meta: Don't leave the VBO bound after _mesa_meta_setup_vertex_objects
[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/glformats.h"
52 #include "main/image.h"
53 #include "main/macros.h"
54 #include "main/matrix.h"
55 #include "main/mipmap.h"
56 #include "main/multisample.h"
57 #include "main/objectlabel.h"
58 #include "main/pipelineobj.h"
59 #include "main/pixel.h"
60 #include "main/pbo.h"
61 #include "main/polygon.h"
62 #include "main/queryobj.h"
63 #include "main/readpix.h"
64 #include "main/scissor.h"
65 #include "main/shaderapi.h"
66 #include "main/shaderobj.h"
67 #include "main/state.h"
68 #include "main/stencil.h"
69 #include "main/texobj.h"
70 #include "main/texenv.h"
71 #include "main/texgetimage.h"
72 #include "main/teximage.h"
73 #include "main/texparam.h"
74 #include "main/texstate.h"
75 #include "main/texstore.h"
76 #include "main/transformfeedback.h"
77 #include "main/uniforms.h"
78 #include "main/varray.h"
79 #include "main/viewport.h"
80 #include "main/samplerobj.h"
81 #include "program/program.h"
82 #include "swrast/swrast.h"
83 #include "drivers/common/meta.h"
84 #include "main/enums.h"
85 #include "main/glformats.h"
86 #include "util/ralloc.h"
87
88 /** Return offset in bytes of the field within a vertex struct */
89 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
90
91 static void
92 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
93
94 static struct blit_shader *
95 choose_blit_shader(GLenum target, struct blit_shader_table *table);
96
97 static void cleanup_temp_texture(struct temp_texture *tex);
98 static void meta_glsl_clear_cleanup(struct clear_state *clear);
99 static void meta_decompress_cleanup(struct decompress_state *decompress);
100 static void meta_drawpix_cleanup(struct drawpix_state *drawpix);
101
102 void
103 _mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
104 struct gl_texture_image *texImage, GLuint layer)
105 {
106 struct gl_texture_object *texObj = texImage->TexObject;
107 int level = texImage->Level;
108 GLenum texTarget = texObj->Target;
109
110 switch (texTarget) {
111 case GL_TEXTURE_1D:
112 _mesa_FramebufferTexture1D(fboTarget,
113 attachment,
114 texTarget,
115 texObj->Name,
116 level);
117 break;
118 case GL_TEXTURE_1D_ARRAY:
119 case GL_TEXTURE_2D_ARRAY:
120 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
121 case GL_TEXTURE_CUBE_MAP_ARRAY:
122 case GL_TEXTURE_3D:
123 _mesa_FramebufferTextureLayer(fboTarget,
124 attachment,
125 texObj->Name,
126 level,
127 layer);
128 break;
129 default: /* 2D / cube */
130 if (texTarget == GL_TEXTURE_CUBE_MAP)
131 texTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
132
133 _mesa_FramebufferTexture2D(fboTarget,
134 attachment,
135 texTarget,
136 texObj->Name,
137 level);
138 }
139 }
140
141 GLuint
142 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
143 const GLcharARB *source)
144 {
145 GLuint shader;
146 GLint ok, size;
147 GLchar *info;
148
149 shader = _mesa_CreateShader(target);
150 _mesa_ShaderSource(shader, 1, &source, NULL);
151 _mesa_CompileShader(shader);
152
153 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
154 if (ok)
155 return shader;
156
157 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
158 if (size == 0) {
159 _mesa_DeleteShader(shader);
160 return 0;
161 }
162
163 info = malloc(size);
164 if (!info) {
165 _mesa_DeleteShader(shader);
166 return 0;
167 }
168
169 _mesa_GetShaderInfoLog(shader, size, NULL, info);
170 _mesa_problem(ctx,
171 "meta program compile failed:\n%s\n"
172 "source:\n%s\n",
173 info, source);
174
175 free(info);
176 _mesa_DeleteShader(shader);
177
178 return 0;
179 }
180
181 GLuint
182 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
183 {
184 GLint ok, size;
185 GLchar *info;
186
187 _mesa_LinkProgram(program);
188
189 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
190 if (ok)
191 return program;
192
193 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
194 if (size == 0)
195 return 0;
196
197 info = malloc(size);
198 if (!info)
199 return 0;
200
201 _mesa_GetProgramInfoLog(program, size, NULL, info);
202 _mesa_problem(ctx, "meta program link failed:\n%s", info);
203
204 free(info);
205
206 return 0;
207 }
208
209 void
210 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
211 const char *vs_source,
212 const char *fs_source,
213 const char *name,
214 GLuint *program)
215 {
216 GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
217 vs_source);
218 GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
219 fs_source);
220
221 *program = _mesa_CreateProgram();
222 _mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
223 _mesa_AttachShader(*program, fs);
224 _mesa_DeleteShader(fs);
225 _mesa_AttachShader(*program, vs);
226 _mesa_DeleteShader(vs);
227 _mesa_BindAttribLocation(*program, 0, "position");
228 _mesa_BindAttribLocation(*program, 1, "texcoords");
229 _mesa_meta_link_program_with_debug(ctx, *program);
230
231 _mesa_UseProgram(*program);
232 }
233
234 /**
235 * Generate a generic shader to blit from a texture to a framebuffer
236 *
237 * \param ctx Current GL context
238 * \param texTarget Texture target that will be the source of the blit
239 *
240 * \returns a handle to a shader program on success or zero on failure.
