
2663 default:
2664 assert(0);
2665 }
2666 }
2667 break;
2668 default:
2669 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2670 }
2671 }
2672
2673 static struct blit_shader *
2674 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2675 {
2676 switch(target) {
2677 case GL_TEXTURE_1D:
2678 table->sampler_1d.type = "sampler1D";
2679 table->sampler_1d.func = "texture1D";
2680 table->sampler_1d.texcoords = "texCoords.x";
2681 return &table->sampler_1d;
2682 case GL_TEXTURE_2D:
2683 table->sampler_2d.type = "sampler2D";
2684 table->sampler_2d.func = "texture2D";
2685 table->sampler_2d.texcoords = "texCoords.xy";
2686 return &table->sampler_2d;
2687 case GL_TEXTURE_RECTANGLE:
2688 table->sampler_rect.type = "sampler2DRect";
2689 table->sampler_rect.func = "texture2DRect";
2690 table->sampler_rect.texcoords = "texCoords.xy";
2691 return &table->sampler_rect;
2692 case GL_TEXTURE_3D:
2693 /* Code for mipmap generation with 3D textures is not used yet.
2694 * It's a sw fallback.
2695 */
2696 table->sampler_3d.type = "sampler3D";
2697 table->sampler_3d.func = "texture3D";
2698 table->sampler_3d.texcoords = "texCoords.xyz";
2699 return &table->sampler_3d;
2700 case GL_TEXTURE_CUBE_MAP:
2701 table->sampler_cubemap.type = "samplerCube";
2702 table->sampler_cubemap.func = "textureCube";
2703 table->sampler_cubemap.texcoords = "texCoords.xyz";
2704 return &table->sampler_cubemap;
2705 case GL_TEXTURE_1D_ARRAY:
2706 table->sampler_1d_array.type = "sampler1DArray";
2707 table->sampler_1d_array.func = "texture1DArray";
2708 table->sampler_1d_array.texcoords = "texCoords.xy";
2709 return &table->sampler_1d_array;
2710 case GL_TEXTURE_2D_ARRAY:
2711 table->sampler_2d_array.type = "sampler2DArray";
2712 table->sampler_2d_array.func = "texture2DArray";
2713 table->sampler_2d_array.texcoords = "texCoords.xyz";
2714 return &table->sampler_2d_array;
2715 case GL_TEXTURE_CUBE_MAP_ARRAY:
2716 table->sampler_cubemap_array.type = "samplerCubeArray";
2717 table->sampler_cubemap_array.func = "textureCubeArray";
2718 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2719 return &table->sampler_cubemap_array;
2720 default:
2721 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2722 " setup_texture_sampler()\n", target);
2723 return NULL;
2724 }
2725 }
2726
2727 void
2728 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2729 {
2730 _mesa_DeleteProgram(table->sampler_1d.shader_prog);
2731 _mesa_DeleteProgram(table->sampler_2d.shader_prog);
2732 _mesa_DeleteProgram(table->sampler_3d.shader_prog);
2733 _mesa_DeleteProgram(table->sampler_rect.shader_prog);
2734 _mesa_DeleteProgram(table->sampler_cubemap.shader_prog);
2735 _mesa_DeleteProgram(table->sampler_1d_array.shader_prog);
2736 _mesa_DeleteProgram(table->sampler_2d_array.shader_prog);
2737 _mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog);
2738
2739 table->sampler_1d.shader_prog = 0;
2740 table->sampler_2d.shader_prog = 0;
2741 table->sampler_3d.shader_prog = 0;
2742 table->sampler_rect.shader_prog = 0;
2743 table->sampler_cubemap.shader_prog = 0;
2744 table->sampler_1d_array.shader_prog = 0;
2745 table->sampler_2d_array.shader_prog = 0;
2746 table->sampler_cubemap_array.shader_prog = 0;
2747 }
2748
2749 /**
2750 * Determine the GL data type to use for the temporary image read with
2751 * ReadPixels() and passed to Tex[Sub]Image().
