2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/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"
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"
86 /** Return offset in bytes of the field within a vertex struct */
87 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
90 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
92 static struct blit_shader
*
93 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
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
);
101 _mesa_meta_bind_fbo_image(GLenum attachment
,
102 struct gl_texture_image
*texImage
, GLuint layer
)
104 struct gl_texture_object
*texObj
= texImage
->TexObject
;
105 int level
= texImage
->Level
;
106 GLenum target
= texObj
->Target
;
110 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER
,
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
:
121 _mesa_FramebufferTextureLayer(GL_FRAMEBUFFER
,
127 default: /* 2D / cube */
128 if (target
== GL_TEXTURE_CUBE_MAP
)
129 target
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
131 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER
,
140 _mesa_meta_compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
,
141 const GLcharARB
*source
)
147 shader
= _mesa_CreateShader(target
);
148 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
149 _mesa_CompileShader(shader
);
151 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
155 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
157 _mesa_DeleteShader(shader
);
163 _mesa_DeleteShader(shader
);
167 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
169 "meta program compile failed:\n%s\n"
174 _mesa_DeleteShader(shader
);
180 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
185 _mesa_LinkProgram(program
);
187 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
191 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
199 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
200 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
208 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
209 const char *vs_source
,
210 const char *fs_source
,
214 GLuint vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
216 GLuint fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
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
);
229 _mesa_UseProgram(*program
);
233 * Generate a generic shader to blit from a texture to a framebuffer
235 * \param ctx Current GL context
236 * \param texTarget Texture target that will be the source of the blit
238 * \returns a handle to a shader program on success or zero on failure.
241 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
243 struct blit_shader_table
*table
)
245 const char *vs_source
;
247 void *const mem_ctx
= ralloc_context(NULL
);
248 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
250 assert(shader
!= NULL
);
252 if (shader
->shader_prog
!= 0) {
253 _mesa_UseProgram(shader
->shader_prog
);
257 if (ctx
->Const
.GLSLVersion
< 130) {
259 "attribute vec2 position;\n"
260 "attribute vec4 textureCoords;\n"
261 "varying vec4 texCoords;\n"
264 " texCoords = textureCoords;\n"
265 " gl_Position = vec4(position, 0.0, 1.0);\n"
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"
275 " gl_FragColor = %s(texSampler, %s);\n"
276 " gl_FragDepth = gl_FragColor.x;\n"
279 shader
->func
, shader
->texcoords
);
282 vs_source
= ralloc_asprintf(mem_ctx
,
284 "in vec2 position;\n"
285 "in vec4 textureCoords;\n"
286 "out vec4 texCoords;\n"
289 " texCoords = textureCoords;\n"
290 " gl_Position = vec4(position, 0.0, 1.0);\n"
292 fs_source
= ralloc_asprintf(mem_ctx
,
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"
301 " out_color = texture(texSampler, %s);\n"
302 " gl_FragDepth = out_color.x;\n"
309 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
310 ralloc_asprintf(mem_ctx
, "%s blit",
312 &shader
->shader_prog
);
313 ralloc_free(mem_ctx
);
317 * Configure vertex buffer and vertex array objects for tests
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.
323 * \param VAO Storage for vertex array object handle. If 0, a new VAO
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
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.
338 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
339 * Use \c texcoord_size instead.
342 _mesa_meta_setup_vertex_objects(GLuint
*VAO
, GLuint
*VBO
,
343 bool use_generic_attributes
,
344 unsigned vertex_size
, unsigned texcoord_size
,
350 /* create vertex array object */
351 _mesa_GenVertexArrays(1, VAO
);
352 _mesa_BindVertexArray(*VAO
);
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
,
360 /* setup vertex arrays */
361 if (use_generic_attributes
) {
362 assert(color_size
== 0);
364 _mesa_VertexAttribPointer(0, vertex_size
, GL_FLOAT
, GL_FALSE
,
365 sizeof(struct vertex
), OFFSET(x
));
366 _mesa_EnableVertexAttribArray(0);
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);
374 _mesa_VertexPointer(vertex_size
, GL_FLOAT
, sizeof(struct vertex
),
376 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
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
);
384 if (color_size
> 0) {
385 _mesa_ColorPointer(color_size
, GL_FLOAT
,
386 sizeof(struct vertex
), OFFSET(r
));
387 _mesa_EnableClientState(GL_COLOR_ARRAY
);
391 _mesa_BindVertexArray(*VAO
);
392 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
397 * Initialize meta-ops for a context.
398 * To be called once during context creation.
401 _mesa_meta_init(struct gl_context
*ctx
)
405 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
409 gl_buffer_index_to_drawbuffers_enum(gl_buffer_index bufindex
)
411 assert(bufindex
< BUFFER_COUNT
);
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
)
421 else if (bufindex
== BUFFER_BACK_RIGHT
)
422 return GL_BACK_RIGHT
;
428 * Free context meta-op state.
429 * To be called once during context destruction.
432 _mesa_meta_free(struct gl_context
*ctx
)
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
);
443 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
445 _mesa_make_current(NULL
, NULL
, NULL
);
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.
455 * \param state bitmask of MESA_META_* flags indicating which attribute groups
456 * to save and reset to their defaults
459 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
461 struct save_state
*save
;
463 /* hope MAX_META_OPS_DEPTH is large enough */
464 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
466 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
467 memset(save
, 0, sizeof(*save
));
468 save
->SavedState
= state
;
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.
474 save
->API
= ctx
->API
;
475 ctx
->API
= API_OPENGL_COMPAT
;
477 /* Pausing transform feedback needs to be done early, or else we won't be
478 * able to change other state.