241 */
242 void
243 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
244 GLenum target,
245 bool do_depth,
246 struct blit_shader_table *table)
247 {
248 char *vs_source, *fs_source;
249 struct blit_shader *shader = choose_blit_shader(target, table);
250 const char *vs_input, *vs_output, *fs_input, *vs_preprocess, *fs_preprocess;
251 void *mem_ctx;
252
253 if (ctx->Const.GLSLVersion < 130) {
254 vs_preprocess = "";
255 vs_input = "attribute";
256 vs_output = "varying";
257 fs_preprocess = "#extension GL_EXT_texture_array : enable";
258 fs_input = "varying";
259 } else {
260 vs_preprocess = "#version 130";
261 vs_input = "in";
262 vs_output = "out";
263 fs_preprocess = "#version 130";
264 fs_input = "in";
265 shader->func = "texture";
266 }
267
268 assert(shader != NULL);
269
270 if (shader->shader_prog != 0) {
271 _mesa_UseProgram(shader->shader_prog);
272 return;
273 }
274
275 mem_ctx = ralloc_context(NULL);
276
277 vs_source = ralloc_asprintf(mem_ctx,
278 "%s\n"
279 "%s vec2 position;\n"
280 "%s vec4 textureCoords;\n"
281 "%s vec4 texCoords;\n"
282 "void main()\n"
283 "{\n"
284 " texCoords = textureCoords;\n"
285 " gl_Position = vec4(position, 0.0, 1.0);\n"
286 "}\n",
287 vs_preprocess, vs_input, vs_input, vs_output);
288
289 fs_source = ralloc_asprintf(mem_ctx,
290 "%s\n"
291 "#extension GL_ARB_texture_cube_map_array: enable\n"
292 "uniform %s texSampler;\n"
293 "%s vec4 texCoords;\n"
294 "void main()\n"
295 "{\n"
296 " gl_FragColor = %s(texSampler, %s);\n"
297 "%s"
298 "}\n",
299 fs_preprocess, shader->type, fs_input,
300 shader->func, shader->texcoords,
301 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
302
303 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
304 ralloc_asprintf(mem_ctx, "%s blit",
305 shader->type),
306 &shader->shader_prog);
307 ralloc_free(mem_ctx);
308 }
309
310 /**
311 * Configure vertex buffer and vertex array objects for tests
312 *
313 * Regardless of whether a new VAO is created, the object referenced by \c VAO
314 * will be bound into the GL state vector when this function terminates. The
315 * object referenced by \c VBO will \b not be bound.
316 *
317 * \param VAO Storage for vertex array object handle. If 0, a new VAO
318 * will be created.
319 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
320 * will be created. The new VBO will have storage for 4
321 * \c vertex structures.
322 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
323 * or should traditional, fixed-function color and texture
324 * coordinate be used?
325 * \param vertex_size Number of components for attribute 0 / vertex.
326 * \param texcoord_size Number of components for attribute 1 / texture
327 * coordinate. If this is 0, attribute 1 will not be set or
328 * enabled.
329 * \param color_size Number of components for attribute 1 / primary color.
330 * If this is 0, attribute 1 will not be set or enabled.
331 *
332 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
333 * Use \c texcoord_size instead.
334 */
335 void
336 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
337 GLuint *VAO, GLuint *VBO,
338 bool use_generic_attributes,
339 unsigned vertex_size, unsigned texcoord_size,
340 unsigned color_size)
341 {
342 if (*VAO == 0) {
343 assert(*VBO == 0);
344
345 /* create vertex array object */
346 _mesa_GenVertexArrays(1, VAO);
347 _mesa_BindVertexArray(*VAO);
348
349 /* create vertex array buffer */
350 _mesa_GenBuffers(1, VBO);
351 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
352 _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL,
353 GL_DYNAMIC_DRAW);
354
355 /* setup vertex arrays */
356 if (use_generic_attributes) {
357 assert(color_size == 0);
358
359 _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
360 sizeof(struct vertex), OFFSET(x));
361 _mesa_EnableVertexAttribArray(0);
362
363 if (texcoord_size > 0) {
364 _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE,
365 sizeof(struct vertex), OFFSET(tex));
366 _mesa_EnableVertexAttribArray(1);
367 }
368 } else {
369 _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
370 OFFSET(x));
371 _mesa_EnableClientState(GL_VERTEX_ARRAY);
372
373 if (texcoord_size > 0) {
374 _mesa_TexCoordPointer(texcoord_size, GL_FLOAT,
375 sizeof(struct vertex), OFFSET(tex));
376 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
377 }
378
379 if (color_size > 0) {
380 _mesa_ColorPointer(color_size, GL_FLOAT,
381 sizeof(struct vertex), OFFSET(r));
382 _mesa_EnableClientState(GL_COLOR_ARRAY);
383 }
384 }
385
386 /* Restore the old VBO. This is done because we don't want the new VBO
387 * to be bound on exit. It would be nicer to use DSA type functions,
388 * but there are no DSA functions to bind a VBO to a VAO for
389 * fixed-function vertex attributes.
390 */
391 {
392 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
393 _mesa_BindBuffer(GL_ARRAY_BUFFER, save->ArrayBufferObj->Name);
394 }
395 } else {
396 _mesa_BindVertexArray(*VAO);
397 }
398 }
399
400 /**
401 * Initialize meta-ops for a context.
402 * To be called once during context creation.
403 */
404 void
405 _mesa_meta_init(struct gl_context *ctx)
406 {
407 assert(!ctx->Meta);
408
409 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
410 }
411
412 /**
413 * Free context meta-op state.
414 * To be called once during context destruction.
415 */
416 void
417 _mesa_meta_free(struct gl_context *ctx)
418 {
419 GET_CURRENT_CONTEXT(old_context);
420 _mesa_make_current(ctx, NULL, NULL);
421 _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit);
422 meta_glsl_clear_cleanup(&ctx->Meta->Clear);
423 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap);
424 cleanup_temp_texture(&ctx->Meta->TempTex);
425 meta_decompress_cleanup(&ctx->Meta->Decompress);
426 meta_drawpix_cleanup(&ctx->Meta->DrawPix);
427 if (old_context)
428 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
429 else
430 _mesa_make_current(NULL, NULL, NULL);
431 free(ctx->Meta);
432 ctx->Meta = NULL;
433 }
434
435
436 /**
437 * Enter meta state. This is like a light-weight version of glPushAttrib
438 * but it also resets most GL state back to default values.