2752 */
2753 static GLenum
2754 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2755 {
2756 GLenum baseFormat;
2757
2758 baseFormat = _mesa_get_format_base_format(format);
2759
2760 switch (baseFormat) {
2761 case GL_RGBA:
2762 case GL_RGB:
2763 case GL_RG:
2764 case GL_RED:
2765 case GL_ALPHA:
2766 case GL_LUMINANCE:
2767 case GL_LUMINANCE_ALPHA:
2768 case GL_INTENSITY:
2769 if (ctx->DrawBuffer->Visual.redBits <= 8) {
2770 return GL_UNSIGNED_BYTE;
2771 } else if (ctx->DrawBuffer->Visual.redBits <= 16) {
2772 return GL_UNSIGNED_SHORT;
2773 } else {
2774 GLenum datatype = _mesa_get_format_datatype(format);
2775 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT)
2776 return datatype;
2777 return GL_FLOAT;
2778 }
2779 case GL_DEPTH_COMPONENT: {
2780 GLenum datatype = _mesa_get_format_datatype(format);
2781 if (datatype == GL_FLOAT)
2782 return GL_FLOAT;
2783 else
2784 return GL_UNSIGNED_INT;
2785 }
2786 case GL_DEPTH_STENCIL: {
2787 GLenum datatype = _mesa_get_format_datatype(format);
2788 if (datatype == GL_FLOAT)
2789 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2790 else
2791 return GL_UNSIGNED_INT_24_8;
2792 }
2793 default:
2794 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2795 baseFormat);
2796 return 0;
2797 }
2798 }
2799
2800 /**
2801 * Attempts to wrap the destination texture in an FBO and use
2802 * glBlitFramebuffer() to implement glCopyTexSubImage().
2803 */
2804 static bool
2805 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2806 struct gl_texture_image *texImage,
2807 GLint xoffset,
2808 GLint yoffset,
2809 GLint zoffset,
2810 struct gl_renderbuffer *rb,
2811 GLint x, GLint y,
2812 GLsizei width, GLsizei height)
2813 {
2814 struct gl_texture_object *texObj = texImage->TexObject;
2815 GLuint fbo;
2816 bool success = false;
2817 GLbitfield mask;
2818 GLenum status;
2819
2820 if (!ctx->Extensions.ARB_framebuffer_object)
2821 return false;
2822
2823 _mesa_unlock_texture(ctx, texObj);
2824
2825 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2826
2827 _mesa_GenFramebuffers(1, &fbo);
2828 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2829
2830 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2831 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2832 _mesa_meta_bind_fbo_image(GL_DEPTH_ATTACHMENT, texImage, zoffset);
2833 mask = GL_DEPTH_BUFFER_BIT;
2834
2835 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2836 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2837 _mesa_meta_bind_fbo_image(GL_STENCIL_ATTACHMENT, texImage, zoffset);
2838 mask |= GL_STENCIL_BUFFER_BIT;
2839 }
2840 _mesa_DrawBuffer(GL_NONE);
2841 } else {
2842 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0, texImage, zoffset);
2843 mask = GL_COLOR_BUFFER_BIT;
2844 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2845 }
2846
2847 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2848 if (status != GL_FRAMEBUFFER_COMPLETE)
2849 goto out;
2850
2851 ctx->Meta->Blit.no_ctsi_fallback = true;
2852
2853 /* Since we've bound a new draw framebuffer, we need to update
2854 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2855 * be correct.
2856 */
2857 _mesa_update_state(ctx);
2858
2859 /* We skip the core BlitFramebuffer checks for format consistency, which
2860 * are too strict for CopyTexImage. We know meta will be fine with format
2861 * changes.
2862 */
2863 mask = _mesa_meta_BlitFramebuffer(ctx, x, y,
2864 x + width, y + height,
2865 xoffset, yoffset,
2866 xoffset + width, yoffset + height,
2867 mask, GL_NEAREST);
2868 ctx->Meta->Blit.no_ctsi_fallback = false;
2869 success = mask == 0x0;
2870
2871 out:
2872 _mesa_lock_texture(ctx, texObj);
2873 _mesa_DeleteFramebuffers(1, &fbo);
2874 _mesa_meta_end(ctx);
2875 return success;
2876 }
2877
2878 /**
2879 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2880 * Have to be careful with locking and meta state for pixel transfer.
2881 */
2882 void
2883 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2884 struct gl_texture_image *texImage,
2885 GLint xoffset, GLint yoffset, GLint zoffset,
2886 struct gl_renderbuffer *rb,
2887 GLint x, GLint y,
2888 GLsizei width, GLsizei height)
2889 {
2890 struct gl_texture_object *texObj = texImage->TexObject;
2891 GLenum format, type;
2892 GLint bpp;
2893 void *buf;
2894
2895 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2896 texImage,
2897 xoffset, yoffset, zoffset,
2898 rb,
2899 x, y,
2900 width, height)) {
2901 return;
2902 }
2903
2904 /* Choose format/type for temporary image buffer */
2905 format = _mesa_get_format_base_format(texImage->TexFormat);
2906 if (format == GL_LUMINANCE ||
2907 format == GL_LUMINANCE_ALPHA ||
2908 format == GL_INTENSITY) {
2909 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2910 * temp image buffer because glReadPixels will do L=R+G+B which is
2911 * not what we want (should be L=R).
