2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/framebuffer.h"
52 #include "main/glformats.h"
53 #include "main/image.h"
54 #include "main/macros.h"
55 #include "main/matrix.h"
56 #include "main/mipmap.h"
57 #include "main/multisample.h"
58 #include "main/objectlabel.h"
59 #include "main/pipelineobj.h"
60 #include "main/pixel.h"
62 #include "main/polygon.h"
63 #include "main/queryobj.h"
64 #include "main/readpix.h"
65 #include "main/renderbuffer.h"
66 #include "main/scissor.h"
67 #include "main/shaderapi.h"
68 #include "main/shaderobj.h"
69 #include "main/state.h"
70 #include "main/stencil.h"
71 #include "main/texobj.h"
72 #include "main/texenv.h"
73 #include "main/texgetimage.h"
74 #include "main/teximage.h"
75 #include "main/texparam.h"
76 #include "main/texstate.h"
77 #include "main/texstore.h"
78 #include "main/transformfeedback.h"
79 #include "main/uniforms.h"
80 #include "main/varray.h"
81 #include "main/viewport.h"
82 #include "main/samplerobj.h"
83 #include "program/program.h"
84 #include "swrast/swrast.h"
85 #include "drivers/common/meta.h"
86 #include "main/enums.h"
87 #include "main/glformats.h"
88 #include "util/ralloc.h"
90 /** Return offset in bytes of the field within a vertex struct */
91 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
94 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
96 static struct blit_shader
*
97 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
99 static void cleanup_temp_texture(struct temp_texture
*tex
);
100 static void meta_glsl_clear_cleanup(struct gl_context
*ctx
,
101 struct clear_state
*clear
);
102 static void meta_decompress_cleanup(struct gl_context
*ctx
,
103 struct decompress_state
*decompress
);
104 static void meta_drawpix_cleanup(struct gl_context
*ctx
,
105 struct drawpix_state
*drawpix
);
108 _mesa_meta_framebuffer_texture_image(struct gl_context
*ctx
,
109 struct gl_framebuffer
*fb
,
111 struct gl_texture_image
*texImage
,
114 struct gl_texture_object
*texObj
= texImage
->TexObject
;
115 int level
= texImage
->Level
;
116 const GLenum texTarget
= texObj
->Target
== GL_TEXTURE_CUBE_MAP
117 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
120 _mesa_framebuffer_texture(ctx
, fb
, attachment
, texObj
, texTarget
,
121 level
, layer
, false, __func__
);
125 _mesa_meta_compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
,
126 const GLcharARB
*source
)
132 shader
= _mesa_CreateShader(target
);
133 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
134 _mesa_CompileShader(shader
);
136 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
140 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
142 _mesa_DeleteShader(shader
);
148 _mesa_DeleteShader(shader
);
152 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
154 "meta program compile failed:\n%s\n"
159 _mesa_DeleteShader(shader
);
165 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
170 _mesa_LinkProgram(program
);
172 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
176 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
184 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
185 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
193 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
194 const char *vs_source
,
195 const char *fs_source
,
199 GLuint vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
201 GLuint fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
204 *program
= _mesa_CreateProgram();
205 _mesa_ObjectLabel(GL_PROGRAM
, *program
, -1, name
);
206 _mesa_AttachShader(*program
, fs
);
207 _mesa_DeleteShader(fs
);
208 _mesa_AttachShader(*program
, vs
);
209 _mesa_DeleteShader(vs
);
210 _mesa_BindAttribLocation(*program
, 0, "position");
211 _mesa_BindAttribLocation(*program
, 1, "texcoords");
212 _mesa_meta_link_program_with_debug(ctx
, *program
);
214 _mesa_UseProgram(*program
);
218 * Generate a generic shader to blit from a texture to a framebuffer
220 * \param ctx Current GL context
221 * \param texTarget Texture target that will be the source of the blit
223 * \returns a handle to a shader program on success or zero on failure.
226 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
229 struct blit_shader_table
*table
)
231 char *vs_source
, *fs_source
;
232 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
233 const char *vs_input
, *vs_output
, *fs_input
, *vs_preprocess
, *fs_preprocess
;
236 if (ctx
->Const
.GLSLVersion
< 130) {
238 vs_input
= "attribute";
239 vs_output
= "varying";
240 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
241 fs_input
= "varying";
243 vs_preprocess
= "#version 130";
246 fs_preprocess
= "#version 130";
248 shader
->func
= "texture";
251 assert(shader
!= NULL
);
253 if (shader
->shader_prog
!= 0) {
254 _mesa_UseProgram(shader
->shader_prog
);
258 mem_ctx
= ralloc_context(NULL
);
260 vs_source
= ralloc_asprintf(mem_ctx
,
262 "%s vec2 position;\n"
263 "%s vec4 textureCoords;\n"
264 "%s vec4 texCoords;\n"
267 " texCoords = textureCoords;\n"
268 " gl_Position = vec4(position, 0.0, 1.0);\n"
270 vs_preprocess
, vs_input
, vs_input
, vs_output
);
272 fs_source
= ralloc_asprintf(mem_ctx
,
274 "#extension GL_ARB_texture_cube_map_array: enable\n"
275 "uniform %s texSampler;\n"
276 "%s vec4 texCoords;\n"
279 " gl_FragColor = %s(texSampler, %s);\n"
282 fs_preprocess
, shader
->type
, fs_input
,
283 shader
->func
, shader
->texcoords
,
284 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
286 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
287 ralloc_asprintf(mem_ctx
, "%s blit",
289 &shader
->shader_prog
);
290 ralloc_free(mem_ctx
);
294 * Configure vertex buffer and vertex array objects for tests
296 * Regardless of whether a new VAO is created, the object referenced by \c VAO
297 * will be bound into the GL state vector when this function terminates. The
298 * object referenced by \c VBO will \b not be bound.
300 * \param VAO Storage for vertex array object handle. If 0, a new VAO
302 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
303 * will be created. The new VBO will have storage for 4
304 * \c vertex structures.
305 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
306 * or should traditional, fixed-function color and texture
307 * coordinate be used?
308 * \param vertex_size Number of components for attribute 0 / vertex.
309 * \param texcoord_size Number of components for attribute 1 / texture
310 * coordinate. If this is 0, attribute 1 will not be set or
312 * \param color_size Number of components for attribute 1 / primary color.
313 * If this is 0, attribute 1 will not be set or enabled.
315 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
316 * Use \c texcoord_size instead.
319 _mesa_meta_setup_vertex_objects(struct gl_context
*ctx
,
320 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
321 bool use_generic_attributes
,
322 unsigned vertex_size
, unsigned texcoord_size
,
326 struct gl_vertex_array_object
*array_obj
;
327 assert(*buf_obj
== NULL
);
329 /* create vertex array object */
330 _mesa_GenVertexArrays(1, VAO
);
331 _mesa_BindVertexArray(*VAO
);
333 array_obj
= _mesa_lookup_vao(ctx
, *VAO
);
334 assert(array_obj
!= NULL
);
336 /* create vertex array buffer */
337 *buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
338 if (*buf_obj
== NULL
)
341 _mesa_buffer_data(ctx
, *buf_obj
, GL_NONE
, 4 * sizeof(struct vertex
), NULL
,
342 GL_DYNAMIC_DRAW
, __func__
);
344 /* setup vertex arrays */
345 if (use_generic_attributes
) {
346 assert(color_size
== 0);
348 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
349 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
351 offsetof(struct vertex
, x
), true);
352 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
353 *buf_obj
, 0, sizeof(struct vertex
));
354 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
355 VERT_ATTRIB_GENERIC(0));
356 if (texcoord_size
> 0) {
357 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
358 texcoord_size
, GL_FLOAT
, GL_RGBA
,
359 GL_FALSE
, GL_FALSE
, GL_FALSE
,
360 offsetof(struct vertex
, tex
), false);
361 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
362 *buf_obj
, 0, sizeof(struct vertex
));
363 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
364 VERT_ATTRIB_GENERIC(1));
367 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
368 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
370 offsetof(struct vertex
, x
), true);
371 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
372 *buf_obj
, 0, sizeof(struct vertex
));
373 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
375 if (texcoord_size
> 0) {
376 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
377 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
379 offsetof(struct vertex
, tex
), false);
380 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
381 *buf_obj
, 0, sizeof(struct vertex
));
382 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_TEX(0));
385 if (color_size
> 0) {
386 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
387 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
389 offsetof(struct vertex
, r
), false);
390 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
391 *buf_obj
, 0, sizeof(struct vertex
));
392 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_COLOR0
);
396 _mesa_BindVertexArray(*VAO
);
401 * Initialize meta-ops for a context.
402 * To be called once during context creation.
405 _mesa_meta_init(struct gl_context
*ctx
)
409 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
413 * Free context meta-op state.
414 * To be called once during context destruction.
417 _mesa_meta_free(struct gl_context
*ctx
)
419 GET_CURRENT_CONTEXT(old_context
);
420 _mesa_make_current(ctx
, NULL
, NULL
);
421 _mesa_meta_glsl_blit_cleanup(ctx
, &ctx
->Meta
->Blit
);
422 meta_glsl_clear_cleanup(ctx
, &ctx
->Meta
->Clear
);
423 _mesa_meta_glsl_generate_mipmap_cleanup(ctx
, &ctx
->Meta
->Mipmap
);
424 cleanup_temp_texture(&ctx
->Meta
->TempTex
);
425 meta_decompress_cleanup(ctx
, &ctx
->Meta
->Decompress
);
426 meta_drawpix_cleanup(ctx
, &ctx
->Meta
->DrawPix
);
428 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
430 _mesa_make_current(NULL
, NULL
, NULL
);
437 * Enter meta state. This is like a light-weight version of glPushAttrib
438 * but it also resets most GL state back to default values.
440 * \param state bitmask of MESA_META_* flags indicating which attribute groups
441 * to save and reset to their defaults
444 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
446 struct save_state
*save
;
448 /* hope MAX_META_OPS_DEPTH is large enough */
449 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
451 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
452 memset(save
, 0, sizeof(*save
));
453 save
->SavedState
= state
;
455 /* We always push into desktop GL mode and pop out at the end. No sense in
456 * writing our shaders varying based on the user's context choice, when
457 * Mesa can handle either.