439 *
440 * \param state bitmask of MESA_META_* flags indicating which attribute groups
441 * to save and reset to their defaults
442 */
443 void
444 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
445 {
446 struct save_state *save;
447
448 /* hope MAX_META_OPS_DEPTH is large enough */
449 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
450
451 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
452 memset(save, 0, sizeof(*save));
453 save->SavedState = state;
454
455 /* We always push into desktop GL mode and pop out at the end. No sense in
456 * writing our shaders varying based on the user's context choice, when
457 * Mesa can handle either.
458 */
459 save->API = ctx->API;
460 ctx->API = API_OPENGL_COMPAT;
461
462 /* Mesa's extension helper functions use the current context's API to look up
463 * the version required by an extension as a step in determining whether or
464 * not it has been advertised. Since meta aims to only be restricted by the
465 * driver capability (and not by whether or not an extension has been
466 * advertised), set the helper functions' Version variable to a value that
467 * will make the checks on the context API and version unconditionally pass.
468 */
469 save->ExtensionsVersion = ctx->Extensions.Version;
470 ctx->Extensions.Version = ~0;
471
472 /* Pausing transform feedback needs to be done early, or else we won't be
473 * able to change other state.
474 */
475 save->TransformFeedbackNeedsResume =
476 _mesa_is_xfb_active_and_unpaused(ctx);
477 if (save->TransformFeedbackNeedsResume)
478 _mesa_PauseTransformFeedback();
479
480 /* After saving the current occlusion object, call EndQuery so that no
481 * occlusion querying will be active during the meta-operation.
482 */
483 if (state & MESA_META_OCCLUSION_QUERY) {
484 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
485 if (save->CurrentOcclusionObject)
486 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
487 }
488
489 if (state & MESA_META_ALPHA_TEST) {
490 save->AlphaEnabled = ctx->Color.AlphaEnabled;
491 save->AlphaFunc = ctx->Color.AlphaFunc;
492 save->AlphaRef = ctx->Color.AlphaRef;
493 if (ctx->Color.AlphaEnabled)
494 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
495 }
496
497 if (state & MESA_META_BLEND) {
498 save->BlendEnabled = ctx->Color.BlendEnabled;
499 if (ctx->Color.BlendEnabled) {
500 if (ctx->Extensions.EXT_draw_buffers2) {
501 GLuint i;
502 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
503 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
504 }
505 }
506 else {
507 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
508 }
509 }
510 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
511 if (ctx->Color.ColorLogicOpEnabled)
512 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
513 }
514
515 if (state & MESA_META_DITHER) {
516 save->DitherFlag = ctx->Color.DitherFlag;
517 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
518 }
519
520 if (state & MESA_META_COLOR_MASK) {
521 memcpy(save->ColorMask, ctx->Color.ColorMask,
522 sizeof(ctx->Color.ColorMask));
523 if (!ctx->Color.ColorMask[0][0] ||
524 !ctx->Color.ColorMask[0][1] ||
525 !ctx->Color.ColorMask[0][2] ||
526 !ctx->Color.ColorMask[0][3])
527 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
528 }
529
530 if (state & MESA_META_DEPTH_TEST) {
531 save->Depth = ctx->Depth; /* struct copy */
532 if (ctx->Depth.Test)
533 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
534 }
535
536 if (state & MESA_META_FOG) {
537 save->Fog = ctx->Fog.Enabled;
538 if (ctx->Fog.Enabled)
539 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
540 }
541
542 if (state & MESA_META_PIXEL_STORE) {
543 save->Pack = ctx->Pack;
544 save->Unpack = ctx->Unpack;
545 ctx->Pack = ctx->DefaultPacking;
546 ctx->Unpack = ctx->DefaultPacking;
547 }
548
549 if (state & MESA_META_PIXEL_TRANSFER) {
550 save->RedScale = ctx->Pixel.RedScale;
551 save->RedBias = ctx->Pixel.RedBias;
552 save->GreenScale = ctx->Pixel.GreenScale;
553 save->GreenBias = ctx->Pixel.GreenBias;
554 save->BlueScale = ctx->Pixel.BlueScale;
555 save->BlueBias = ctx->Pixel.BlueBias;
556 save->AlphaScale = ctx->Pixel.AlphaScale;
557 save->AlphaBias = ctx->Pixel.AlphaBias;
558 save->MapColorFlag = ctx->Pixel.MapColorFlag;
559 ctx->Pixel.RedScale = 1.0F;
560 ctx->Pixel.RedBias = 0.0F;
561 ctx->Pixel.GreenScale = 1.0F;
562 ctx->Pixel.GreenBias = 0.0F;
563 ctx->Pixel.BlueScale = 1.0F;
564 ctx->Pixel.BlueBias = 0.0F;
565 ctx->Pixel.AlphaScale = 1.0F;
566 ctx->Pixel.AlphaBias = 0.0F;
567 ctx->Pixel.MapColorFlag = GL_FALSE;
568 /* XXX more state */
569 ctx->NewState |=_NEW_PIXEL;
570 }
571
572 if (state & MESA_META_RASTERIZATION) {
573 save->FrontPolygonMode = ctx->Polygon.FrontMode;
574 save->BackPolygonMode = ctx->Polygon.BackMode;
575 save->PolygonOffset = ctx->Polygon.OffsetFill;
576 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
577 save->PolygonStipple = ctx->Polygon.StippleFlag;
578 save->PolygonCull = ctx->Polygon.CullFlag;
579 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
580 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
581 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
582 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
583 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
584 }
585
586 if (state & MESA_META_SCISSOR) {
587 save->Scissor = ctx->Scissor; /* struct copy */
588 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
589 }
590
591 if (state & MESA_META_SHADER) {
592 int i;
593
594 if (ctx->Extensions.ARB_vertex_program) {
595 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
596 _mesa_reference_vertprog(ctx, &save->VertexProgram,
597 ctx->VertexProgram.Current);
598 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
599 }
600
601 if (ctx->Extensions.ARB_fragment_program) {
602 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
603 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
604 ctx->FragmentProgram.Current);
605 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
606 }
607
608 if (ctx->Extensions.ATI_fragment_shader) {
609 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
610 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
611 }
612
613 if (ctx->Pipeline.Current) {
614 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
615 ctx->Pipeline.Current);
616 _mesa_BindProgramPipeline(0);
617 }
618
619 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
620 * that we don't have to worry about the current pipeline state.