2912 */
2913 format = GL_RGBA;
2914 }
2915
2916 type = get_temp_image_type(ctx, texImage->TexFormat);
2917 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2918 format = _mesa_base_format_to_integer_format(format);
2919 }
2920 bpp = _mesa_bytes_per_pixel(format, type);
2921 if (bpp <= 0) {
2922 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2923 return;
2924 }
2925
2926 /*
2927 * Alloc image buffer (XXX could use a PBO)
2928 */
2929 buf = malloc(width * height * bpp);
2930 if (!buf) {
2931 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2932 return;
2933 }
2934
2935 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
2936
2937 /*
2938 * Read image from framebuffer (disable pixel transfer ops)
2939 */
2940 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2941 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2942 format, type, &ctx->Pack, buf);
2943 _mesa_meta_end(ctx);
2944
2945 _mesa_update_state(ctx); /* to update pixel transfer state */
2946
2947 /*
2948 * Store texture data (with pixel transfer ops)
2949 */
2950 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2951
2952 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2953 assert(yoffset == 0);
2954 ctx->Driver.TexSubImage(ctx, dims, texImage,
2955 xoffset, zoffset, 0, width, 1, 1,
2956 format, type, buf, &ctx->Unpack);
2957 } else {
2958 ctx->Driver.TexSubImage(ctx, dims, texImage,
2959 xoffset, yoffset, zoffset, width, height, 1,
2960 format, type, buf, &ctx->Unpack);
2961 }
2962
2963 _mesa_meta_end(ctx);
2964
2965 _mesa_lock_texture(ctx, texObj); /* re-lock */
2966
2967 free(buf);
2968 }
2969
2970
2971 static void
2972 meta_decompress_cleanup(struct decompress_state *decompress)
2973 {
2974 if (decompress->FBO != 0) {
2975 _mesa_DeleteFramebuffers(1, &decompress->FBO);
2976 _mesa_DeleteRenderbuffers(1, &decompress->RBO);
2977 }
2978
2979 if (decompress->VAO != 0) {
2980 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2981 _mesa_DeleteBuffers(1, &decompress->VBO);
2982 }
2983
2984 if (decompress->Sampler != 0)
2985 _mesa_DeleteSamplers(1, &decompress->Sampler);
2986
2987 memset(decompress, 0, sizeof(*decompress));
2988 }
2989
2990 /**
2991 * Decompress a texture image by drawing a quad with the compressed
2992 * texture and reading the pixels out of the color buffer.
2993 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2994 * \param destFormat format, ala glReadPixels
2995 * \param destType type, ala glReadPixels
2996 * \param dest destination buffer
2997 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2998 */
2999 static void
3000 decompress_texture_image(struct gl_context *ctx,
3001 struct gl_texture_image *texImage,
3002 GLuint slice,
3003 GLenum destFormat, GLenum destType,
3004 GLvoid *dest)
3005 {
3006 struct decompress_state *decompress = &ctx->Meta->Decompress;
3007 struct gl_texture_object *texObj = texImage->TexObject;
3008 const GLint width = texImage->Width;
3009 const GLint height = texImage->Height;
3010 const GLint depth = texImage->Height;
3011 const GLenum target = texObj->Target;
3012 GLenum faceTarget;
3013 struct vertex verts[4];
3014 GLuint samplerSave;
3015 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3016 ctx->Extensions.ARB_fragment_shader;
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;
3029
3030 case GL_TEXTURE_3D:
3031 assert(!"No compressed 3D textures.");
3032 return;
3033
3034 case GL_TEXTURE_CUBE_MAP_ARRAY:
3035 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3036 break;
3037
3038 case GL_TEXTURE_CUBE_MAP:
3039 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3040 break;
3041
3042 default:
3043 faceTarget = target;
3044 break;
3045 }
3046
3047 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3048 MESA_META_DRAW_BUFFERS));
3049
3050 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3051 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3052
3053 /* Create/bind FBO/renderbuffer */
3054 if (decompress->FBO == 0) {
3055 _mesa_GenFramebuffers(1, &decompress->FBO);
3056 _mesa_GenRenderbuffers(1, &decompress->RBO);
3057 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3058 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
3059 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
3060 GL_COLOR_ATTACHMENT0_EXT,
3061 GL_RENDERBUFFER_EXT,
3062 decompress->RBO);
3063 }
3064 else {
3065 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3066 }
3067
3068 /* alloc dest surface */
3069 if (width > decompress->Width || height > decompress->Height) {
3070 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
3071 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, GL_RGBA,
3072 width, height);