459 save
->API
= ctx
->API
;
460 ctx
->API
= API_OPENGL_COMPAT
;
462 /* Mesa's extension helper functions use the current context's API to look up
463 * the version required by an extension as a step in determining whether or
464 * not it has been advertised. Since meta aims to only be restricted by the
465 * driver capability (and not by whether or not an extension has been
466 * advertised), set the helper functions' Version variable to a value that
467 * will make the checks on the context API and version unconditionally pass.
469 save
->ExtensionsVersion
= ctx
->Extensions
.Version
;
470 ctx
->Extensions
.Version
= ~0;
472 /* Pausing transform feedback needs to be done early, or else we won't be
473 * able to change other state.
475 save
->TransformFeedbackNeedsResume
=
476 _mesa_is_xfb_active_and_unpaused(ctx
);
477 if (save
->TransformFeedbackNeedsResume
)
478 _mesa_PauseTransformFeedback();
480 /* After saving the current occlusion object, call EndQuery so that no
481 * occlusion querying will be active during the meta-operation.
483 if (state
& MESA_META_OCCLUSION_QUERY
) {
484 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
485 if (save
->CurrentOcclusionObject
)
486 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
489 if (state
& MESA_META_ALPHA_TEST
) {
490 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
491 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
492 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
493 if (ctx
->Color
.AlphaEnabled
)
494 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
497 if (state
& MESA_META_BLEND
) {
498 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
499 if (ctx
->Color
.BlendEnabled
) {
500 if (ctx
->Extensions
.EXT_draw_buffers2
) {
502 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
503 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
507 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
510 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
511 if (ctx
->Color
.ColorLogicOpEnabled
)
512 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
515 if (state
& MESA_META_DITHER
) {
516 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
517 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
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_STAGES
; 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
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
645 /* Disable all texture units */
646 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
647 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
648 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
649 if (ctx
->Texture
.Unit
[u
].Enabled
||
650 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
651 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
652 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
653 if (ctx
->Extensions
.ARB_texture_cube_map
)
654 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
656 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
657 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
658 if (ctx
->Extensions
.NV_texture_rectangle
)
659 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
660 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
661 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
662 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
663 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
667 /* save current texture objects for unit[0] only */
668 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
669 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
670 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
673 /* set defaults for unit[0] */
674 _mesa_ActiveTexture(GL_TEXTURE0
);
675 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
678 if (state
& MESA_META_TRANSFORM
) {
679 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
680 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
681 16 * sizeof(GLfloat
));
682 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
683 16 * sizeof(GLfloat
));
684 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
685 16 * sizeof(GLfloat
));
686 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
687 /* set 1:1 vertex:pixel coordinate transform */
688 _mesa_ActiveTexture(GL_TEXTURE0
);
689 _mesa_MatrixMode(GL_TEXTURE
);
690 _mesa_LoadIdentity();
691 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
692 _mesa_MatrixMode(GL_MODELVIEW
);
693 _mesa_LoadIdentity();
694 _mesa_MatrixMode(GL_PROJECTION
);
695 _mesa_LoadIdentity();
697 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
698 * This can occur when there is no draw buffer.
700 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
701 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
702 0.0, ctx
->DrawBuffer
->Height
,
705 if (ctx
->Extensions
.ARB_clip_control
) {
706 save
->ClipOrigin
= ctx
->Transform
.ClipOrigin
;
707 save
->ClipDepthMode
= ctx
->Transform
.ClipDepthMode
;
708 _mesa_ClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
);
712 if (state
& MESA_META_CLIP
) {
713 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
714 if (ctx
->Transform
.ClipPlanesEnabled
) {
716 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
717 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
722 if (state
& MESA_META_VERTEX
) {
723 /* save vertex array object state */
724 _mesa_reference_vao(ctx
, &save
->VAO
,
726 /* set some default state? */
729 if (state
& MESA_META_VIEWPORT
) {
730 /* save viewport state */
731 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
732 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
733 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
734 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
735 /* set viewport to match window size */
736 if (ctx
->ViewportArray
[0].X
!= 0 ||
737 ctx
->ViewportArray
[0].Y
!= 0 ||
738 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
739 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
740 _mesa_set_viewport(ctx
, 0, 0, 0,
741 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
743 /* save depth range state */
744 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
745 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
746 /* set depth range to default */
747 _mesa_set_depth_range(ctx
, 0, 0.0, 1.0);
750 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
751 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
753 /* Generally in here we want to do clamping according to whether
754 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
755 * regardless of the internal implementation of the metaops.
757 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
758 ctx
->Extensions
.ARB_color_buffer_float
)
759 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
762 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
763 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
765 /* Generally in here we never want vertex color clamping --
766 * result clamping is only dependent on fragment clamping.
768 if (ctx
->Extensions
.ARB_color_buffer_float
)
769 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
772 if (state
& MESA_META_CONDITIONAL_RENDER
) {
773 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
774 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
776 if (ctx
->Query
.CondRenderQuery
)
777 _mesa_EndConditionalRender();
780 if (state
& MESA_META_SELECT_FEEDBACK
) {
781 save
->RenderMode
= ctx
->RenderMode
;
782 if (ctx
->RenderMode
== GL_SELECT
) {
783 save
->Select
= ctx
->Select
; /* struct copy */
784 _mesa_RenderMode(GL_RENDER
);
785 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
786 save
->Feedback
= ctx
->Feedback
; /* struct copy */
787 _mesa_RenderMode(GL_RENDER
);
791 if (state
& MESA_META_MULTISAMPLE
) {
792 save
->Multisample
= ctx
->Multisample
; /* struct copy */
794 if (ctx
->Multisample
.Enabled
)
795 _mesa_set_multisample(ctx
, GL_FALSE
);
796 if (ctx
->Multisample
.SampleCoverage
)
797 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, GL_FALSE
);
798 if (ctx
->Multisample
.SampleAlphaToCoverage
)
799 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, GL_FALSE
);
800 if (ctx
->Multisample
.SampleAlphaToOne
)
801 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, GL_FALSE
);
802 if (ctx
->Multisample
.SampleShading
)
803 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, GL_FALSE
);
804 if (ctx
->Multisample
.SampleMask
)
805 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, GL_FALSE
);
808 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
809 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
810 if (ctx
->Color
.sRGBEnabled
)
811 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
814 if (state
& MESA_META_DRAW_BUFFERS
) {
815 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
816 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
817 sizeof(save
->ColorDrawBuffers
));
822 save
->Lighting
= ctx
->Light
.Enabled
;
823 if (ctx
->Light
.Enabled
)
824 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
825 save
->RasterDiscard
= ctx
->RasterDiscard
;
826 if (ctx
->RasterDiscard
)
827 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
829 _mesa_reference_framebuffer(&save
->DrawBuffer
, ctx
->DrawBuffer
);
830 _mesa_reference_framebuffer(&save
->ReadBuffer
, ctx
->ReadBuffer
);
836 * Leave meta state. This is like a light-weight version of glPopAttrib().
839 _mesa_meta_end(struct gl_context
*ctx
)
841 assert(ctx
->Meta
->SaveStackDepth
> 0);
843 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
844 const GLbitfield state
= save
->SavedState
;
847 /* Grab the result of the old occlusion query before starting it again. The
848 * old result is added to the result of the new query so the driver will
849 * continue adding where it left off. */
850 if (state
& MESA_META_OCCLUSION_QUERY
) {
851 if (save
->CurrentOcclusionObject
) {
852 struct gl_query_object
*q
= save
->CurrentOcclusionObject
;
855 ctx
->Driver
.WaitQuery(ctx
, q
);
857 _mesa_BeginQuery(q
->Target
, q
->Id
);
858 ctx
->Query
.CurrentOcclusionObject
->Result
+= result
;
862 if (state
& MESA_META_ALPHA_TEST
) {
863 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
864 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
865 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
868 if (state
& MESA_META_BLEND
) {
869 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
870 if (ctx
->Extensions
.EXT_draw_buffers2
) {
872 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
873 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
877 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
880 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
881 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
884 if (state
& MESA_META_DITHER
)
885 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
887 if (state
& MESA_META_COLOR_MASK
) {
889 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
890 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
892 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
893 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
897 save
->ColorMask
[i
][0],
898 save
->ColorMask
[i
][1],
899 save
->ColorMask
[i
][2],
900 save
->ColorMask
[i
][3]);
906 if (state
& MESA_META_DEPTH_TEST
) {
907 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
908 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
909 _mesa_DepthFunc(save
->Depth
.Func
);
910 _mesa_DepthMask(save
->Depth
.Mask
);
913 if (state
& MESA_META_FOG
) {
914 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
917 if (state
& MESA_META_PIXEL_STORE
) {
918 ctx
->Pack
= save
->Pack
;
919 ctx
->Unpack
= save
->Unpack
;
922 if (state
& MESA_META_PIXEL_TRANSFER
) {
923 ctx
->Pixel
.RedScale
= save
->RedScale
;
924 ctx
->Pixel
.RedBias
= save
->RedBias
;
925 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
926 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
927 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
928 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
929 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
930 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
931 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
933 ctx
->NewState
|=_NEW_PIXEL
;
936 if (state
& MESA_META_RASTERIZATION
) {
937 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
938 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
939 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
940 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
941 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
942 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
945 if (state
& MESA_META_SCISSOR
) {
948 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
949 _mesa_set_scissor(ctx
, i
,
950 save
->Scissor
.ScissorArray
[i
].X
,
951 save
->Scissor
.ScissorArray
[i
].Y
,
952 save
->Scissor
.ScissorArray
[i
].Width
,
953 save
->Scissor
.ScissorArray
[i
].Height
);
954 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
955 (save
->Scissor
.EnableFlags
>> i
) & 1);
959 if (state
& MESA_META_SHADER
) {
960 static const GLenum targets
[] = {
962 GL_TESS_CONTROL_SHADER
,
963 GL_TESS_EVALUATION_SHADER
,
968 STATIC_ASSERT(MESA_SHADER_STAGES
== ARRAY_SIZE(targets
));
972 if (ctx
->Extensions
.ARB_vertex_program
) {
973 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
974 save
->VertexProgramEnabled
);
975 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
976 save
->VertexProgram
);
977 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
980 if (ctx
->Extensions
.ARB_fragment_program
) {
981 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
982 save
->FragmentProgramEnabled
);
983 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
984 save
->FragmentProgram
);
985 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
988 if (ctx
->Extensions
.ATI_fragment_shader
) {
989 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
990 save
->ATIFragmentShaderEnabled
);
994 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
995 /* It is safe to call _mesa_use_shader_program even if the extension
996 * necessary for that program state is not supported. In that case,
997 * the saved program object must be NULL and the currently bound
998 * program object must be NULL. _mesa_use_shader_program is a no-op
1001 _mesa_use_shader_program(ctx
, targets
[i
],
1005 /* Do this *before* killing the reference. :)
1007 if (save
->Shader
[i
] != NULL
)
1010 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
1013 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1014 save
->ActiveShader
);
1015 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
1017 /* If there were any stages set with programs, use ctx->Shader as the
1018 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1019 * hasn't been restored yet, and that may modify ctx->_Shader further.