480 save
->TransformFeedbackNeedsResume
=
481 _mesa_is_xfb_active_and_unpaused(ctx
);
482 if (save
->TransformFeedbackNeedsResume
)
483 _mesa_PauseTransformFeedback();
485 /* After saving the current occlusion object, call EndQuery so that no
486 * occlusion querying will be active during the meta-operation.
488 if (state
& MESA_META_OCCLUSION_QUERY
) {
489 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
490 if (save
->CurrentOcclusionObject
)
491 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
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
);
502 if (state
& MESA_META_BLEND
) {
503 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
504 if (ctx
->Color
.BlendEnabled
) {
505 if (ctx
->Extensions
.EXT_draw_buffers2
) {
507 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
508 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
512 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
515 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
516 if (ctx
->Color
.ColorLogicOpEnabled
)
517 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
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
);
530 if (state
& MESA_META_DEPTH_TEST
) {
531 save
->Depth
= ctx
->Depth
; /* struct copy */
533 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
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
);
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
;
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
;
569 ctx
->NewState
|=_NEW_PIXEL
;
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
);
586 if (state
& MESA_META_SCISSOR
) {
587 save
->Scissor
= ctx
->Scissor
; /* struct copy */
588 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
591 if (state
& MESA_META_SHADER
) {
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
);
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
);
608 if (ctx
->Extensions
.ATI_fragment_shader
) {
609 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
610 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
613 if (ctx
->Pipeline
.Current
) {
614 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
615 ctx
->Pipeline
.Current
);
616 _mesa_BindProgramPipeline(0);
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.
622 for (i
= 0; i
<= MESA_SHADER_FRAGMENT
; i
++) {
623 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
624 ctx
->Shader
.CurrentProgram
[i
]);
626 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
627 ctx
->Shader
.ActiveProgram
);
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 */
639 if (state
& MESA_META_TEXTURE
) {
642 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
643 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
644 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
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
);
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
);
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
]);
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
);
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();
699 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
700 * This can occur when there is no draw buffer.
702 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
703 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
704 0.0, ctx
->DrawBuffer
->Height
,
708 if (state
& MESA_META_CLIP
) {
709 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
710 if (ctx
->Transform
.ClipPlanesEnabled
) {
712 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
713 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
718 if (state
& MESA_META_VERTEX
) {
719 /* save vertex array object state */
720 _mesa_reference_vao(ctx
, &save
->VAO
,
722 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
723 ctx
->Array
.ArrayBufferObj
);
724 /* set some default state? */
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
);
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);
748 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
749 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
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.
755 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
756 ctx
->Extensions
.ARB_color_buffer_float
)
757 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
760 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
761 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
763 /* Generally in here we never want vertex color clamping --
764 * result clamping is only dependent on fragment clamping.
766 if (ctx
->Extensions
.ARB_color_buffer_float
)
767 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
770 if (state
& MESA_META_CONDITIONAL_RENDER
) {
771 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
772 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
774 if (ctx
->Query
.CondRenderQuery
)
775 _mesa_EndConditionalRender();
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
);
789 if (state
& MESA_META_MULTISAMPLE
) {
790 save
->Multisample
= ctx
->Multisample
; /* struct copy */
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
);
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
);
812 if (state
& MESA_META_DRAW_BUFFERS
) {
813 int buf
, real_color_buffers
= 0;
814 memset(save
->ColorDrawBuffers
, 0, sizeof(save
->ColorDrawBuffers
));
816 for (buf
= 0; buf
< MAX_DRAW_BUFFERS
; buf
++) {
817 int buf_index
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[buf
];
821 save
->ColorDrawBuffers
[buf
] =
822 gl_buffer_index_to_drawbuffers_enum(buf_index
);
824 if (++real_color_buffers
>= ctx
->DrawBuffer
->_NumColorDrawBuffers
)
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
);
838 save
->DrawBufferName
= ctx
->DrawBuffer
->Name
;
839 save
->ReadBufferName
= ctx
->ReadBuffer
->Name
;
840 save
->RenderbufferName
= (ctx
->CurrentRenderbuffer
?
841 ctx
->CurrentRenderbuffer
->Name
: 0);
847 * Leave meta state. This is like a light-weight version of glPopAttrib().
850 _mesa_meta_end(struct gl_context
*ctx
)
852 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
853 const GLbitfield state
= save
->SavedState
;
856 /* After starting a new occlusion query, initialize the results to the
857 * values saved previously. The driver will then continue to increment
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
;
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
);
874 if (state
& MESA_META_BLEND
) {
875 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
876 if (ctx
->Extensions
.EXT_draw_buffers2
) {
878 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
879 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
883 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
886 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
887 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
890 if (state
& MESA_META_COLOR_MASK
) {
892 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
893 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
895 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
896 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
900 save
->ColorMask
[i
][0],
901 save
->ColorMask
[i
][1],
902 save
->ColorMask
[i
][2],
903 save
->ColorMask
[i
][3]);
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
);
916 if (state
& MESA_META_FOG
) {
917 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
920 if (state
& MESA_META_PIXEL_STORE
) {
921 ctx
->Pack
= save
->Pack
;
922 ctx
->Unpack
= save
->Unpack
;
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
;
936 ctx
->NewState
|=_NEW_PIXEL
;
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
);
948 if (state
& MESA_META_SCISSOR
) {
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);
962 if (state
& MESA_META_SHADER
) {
963 static const GLenum targets
[] = {
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
);
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
);
987 if (ctx
->Extensions
.ATI_fragment_shader
) {
988 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
989 save
->ATIFragmentShaderEnabled
);
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
1000 _mesa_use_shader_program(ctx
, targets
[i
],
1004 /* Do this *before* killing the reference. :)
1006 if (save
->Shader
[i
] != NULL
)
1009 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
1012 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1013 save
->ActiveShader
);
1014 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
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.