3073 decompress->Width = width;
3074 decompress->Height = height;
3075 }
3076
3077 if (use_glsl_version) {
3078 _mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
3079 2, 4, 0);
3080
3081 _mesa_meta_setup_blit_shader(ctx, target, &decompress->shaders);
3082 } else {
3083 _mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
3084 }
3085
3086 if (!decompress->Sampler) {
3087 _mesa_GenSamplers(1, &decompress->Sampler);
3088 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3089 /* nearest filtering */
3090 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3091 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3092 /* No sRGB decode or encode.*/
3093 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3094 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3095 GL_SKIP_DECODE_EXT);
3096 }
3097
3098 } else {
3099 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3100 }
3101
3102 /* Silence valgrind warnings about reading uninitialized stack. */
3103 memset(verts, 0, sizeof(verts));
3104
3105 _mesa_meta_setup_texture_coords(faceTarget, slice, width, height, depth,
3106 verts[0].tex,
3107 verts[1].tex,
3108 verts[2].tex,
3109 verts[3].tex);
3110
3111 /* setup vertex positions */
3112 verts[0].x = -1.0F;
3113 verts[0].y = -1.0F;
3114 verts[1].x = 1.0F;
3115 verts[1].y = -1.0F;
3116 verts[2].x = 1.0F;
3117 verts[2].y = 1.0F;
3118 verts[3].x = -1.0F;
3119 verts[3].y = 1.0F;
3120
3121 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3122
3123 /* upload new vertex data */
3124 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3125
3126 /* setup texture state */
3127 _mesa_BindTexture(target, texObj->Name);
3128
3129 if (!use_glsl_version)
3130 _mesa_set_enable(ctx, target, GL_TRUE);
3131
3132 {
3133 /* save texture object state */
3134 const GLint baseLevelSave = texObj->BaseLevel;
3135 const GLint maxLevelSave = texObj->MaxLevel;
3136
3137 /* restrict sampling to the texture level of interest */
3138 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3139 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3140 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3141 }
3142
3143 /* render quad w/ texture into renderbuffer */
3144 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3145
3146 /* Restore texture object state, the texture binding will
3147 * be restored by _mesa_meta_end().
3148 */
3149 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3150 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3151 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3152 }
3153
3154 }
3155
3156 /* read pixels from renderbuffer */
3157 {
3158 GLenum baseTexFormat = texImage->_BaseFormat;
3159 GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
3160
3161 /* The pixel transfer state will be set to default values at this point
3162 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3163 * turned off (as required by glGetTexImage) but we need to handle some
3164 * special cases. In particular, single-channel texture values are
3165 * returned as red and two-channel texture values are returned as
3166 * red/alpha.
3167 */
3168 if ((baseTexFormat == GL_LUMINANCE ||
3169 baseTexFormat == GL_LUMINANCE_ALPHA ||
3170 baseTexFormat == GL_INTENSITY) ||
3171 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3172 * luminance then we need to return L=tex(R).
3173 */
3174 ((baseTexFormat == GL_RGBA ||
3175 baseTexFormat == GL_RGB ||
3176 baseTexFormat == GL_RG) &&
3177 (destBaseFormat == GL_LUMINANCE ||
3178 destBaseFormat == GL_LUMINANCE_ALPHA ||
3179 destBaseFormat == GL_LUMINANCE_INTEGER_EXT ||
3180 destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT))) {
3181 /* Green and blue must be zero */
3182 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3183 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3184 }
3185
3186 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3187 }
3188
3189 /* disable texture unit */
3190 if (!use_glsl_version)
3191 _mesa_set_enable(ctx, target, GL_FALSE);
3192
3193 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3194
3195 _mesa_meta_end(ctx);
3196 }
3197
3198
3199 /**
3200 * This is just a wrapper around _mesa_get_tex_image() and
3201 * decompress_texture_image(). Meta functions should not be directly called
3202 * from core Mesa.
3203 */
3204 void
3205 _mesa_meta_GetTexImage(struct gl_context *ctx,
3206 GLenum format, GLenum type, GLvoid *pixels,
3207 struct gl_texture_image *texImage)
3208 {
3209 /* We can only use the decompress-with-blit method here if the texels are
3210 * unsigned, normalized values. We could handle signed and unnormalized
3211 * with floating point renderbuffers...