1022 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1025 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1026 ctx
->Pipeline
.Default
);
1028 if (save
->Pipeline
) {
1029 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1031 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1035 if (state
& MESA_META_STENCIL_TEST
) {
1036 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1038 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1039 _mesa_ClearStencil(stencil
->Clear
);
1040 if (ctx
->Extensions
.EXT_stencil_two_side
) {
1041 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1042 stencil
->TestTwoSide
);
1043 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1044 ? GL_BACK
: GL_FRONT
);
1047 _mesa_StencilFuncSeparate(GL_FRONT
,
1048 stencil
->Function
[0],
1050 stencil
->ValueMask
[0]);
1051 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1052 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1053 stencil
->ZFailFunc
[0],
1054 stencil
->ZPassFunc
[0]);
1056 _mesa_StencilFuncSeparate(GL_BACK
,
1057 stencil
->Function
[1],
1059 stencil
->ValueMask
[1]);
1060 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1061 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1062 stencil
->ZFailFunc
[1],
1063 stencil
->ZPassFunc
[1]);
1066 if (state
& MESA_META_TEXTURE
) {
1069 assert(ctx
->Texture
.CurrentUnit
== 0);
1071 /* restore texenv for unit[0] */
1072 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1074 /* restore texture objects for unit[0] only */
1075 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1076 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1077 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1078 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1079 save
->CurrentTexture
[tgt
]);
1081 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1084 /* Restore fixed function texture enables, texgen */
1085 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1086 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1087 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1088 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1091 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1092 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1093 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1097 /* restore current unit state */
1098 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
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
);
1116 if (ctx
->Extensions
.ARB_clip_control
)
1117 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1120 if (state
& MESA_META_CLIP
) {
1121 if (save
->ClipPlanesEnabled
) {
1123 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1124 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1125 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1131 if (state
& MESA_META_VERTEX
) {
1132 /* restore vertex array object */
1133 _mesa_BindVertexArray(save
->VAO
->Name
);
1134 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1137 if (state
& MESA_META_VIEWPORT
) {
1138 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1139 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1140 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1141 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1142 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1143 save
->ViewportW
, save
->ViewportH
);
1145 _mesa_set_depth_range(ctx
, 0, save
->DepthNear
, save
->DepthFar
);
1148 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1149 ctx
->Extensions
.ARB_color_buffer_float
) {
1150 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1153 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1154 ctx
->Extensions
.ARB_color_buffer_float
) {
1155 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1158 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1159 if (save
->CondRenderQuery
)
1160 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1161 save
->CondRenderMode
);
1164 if (state
& MESA_META_SELECT_FEEDBACK
) {
1165 if (save
->RenderMode
== GL_SELECT
) {
1166 _mesa_RenderMode(GL_SELECT
);
1167 ctx
->Select
= save
->Select
;
1168 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1169 _mesa_RenderMode(GL_FEEDBACK
);
1170 ctx
->Feedback
= save
->Feedback
;
1174 if (state
& MESA_META_MULTISAMPLE
) {
1175 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1176 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
1178 if (ctx_ms
->Enabled
!= save_ms
->Enabled
)
1179 _mesa_set_multisample(ctx
, save_ms
->Enabled
);
1180 if (ctx_ms
->SampleCoverage
!= save_ms
->SampleCoverage
)
1181 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, save_ms
->SampleCoverage
);
1182 if (ctx_ms
->SampleAlphaToCoverage
!= save_ms
->SampleAlphaToCoverage
)
1183 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, save_ms
->SampleAlphaToCoverage
);
1184 if (ctx_ms
->SampleAlphaToOne
!= save_ms
->SampleAlphaToOne
)
1185 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, save_ms
->SampleAlphaToOne
);
1186 if (ctx_ms
->SampleCoverageValue
!= save_ms
->SampleCoverageValue
||
1187 ctx_ms
->SampleCoverageInvert
!= save_ms
->SampleCoverageInvert
) {
1188 _mesa_SampleCoverage(save_ms
->SampleCoverageValue
,
1189 save_ms
->SampleCoverageInvert
);
1191 if (ctx_ms
->SampleShading
!= save_ms
->SampleShading
)
1192 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, save_ms
->SampleShading
);
1193 if (ctx_ms
->SampleMask
!= save_ms
->SampleMask
)
1194 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, save_ms
->SampleMask
);
1195 if (ctx_ms
->SampleMaskValue
!= save_ms
->SampleMaskValue
)
1196 _mesa_SampleMaski(0, save_ms
->SampleMaskValue
);
1197 if (ctx_ms
->MinSampleShadingValue
!= save_ms
->MinSampleShadingValue
)
1198 _mesa_MinSampleShading(save_ms
->MinSampleShadingValue
);
1201 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1202 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1203 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1207 if (save
->Lighting
) {
1208 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1210 if (save
->RasterDiscard
) {
1211 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1213 if (save
->TransformFeedbackNeedsResume
)
1214 _mesa_ResumeTransformFeedback();
1216 _mesa_bind_framebuffers(ctx
, save
->DrawBuffer
, save
->ReadBuffer
);
1217 _mesa_reference_framebuffer(&save
->DrawBuffer
, NULL
);
1218 _mesa_reference_framebuffer(&save
->ReadBuffer
, NULL
);
1220 if (state
& MESA_META_DRAW_BUFFERS
) {
1221 _mesa_drawbuffers(ctx
, ctx
->DrawBuffer
, ctx
->Const
.MaxDrawBuffers
,
1222 save
->ColorDrawBuffers
, NULL
);
1225 ctx
->Meta
->SaveStackDepth
--;
1227 ctx
->API
= save
->API
;
1228 ctx
->Extensions
.Version
= save
->ExtensionsVersion
;
1233 * Convert Z from a normalized value in the range [0, 1] to an object-space
1234 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1235 * default/identity ortho projection results in the original Z value.
1236 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1237 * value comes from the clear value or raster position.
1239 static inline GLfloat
1240 invert_z(GLfloat normZ
)
1242 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1248 * One-time init for a temp_texture object.
1249 * Choose tex target, compute max tex size, etc.
1252 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1254 /* prefer texture rectangle */
1255 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1256 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1257 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1258 tex
->NPOT
= GL_TRUE
;
1261 /* use 2D texture, NPOT if possible */
1262 tex
->Target
= GL_TEXTURE_2D
;
1263 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1264 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1266 tex
->MinSize
= 16; /* 16 x 16 at least */
1267 assert(tex
->MaxSize
> 0);
1269 _mesa_GenTextures(1, &tex
->TexObj
);
1273 cleanup_temp_texture(struct temp_texture
*tex
)
1277 _mesa_DeleteTextures(1, &tex
->TexObj
);
1283 * Return pointer to temp_texture info for non-bitmap ops.
1284 * This does some one-time init if needed.
1286 struct temp_texture
*
1287 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1289 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1292 init_temp_texture(ctx
, tex
);
1300 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1301 * We use a separate texture for bitmaps to reduce texture
1302 * allocation/deallocation.
1304 static struct temp_texture
*
1305 get_bitmap_temp_texture(struct gl_context
*ctx
)
1307 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1310 init_temp_texture(ctx
, tex
);
1317 * Return pointer to depth temp_texture.
1318 * This does some one-time init if needed.
1320 struct temp_texture
*
1321 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1323 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1326 init_temp_texture(ctx
, tex
);
1333 * Compute the width/height of texture needed to draw an image of the
1334 * given size. Return a flag indicating whether the current texture
1335 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1336 * allocated (glTexImage2D).
1337 * Also, compute s/t texcoords for drawing.
1339 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1342 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1343 GLsizei width
, GLsizei height
, GLenum intFormat
)
1345 GLboolean newTex
= GL_FALSE
;
1347 assert(width
<= tex
->MaxSize
);
1348 assert(height
<= tex
->MaxSize
);
1350 if (width
> tex
->Width
||
1351 height
> tex
->Height
||
1352 intFormat
!= tex
->IntFormat
) {
1353 /* alloc new texture (larger or different format) */
1356 /* use non-power of two size */
1357 tex
->Width
= MAX2(tex
->MinSize
, width
);
1358 tex
->Height
= MAX2(tex
->MinSize
, height
);
1361 /* find power of two size */
1363 w
= h
= tex
->MinSize
;
1372 tex
->IntFormat
= intFormat
;
1377 /* compute texcoords */
1378 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1379 tex
->Sright
= (GLfloat
) width
;
1380 tex
->Ttop
= (GLfloat
) height
;
1383 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1384 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1392 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1395 _mesa_meta_setup_copypix_texture(struct gl_context
*ctx
,
1396 struct temp_texture
*tex
,
1397 GLint srcX
, GLint srcY
,
1398 GLsizei width
, GLsizei height
,
1404 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1405 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1406 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1407 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1409 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1411 /* copy framebuffer image to texture */
1413 /* create new tex image */
1414 if (tex
->Width
== width
&& tex
->Height
== height
) {
1415 /* create new tex with framebuffer data */
1416 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1417 srcX
, srcY
, width
, height
, 0);
1420 /* create empty texture */
1421 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1422 tex
->Width
, tex
->Height
, 0,
1423 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1425 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1426 0, 0, srcX
, srcY
, width
, height
);
1430 /* replace existing tex image */
1431 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1432 0, 0, srcX
, srcY
, width
, height
);
1438 * Setup/load texture for glDrawPixels.