621 */
622 for (i = 0; i < MESA_SHADER_STAGES; i++) {
623 _mesa_reference_shader_program(ctx, &save->Shader[i],
624 ctx->Shader.CurrentProgram[i]);
625 }
626 _mesa_reference_shader_program(ctx, &save->ActiveShader,
627 ctx->Shader.ActiveProgram);
628
629 _mesa_UseProgram(0);
630 }
631
632 if (state & MESA_META_STENCIL_TEST) {
633 save->Stencil = ctx->Stencil; /* struct copy */
634 if (ctx->Stencil.Enabled)
635 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
636 /* NOTE: other stencil state not reset */
637 }
638
639 if (state & MESA_META_TEXTURE) {
640 GLuint u, tgt;
641
642 save->ActiveUnit = ctx->Texture.CurrentUnit;
643 save->ClientActiveUnit = ctx->Array.ActiveTexture;
644 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
645
646 /* Disable all texture units */
647 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
648 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
649 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
650 if (ctx->Texture.Unit[u].Enabled ||
651 ctx->Texture.Unit[u].TexGenEnabled) {
652 _mesa_ActiveTexture(GL_TEXTURE0 + u);
653 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
654 if (ctx->Extensions.ARB_texture_cube_map)
655 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
656
657 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
658 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
659 if (ctx->Extensions.NV_texture_rectangle)
660 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
661 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
662 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
663 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
664 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
665 }
666 }
667
668 /* save current texture objects for unit[0] only */
669 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
670 _mesa_reference_texobj(&save->CurrentTexture[tgt],
671 ctx->Texture.Unit[0].CurrentTex[tgt]);
672 }
673
674 /* set defaults for unit[0] */
675 _mesa_ActiveTexture(GL_TEXTURE0);
676 _mesa_ClientActiveTexture(GL_TEXTURE0);
677 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
678 }
679
680 if (state & MESA_META_TRANSFORM) {
681 GLuint activeTexture = ctx->Texture.CurrentUnit;
682 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
683 16 * sizeof(GLfloat));
684 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
685 16 * sizeof(GLfloat));
686 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
687 16 * sizeof(GLfloat));
688 save->MatrixMode = ctx->Transform.MatrixMode;
689 /* set 1:1 vertex:pixel coordinate transform */
690 _mesa_ActiveTexture(GL_TEXTURE0);
691 _mesa_MatrixMode(GL_TEXTURE);
692 _mesa_LoadIdentity();
693 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
694 _mesa_MatrixMode(GL_MODELVIEW);
695 _mesa_LoadIdentity();
696 _mesa_MatrixMode(GL_PROJECTION);
697 _mesa_LoadIdentity();
698
699 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
700 * This can occur when there is no draw buffer.
701 */
702 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
703 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
704 0.0, ctx->DrawBuffer->Height,
705 -1.0, 1.0);
706
707 if (ctx->Extensions.ARB_clip_control) {
708 save->ClipOrigin = ctx->Transform.ClipOrigin;
709 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
710 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
711 }
712 }
713
714 if (state & MESA_META_CLIP) {
715 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
716 if (ctx->Transform.ClipPlanesEnabled) {
717 GLuint i;
718 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
719 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
720 }
721 }
722 }
723
724 if (state & MESA_META_VERTEX) {
725 /* save vertex array object state */
726 _mesa_reference_vao(ctx, &save->VAO,
727 ctx->Array.VAO);
728 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
729 ctx->Array.ArrayBufferObj);
730 /* set some default state? */
731 }
732
733 if (state & MESA_META_VIEWPORT) {
734 /* save viewport state */
735 save->ViewportX = ctx->ViewportArray[0].X;
736 save->ViewportY = ctx->ViewportArray[0].Y;
737 save->ViewportW = ctx->ViewportArray[0].Width;
738 save->ViewportH = ctx->ViewportArray[0].Height;
739 /* set viewport to match window size */
740 if (ctx->ViewportArray[0].X != 0 ||
741 ctx->ViewportArray[0].Y != 0 ||
742 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
743 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
744 _mesa_set_viewport(ctx, 0, 0, 0,
745 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
746 }
747 /* save depth range state */
748 save->DepthNear = ctx->ViewportArray[0].Near;
749 save->DepthFar = ctx->ViewportArray[0].Far;
750 /* set depth range to default */
751 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
752 }
753
754 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
755 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
756
757 /* Generally in here we want to do clamping according to whether
758 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
759 * regardless of the internal implementation of the metaops.
760 */
761 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
762 ctx->Extensions.ARB_color_buffer_float)
763 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
764 }
765
766 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
767 save->ClampVertexColor = ctx->Light.ClampVertexColor;
768
769 /* Generally in here we never want vertex color clamping --
770 * result clamping is only dependent on fragment clamping.