3212 */
3213 if (_mesa_is_format_compressed(texImage->TexFormat) &&
3214 _mesa_get_format_datatype(texImage->TexFormat)
3215 == GL_UNSIGNED_NORMALIZED) {
3216 struct gl_texture_object *texObj = texImage->TexObject;
3217 GLuint slice;
3218 /* Need to unlock the texture here to prevent deadlock... */
3219 _mesa_unlock_texture(ctx, texObj);
3220 for (slice = 0; slice < texImage->Depth; slice++) {
3221 void *dst;
3222 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
3223 || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
3224 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3225 * in the decompress_texture_image() function's call to
3226 * glReadPixels but we need to compute the dest slice's address
3227 * here (according to SkipImages and ImageHeight).
3228 */
3229 struct gl_pixelstore_attrib packing = ctx->Pack;
3230 packing.SkipPixels = 0;
3231 packing.SkipRows = 0;
3232 dst = _mesa_image_address3d(&packing, pixels, texImage->Width,
3233 texImage->Height, format, type,
3234 slice, 0, 0);
3235 }
3236 else {
3237 dst = pixels;
3238 }
3239 decompress_texture_image(ctx, texImage, slice, format, type, dst);
3240 }
3241 /* ... and relock it */
3242 _mesa_lock_texture(ctx, texObj);
3243 }
3244 else {
3245 _mesa_get_teximage(ctx, format, type, pixels, texImage);
3246 }
3247 }
3248
3249
3250 /**
3251 * Meta implementation of ctx->Driver.DrawTex() in terms
3252 * of polygon rendering.
3253 */
3254 void
3255 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3256 GLfloat width, GLfloat height)
3257 {
3258 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3259 struct vertex {
3260 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3261 };
3262 struct vertex verts[4];
3263 GLuint i;
3264
3265 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3266 MESA_META_SHADER |
3267 MESA_META_TRANSFORM |
3268 MESA_META_VERTEX |
3269 MESA_META_VIEWPORT));
3270
3271 if (drawtex->VAO == 0) {
3272 /* one-time setup */
3273 GLint active_texture;
3274
3275 /* create vertex array object */
3276 _mesa_GenVertexArrays(1, &drawtex->VAO);
3277 _mesa_BindVertexArray(drawtex->VAO);
3278
3279 /* create vertex array buffer */
3280 _mesa_GenBuffers(1, &drawtex->VBO);
3281 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3282 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3283 NULL, GL_DYNAMIC_DRAW_ARB);
3284
3285 /* client active texture is not part of the array object */
3286 active_texture = ctx->Array.ActiveTexture;
3287
3288 /* setup vertex arrays */
3289 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3290 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3291 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3292 _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
3293 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3294 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3295 }
3296
3297 /* restore client active texture */
3298 _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
3299 }
3300 else {
3301 _mesa_BindVertexArray(drawtex->VAO);
3302 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3303 }
3304
3305 /* vertex positions, texcoords */
3306 {
3307 const GLfloat x1 = x + width;
3308 const GLfloat y1 = y + height;
3309
3310 z = CLAMP(z, 0.0f, 1.0f);
3311 z = invert_z(z);
3312
3313 verts[0].x = x;
3314 verts[0].y = y;
3315 verts[0].z = z;
3316
3317 verts[1].x = x1;
3318 verts[1].y = y;
3319 verts[1].z = z;
3320
3321 verts[2].x = x1;
3322 verts[2].y = y1;
3323 verts[2].z = z;
3324
3325 verts[3].x = x;
3326 verts[3].y = y1;
3327 verts[3].z = z;
3328
3329 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3330 const struct gl_texture_object *texObj;
3331 const struct gl_texture_image *texImage;
3332 GLfloat s, t, s1, t1;
3333 GLuint tw, th;
3334
3335 if (!ctx->Texture.Unit[i]._Current) {
3336 GLuint j;
3337 for (j = 0; j < 4; j++) {
3338 verts[j].st[i][0] = 0.0f;
3339 verts[j].st[i][1] = 0.0f;
3340 }
3341 continue;
3342 }
3343
3344 texObj = ctx->Texture.Unit[i]._Current;
3345 texImage = texObj->Image[0][texObj->BaseLevel];
3346 tw = texImage->Width2;
3347 th = texImage->Height2;
3348
3349 s = (GLfloat) texObj->CropRect[0] / tw;
3350 t = (GLfloat) texObj->CropRect[1] / th;
3351 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3352 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3353
3354 verts[0].st[i][0] = s;
3355 verts[0].st[i][1] = t;
3356
3357 verts[1].st[i][0] = s1;
3358 verts[1].st[i][1] = t;
3359
3360 verts[2].st[i][0] = s1;
3361 verts[2].st[i][1] = t1;
3362
3363 verts[3].st[i][0] = s;
3364 verts[3].st[i][1] = t1;
3365 }
3366
3367 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3368 }
3369
3370 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3371
3372 _mesa_meta_end(ctx);
3373 }