1441 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1442 struct temp_texture
*tex
,
1444 GLsizei width
, GLsizei height
,
1445 GLenum format
, GLenum type
,
1446 const GLvoid
*pixels
)
1448 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1449 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1450 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1451 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1453 /* copy pixel data to texture */
1455 /* create new tex image */
1456 if (tex
->Width
== width
&& tex
->Height
== height
) {
1457 /* create new tex and load image data */
1458 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1459 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1462 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1464 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1465 ctx
->Unpack
.BufferObj
);
1466 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1467 /* create empty texture */
1468 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1469 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1470 if (save_unpack_obj
!= NULL
)
1471 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1472 save_unpack_obj
->Name
);
1474 _mesa_TexSubImage2D(tex
->Target
, 0,
1475 0, 0, width
, height
, format
, type
, pixels
);
1479 /* replace existing tex image */
1480 _mesa_TexSubImage2D(tex
->Target
, 0,
1481 0, 0, width
, height
, format
, type
, pixels
);
1486 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context
*ctx
,
1487 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
1488 unsigned texcoord_size
)
1490 _mesa_meta_setup_vertex_objects(ctx
, VAO
, buf_obj
, false, 2, texcoord_size
,
1493 /* setup projection matrix */
1494 _mesa_MatrixMode(GL_PROJECTION
);
1495 _mesa_LoadIdentity();
1499 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1502 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1504 meta_clear(ctx
, buffers
, false);
1508 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1510 meta_clear(ctx
, buffers
, true);
1514 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1516 const char *vs_source
=
1517 "#extension GL_AMD_vertex_shader_layer : enable\n"
1518 "#extension GL_ARB_draw_instanced : enable\n"
1519 "#extension GL_ARB_explicit_attrib_location :enable\n"
1520 "layout(location = 0) in vec4 position;\n"
1523 "#ifdef GL_AMD_vertex_shader_layer\n"
1524 " gl_Layer = gl_InstanceID;\n"
1526 " gl_Position = position;\n"
1528 const char *fs_source
=
1529 "#extension GL_ARB_explicit_attrib_location :enable\n"
1530 "#extension GL_ARB_explicit_uniform_location :enable\n"
1531 "layout(location = 0) uniform vec4 color;\n"
1534 " gl_FragColor = color;\n"
1537 bool has_integer_textures
;
1539 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, true,
1542 if (clear
->ShaderProg
!= 0)
1545 vs
= _mesa_CreateShader(GL_VERTEX_SHADER
);
1546 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
1547 _mesa_CompileShader(vs
);
1549 fs
= _mesa_CreateShader(GL_FRAGMENT_SHADER
);
1550 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
1551 _mesa_CompileShader(fs
);
1553 clear
->ShaderProg
= _mesa_CreateProgram();
1554 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1555 _mesa_DeleteShader(fs
);
1556 _mesa_AttachShader(clear
->ShaderProg
, vs
);
1557 _mesa_DeleteShader(vs
);
1558 _mesa_ObjectLabel(GL_PROGRAM
, clear
->ShaderProg
, -1, "meta clear");
1559 _mesa_LinkProgram(clear
->ShaderProg
);
1561 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1562 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
1564 if (has_integer_textures
) {
1565 void *shader_source_mem_ctx
= ralloc_context(NULL
);
1566 const char *vs_int_source
=
1567 ralloc_asprintf(shader_source_mem_ctx
,
1569 "#extension GL_AMD_vertex_shader_layer : enable\n"
1570 "#extension GL_ARB_draw_instanced : enable\n"
1571 "#extension GL_ARB_explicit_attrib_location :enable\n"
1572 "layout(location = 0) in vec4 position;\n"
1575 "#ifdef GL_AMD_vertex_shader_layer\n"
1576 " gl_Layer = gl_InstanceID;\n"
1578 " gl_Position = position;\n"
1580 const char *fs_int_source
=
1581 ralloc_asprintf(shader_source_mem_ctx
,
1583 "#extension GL_ARB_explicit_attrib_location :enable\n"
1584 "#extension GL_ARB_explicit_uniform_location :enable\n"
1585 "layout(location = 0) uniform ivec4 color;\n"
1586 "out ivec4 out_color;\n"
1590 " out_color = color;\n"
1593 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
1595 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
1597 ralloc_free(shader_source_mem_ctx
);
1599 clear
->IntegerShaderProg
= _mesa_CreateProgram();
1600 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1601 _mesa_DeleteShader(fs
);
1602 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1603 _mesa_DeleteShader(vs
);
1605 /* Note that user-defined out attributes get automatically assigned
1606 * locations starting from 0, so we don't need to explicitly
1607 * BindFragDataLocation to 0.
1610 _mesa_ObjectLabel(GL_PROGRAM
, clear
->IntegerShaderProg
, -1,
1612 _mesa_meta_link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1617 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
1619 if (clear
->VAO
== 0)
1621 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1623 _mesa_reference_buffer_object(ctx
, &clear
->buf_obj
, NULL
);
1624 _mesa_DeleteProgram(clear
->ShaderProg
);
1625 clear
->ShaderProg
= 0;
1627 if (clear
->IntegerShaderProg
) {
1628 _mesa_DeleteProgram(clear
->IntegerShaderProg
);
1629 clear
->IntegerShaderProg
= 0;
1634 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1635 * set GL to only draw to those buffers.
1637 * Since the bitfield has no associated order, the assignment of draw buffer
1638 * indices to color attachment indices is rather arbitrary.
1641 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1643 GLenum enums
[MAX_DRAW_BUFFERS
];
1647 /* This function is only legal for color buffer bitfields. */
1648 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1650 /* Make sure we don't overflow any arrays. */
1651 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1655 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1656 enums
[i
++] = GL_FRONT_LEFT
;
1658 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1659 enums
[i
++] = GL_FRONT_RIGHT
;
1661 if (bits
& BUFFER_BIT_BACK_LEFT
)
1662 enums
[i
++] = GL_BACK_LEFT
;
1664 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1665 enums
[i
++] = GL_BACK_RIGHT
;
1667 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1668 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1669 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1672 _mesa_DrawBuffers(i
, enums
);
1676 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1679 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
1681 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1682 GLbitfield metaSave
;
1683 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1684 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1685 float x0
, y0
, x1
, y1
, z
;
1686 struct vertex verts
[4];
1689 metaSave
= (MESA_META_ALPHA_TEST
|
1691 MESA_META_DEPTH_TEST
|
1692 MESA_META_RASTERIZATION
|
1694 MESA_META_STENCIL_TEST
|
1696 MESA_META_VIEWPORT
|
1698 MESA_META_CLAMP_FRAGMENT_COLOR
|
1699 MESA_META_MULTISAMPLE
|
1700 MESA_META_OCCLUSION_QUERY
);
1703 metaSave
|= MESA_META_FOG
|
1704 MESA_META_PIXEL_TRANSFER
|
1705 MESA_META_TRANSFORM
|
1707 MESA_META_CLAMP_VERTEX_COLOR
|
1708 MESA_META_SELECT_FEEDBACK
;
1711 if (buffers
& BUFFER_BITS_COLOR
) {
1712 metaSave
|= MESA_META_DRAW_BUFFERS
;
1714 /* We'll use colormask to disable color writes. Otherwise,
1715 * respect color mask
1717 metaSave
|= MESA_META_COLOR_MASK
;
1720 _mesa_meta_begin(ctx
, metaSave
);
1723 meta_glsl_clear_init(ctx
, clear
);
1725 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1726 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1727 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1728 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1729 z
= -invert_z(ctx
->Depth
.Clear
);
1731 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, false,
1734 x0
= (float) fb
->_Xmin
;
1735 y0
= (float) fb
->_Ymin
;
1736 x1
= (float) fb
->_Xmax
;
1737 y1
= (float) fb
->_Ymax
;
1738 z
= invert_z(ctx
->Depth
.Clear
);
1741 if (fb
->_IntegerColor
) {
1743 _mesa_UseProgram(clear
->IntegerShaderProg
);
1744 _mesa_Uniform4iv(0, 1, ctx
->Color
.ClearColor
.i
);
1746 _mesa_UseProgram(clear
->ShaderProg
);
1747 _mesa_Uniform4fv(0, 1, ctx
->Color
.ClearColor
.f
);
1750 /* GL_COLOR_BUFFER_BIT */
1751 if (buffers
& BUFFER_BITS_COLOR
) {
1752 /* Only draw to the buffers we were asked to clear. */
1753 _mesa_meta_drawbuffers_from_bitfield(buffers
& BUFFER_BITS_COLOR
);
1755 /* leave colormask state as-is */
1757 /* Clears never have the color clamped. */
1758 if (ctx
->Extensions
.ARB_color_buffer_float
)
1759 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1762 assert(metaSave
& MESA_META_COLOR_MASK
);
1763 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1766 /* GL_DEPTH_BUFFER_BIT */
1767 if (buffers
& BUFFER_BIT_DEPTH
) {
1768 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1769 _mesa_DepthFunc(GL_ALWAYS
);
1770 _mesa_DepthMask(GL_TRUE
);
1773 assert(!ctx
->Depth
.Test
);
1776 /* GL_STENCIL_BUFFER_BIT */
1777 if (buffers
& BUFFER_BIT_STENCIL
) {
1778 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1779 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1780 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1781 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1782 ctx
->Stencil
.Clear
& stencilMax
,
1783 ctx
->Stencil
.WriteMask
[0]);
1786 assert(!ctx
->Stencil
.Enabled
);
1789 /* vertex positions */
1804 for (i
= 0; i
< 4; i
++) {
1805 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1806 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1807 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1808 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1812 /* upload new vertex data */
1813 _mesa_buffer_data(ctx
, clear
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
1814 GL_DYNAMIC_DRAW
, __func__
);
1817 if (fb
->MaxNumLayers
> 0) {
1818 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1820 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1823 _mesa_meta_end(ctx
);
1827 * Meta implementation of ctx->Driver.CopyPixels() in terms
1828 * of texture mapping and polygon rendering and GLSL shaders.