771 */
772 if (ctx->Extensions.ARB_color_buffer_float)
773 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
774 }
775
776 if (state & MESA_META_CONDITIONAL_RENDER) {
777 save->CondRenderQuery = ctx->Query.CondRenderQuery;
778 save->CondRenderMode = ctx->Query.CondRenderMode;
779
780 if (ctx->Query.CondRenderQuery)
781 _mesa_EndConditionalRender();
782 }
783
784 if (state & MESA_META_SELECT_FEEDBACK) {
785 save->RenderMode = ctx->RenderMode;
786 if (ctx->RenderMode == GL_SELECT) {
787 save->Select = ctx->Select; /* struct copy */
788 _mesa_RenderMode(GL_RENDER);
789 } else if (ctx->RenderMode == GL_FEEDBACK) {
790 save->Feedback = ctx->Feedback; /* struct copy */
791 _mesa_RenderMode(GL_RENDER);
792 }
793 }
794
795 if (state & MESA_META_MULTISAMPLE) {
796 save->Multisample = ctx->Multisample; /* struct copy */
797
798 if (ctx->Multisample.Enabled)
799 _mesa_set_multisample(ctx, GL_FALSE);
800 if (ctx->Multisample.SampleCoverage)
801 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
802 if (ctx->Multisample.SampleAlphaToCoverage)
803 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
804 if (ctx->Multisample.SampleAlphaToOne)
805 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
806 if (ctx->Multisample.SampleShading)
807 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
808 if (ctx->Multisample.SampleMask)
809 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
810 }
811
812 if (state & MESA_META_FRAMEBUFFER_SRGB) {
813 save->sRGBEnabled = ctx->Color.sRGBEnabled;
814 if (ctx->Color.sRGBEnabled)
815 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
816 }
817
818 if (state & MESA_META_DRAW_BUFFERS) {
819 struct gl_framebuffer *fb = ctx->DrawBuffer;
820 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
821 sizeof(save->ColorDrawBuffers));
822 }
823
824 /* misc */
825 {
826 save->Lighting = ctx->Light.Enabled;
827 if (ctx->Light.Enabled)
828 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
829 save->RasterDiscard = ctx->RasterDiscard;
830 if (ctx->RasterDiscard)
831 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
832
833 save->DrawBufferName = ctx->DrawBuffer->Name;
834 save->ReadBufferName = ctx->ReadBuffer->Name;
835 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
836 ctx->CurrentRenderbuffer->Name : 0);
837 }
838 }
839
840
841 /**
842 * Leave meta state. This is like a light-weight version of glPopAttrib().
843 */
844 void
845 _mesa_meta_end(struct gl_context *ctx)
846 {
847 assert(ctx->Meta->SaveStackDepth > 0);
848
849 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
850 const GLbitfield state = save->SavedState;
851 int i;
852
853 /* Grab the result of the old occlusion query before starting it again. The
854 * old result is added to the result of the new query so the driver will
855 * continue adding where it left off. */
856 if (state & MESA_META_OCCLUSION_QUERY) {
857 if (save->CurrentOcclusionObject) {
858 struct gl_query_object *q = save->CurrentOcclusionObject;
859 GLuint64EXT result;
860 if (!q->Ready)
861 ctx->Driver.WaitQuery(ctx, q);
862 result = q->Result;
863 _mesa_BeginQuery(q->Target, q->Id);
864 ctx->Query.CurrentOcclusionObject->Result += result;
865 }
866 }
867
868 if (state & MESA_META_ALPHA_TEST) {
869 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
870 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
871 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
872 }
873
874 if (state & MESA_META_BLEND) {
875 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
876 if (ctx->Extensions.EXT_draw_buffers2) {
877 GLuint i;
878 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
879 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
880 }
881 }
882 else {
883 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
884 }
885 }
886 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
887 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
888 }
889
890 if (state & MESA_META_DITHER)
891 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
892
893 if (state & MESA_META_COLOR_MASK) {
894 GLuint i;
895 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
896 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
897 if (i == 0) {
898 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
899 save->ColorMask[i][2], save->ColorMask[i][3]);
900 }
901 else {
902 _mesa_ColorMaski(i,
903 save->ColorMask[i][0],
904 save->ColorMask[i][1],
905 save->ColorMask[i][2],
906 save->ColorMask[i][3]);
907 }
908 }
909 }
910 }
911
912 if (state & MESA_META_DEPTH_TEST) {
913 if (ctx->Depth.Test != save->Depth.Test)
914 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
915 _mesa_DepthFunc(save->Depth.Func);
916 _mesa_DepthMask(save->Depth.Mask);
917 }
918
919 if (state & MESA_META_FOG) {
920 _mesa_set_enable(ctx, GL_FOG, save->Fog);
921 }
922
923 if (state & MESA_META_PIXEL_STORE) {
924 ctx->Pack = save->Pack;
925 ctx->Unpack = save->Unpack;
926 }
927
928 if (state & MESA_META_PIXEL_TRANSFER) {
929 ctx->Pixel.RedScale = save->RedScale;
930 ctx->Pixel.RedBias = save->RedBias;
931 ctx->Pixel.GreenScale = save->GreenScale;
932 ctx->Pixel.GreenBias = save->GreenBias;
933 ctx->Pixel.BlueScale = save->BlueScale;
934 ctx->Pixel.BlueBias = save->BlueBias;
935 ctx->Pixel.AlphaScale = save->AlphaScale;
936 ctx->Pixel.AlphaBias = save->AlphaBias;
937 ctx->Pixel.MapColorFlag = save->MapColorFlag;
938 /* XXX more state */
939 ctx->NewState |=_NEW_PIXEL;
940 }
941
942 if (state & MESA_META_RASTERIZATION) {
943 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
944 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
945 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
946 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
947 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
948 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
949 }
950
951 if (state & MESA_META_SCISSOR) {
952 unsigned i;
953
954 for (i = 0; i < ctx->Const.MaxViewports; i++) {
955 _mesa_set_scissor(ctx, i,
956 save->Scissor.ScissorArray[i].X,
957 save->Scissor.ScissorArray[i].Y,
958 save->Scissor.ScissorArray[i].Width,
959 save->Scissor.ScissorArray[i].Height);
960 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
961 (save->Scissor.EnableFlags >> i) & 1);
962 }
963 }
964
965 if (state & MESA_META_SHADER) {
966 static const GLenum targets[] = {
967 GL_VERTEX_SHADER,
968 GL_TESS_CONTROL_SHADER,
969 GL_TESS_EVALUATION_SHADER,
970 GL_GEOMETRY_SHADER,
971 GL_FRAGMENT_SHADER,
972 GL_COMPUTE_SHADER,
973 };
974 STATIC_ASSERT(MESA_SHADER_STAGES == ARRAY_SIZE(targets));
975
976 bool any_shader;
977
978 if (ctx->Extensions.ARB_vertex_program) {
979 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
980 save->VertexProgramEnabled);
981 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
982 save->VertexProgram);
983 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
984 }
985
986 if (ctx->Extensions.ARB_fragment_program) {
987 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
988 save->FragmentProgramEnabled);
989 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
990 save->FragmentProgram);
991 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
992 }
993
994 if (ctx->Extensions.ATI_fragment_shader) {
995 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
996 save->ATIFragmentShaderEnabled);
997 }
998
999 any_shader = false;
1000 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1001 /* It is safe to call _mesa_use_shader_program even if the extension
1002 * necessary for that program state is not supported. In that case,
1003 * the saved program object must be NULL and the currently bound
1004 * program object must be NULL. _mesa_use_shader_program is a no-op
1005 * in that case.