1021 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1024 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1025 ctx
->Pipeline
.Default
);
1027 if (save
->Pipeline
) {
1028 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1030 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1034 if (state
& MESA_META_STENCIL_TEST
) {
1035 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
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
);
1046 _mesa_StencilFuncSeparate(GL_FRONT
,
1047 stencil
->Function
[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]);
1055 _mesa_StencilFuncSeparate(GL_BACK
,
1056 stencil
->Function
[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]);
1065 if (state
& MESA_META_TEXTURE
) {
1068 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1070 /* restore texenv for unit[0] */
1071 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
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
]);
1080 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
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
];
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
];
1096 /* restore current unit state */
1097 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1098 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
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
);
1108 _mesa_MatrixMode(GL_MODELVIEW
);
1109 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1111 _mesa_MatrixMode(GL_PROJECTION
);
1112 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1114 _mesa_MatrixMode(save
->MatrixMode
);
1117 if (state
& MESA_META_CLIP
) {
1118 if (save
->ClipPlanesEnabled
) {
1120 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1121 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1122 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1128 if (state
& MESA_META_VERTEX
) {
1129 /* restore vertex buffer object */
1130 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1131 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1133 /* restore vertex array object */
1134 _mesa_BindVertexArray(save
->VAO
->Name
);
1135 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1138 if (state
& MESA_META_VIEWPORT
) {
1139 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1140 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1141 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1142 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1143 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1144 save
->ViewportW
, save
->ViewportH
);
1146 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1149 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1150 ctx
->Extensions
.ARB_color_buffer_float
) {
1151 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1154 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1155 ctx
->Extensions
.ARB_color_buffer_float
) {
1156 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1159 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1160 if (save
->CondRenderQuery
)
1161 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1162 save
->CondRenderMode
);
1165 if (state
& MESA_META_SELECT_FEEDBACK
) {
1166 if (save
->RenderMode
== GL_SELECT
) {
1167 _mesa_RenderMode(GL_SELECT
);
1168 ctx
->Select
= save
->Select
;
1169 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1170 _mesa_RenderMode(GL_FEEDBACK
);
1171 ctx
->Feedback
= save
->Feedback
;
1175 if (state
& MESA_META_MULTISAMPLE
) {
1176 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1177 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
1179 if (ctx_ms
->Enabled
!= save_ms
->Enabled
)
1180 _mesa_set_multisample(ctx
, save_ms
->Enabled
);
1181 if (ctx_ms
->SampleCoverage
!= save_ms
->SampleCoverage
)
1182 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, save_ms
->SampleCoverage
);
1183 if (ctx_ms
->SampleAlphaToCoverage
!= save_ms
->SampleAlphaToCoverage
)
1184 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, save_ms
->SampleAlphaToCoverage
);
1185 if (ctx_ms
->SampleAlphaToOne
!= save_ms
->SampleAlphaToOne
)
1186 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, save_ms
->SampleAlphaToOne
);
1187 if (ctx_ms
->SampleCoverageValue
!= save_ms
->SampleCoverageValue
||
1188 ctx_ms
->SampleCoverageInvert
!= save_ms
->SampleCoverageInvert
) {
1189 _mesa_SampleCoverage(save_ms
->SampleCoverageValue
,
1190 save_ms
->SampleCoverageInvert
);
1192 if (ctx_ms
->SampleShading
!= save_ms
->SampleShading
)
1193 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, save_ms
->SampleShading
);
1194 if (ctx_ms
->SampleMask
!= save_ms
->SampleMask
)
1195 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, save_ms
->SampleMask
);
1196 if (ctx_ms
->SampleMaskValue
!= save_ms
->SampleMaskValue
)
1197 _mesa_SampleMaski(0, save_ms
->SampleMaskValue
);
1198 if (ctx_ms
->MinSampleShadingValue
!= save_ms
->MinSampleShadingValue
)
1199 _mesa_MinSampleShading(save_ms
->MinSampleShadingValue
);
1202 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1203 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1204 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1208 if (save
->Lighting
) {
1209 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1211 if (save
->RasterDiscard
) {
1212 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1214 if (save
->TransformFeedbackNeedsResume
)
1215 _mesa_ResumeTransformFeedback();
1217 if (ctx
->DrawBuffer
->Name
!= save
->DrawBufferName
)
1218 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, save
->DrawBufferName
);
1220 if (ctx
->ReadBuffer
->Name
!= save
->ReadBufferName
)
1221 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER
, save
->ReadBufferName
);
1223 if (!ctx
->CurrentRenderbuffer
||
1224 ctx
->CurrentRenderbuffer
->Name
!= save
->RenderbufferName
)
1225 _mesa_BindRenderbuffer(GL_RENDERBUFFER
, save
->RenderbufferName
);
1227 if (state
& MESA_META_DRAW_BUFFERS
) {
1228 _mesa_DrawBuffers(MAX_DRAW_BUFFERS
, save
->ColorDrawBuffers
);
1231 ctx
->Meta
->SaveStackDepth
--;
1233 ctx
->API
= save
->API
;
1238 * Determine whether Mesa is currently in a meta state.
1241 _mesa_meta_in_progress(struct gl_context
*ctx
)
1243 return ctx
->Meta
->SaveStackDepth
!= 0;
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.
1254 static INLINE GLfloat
1255 invert_z(GLfloat normZ
)
1257 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1263 * One-time init for a temp_texture object.
1264 * Choose tex target, compute max tex size, etc.
1267 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
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
;
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
;
1281 tex
->MinSize
= 16; /* 16 x 16 at least */
1282 assert(tex
->MaxSize
> 0);
1284 _mesa_GenTextures(1, &tex
->TexObj
);
1288 cleanup_temp_texture(struct temp_texture
*tex
)
1292 _mesa_DeleteTextures(1, &tex
->TexObj
);
1298 * Return pointer to temp_texture info for non-bitmap ops.