1831 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1832 GLsizei width
, GLsizei height
,
1833 GLint dstX
, GLint dstY
, GLenum type
)
1835 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1836 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1837 struct vertex verts
[4];
1839 if (type
!= GL_COLOR
||
1840 ctx
->_ImageTransferState
||
1842 width
> tex
->MaxSize
||
1843 height
> tex
->MaxSize
) {
1844 /* XXX avoid this fallback */
1845 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1849 /* Most GL state applies to glCopyPixels, but a there's a few things
1850 * we need to override:
1852 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1855 MESA_META_TRANSFORM
|
1858 MESA_META_VIEWPORT
));
1860 _mesa_meta_setup_vertex_objects(ctx
, ©pix
->VAO
, ©pix
->buf_obj
, false,
1863 /* Silence valgrind warnings about reading uninitialized stack. */
1864 memset(verts
, 0, sizeof(verts
));
1866 /* Alloc/setup texture */
1867 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1868 GL_RGBA
, GL_NEAREST
);
1870 /* vertex positions, texcoords (after texture allocation!) */
1872 const GLfloat dstX0
= (GLfloat
) dstX
;
1873 const GLfloat dstY0
= (GLfloat
) dstY
;
1874 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1875 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1876 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1881 verts
[0].tex
[0] = 0.0F
;
1882 verts
[0].tex
[1] = 0.0F
;
1886 verts
[1].tex
[0] = tex
->Sright
;
1887 verts
[1].tex
[1] = 0.0F
;
1891 verts
[2].tex
[0] = tex
->Sright
;
1892 verts
[2].tex
[1] = tex
->Ttop
;
1896 verts
[3].tex
[0] = 0.0F
;
1897 verts
[3].tex
[1] = tex
->Ttop
;
1899 /* upload new vertex data */
1900 _mesa_buffer_sub_data(ctx
, copypix
->buf_obj
, 0, sizeof(verts
), verts
,
1904 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1906 /* draw textured quad */
1907 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1909 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1911 _mesa_meta_end(ctx
);
1915 meta_drawpix_cleanup(struct gl_context
*ctx
, struct drawpix_state
*drawpix
)
1917 if (drawpix
->VAO
!= 0) {
1918 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1921 _mesa_reference_buffer_object(ctx
, &drawpix
->buf_obj
, NULL
);
1924 if (drawpix
->StencilFP
!= 0) {
1925 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1926 drawpix
->StencilFP
= 0;
1929 if (drawpix
->DepthFP
!= 0) {
1930 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1931 drawpix
->DepthFP
= 0;
1936 * When the glDrawPixels() image size is greater than the max rectangle
1937 * texture size we use this function to break the glDrawPixels() image
1938 * into tiles which fit into the max texture size.
1941 tiled_draw_pixels(struct gl_context
*ctx
,
1943 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
1944 GLenum format
, GLenum type
,
1945 const struct gl_pixelstore_attrib
*unpack
,
1946 const GLvoid
*pixels
)
1948 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1951 if (tileUnpack
.RowLength
== 0)
1952 tileUnpack
.RowLength
= width
;
1954 for (i
= 0; i
< width
; i
+= tileSize
) {
1955 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
1956 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
1958 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
1960 for (j
= 0; j
< height
; j
+= tileSize
) {
1961 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
1962 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
1964 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
1966 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
1967 format
, type
, &tileUnpack
, pixels
);
1974 * One-time init for drawing stencil pixels.
1977 init_draw_stencil_pixels(struct gl_context
*ctx
)
1979 /* This program is run eight times, once for each stencil bit.
1980 * The stencil values to draw are found in an 8-bit alpha texture.
1981 * We read the texture/stencil value and test if bit 'b' is set.
1982 * If the bit is not set, use KIL to kill the fragment.
1983 * Finally, we use the stencil test to update the stencil buffer.
1985 * The basic algorithm for checking if a bit is set is:
1986 * if (is_odd(value / (1 << bit)))
1987 * result is one (or non-zero).
1990 * The program parameter contains three values:
1991 * parm.x = 255 / (1 << bit)
1995 static const char *program
=
1997 "PARAM parm = program.local[0]; \n"
1999 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2000 "# t = t * 255 / bit \n"
2001 "MUL t.x, t.a, parm.x; \n"
2004 "SUB t.x, t.x, t.y; \n"
2006 "MUL t.x, t.x, parm.y; \n"
2007 "# t = fract(t.x) \n"
2008 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2009 "# t.x = (t.x == 0 ? 1 : 0) \n"
2010 "SGE t.x, -t.x, parm.z; \n"
2012 "# for debug only \n"
2013 "#MOV result.color, t.x; \n"
2015 char program2
[1000];
2016 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2017 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2018 const char *texTarget
;
2020 assert(drawpix
->StencilFP
== 0);
2022 /* replace %s with "RECT" or "2D" */
2023 assert(strlen(program
) + 4 < sizeof(program2
));
2024 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2028 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2030 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2031 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2032 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2033 strlen(program2
), (const GLubyte
*) program2
);
2038 * One-time init for drawing depth pixels.
2041 init_draw_depth_pixels(struct gl_context
*ctx
)
2043 static const char *program
=
2045 "PARAM color = program.local[0]; \n"
2046 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2047 "MOV result.color, color; \n"
2050 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2051 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2052 const char *texTarget
;
2054 assert(drawpix
->DepthFP
== 0);
2056 /* replace %s with "RECT" or "2D" */
2057 assert(strlen(program
) + 4 < sizeof(program2
));
2058 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2062 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2064 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2065 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2066 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2067 strlen(program2
), (const GLubyte
*) program2
);
2072 * Meta implementation of ctx->Driver.DrawPixels() in terms
2073 * of texture mapping and polygon rendering.
2076 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2077 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2078 GLenum format
, GLenum type
,
2079 const struct gl_pixelstore_attrib
*unpack
,
2080 const GLvoid
*pixels
)
2082 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2083 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2084 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2085 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2086 struct vertex verts
[4];
2087 GLenum texIntFormat
;
2088 GLboolean fallback
, newTex
;
2089 GLbitfield metaExtraSave
= 0x0;
2092 * Determine if we can do the glDrawPixels with texture mapping.
2094 fallback
= GL_FALSE
;
2095 if (ctx
->Fog
.Enabled
) {
2099 if (_mesa_is_color_format(format
)) {
2100 /* use more compact format when possible */
2101 /* XXX disable special case for GL_LUMINANCE for now to work around
2102 * apparent i965 driver bug (see bug #23670).
2104 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2105 texIntFormat
= format
;
2107 texIntFormat
= GL_RGBA
;
2109 /* If we're not supposed to clamp the resulting color, then just
2110 * promote our texture to fully float. We could do better by
2111 * just going for the matching set of channels, in floating
2114 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2115 ctx
->Extensions
.ARB_texture_float
)
2116 texIntFormat
= GL_RGBA32F
;
2118 else if (_mesa_is_stencil_format(format
)) {
2119 if (ctx
->Extensions
.ARB_fragment_program
&&
2120 ctx
->Pixel
.IndexShift
== 0 &&
2121 ctx
->Pixel
.IndexOffset
== 0 &&
2122 type
== GL_UNSIGNED_BYTE
) {
2123 /* We'll store stencil as alpha. This only works for GLubyte
2124 * image data because of how incoming values are mapped to alpha
2127 texIntFormat
= GL_ALPHA
;
2128 metaExtraSave
= (MESA_META_COLOR_MASK
|
2129 MESA_META_DEPTH_TEST
|
2130 MESA_META_PIXEL_TRANSFER
|
2132 MESA_META_STENCIL_TEST
);
2138 else if (_mesa_is_depth_format(format
)) {
2139 if (ctx
->Extensions
.ARB_depth_texture
&&
2140 ctx
->Extensions
.ARB_fragment_program
) {
2141 texIntFormat
= GL_DEPTH_COMPONENT
;
2142 metaExtraSave
= (MESA_META_SHADER
);
2153 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2154 format
, type
, unpack
, pixels
);
2159 * Check image size against max texture size, draw as tiles if needed.