1006 */
1007 _mesa_use_shader_program(ctx, targets[i],
1008 save->Shader[i],
1009 &ctx->Shader);
1010
1011 /* Do this *before* killing the reference. :)
1012 */
1013 if (save->Shader[i] != NULL)
1014 any_shader = true;
1015
1016 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
1017 }
1018
1019 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1020 save->ActiveShader);
1021 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1022
1023 /* If there were any stages set with programs, use ctx->Shader as the
1024 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1025 * hasn't been restored yet, and that may modify ctx->_Shader further.
1026 */
1027 if (any_shader)
1028 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1029 &ctx->Shader);
1030 else
1031 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1032 ctx->Pipeline.Default);
1033
1034 if (save->Pipeline) {
1035 _mesa_bind_pipeline(ctx, save->Pipeline);
1036
1037 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1038 }
1039 }
1040
1041 if (state & MESA_META_STENCIL_TEST) {
1042 const struct gl_stencil_attrib *stencil = &save->Stencil;
1043
1044 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1045 _mesa_ClearStencil(stencil->Clear);
1046 if (ctx->Extensions.EXT_stencil_two_side) {
1047 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1048 stencil->TestTwoSide);
1049 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1050 ? GL_BACK : GL_FRONT);
1051 }
1052 /* front state */
1053 _mesa_StencilFuncSeparate(GL_FRONT,
1054 stencil->Function[0],
1055 stencil->Ref[0],
1056 stencil->ValueMask[0]);
1057 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1058 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1059 stencil->ZFailFunc[0],
1060 stencil->ZPassFunc[0]);
1061 /* back state */
1062 _mesa_StencilFuncSeparate(GL_BACK,
1063 stencil->Function[1],
1064 stencil->Ref[1],
1065 stencil->ValueMask[1]);
1066 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1067 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1068 stencil->ZFailFunc[1],
1069 stencil->ZPassFunc[1]);
1070 }
1071
1072 if (state & MESA_META_TEXTURE) {
1073 GLuint u, tgt;
1074
1075 assert(ctx->Texture.CurrentUnit == 0);
1076
1077 /* restore texenv for unit[0] */
1078 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1079
1080 /* restore texture objects for unit[0] only */
1081 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1082 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1083 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1084 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1085 save->CurrentTexture[tgt]);
1086 }
1087 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1088 }
1089
1090 /* Restore fixed function texture enables, texgen */
1091 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1092 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1093 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1094 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1095 }
1096
1097 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1098 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1099 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1100 }
1101 }
1102
1103 /* restore current unit state */
1104 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1105 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1106 }
1107
1108 if (state & MESA_META_TRANSFORM) {
1109 GLuint activeTexture = ctx->Texture.CurrentUnit;
1110 _mesa_ActiveTexture(GL_TEXTURE0);
1111 _mesa_MatrixMode(GL_TEXTURE);
1112 _mesa_LoadMatrixf(save->TextureMatrix);
1113 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1114
1115 _mesa_MatrixMode(GL_MODELVIEW);
1116 _mesa_LoadMatrixf(save->ModelviewMatrix);
1117
1118 _mesa_MatrixMode(GL_PROJECTION);
1119 _mesa_LoadMatrixf(save->ProjectionMatrix);
1120
1121 _mesa_MatrixMode(save->MatrixMode);
1122
1123 if (ctx->Extensions.ARB_clip_control)
1124 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1125 }
1126
1127 if (state & MESA_META_CLIP) {
1128 if (save->ClipPlanesEnabled) {
1129 GLuint i;
1130 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1131 if (save->ClipPlanesEnabled & (1 << i)) {
1132 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1133 }
1134 }
1135 }
1136 }
1137
1138 if (state & MESA_META_VERTEX) {
1139 /* restore vertex buffer object */
1140 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1141 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1142
1143 /* restore vertex array object */
1144 _mesa_BindVertexArray(save->VAO->Name);
1145 _mesa_reference_vao(ctx, &save->VAO, NULL);
1146 }
1147
1148 if (state & MESA_META_VIEWPORT) {
1149 if (save->ViewportX != ctx->ViewportArray[0].X ||
1150 save->ViewportY != ctx->ViewportArray[0].Y ||
1151 save->ViewportW != ctx->ViewportArray[0].Width ||
1152 save->ViewportH != ctx->ViewportArray[0].Height) {
1153 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1154 save->ViewportW, save->ViewportH);
1155 }
1156 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1157 }
1158
1159 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1160 ctx->Extensions.ARB_color_buffer_float) {
1161 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1162 }
1163
1164 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1165 ctx->Extensions.ARB_color_buffer_float) {
1166 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1167 }
1168
1169 if (state & MESA_META_CONDITIONAL_RENDER) {
1170 if (save->CondRenderQuery)
1171 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1172 save->CondRenderMode);
1173 }
1174
1175 if (state & MESA_META_SELECT_FEEDBACK) {