1299 * This does some one-time init if needed.
1301 struct temp_texture
*
1302 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1304 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1307 init_temp_texture(ctx
, tex
);
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.
1319 static struct temp_texture
*
1320 get_bitmap_temp_texture(struct gl_context
*ctx
)
1322 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1325 init_temp_texture(ctx
, tex
);
1332 * Return pointer to depth temp_texture.
1333 * This does some one-time init if needed.
1335 struct temp_texture
*
1336 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1338 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1341 init_temp_texture(ctx
, tex
);
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.
1354 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1357 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1358 GLsizei width
, GLsizei height
, GLenum intFormat
)
1360 GLboolean newTex
= GL_FALSE
;
1362 ASSERT(width
<= tex
->MaxSize
);
1363 ASSERT(height
<= tex
->MaxSize
);
1365 if (width
> tex
->Width
||
1366 height
> tex
->Height
||
1367 intFormat
!= tex
->IntFormat
) {
1368 /* alloc new texture (larger or different format) */
1371 /* use non-power of two size */
1372 tex
->Width
= MAX2(tex
->MinSize
, width
);
1373 tex
->Height
= MAX2(tex
->MinSize
, height
);
1376 /* find power of two size */
1378 w
= h
= tex
->MinSize
;
1387 tex
->IntFormat
= intFormat
;
1392 /* compute texcoords */
1393 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1394 tex
->Sright
= (GLfloat
) width
;
1395 tex
->Ttop
= (GLfloat
) height
;
1398 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1399 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1407 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
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
,
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
);
1424 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1426 /* copy framebuffer image to texture */
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);
1435 /* create empty texture */
1436 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1437 tex
->Width
, tex
->Height
, 0,
1438 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1440 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1441 0, 0, srcX
, srcY
, width
, height
);
1445 /* replace existing tex image */
1446 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1447 0, 0, srcX
, srcY
, width
, height
);
1453 * Setup/load texture for glDrawPixels.
1456 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1457 struct temp_texture
*tex
,
1459 GLsizei width
, GLsizei height
,
1460 GLenum format
, GLenum type
,
1461 const GLvoid
*pixels
)
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
);
1468 /* copy pixel data to texture */
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
);
1477 struct gl_buffer_object
*save_unpack_obj
= NULL
;
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
);
1489 _mesa_TexSubImage2D(tex
->Target
, 0,
1490 0, 0, width
, height
, format
, type
, pixels
);
1494 /* replace existing tex image */
1495 _mesa_TexSubImage2D(tex
->Target
, 0,
1496 0, 0, width
, height
, format
, type
, pixels
);
1501 _mesa_meta_setup_ff_tnl_for_blit(GLuint
*VAO
, GLuint
*VBO
,
1502 unsigned texcoord_size
)
1504 _mesa_meta_setup_vertex_objects(VAO
, VBO
, false, 2, texcoord_size
, 0);
1506 /* setup projection matrix */
1507 _mesa_MatrixMode(GL_PROJECTION
);
1508 _mesa_LoadIdentity();
1512 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1515 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1517 meta_clear(ctx
, buffers
, false);
1521 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1523 meta_clear(ctx
, buffers
, true);
1527 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1529 const char *vs_source
=
1530 "attribute vec4 position;\n"
1533 " gl_Position = position;\n"
1535 const char *gs_source
=
1537 "layout(triangles) in;\n"
1538 "layout(triangle_strip, max_vertices = 4) out;\n"
1539 "uniform int layer;\n"
1542 " for (int i = 0; i < 3; i++) {\n"
1543 " gl_Layer = layer;\n"
1544 " gl_Position = gl_in[i].gl_Position;\n"
1548 const char *fs_source
=
1549 "uniform vec4 color;\n"
1552 " gl_FragColor = color;\n"
1554 GLuint vs
, gs
= 0, fs
;
1555 bool has_integer_textures
;
1557 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, true, 3, 0, 0);
1559 if (clear
->ShaderProg
!= 0)
1562 vs
= _mesa_CreateShader(GL_VERTEX_SHADER
);
1563 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
1564 _mesa_CompileShader(vs
);
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
);
1572 fs
= _mesa_CreateShader(GL_FRAGMENT_SHADER
);
1573 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
1574 _mesa_CompileShader(fs
);
1576 clear
->ShaderProg
= _mesa_CreateProgram();
1577 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1578 _mesa_DeleteShader(fs
);
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
);
1586 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
1589 clear
->LayerLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
1593 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1594 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
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
,
1601 "in vec4 position;\n"
1604 " gl_Position = position;\n"
1606 const char *fs_int_source
=
1607 ralloc_asprintf(shader_source_mem_ctx
,
1609 "uniform ivec4 color;\n"
1610 "out ivec4 out_color;\n"
1614 " out_color = color;\n"
1617 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
1619 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
1621 ralloc_free(shader_source_mem_ctx
);
1623 clear
->IntegerShaderProg
= _mesa_CreateProgram();
1624 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1625 _mesa_DeleteShader(fs
);
1627 _mesa_AttachShader(clear
->IntegerShaderProg
, gs
);
1628 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1629 _mesa_DeleteShader(vs
);
1630 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
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.
1637 _mesa_ObjectLabel(GL_PROGRAM
, clear
->IntegerShaderProg
, -1,
1639 _mesa_meta_link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1641 clear
->IntegerColorLocation
=
1642 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
1644 clear
->IntegerLayerLocation
=
1645 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "layer");
1649 _mesa_DeleteShader(gs
);
1653 meta_glsl_clear_cleanup(struct clear_state
*clear
)
1655 if (clear
->VAO
== 0)
1657 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1659 _mesa_DeleteBuffers(1, &clear
->VBO
);
1661 _mesa_DeleteProgram(clear
->ShaderProg
);
1662 clear
->ShaderProg
= 0;
1664 if (clear
->IntegerShaderProg
) {
1665 _mesa_DeleteProgram(clear
->IntegerShaderProg
);
1666 clear
->IntegerShaderProg
= 0;
1671 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1672 * set GL to only draw to those buffers.