2161 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2162 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2163 format
, type
, unpack
, pixels
);
2167 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2168 * but a there's a few things we need to override:
2170 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2173 MESA_META_TRANSFORM
|
2176 MESA_META_VIEWPORT
|
2179 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2181 _mesa_meta_setup_vertex_objects(ctx
, &drawpix
->VAO
, &drawpix
->buf_obj
, false,
2184 /* Silence valgrind warnings about reading uninitialized stack. */
2185 memset(verts
, 0, sizeof(verts
));
2187 /* vertex positions, texcoords (after texture allocation!) */
2189 const GLfloat x0
= (GLfloat
) x
;
2190 const GLfloat y0
= (GLfloat
) y
;
2191 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2192 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2193 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2198 verts
[0].tex
[0] = 0.0F
;
2199 verts
[0].tex
[1] = 0.0F
;
2203 verts
[1].tex
[0] = tex
->Sright
;
2204 verts
[1].tex
[1] = 0.0F
;
2208 verts
[2].tex
[0] = tex
->Sright
;
2209 verts
[2].tex
[1] = tex
->Ttop
;
2213 verts
[3].tex
[0] = 0.0F
;
2214 verts
[3].tex
[1] = tex
->Ttop
;
2217 /* upload new vertex data */
2218 _mesa_buffer_data(ctx
, drawpix
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
2219 GL_DYNAMIC_DRAW
, __func__
);
2221 /* set given unpack params */
2222 ctx
->Unpack
= *unpack
;
2224 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2226 if (_mesa_is_stencil_format(format
)) {
2227 /* Drawing stencil */
2230 if (!drawpix
->StencilFP
)
2231 init_draw_stencil_pixels(ctx
);
2233 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2234 GL_ALPHA
, type
, pixels
);
2236 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2238 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2240 /* set all stencil bits to 0 */
2241 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2242 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2243 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2245 /* set stencil bits to 1 where needed */
2246 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2248 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2249 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2251 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2252 const GLuint mask
= 1 << bit
;
2253 if (mask
& origStencilMask
) {
2254 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2255 _mesa_StencilMask(mask
);
2257 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2258 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2260 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2264 else if (_mesa_is_depth_format(format
)) {
2266 if (!drawpix
->DepthFP
)
2267 init_draw_depth_pixels(ctx
);
2269 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2270 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2272 /* polygon color = current raster color */
2273 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2274 ctx
->Current
.RasterColor
);
2276 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2277 format
, type
, pixels
);
2279 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2283 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2284 format
, type
, pixels
);
2285 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2288 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2290 /* restore unpack params */
2291 ctx
->Unpack
= unpackSave
;
2293 _mesa_meta_end(ctx
);
2297 alpha_test_raster_color(struct gl_context
*ctx
)
2299 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2300 GLfloat ref
= ctx
->Color
.AlphaRef
;
2302 switch (ctx
->Color
.AlphaFunc
) {
2308 return alpha
== ref
;
2310 return alpha
<= ref
;
2314 return alpha
!= ref
;
2316 return alpha
>= ref
;
2326 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2327 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2328 * tracker would improve performance a lot.
2331 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2332 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2333 const struct gl_pixelstore_attrib
*unpack
,
2334 const GLubyte
*bitmap1
)
2336 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2337 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2338 const GLenum texIntFormat
= GL_ALPHA
;
2339 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2341 struct vertex verts
[4];
2346 * Check if swrast fallback is needed.
2348 if (ctx
->_ImageTransferState
||
2349 ctx
->FragmentProgram
._Enabled
||
2351 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2352 width
> tex
->MaxSize
||
2353 height
> tex
->MaxSize
) {
2354 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2358 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2361 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2362 * but a there's a few things we need to override:
2364 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2365 MESA_META_PIXEL_STORE
|
2366 MESA_META_RASTERIZATION
|
2369 MESA_META_TRANSFORM
|
2372 MESA_META_VIEWPORT
));
2374 _mesa_meta_setup_vertex_objects(ctx
, &bitmap
->VAO
, &bitmap
->buf_obj
, false,
2377 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2379 /* Silence valgrind warnings about reading uninitialized stack. */
2380 memset(verts
, 0, sizeof(verts
));
2382 /* vertex positions, texcoords, colors (after texture allocation!) */
2384 const GLfloat x0
= (GLfloat
) x
;
2385 const GLfloat y0
= (GLfloat
) y
;
2386 const GLfloat x1
= (GLfloat
) (x
+ width
);
2387 const GLfloat y1
= (GLfloat
) (y
+ height
);
2388 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2394 verts
[0].tex
[0] = 0.0F
;
2395 verts
[0].tex
[1] = 0.0F
;
2399 verts
[1].tex
[0] = tex
->Sright
;
2400 verts
[1].tex
[1] = 0.0F
;
2404 verts
[2].tex
[0] = tex
->Sright
;
2405 verts
[2].tex
[1] = tex
->Ttop
;
2409 verts
[3].tex
[0] = 0.0F
;
2410 verts
[3].tex
[1] = tex
->Ttop
;
2412 for (i
= 0; i
< 4; i
++) {
2413 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2414 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2415 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2416 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2419 /* upload new vertex data */
2420 _mesa_buffer_sub_data(ctx
, bitmap
->buf_obj
, 0, sizeof(verts
), verts
,
2424 /* choose different foreground/background alpha values */
2425 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2426 bg
= (fg
> 127 ? 0 : 255);
2428 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2430 _mesa_meta_end(ctx
);
2434 bitmap8
= malloc(width
* height
);
2436 memset(bitmap8
, bg
, width
* height
);
2437 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2438 bitmap8
, width
, fg
);
2440 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2442 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2443 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2445 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2446 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2448 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2450 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2455 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2457 _mesa_meta_end(ctx
);
2461 * Compute the texture coordinates for the four vertices of a quad for
2462 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2463 * and width, height specify a sub-region of the 2D image.
2465 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2466 * \param slice slice of a 1D/2D array texture or 3D texture
2467 * \param xoffset X position of sub texture
2468 * \param yoffset Y position of sub texture
2469 * \param width width of the sub texture image
2470 * \param height height of the sub texture image
2471 * \param total_width total width of the texture image
2472 * \param total_height total height of the texture image
2473 * \param total_depth total depth of the texture image
2474 * \param coords0/1/2/3 returns the computed texcoords
2477 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2493 const float s0
= (float) xoffset
/ (float) total_width
;
2494 const float s1
= (float) (xoffset
+ width
) / (float) total_width
;
2495 const float t0
= (float) yoffset
/ (float) total_height
;
2496 const float t1
= (float) (yoffset
+ height
) / (float) total_height
;
2499 /* setup the reference texcoords */
2509 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2510 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2512 /* Currently all texture targets want the W component to be 1.0.
2519 switch (faceTarget
) {
2523 case GL_TEXTURE_2D_ARRAY
:
2524 if (faceTarget
== GL_TEXTURE_3D
) {
2525 assert(slice
< total_depth
);
2526 assert(total_depth
>= 1);
2527 r
= (slice
+ 0.5f
) / total_depth
;
2529 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2533 coords0
[0] = st
[0][0]; /* s */
2534 coords0
[1] = st
[0][1]; /* t */
2535 coords0
[2] = r
; /* r */
2536 coords1
[0] = st
[1][0];
2537 coords1
[1] = st
[1][1];
2539 coords2
[0] = st
[2][0];
2540 coords2
[1] = st
[2][1];
2542 coords3
[0] = st
[3][0];
2543 coords3
[1] = st
[3][1];
2546 case GL_TEXTURE_RECTANGLE_ARB
:
2547 coords0
[0] = (float) xoffset
; /* s */
2548 coords0
[1] = (float) yoffset
; /* t */
2549 coords0
[2] = 0.0F
; /* r */
2550 coords1
[0] = (float) (xoffset
+ width
);
2551 coords1
[1] = (float) yoffset
;
2553 coords2
[0] = (float) (xoffset
+ width
);
2554 coords2
[1] = (float) (yoffset
+ height
);
2556 coords3
[0] = (float) xoffset
;
2557 coords3
[1] = (float) (yoffset
+ height
);
2560 case GL_TEXTURE_1D_ARRAY
:
2561 coords0
[0] = st
[0][0]; /* s */
2562 coords0
[1] = (float) slice
; /* t */
2563 coords0
[2] = 0.0F
; /* r */
2564 coords1
[0] = st
[1][0];
2565 coords1
[1] = (float) slice
;
2567 coords2
[0] = st
[2][0];
2568 coords2
[1] = (float) slice
;
2570 coords3
[0] = st
[3][0];
2571 coords3
[1] = (float) slice
;
2575 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2576 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2577 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2578 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2579 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2580 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2581 /* loop over quad verts */
2582 for (i
= 0; i
< 4; i
++) {
2583 /* Compute sc = +/-scale and tc = +/-scale.
2584 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2585 * though that can still sometimes happen with this scale factor...
2587 const GLfloat scale
= 0.9999f
;
2588 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2589 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2606 unreachable("not reached");
2609 coord
[3] = (float) (slice
/ 6);
2611 switch (faceTarget
) {
2612 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2617 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2622 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2627 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2632 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2637 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2648 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2652 static struct blit_shader
*
2653 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2657 table
->sampler_1d
.type
= "sampler1D";
2658 table
->sampler_1d
.func
= "texture1D";
2659 table
->sampler_1d
.texcoords
= "texCoords.x";
2660 return &table
->sampler_1d
;
2662 table
->sampler_2d
.type
= "sampler2D";
2663 table
->sampler_2d
.func
= "texture2D";
2664 table
->sampler_2d
.texcoords
= "texCoords.xy";
2665 return &table
->sampler_2d
;
2666 case GL_TEXTURE_RECTANGLE
:
2667 table
->sampler_rect
.type
= "sampler2DRect";
2668 table
->sampler_rect
.func
= "texture2DRect";
2669 table
->sampler_rect
.texcoords
= "texCoords.xy";
2670 return &table
->sampler_rect
;
2672 /* Code for mipmap generation with 3D textures is not used yet.
2673 * It's a sw fallback.
2675 table
->sampler_3d
.type
= "sampler3D";
2676 table
->sampler_3d
.func
= "texture3D";
2677 table
->sampler_3d
.texcoords
= "texCoords.xyz";
2678 return &table
->sampler_3d
;
2679 case GL_TEXTURE_CUBE_MAP
:
2680 table
->sampler_cubemap
.type
= "samplerCube";
2681 table
->sampler_cubemap
.func
= "textureCube";
2682 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
2683 return &table
->sampler_cubemap
;
2684 case GL_TEXTURE_1D_ARRAY
:
2685 table
->sampler_1d_array
.type
= "sampler1DArray";
2686 table
->sampler_1d_array
.func
= "texture1DArray";
2687 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
2688 return &table
->sampler_1d_array
;
2689 case GL_TEXTURE_2D_ARRAY
:
2690 table
->sampler_2d_array
.type
= "sampler2DArray";
2691 table
->sampler_2d_array
.func
= "texture2DArray";
2692 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
2693 return &table
->sampler_2d_array
;
2694 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2695 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
2696 table
->sampler_cubemap_array
.func
= "textureCubeArray";
2697 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
2698 return &table
->sampler_cubemap_array
;
2700 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2701 " setup_texture_sampler()\n", target
);
2707 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table
*table
)
2709 _mesa_DeleteProgram(table
->sampler_1d
.shader_prog
);
2710 _mesa_DeleteProgram(table
->sampler_2d
.shader_prog
);
2711 _mesa_DeleteProgram(table
->sampler_3d
.shader_prog
);
2712 _mesa_DeleteProgram(table
->sampler_rect
.shader_prog
);
2713 _mesa_DeleteProgram(table
->sampler_cubemap
.shader_prog
);
2714 _mesa_DeleteProgram(table
->sampler_1d_array
.shader_prog
);
2715 _mesa_DeleteProgram(table
->sampler_2d_array
.shader_prog
);
2716 _mesa_DeleteProgram(table
->sampler_cubemap_array
.shader_prog
);
2718 table
->sampler_1d
.shader_prog
= 0;
2719 table
->sampler_2d
.shader_prog
= 0;
2720 table
->sampler_3d
.shader_prog
= 0;
2721 table
->sampler_rect
.shader_prog
= 0;
2722 table
->sampler_cubemap
.shader_prog
= 0;
2723 table
->sampler_1d_array
.shader_prog
= 0;
2724 table
->sampler_2d_array
.shader_prog
= 0;
2725 table
->sampler_cubemap_array
.shader_prog
= 0;
2729 * Determine the GL data type to use for the temporary image read with
2730 * ReadPixels() and passed to Tex[Sub]Image().