1176 if (save->RenderMode == GL_SELECT) {
1177 _mesa_RenderMode(GL_SELECT);
1178 ctx->Select = save->Select;
1179 } else if (save->RenderMode == GL_FEEDBACK) {
1180 _mesa_RenderMode(GL_FEEDBACK);
1181 ctx->Feedback = save->Feedback;
1182 }
1183 }
1184
1185 if (state & MESA_META_MULTISAMPLE) {
1186 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1187 struct gl_multisample_attrib *save_ms = &save->Multisample;
1188
1189 if (ctx_ms->Enabled != save_ms->Enabled)
1190 _mesa_set_multisample(ctx, save_ms->Enabled);
1191 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1192 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1193 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1194 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1195 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1196 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1197 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1198 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1199 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1200 save_ms->SampleCoverageInvert);
1201 }
1202 if (ctx_ms->SampleShading != save_ms->SampleShading)
1203 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1204 if (ctx_ms->SampleMask != save_ms->SampleMask)
1205 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1206 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1207 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1208 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1209 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1210 }
1211
1212 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1213 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1214 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1215 }
1216
1217 /* misc */
1218 if (save->Lighting) {
1219 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1220 }
1221 if (save->RasterDiscard) {
1222 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1223 }
1224 if (save->TransformFeedbackNeedsResume)
1225 _mesa_ResumeTransformFeedback();
1226
1227 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1228 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1229
1230 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1231 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1232
1233 if (!ctx->CurrentRenderbuffer ||
1234 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1235 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1236
1237 if (state & MESA_META_DRAW_BUFFERS) {
1238 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1239 save->ColorDrawBuffers, NULL);
1240 }
1241
1242 ctx->Meta->SaveStackDepth--;
1243
1244 ctx->API = save->API;
1245 ctx->Extensions.Version = save->ExtensionsVersion;
1246 }
1247
1248
1249 /**
1250 * Convert Z from a normalized value in the range [0, 1] to an object-space
1251 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1252 * default/identity ortho projection results in the original Z value.
1253 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1254 * value comes from the clear value or raster position.
1255 */
1256 static inline GLfloat
1257 invert_z(GLfloat normZ)
1258 {
1259 GLfloat objZ = 1.0f - 2.0f * normZ;
1260 return objZ;
1261 }
1262
1263
1264 /**
1265 * One-time init for a temp_texture object.
1266 * Choose tex target, compute max tex size, etc.
1267 */
1268 static void
1269 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1270 {
1271 /* prefer texture rectangle */
1272 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1273 tex->Target = GL_TEXTURE_RECTANGLE;
1274 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1275 tex->NPOT = GL_TRUE;
1276 }
1277 else {
1278 /* use 2D texture, NPOT if possible */
1279 tex->Target = GL_TEXTURE_2D;
1280 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1281 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1282 }
1283 tex->MinSize = 16; /* 16 x 16 at least */
1284 assert(tex->MaxSize > 0);
1285
1286 _mesa_GenTextures(1, &tex->TexObj);
1287 }
1288
1289 static void
1290 cleanup_temp_texture(struct temp_texture *tex)
1291 {
1292 if (!tex->TexObj)
1293 return;
1294 _mesa_DeleteTextures(1, &tex->TexObj);
1295 tex->TexObj = 0;
1296 }
1297
1298
1299 /**
1300 * Return pointer to temp_texture info for non-bitmap ops.
1301 * This does some one-time init if needed.
1302 */
1303 struct temp_texture *
1304 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1305 {
1306 struct temp_texture *tex = &ctx->Meta->TempTex;
1307
1308 if (!tex->TexObj) {
1309 init_temp_texture(ctx, tex);
1310 }
1311
1312 return tex;
1313 }
1314
1315
1316 /**
1317 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1318 * We use a separate texture for bitmaps to reduce texture
1319 * allocation/deallocation.
1320 */
1321 static struct temp_texture *
1322 get_bitmap_temp_texture(struct gl_context *ctx)
1323 {
1324 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1325
1326 if (!tex->TexObj) {
1327 init_temp_texture(ctx, tex);
1328 }
1329
1330 return tex;
1331 }
1332
1333 /**
1334 * Return pointer to depth temp_texture.
1335 * This does some one-time init if needed.
1336 */
1337 struct temp_texture *
1338 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1339 {
1340 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1341
1342 if (!tex->TexObj) {
1343 init_temp_texture(ctx, tex);
1344 }
1345
1346 return tex;
1347 }
1348
1349 /**
1350 * Compute the width/height of texture needed to draw an image of the
1351 * given size. Return a flag indicating whether the current texture
1352 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1353 * allocated (glTexImage2D).
1354 * Also, compute s/t texcoords for drawing.