1674 * Since the bitfield has no associated order, the assignment of draw buffer
1675 * indices to color attachment indices is rather arbitrary.
1678 drawbuffers_from_bitfield(GLbitfield bits
)
1680 GLenum enums
[MAX_DRAW_BUFFERS
];
1684 /* This function is only legal for color buffer bitfields. */
1685 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1687 /* Make sure we don't overflow any arrays. */
1688 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1692 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1693 enums
[i
++] = GL_FRONT_LEFT
;
1695 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1696 enums
[i
++] = GL_FRONT_RIGHT
;
1698 if (bits
& BUFFER_BIT_BACK_LEFT
)
1699 enums
[i
++] = GL_BACK_LEFT
;
1701 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1702 enums
[i
++] = GL_BACK_RIGHT
;
1704 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1705 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1706 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1709 _mesa_DrawBuffers(i
, enums
);
1713 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1716 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
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];
1726 metaSave
= (MESA_META_ALPHA_TEST
|
1728 MESA_META_DEPTH_TEST
|
1729 MESA_META_RASTERIZATION
|
1731 MESA_META_STENCIL_TEST
|
1733 MESA_META_VIEWPORT
|
1735 MESA_META_CLAMP_FRAGMENT_COLOR
|
1736 MESA_META_MULTISAMPLE
|
1737 MESA_META_OCCLUSION_QUERY
);
1740 metaSave
|= MESA_META_FOG
|
1741 MESA_META_PIXEL_TRANSFER
|
1742 MESA_META_TRANSFORM
|
1744 MESA_META_CLAMP_VERTEX_COLOR
|
1745 MESA_META_SELECT_FEEDBACK
;
1748 if (buffers
& BUFFER_BITS_COLOR
) {
1749 metaSave
|= MESA_META_DRAW_BUFFERS
;
1751 /* We'll use colormask to disable color writes. Otherwise,
1752 * respect color mask
1754 metaSave
|= MESA_META_COLOR_MASK
;
1757 _mesa_meta_begin(ctx
, metaSave
);
1760 meta_glsl_clear_init(ctx
, clear
);
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
);
1768 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, false, 3, 0, 4);
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
);
1777 if (fb
->_IntegerColor
) {
1779 _mesa_UseProgram(clear
->IntegerShaderProg
);
1780 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
1781 ctx
->Color
.ClearColor
.i
);
1783 _mesa_UseProgram(clear
->ShaderProg
);
1784 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
1785 ctx
->Color
.ClearColor
.f
);
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
);
1793 /* leave colormask state as-is */
1795 /* Clears never have the color clamped. */
1796 if (ctx
->Extensions
.ARB_color_buffer_float
)
1797 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1800 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1801 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
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
);
1811 assert(!ctx
->Depth
.Test
);
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]);
1824 assert(!ctx
->Stencil
.Enabled
);
1827 /* vertex positions */
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];
1850 /* upload new vertex data */
1851 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1852 GL_DYNAMIC_DRAW_ARB
);
1855 if (fb
->MaxNumLayers
> 0) {
1858 for (layer
= 0; layer
< fb
->MaxNumLayers
; layer
++) {
1859 if (fb
->_IntegerColor
)
1860 _mesa_Uniform1i(clear
->IntegerLayerLocation
, layer
);
1862 _mesa_Uniform1i(clear
->LayerLocation
, layer
);
1863 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1866 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1869 _mesa_meta_end(ctx
);
1873 * Meta implementation of ctx->Driver.CopyPixels() in terms
1874 * of texture mapping and polygon rendering and GLSL shaders.
1877 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1878 GLsizei width
, GLsizei height
,
1879 GLint dstX
, GLint dstY
, GLenum type
)
1881 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1882 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1883 struct vertex verts
[4];
1885 if (type
!= GL_COLOR
||
1886 ctx
->_ImageTransferState
||
1888 width
> tex
->MaxSize
||
1889 height
> tex
->MaxSize
) {
1890 /* XXX avoid this fallback */
1891 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1895 /* Most GL state applies to glCopyPixels, but a there's a few things
1896 * we need to override:
1898 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1901 MESA_META_TRANSFORM
|
1904 MESA_META_VIEWPORT
));
1906 _mesa_meta_setup_vertex_objects(©pix
->VAO
, ©pix
->VBO
, false,
1909 /* Silence valgrind warnings about reading uninitialized stack. */
1910 memset(verts
, 0, sizeof(verts
));
1912 /* Alloc/setup texture */
1913 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1914 GL_RGBA
, GL_NEAREST
);
1916 /* vertex positions, texcoords (after texture allocation!) */
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]);
1927 verts
[0].tex
[0] = 0.0F
;
1928 verts
[0].tex
[1] = 0.0F
;
1932 verts
[1].tex
[0] = tex
->Sright
;
1933 verts
[1].tex
[1] = 0.0F
;
1937 verts
[2].tex
[0] = tex
->Sright
;
1938 verts
[2].tex
[1] = tex
->Ttop
;
1942 verts
[3].tex
[0] = 0.0F
;
1943 verts
[3].tex
[1] = tex
->Ttop
;
1945 /* upload new vertex data */
1946 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1949 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1951 /* draw textured quad */
1952 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1954 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1956 _mesa_meta_end(ctx
);
1960 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
1962 if (drawpix
->VAO
!= 0) {
1963 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1966 _mesa_DeleteBuffers(1, &drawpix
->VBO
);
1970 if (drawpix
->StencilFP
!= 0) {
1971 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1972 drawpix
->StencilFP
= 0;
1975 if (drawpix
->DepthFP
!= 0) {
1976 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1977 drawpix
->DepthFP
= 0;
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.