2733 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2735 const GLenum baseFormat
= _mesa_get_format_base_format(format
);
2736 const GLenum datatype
= _mesa_get_format_datatype(format
);
2737 const GLint format_red_bits
= _mesa_get_format_bits(format
, GL_RED_BITS
);
2739 switch (baseFormat
) {
2746 case GL_LUMINANCE_ALPHA
:
2748 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2750 } else if (format_red_bits
<= 8) {
2751 return GL_UNSIGNED_BYTE
;
2752 } else if (format_red_bits
<= 16) {
2753 return GL_UNSIGNED_SHORT
;
2756 case GL_DEPTH_COMPONENT
:
2757 if (datatype
== GL_FLOAT
)
2760 return GL_UNSIGNED_INT
;
2761 case GL_DEPTH_STENCIL
:
2762 if (datatype
== GL_FLOAT
)
2763 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
2765 return GL_UNSIGNED_INT_24_8
;
2767 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2774 * Attempts to wrap the destination texture in an FBO and use
2775 * glBlitFramebuffer() to implement glCopyTexSubImage().
2778 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2779 struct gl_texture_image
*texImage
,
2783 struct gl_renderbuffer
*rb
,
2785 GLsizei width
, GLsizei height
)
2787 struct gl_framebuffer
*drawFb
;
2788 bool success
= false;
2792 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2795 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
2799 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2800 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
2802 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2803 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2804 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2805 GL_DEPTH_ATTACHMENT
,
2807 mask
= GL_DEPTH_BUFFER_BIT
;
2809 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2810 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2811 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2812 GL_STENCIL_ATTACHMENT
,
2814 mask
|= GL_STENCIL_BUFFER_BIT
;
2816 _mesa_DrawBuffer(GL_NONE
);
2818 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2819 GL_COLOR_ATTACHMENT0
,
2821 mask
= GL_COLOR_BUFFER_BIT
;
2822 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2825 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
2826 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2829 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2831 /* Since we've bound a new draw framebuffer, we need to update
2832 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2835 _mesa_update_state(ctx
);
2837 /* We skip the core BlitFramebuffer checks for format consistency, which
2838 * are too strict for CopyTexImage. We know meta will be fine with format
2841 mask
= _mesa_meta_BlitFramebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
,
2843 x
+ width
, y
+ height
,
2845 xoffset
+ width
, yoffset
+ height
,
2847 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2848 success
= mask
== 0x0;
2851 _mesa_reference_framebuffer(&drawFb
, NULL
);
2852 _mesa_meta_end(ctx
);
2857 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2858 * Have to be careful with locking and meta state for pixel transfer.
2861 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
2862 struct gl_texture_image
*texImage
,
2863 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2864 struct gl_renderbuffer
*rb
,
2866 GLsizei width
, GLsizei height
)
2868 GLenum format
, type
;
2872 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2874 xoffset
, yoffset
, zoffset
,
2881 /* Choose format/type for temporary image buffer */
2882 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2883 if (format
== GL_LUMINANCE
||
2884 format
== GL_LUMINANCE_ALPHA
||
2885 format
== GL_INTENSITY
) {
2886 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2887 * temp image buffer because glReadPixels will do L=R+G+B which is
2888 * not what we want (should be L=R).
2893 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
2894 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
2895 format
= _mesa_base_format_to_integer_format(format
);
2897 bpp
= _mesa_bytes_per_pixel(format
, type
);
2899 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2904 * Alloc image buffer (XXX could use a PBO)
2906 buf
= malloc(width
* height
* bpp
);
2908 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2913 * Read image from framebuffer (disable pixel transfer ops)
2915 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2916 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2917 format
, type
, &ctx
->Pack
, buf
);
2918 _mesa_meta_end(ctx
);
2920 _mesa_update_state(ctx
); /* to update pixel transfer state */
2923 * Store texture data (with pixel transfer ops)
2925 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2927 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
2928 assert(yoffset
== 0);
2929 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2930 xoffset
, zoffset
, 0, width
, 1, 1,
2931 format
, type
, buf
, &ctx
->Unpack
);
2933 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2934 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2935 format
, type
, buf
, &ctx
->Unpack
);
2938 _mesa_meta_end(ctx
);
2944 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2946 if (decompress_fbo
->fb
!= NULL
) {
2947 _mesa_reference_framebuffer(&decompress_fbo
->fb
, NULL
);
2948 _mesa_reference_renderbuffer(&decompress_fbo
->rb
, NULL
);
2951 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2955 meta_decompress_cleanup(struct gl_context
*ctx
,
2956 struct decompress_state
*decompress
)
2958 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2959 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2961 if (decompress
->VAO
!= 0) {
2962 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2963 _mesa_reference_buffer_object(ctx
, &decompress
->buf_obj
, NULL
);
2966 _mesa_reference_sampler_object(ctx
, &decompress
->samp_obj
, NULL
);
2968 memset(decompress
, 0, sizeof(*decompress
));
2972 * Decompress a texture image by drawing a quad with the compressed
2973 * texture and reading the pixels out of the color buffer.
2974 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2975 * \param destFormat format, ala glReadPixels
2976 * \param destType type, ala glReadPixels
2977 * \param dest destination buffer
2978 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2981 decompress_texture_image(struct gl_context
*ctx
,
2982 struct gl_texture_image
*texImage
,
2984 GLint xoffset
, GLint yoffset
,
2985 GLsizei width
, GLsizei height
,
2986 GLenum destFormat
, GLenum destType
,
2989 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
2990 struct decompress_fbo_state
*decompress_fbo
;
2991 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2992 const GLenum target
= texObj
->Target
;
2995 struct vertex verts
[4];
2996 struct gl_sampler_object
*samp_obj_save
= NULL
;
2998 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
2999 ctx
->Extensions
.ARB_fragment_shader
;
3001 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
3003 decompress_fbo
= &decompress
->floatFBO
;
3004 rbFormat
= GL_RGBA32F
;
3006 case GL_UNSIGNED_NORMALIZED
:
3007 decompress_fbo
= &decompress
->byteFBO
;
3015 assert(target
== GL_TEXTURE_3D
||
3016 target
== GL_TEXTURE_2D_ARRAY
||
3017 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3022 case GL_TEXTURE_1D_ARRAY
:
3023 assert(!"No compressed 1D textures.");
3027 assert(!"No compressed 3D textures.");
3030 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3031 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3034 case GL_TEXTURE_CUBE_MAP
:
3035 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3039 faceTarget
= target
;
3043 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3044 MESA_META_DRAW_BUFFERS
));
3046 _mesa_reference_sampler_object(ctx
, &samp_obj_save
,
3047 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
);
3049 /* Create/bind FBO/renderbuffer */
3050 if (decompress_fbo
->fb
== NULL
) {
3051 decompress_fbo
->rb
= ctx
->Driver
.NewRenderbuffer(ctx
, 0xDEADBEEF);
3052 if (decompress_fbo
->rb
== NULL
) {
3053 _mesa_meta_end(ctx
);
3057 decompress_fbo
->rb
->RefCount
= 1;
3059 decompress_fbo
->fb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3060 if (decompress_fbo
->fb
== NULL
) {
3061 _mesa_meta_end(ctx
);
3065 _mesa_bind_framebuffers(ctx
, decompress_fbo
->fb
, decompress_fbo
->fb
);
3066 _mesa_framebuffer_renderbuffer(ctx
, ctx
->DrawBuffer
, GL_COLOR_ATTACHMENT0
,
3067 decompress_fbo
->rb
);
3070 _mesa_bind_framebuffers(ctx
, decompress_fbo
->fb
, decompress_fbo
->fb
);
3073 /* alloc dest surface */
3074 if (width
> decompress_fbo
->Width
|| height
> decompress_fbo
->Height
) {
3075 _mesa_renderbuffer_storage(ctx
, decompress_fbo
->rb
, rbFormat
,
3077 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3078 if (status
!= GL_FRAMEBUFFER_COMPLETE
) {
3079 /* If the framebuffer isn't complete then we'll leave
3080 * decompress_fbo->Width as zero so that it will fail again next time
3082 _mesa_meta_end(ctx
);
3085 decompress_fbo
->Width
= width
;
3086 decompress_fbo
->Height
= height
;
3089 if (use_glsl_version
) {
3090 _mesa_meta_setup_vertex_objects(ctx
, &decompress
->VAO
,
3091 &decompress
->buf_obj
, true,
3094 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3096 _mesa_meta_setup_ff_tnl_for_blit(ctx
, &decompress
->VAO
,
3097 &decompress
->buf_obj
, 3);
3100 if (decompress
->samp_obj
== NULL
) {
3101 decompress
->samp_obj
= ctx
->Driver
.NewSamplerObject(ctx
, 0xDEADBEEF);
3102 if (decompress
->samp_obj
== NULL
) {
3103 _mesa_meta_end(ctx
);
3105 /* This is a bit lazy. Flag out of memory, and then don't bother to
3106 * clean up. Once out of memory is flagged, the only realistic next
3107 * move is to destroy the context. That will trigger all the right
3110 * Returning true prevents other GetTexImage methods from attempting
3111 * anything since they will likely fail too.
