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