1987 tiled_draw_pixels(struct gl_context
*ctx
,
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
)
1994 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1997 if (tileUnpack
.RowLength
== 0)
1998 tileUnpack
.RowLength
= width
;
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
);
2004 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
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
);
2010 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2012 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2013 format
, type
, &tileUnpack
, pixels
);
2020 * One-time init for drawing stencil pixels.
2023 init_draw_stencil_pixels(struct gl_context
*ctx
)
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.
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).
2036 * The program parameter contains three values:
2037 * parm.x = 255 / (1 << bit)
2041 static const char *program
=
2043 "PARAM parm = program.local[0]; \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"
2050 "SUB t.x, t.x, t.y; \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"
2058 "# for debug only \n"
2059 "#MOV result.color, t.x; \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
;
2066 assert(drawpix
->StencilFP
== 0);
2068 /* replace %s with "RECT" or "2D" */
2069 assert(strlen(program
) + 4 < sizeof(program2
));
2070 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2074 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
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
);
2084 * One-time init for drawing depth pixels.
2087 init_draw_depth_pixels(struct gl_context
*ctx
)
2089 static const char *program
=
2091 "PARAM color = program.local[0]; \n"
2092 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2093 "MOV result.color, color; \n"
2096 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2097 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2098 const char *texTarget
;
2100 assert(drawpix
->DepthFP
== 0);
2102 /* replace %s with "RECT" or "2D" */
2103 assert(strlen(program
) + 4 < sizeof(program2
));
2104 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2108 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
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
);
2118 * Meta implementation of ctx->Driver.DrawPixels() in terms
2119 * of texture mapping and polygon rendering.
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
)
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;
2138 * Determine if we can do the glDrawPixels with texture mapping.
2140 fallback
= GL_FALSE
;
2141 if (ctx
->Fog
.Enabled
) {
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).
2150 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2151 texIntFormat
= format
;
2153 texIntFormat
= GL_RGBA
;
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
2160 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2161 ctx
->Extensions
.ARB_texture_float
)
2162 texIntFormat
= GL_RGBA32F
;
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
2173 texIntFormat
= GL_ALPHA
;
2174 metaExtraSave
= (MESA_META_COLOR_MASK
|
2175 MESA_META_DEPTH_TEST
|
2176 MESA_META_PIXEL_TRANSFER
|
2178 MESA_META_STENCIL_TEST
);
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
);
2199 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2200 format
, type
, unpack
, pixels
);
2205 * Check image size against max texture size, draw as tiles if needed.
2207 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2208 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2209 format
, type
, unpack
, pixels
);
2213 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2214 * but a there's a few things we need to override:
2216 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2219 MESA_META_TRANSFORM
|
2222 MESA_META_VIEWPORT
|
2225 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2227 _mesa_meta_setup_vertex_objects(&drawpix
->VAO
, &drawpix
->VBO
, false,
2230 /* Silence valgrind warnings about reading uninitialized stack. */
2231 memset(verts
, 0, sizeof(verts
));
2233 /* vertex positions, texcoords (after texture allocation!) */
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]);
2244 verts
[0].tex
[0] = 0.0F
;
2245 verts
[0].tex
[1] = 0.0F
;
2249 verts
[1].tex
[0] = tex
->Sright
;
2250 verts
[1].tex
[1] = 0.0F
;
2254 verts
[2].tex
[0] = tex
->Sright
;
2255 verts
[2].tex
[1] = tex
->Ttop
;
2259 verts
[3].tex
[0] = 0.0F
;
2260 verts
[3].tex
[1] = tex
->Ttop
;
2263 /* upload new vertex data */
2264 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2265 verts
, GL_DYNAMIC_DRAW_ARB
);
2267 /* set given unpack params */
2268 ctx
->Unpack
= *unpack
;
2270 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2272 if (_mesa_is_stencil_format(format
)) {
2273 /* Drawing stencil */
2276 if (!drawpix
->StencilFP
)
2277 init_draw_stencil_pixels(ctx
);
2279 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2280 GL_ALPHA
, type
, pixels
);
2282 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2284 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
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);
2291 /* set stencil bits to 1 where needed */
2292 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2294 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2295 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
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
);
2303 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2304 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2306 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2310 else if (_mesa_is_depth_format(format
)) {
2312 if (!drawpix
->DepthFP
)
2313 init_draw_depth_pixels(ctx
);
2315 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2316 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2318 /* polygon color = current raster color */
2319 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2320 ctx
->Current
.RasterColor
);
2322 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2323 format
, type
, pixels
);
2325 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2329 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2330 format
, type
, pixels
);
2331 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2334 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2336 /* restore unpack params */
2337 ctx
->Unpack
= unpackSave
;
2339 _mesa_meta_end(ctx
);
2343 alpha_test_raster_color(struct gl_context
*ctx
)
2345 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2346 GLfloat ref
= ctx
->Color
.AlphaRef
;
2348 switch (ctx
->Color
.AlphaFunc
) {
2354 return alpha
== ref
;
2356 return alpha
<= ref
;
2360 return alpha
!= ref
;
2362 return alpha
>= ref
;
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.
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
)
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
;
2387 struct vertex verts
[4];
2392 * Check if swrast fallback is needed.