3113 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGetTexImage");
3117 /* nearest filtering */
3118 _mesa_set_sampler_filters(ctx
, decompress
->samp_obj
, GL_NEAREST
, GL_NEAREST
);
3120 /* We don't want to encode or decode sRGB values; treat them as linear. */
3121 _mesa_set_sampler_srgb_decode(ctx
, decompress
->samp_obj
, GL_SKIP_DECODE_EXT
);
3124 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, decompress
->samp_obj
);
3126 /* Silence valgrind warnings about reading uninitialized stack. */
3127 memset(verts
, 0, sizeof(verts
));
3129 _mesa_meta_setup_texture_coords(faceTarget
, slice
,
3130 xoffset
, yoffset
, width
, height
,
3131 texImage
->Width
, texImage
->Height
,
3138 /* setup vertex positions */
3148 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3150 /* upload new vertex data */
3151 _mesa_buffer_sub_data(ctx
, decompress
->buf_obj
, 0, sizeof(verts
), verts
,
3154 /* setup texture state */
3155 _mesa_BindTexture(target
, texObj
->Name
);
3157 if (!use_glsl_version
)
3158 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3161 /* save texture object state */
3162 const GLint baseLevelSave
= texObj
->BaseLevel
;
3163 const GLint maxLevelSave
= texObj
->MaxLevel
;
3165 /* restrict sampling to the texture level of interest */
3166 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3167 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3168 (GLint
*) &texImage
->Level
, false);
3169 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3170 (GLint
*) &texImage
->Level
, false);
3173 /* render quad w/ texture into renderbuffer */
3174 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3176 /* Restore texture object state, the texture binding will
3177 * be restored by _mesa_meta_end().
3179 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3180 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3181 &baseLevelSave
, false);
3182 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3183 &maxLevelSave
, false);
3188 /* read pixels from renderbuffer */
3190 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3191 GLenum destBaseFormat
= _mesa_unpack_format_to_base_format(destFormat
);
3193 /* The pixel transfer state will be set to default values at this point
3194 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3195 * turned off (as required by glGetTexImage) but we need to handle some
3196 * special cases. In particular, single-channel texture values are
3197 * returned as red and two-channel texture values are returned as
3200 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat
,
3202 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3203 * luminance then we need to return L=tex(R).
3205 _mesa_need_rgb_to_luminance_conversion(baseTexFormat
,
3207 /* Green and blue must be zero */
3208 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3209 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3212 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3215 /* disable texture unit */
3216 if (!use_glsl_version
)
3217 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3219 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, samp_obj_save
);
3220 _mesa_reference_sampler_object(ctx
, &samp_obj_save
, NULL
);
3222 _mesa_meta_end(ctx
);
3229 * This is just a wrapper around _mesa_get_tex_image() and
3230 * decompress_texture_image(). Meta functions should not be directly called
3234 _mesa_meta_GetTexSubImage(struct gl_context
*ctx
,
3235 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3236 GLsizei width
, GLsizei height
, GLsizei depth
,
3237 GLenum format
, GLenum type
, GLvoid
*pixels
,
3238 struct gl_texture_image
*texImage
)
3240 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3244 for (slice
= 0; slice
< depth
; slice
++) {
3246 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
3247 || texImage
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
) {
3248 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3249 * in the decompress_texture_image() function's call to
3250 * glReadPixels but we need to compute the dest slice's address
3251 * here (according to SkipImages and ImageHeight).
3253 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
3254 packing
.SkipPixels
= 0;
3255 packing
.SkipRows
= 0;
3256 dst
= _mesa_image_address3d(&packing
, pixels
, width
, height
,
3257 format
, type
, slice
, 0, 0);
3262 result
= decompress_texture_image(ctx
, texImage
, slice
,
3263 xoffset
, yoffset
, width
, height
,
3273 _mesa_GetTexSubImage_sw(ctx
, xoffset
, yoffset
, zoffset
,
3274 width
, height
, depth
, format
, type
, pixels
, texImage
);
3279 * Meta implementation of ctx->Driver.DrawTex() in terms
3280 * of polygon rendering.
3283 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3284 GLfloat width
, GLfloat height
)
3286 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3288 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3290 struct vertex verts
[4];
3293 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3295 MESA_META_TRANSFORM
|
3297 MESA_META_VIEWPORT
));
3299 if (drawtex
->VAO
== 0) {
3300 /* one-time setup */
3301 struct gl_vertex_array_object
*array_obj
;
3303 /* create vertex array object */
3304 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3305 _mesa_BindVertexArray(drawtex
->VAO
);
3307 array_obj
= _mesa_lookup_vao(ctx
, drawtex
->VAO
);
3308 assert(array_obj
!= NULL
);
3310 /* create vertex array buffer */
3311 drawtex
->buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
3312 if (drawtex
->buf_obj
== NULL
)
3315 _mesa_buffer_data(ctx
, drawtex
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
3316 GL_DYNAMIC_DRAW
, __func__
);
3318 /* setup vertex arrays */
3319 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
3320 3, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3322 offsetof(struct vertex
, x
), true);
3323 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
3324 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3325 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
3328 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3329 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3330 2, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3332 offsetof(struct vertex
, st
[i
]), true);
3333 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3334 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3335 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_TEX(i
));
3339 _mesa_BindVertexArray(drawtex
->VAO
);
3342 /* vertex positions, texcoords */
3344 const GLfloat x1
= x
+ width
;
3345 const GLfloat y1
= y
+ height
;
3347 z
= CLAMP(z
, 0.0f
, 1.0f
);
3366 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3367 const struct gl_texture_object
*texObj
;
3368 const struct gl_texture_image
*texImage
;
3369 GLfloat s
, t
, s1
, t1
;
3372 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3374 for (j
= 0; j
< 4; j
++) {
3375 verts
[j
].st
[i
][0] = 0.0f
;
3376 verts
[j
].st
[i
][1] = 0.0f
;
3381 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3382 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3383 tw
= texImage
->Width2
;
3384 th
= texImage
->Height2
;
3386 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3387 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3388 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3389 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3391 verts
[0].st
[i
][0] = s
;
3392 verts
[0].st
[i
][1] = t
;
3394 verts
[1].st
[i
][0] = s1
;
3395 verts
[1].st
[i
][1] = t
;
3397 verts
[2].st
[i
][0] = s1
;
3398 verts
[2].st
[i
][1] = t1
;
3400 verts
[3].st
[i
][0] = s
;
3401 verts
[3].st
[i
][1] = t1
;
3404 _mesa_buffer_sub_data(ctx
, drawtex
->buf_obj
, 0, sizeof(verts
), verts
,
3408 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3410 _mesa_meta_end(ctx
);
3414 cleartexsubimage_color(struct gl_context
*ctx
,
3415 struct gl_texture_image
*texImage
,
3416 const GLvoid
*clearValue
,
3420 union gl_color_union colorValue
;
3424 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3425 GL_COLOR_ATTACHMENT0
,
3428 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3429 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3432 /* We don't want to apply an sRGB conversion so override the format */
3433 format
= _mesa_get_srgb_format_linear(texImage
->TexFormat
);
3434 datatype
= _mesa_get_format_datatype(format
);
3437 case GL_UNSIGNED_INT
:
3440 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3441 (GLuint (*)[4]) colorValue
.ui
);
3443 memset(&colorValue
, 0, sizeof colorValue
);
3444 if (datatype
== GL_INT
)
3445 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3447 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3451 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3452 (GLfloat (*)[4]) colorValue
.f
);
3454 memset(&colorValue
, 0, sizeof colorValue
);
3455 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3463 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3464 struct gl_texture_image
*texImage
,
3465 const GLvoid
*clearValue
,
3472 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3473 GL_DEPTH_ATTACHMENT
,
3476 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3477 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3478 GL_STENCIL_ATTACHMENT
,
3481 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3482 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3486 GLuint depthStencilValue
[2];
3488 /* Convert the clearValue from whatever format it's in to a floating
3489 * point value for the depth and an integer value for the stencil index
3491 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
3495 /* We need a memcpy here instead of a cast because we need to
3496 * reinterpret the bytes as a float rather than converting it
3498 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3499 stencilValue
= depthStencilValue
[1] & 0xff;
3505 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3506 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3508 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3514 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3515 struct gl_texture_image
*texImage
,
3517 const GLvoid
*clearValue
)
3519 struct gl_framebuffer
*drawFb
;
3522 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3526 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
3528 switch(texImage
->_BaseFormat
) {
3529 case GL_DEPTH_STENCIL
:
3530 case GL_DEPTH_COMPONENT
:
3531 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3532 clearValue
, zoffset
);
3535 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3539 _mesa_reference_framebuffer(&drawFb
, NULL
);
3545 cleartexsubimage_using_fbo(struct gl_context
*ctx
,
3546 struct gl_texture_image
*texImage
,
3547 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3548 GLsizei width
, GLsizei height
, GLsizei depth
,
3549 const GLvoid
*clearValue
)
3551 bool success
= true;
3554 _mesa_meta_begin(ctx
,
3556 MESA_META_COLOR_MASK
|
3558 MESA_META_FRAMEBUFFER_SRGB
);
3560 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3562 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3563 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3565 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3566 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3572 _mesa_meta_end(ctx
);
3578 _mesa_meta_ClearTexSubImage(struct gl_context
*ctx
,
3579 struct gl_texture_image
*texImage
,
3580 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3581 GLsizei width
, GLsizei height
, GLsizei depth
,
3582 const GLvoid
*clearValue
)
3586 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3587 xoffset
, yoffset
, zoffset
,
3588 width
, height
, depth
,
3595 "Falling back to mapping the texture in "
3596 "glClearTexSubImage\n");
3598 _mesa_store_cleartexsubimage(ctx
, texImage
,
3599 xoffset
, yoffset
, zoffset
,
3600 width
, height
, depth
,