2394 if (ctx
->_ImageTransferState
||
2395 ctx
->FragmentProgram
._Enabled
||
2397 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2398 width
> tex
->MaxSize
||
2399 height
> tex
->MaxSize
) {
2400 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2404 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2407 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2408 * but a there's a few things we need to override:
2410 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2411 MESA_META_PIXEL_STORE
|
2412 MESA_META_RASTERIZATION
|
2415 MESA_META_TRANSFORM
|
2418 MESA_META_VIEWPORT
));
2420 _mesa_meta_setup_vertex_objects(&bitmap
->VAO
, &bitmap
->VBO
, false, 3, 2, 4);
2422 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2424 /* Silence valgrind warnings about reading uninitialized stack. */
2425 memset(verts
, 0, sizeof(verts
));
2427 /* vertex positions, texcoords, colors (after texture allocation!) */
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]);
2439 verts
[0].tex
[0] = 0.0F
;
2440 verts
[0].tex
[1] = 0.0F
;
2444 verts
[1].tex
[0] = tex
->Sright
;
2445 verts
[1].tex
[1] = 0.0F
;
2449 verts
[2].tex
[0] = tex
->Sright
;
2450 verts
[2].tex
[1] = tex
->Ttop
;
2454 verts
[3].tex
[0] = 0.0F
;
2455 verts
[3].tex
[1] = tex
->Ttop
;
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];
2464 /* upload new vertex data */
2465 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2468 /* choose different foreground/background alpha values */
2469 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2470 bg
= (fg
> 127 ? 0 : 255);
2472 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2474 _mesa_meta_end(ctx
);
2478 bitmap8
= malloc(width
* height
);
2480 memset(bitmap8
, bg
, width
* height
);
2481 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2482 bitmap8
, width
, fg
);
2484 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2486 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2487 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2489 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2490 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2492 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2494 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2499 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2501 _mesa_meta_end(ctx
);
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
2514 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2524 static const GLfloat st
[4][2] = {
2525 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
2530 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2531 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2533 /* Currently all texture targets want the W component to be 1.0.
2540 switch (faceTarget
) {
2544 case GL_TEXTURE_2D_ARRAY
:
2545 if (faceTarget
== GL_TEXTURE_3D
) {
2546 assert(slice
< depth
);
2548 r
= (slice
+ 0.5f
) / depth
;
2550 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2554 coords0
[0] = 0.0F
; /* s */
2555 coords0
[1] = 0.0F
; /* t */
2556 coords0
[2] = r
; /* r */
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
;
2574 coords2
[0] = (float) width
;
2575 coords2
[1] = (float) height
;
2578 coords3
[1] = (float) height
;
2581 case GL_TEXTURE_1D_ARRAY
:
2582 coords0
[0] = 0.0F
; /* s */
2583 coords0
[1] = (float) slice
; /* t */
2584 coords0
[2] = 0.0F
; /* r */
2586 coords1
[1] = (float) slice
;
2589 coords2
[1] = (float) slice
;
2592 coords3
[1] = (float) slice
;
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...
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
;
2630 coord
[3] = (float) (slice
/ 6);
2632 switch (faceTarget
) {
2633 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2638 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2643 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2648 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2653 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2658 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2669 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2673 static struct blit_shader
*
2674 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2678 table
->sampler_1d
.type
= "sampler1D";
2679 table
->sampler_1d
.func
= "texture1D";
2680 table
->sampler_1d
.texcoords
= "texCoords.x";
2681 return &table
->sampler_1d
;
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
;
2693 /* Code for mipmap generation with 3D textures is not used yet.
2694 * It's a sw fallback.
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
;
2721 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2722 " setup_texture_sampler()\n", target
);
2728 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table
*table
)
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
);
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;
2750 * Determine the GL data type to use for the temporary image read with
2751 * ReadPixels() and passed to Tex[Sub]Image().
2754 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2758 baseFormat
= _mesa_get_format_base_format(format
);
2760 switch (baseFormat
) {
2767 case GL_LUMINANCE_ALPHA
:
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
;
2774 GLenum datatype
= _mesa_get_format_datatype(format
);
2775 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
2779 case GL_DEPTH_COMPONENT
: {
2780 GLenum datatype
= _mesa_get_format_datatype(format
);
2781 if (datatype
== GL_FLOAT
)
2784 return GL_UNSIGNED_INT
;
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
;
2791 return GL_UNSIGNED_INT_24_8
;
2794 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2801 * Attempts to wrap the destination texture in an FBO and use
2802 * glBlitFramebuffer() to implement glCopyTexSubImage().
2805 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2806 struct gl_texture_image
*texImage
,
2810 struct gl_renderbuffer
*rb
,
2812 GLsizei width
, GLsizei height
)
2814 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2816 bool success
= false;
2820 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2823 _mesa_unlock_texture(ctx
, texObj
);
2825 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2827 _mesa_GenFramebuffers(1, &fbo
);
2828 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
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
;
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
;
2840 _mesa_DrawBuffer(GL_NONE
);
2842 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0
, texImage
, zoffset
);
2843 mask
= GL_COLOR_BUFFER_BIT
;
2844 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2847 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
2848 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2851 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2853 /* Since we've bound a new draw framebuffer, we need to update
2854 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2857 _mesa_update_state(ctx
);
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
2863 mask
= _mesa_meta_BlitFramebuffer(ctx
, x
, y
,
2864 x
+ width
, y
+ height
,
2866 xoffset
+ width
, yoffset
+ height
,
2868 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2869 success
= mask
== 0x0;
2872 _mesa_lock_texture(ctx
, texObj
);
2873 _mesa_DeleteFramebuffers(1, &fbo
);
2874 _mesa_meta_end(ctx
);
2879 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2880 * Have to be careful with locking and meta state for pixel transfer.
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
,
2888 GLsizei width
, GLsizei height
)
2890 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2891 GLenum format
, type
;
2895 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2897 xoffset
, yoffset
, zoffset
,
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).
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
);
2920 bpp
= _mesa_bytes_per_pixel(format
, type
);
2922 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2927 * Alloc image buffer (XXX could use a PBO)
2929 buf
= malloc(width
* height
* bpp
);
2931 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2935 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
2938 * Read image from framebuffer (disable pixel transfer ops)
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
);
2945 _mesa_update_state(ctx
); /* to update pixel transfer state */
2948 * Store texture data (with pixel transfer ops)
2950 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
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
);
2958 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2959 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2960 format
, type
, buf
, &ctx
->Unpack
);
2963 _mesa_meta_end(ctx
);
2965 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
2972 meta_decompress_cleanup(struct decompress_state
*decompress
)
2974 if (decompress
->FBO
!= 0) {
2975 _mesa_DeleteFramebuffers(1, &decompress
->FBO
);
2976 _mesa_DeleteRenderbuffers(1, &decompress
->RBO
);
2979 if (decompress
->VAO
!= 0) {
2980 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2981 _mesa_DeleteBuffers(1, &decompress
->VBO
);
2984 if (decompress
->Sampler
!= 0)
2985 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
2987 memset(decompress
, 0, sizeof(*decompress
));
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)
3000 decompress_texture_image(struct gl_context
*ctx
,
3001 struct gl_texture_image
*texImage
,
3003 GLenum destFormat
, GLenum destType
,
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
;
3013 struct vertex verts
[4];
3015 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3016 ctx
->Extensions
.ARB_fragment_shader
;
3019 assert(target
== GL_TEXTURE_3D
||
3020 target
== GL_TEXTURE_2D_ARRAY
||
3021 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3026 case GL_TEXTURE_1D_ARRAY
:
3027 assert(!"No compressed 1D textures.");
3031 assert(!"No compressed 3D textures.");
3034 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3035 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3038 case GL_TEXTURE_CUBE_MAP
:
3039 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3043 faceTarget
= target
;
3047 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3048 MESA_META_DRAW_BUFFERS
));
3050 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3051 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
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
,
3065 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
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
,
3073 decompress
->Width
= width
;
3074 decompress
->Height
= height
;
3077 if (use_glsl_version
) {
3078 _mesa_meta_setup_vertex_objects(&decompress
->VAO
, &decompress
->VBO
, true,
3081 _mesa_meta_setup_blit_shader(ctx
, target
, &decompress
->shaders
);
3083 _mesa_meta_setup_ff_tnl_for_blit(&decompress
->VAO
, &decompress
->VBO
, 3);
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
);
3099 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3102 /* Silence valgrind warnings about reading uninitialized stack. */
3103 memset(verts
, 0, sizeof(verts
));
3105 _mesa_meta_setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
3111 /* setup vertex positions */
3121 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3123 /* upload new vertex data */
3124 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3126 /* setup texture state */
3127 _mesa_BindTexture(target
, texObj
->Name
);
3129 if (!use_glsl_version
)
3130 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3133 /* save texture object state */
3134 const GLint baseLevelSave
= texObj
->BaseLevel
;
3135 const GLint maxLevelSave
= texObj
->MaxLevel
;
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
);
3143 /* render quad w/ texture into renderbuffer */
3144 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3146 /* Restore texture object state, the texture binding will
3147 * be restored by _mesa_meta_end().
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
);
3156 /* read pixels from renderbuffer */
3158 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3159 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
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
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).
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
);
3186 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3189 /* disable texture unit */
3190 if (!use_glsl_version
)
3191 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3193 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3195 _mesa_meta_end(ctx
);
3200 * This is just a wrapper around _mesa_get_tex_image() and
3201 * decompress_texture_image(). Meta functions should not be directly called
3205 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
3206 GLenum format
, GLenum type
, GLvoid
*pixels
,
3207 struct gl_texture_image
*texImage
)
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...
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
;
3218 /* Need to unlock the texture here to prevent deadlock... */
3219 _mesa_unlock_texture(ctx
, texObj
);
3220 for (slice
= 0; slice
< texImage
->Depth
; slice
++) {
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).
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
,
3239 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, dst
);
3241 /* ... and relock it */
3242 _mesa_lock_texture(ctx
, texObj
);
3245 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
3251 * Meta implementation of ctx->Driver.DrawTex() in terms
3252 * of polygon rendering.
3255 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3256 GLfloat width
, GLfloat height
)
3258 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3260 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3262 struct vertex verts
[4];
3265 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3267 MESA_META_TRANSFORM
|
3269 MESA_META_VIEWPORT
));
3271 if (drawtex
->VAO
== 0) {
3272 /* one-time setup */
3273 GLint active_texture
;
3275 /* create vertex array object */
3276 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3277 _mesa_BindVertexArray(drawtex
->VAO
);
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
);
3285 /* client active texture is not part of the array object */
3286 active_texture
= ctx
->Array
.ActiveTexture
;
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
);
3297 /* restore client active texture */
3298 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
3301 _mesa_BindVertexArray(drawtex
->VAO
);
3302 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3305 /* vertex positions, texcoords */
3307 const GLfloat x1
= x
+ width
;
3308 const GLfloat y1
= y
+ height
;
3310 z
= CLAMP(z
, 0.0f
, 1.0f
);
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
;
3335 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3337 for (j
= 0; j
< 4; j
++) {
3338 verts
[j
].st
[i
][0] = 0.0f
;
3339 verts
[j
].st
[i
][1] = 0.0f
;
3344 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3345 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3346 tw
= texImage
->Width2
;
3347 th
= texImage
->Height2
;
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
;
3354 verts
[0].st
[i
][0] = s
;
3355 verts
[0].st
[i
][1] = t
;
3357 verts
[1].st
[i
][0] = s1
;
3358 verts
[1].st
[i
][1] = t
;
3360 verts
[2].st
[i
][0] = s1
;
3361 verts
[2].st
[i
][1] = t1
;
3363 verts
[3].st
[i
][0] = s
;
3364 verts
[3].st
[i
][1] = t1
;
3367 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3370 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3372 _mesa_meta_end(ctx
);