1355 *
1356 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1357 */
1358 GLboolean
1359 _mesa_meta_alloc_texture(struct temp_texture *tex,
1360 GLsizei width, GLsizei height, GLenum intFormat)
1361 {
1362 GLboolean newTex = GL_FALSE;
1363
1364 assert(width <= tex->MaxSize);
1365 assert(height <= tex->MaxSize);
1366
1367 if (width > tex->Width ||
1368 height > tex->Height ||
1369 intFormat != tex->IntFormat) {
1370 /* alloc new texture (larger or different format) */
1371
1372 if (tex->NPOT) {
1373 /* use non-power of two size */
1374 tex->Width = MAX2(tex->MinSize, width);
1375 tex->Height = MAX2(tex->MinSize, height);
1376 }
1377 else {
1378 /* find power of two size */
1379 GLsizei w, h;
1380 w = h = tex->MinSize;
1381 while (w < width)
1382 w *= 2;
1383 while (h < height)
1384 h *= 2;
1385 tex->Width = w;
1386 tex->Height = h;
1387 }
1388
1389 tex->IntFormat = intFormat;
1390
1391 newTex = GL_TRUE;
1392 }
1393
1394 /* compute texcoords */
1395 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1396 tex->Sright = (GLfloat) width;
1397 tex->Ttop = (GLfloat) height;
1398 }
1399 else {
1400 tex->Sright = (GLfloat) width / tex->Width;
1401 tex->Ttop = (GLfloat) height / tex->Height;
1402 }
1403
1404 return newTex;
1405 }
1406
1407
1408 /**
1409 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1410 */
1411 void
1412 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1413 struct temp_texture *tex,
1414 GLint srcX, GLint srcY,
1415 GLsizei width, GLsizei height,
1416 GLenum intFormat,
1417 GLenum filter)
1418 {
1419 bool newTex;
1420
1421 _mesa_BindTexture(tex->Target, tex->TexObj);
1422 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1423 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1424 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1425
1426 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1427
1428 /* copy framebuffer image to texture */
1429 if (newTex) {
1430 /* create new tex image */
1431 if (tex->Width == width && tex->Height == height) {
1432 /* create new tex with framebuffer data */
1433 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1434 srcX, srcY, width, height, 0);
1435 }
1436 else {
1437 /* create empty texture */
1438 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1439 tex->Width, tex->Height, 0,
1440 intFormat, GL_UNSIGNED_BYTE, NULL);
1441 /* load image */
1442 _mesa_CopyTexSubImage2D(tex->Target, 0,
1443 0, 0, srcX, srcY, width, height);
1444 }
1445 }
1446 else {
1447 /* replace existing tex image */
1448 _mesa_CopyTexSubImage2D(tex->Target, 0,
1449 0, 0, srcX, srcY, width, height);
1450 }
1451 }
1452
1453
1454 /**
1455 * Setup/load texture for glDrawPixels.
1456 */
1457 void
1458 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1459 struct temp_texture *tex,
1460 GLboolean newTex,
1461 GLsizei width, GLsizei height,
1462 GLenum format, GLenum type,
1463 const GLvoid *pixels)
1464 {
1465 _mesa_BindTexture(tex->Target, tex->TexObj);
1466 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1467 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1468 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1469
1470 /* copy pixel data to texture */
1471 if (newTex) {
1472 /* create new tex image */
1473 if (tex->Width == width && tex->Height == height) {
1474 /* create new tex and load image data */
1475 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1476 tex->Width, tex->Height, 0, format, type, pixels);
1477 }
1478 else {
1479 struct gl_buffer_object *save_unpack_obj = NULL;
1480
1481 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1482 ctx->Unpack.BufferObj);
1483 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1484 /* create empty texture */
1485 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1486 tex->Width, tex->Height, 0, format, type, NULL);
1487 if (save_unpack_obj != NULL)
1488 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1489 save_unpack_obj->Name);
1490 /* load image */
1491 _mesa_TexSubImage2D(tex->Target, 0,
1492 0, 0, width, height, format, type, pixels);
1493 }
1494 }
1495 else {
1496 /* replace existing tex image */
1497 _mesa_TexSubImage2D(tex->Target, 0,
1498 0, 0, width, height, format, type, pixels);
1499 }
1500 }
1501
1502 void
1503 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1504 GLuint *VAO, GLuint *VBO,
1505 unsigned texcoord_size)
1506 {
1507 _mesa_meta_setup_vertex_objects(ctx, VAO, VBO, false, 2, texcoord_size, 0);
1508
1509 /* setup projection matrix */
1510 _mesa_MatrixMode(GL_PROJECTION);
1511 _mesa_LoadIdentity();
1512 }
1513
1514 /**
1515 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1516 */
1517 void
1518 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1519 {
1520 meta_clear(ctx, buffers, false);
1521 }
1522
1523 void
1524 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1525 {
1526 meta_clear(ctx, buffers, true);
1527 }
1528
1529 static void
1530 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1531 {
1532 const char *vs_source =
1533 "#extension GL_AMD_vertex_shader_layer : enable\n"
1534 "#extension GL_ARB_draw_instanced : enable\n"
1535 "attribute vec4 position;\n"
1536 "void main()\n"
1537 "{\n"
1538 "#ifdef GL_AMD_vertex_shader_layer\n"
1539 " gl_Layer = gl_InstanceID;\n"
1540 "#endif\n"
1541 " gl_Position = position;\n"
1542 "}\n";
1543 const char *fs_source =
1544 "uniform vec4 color;\n"
1545 "void main()\n"
1546 "{\n"
1547 " gl_FragColor = color;\n"
1548 "}\n";
1549 GLuint vs, fs;
1550 bool has_integer_textures;
1551
1552 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->VBO, true,
1553 3, 0, 0);
1554
1555 if (clear->ShaderProg != 0)
1556 return;
1557
1558 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1559 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1560 _mesa_CompileShader(vs);
1561
1562 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1563 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1564 _mesa_CompileShader(fs);
1565
1566 clear->ShaderProg = _mesa_CreateProgram();
1567 _mesa_AttachShader(clear->ShaderProg, fs);
1568 _mesa_DeleteShader(fs);
1569 _mesa_AttachShader(clear->ShaderProg, vs);
1570 _mesa_DeleteShader(vs);
1571 _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
1572 _mesa_ObjectLabel(GL_PROGRAM, clear->ShaderProg, -1, "meta clear");
1573 _mesa_LinkProgram(clear->ShaderProg);
1574
1575 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color");
1576
1577 has_integer_textures = _mesa_is_gles3(ctx) ||
1578 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1579
1580 if (has_integer_textures) {
1581 void *shader_source_mem_ctx = ralloc_context(NULL);
1582 const char *vs_int_source =
1583 ralloc_asprintf(shader_source_mem_ctx,
1584 "#version 130\n"
1585 "#extension GL_AMD_vertex_shader_layer : enable\n"
1586 "#extension GL_ARB_draw_instanced : enable\n"
1587 "in vec4 position;\n"
1588 "void main()\n"
1589 "{\n"
1590 "#ifdef GL_AMD_vertex_shader_layer\n"
1591 " gl_Layer = gl_InstanceID;\n"
1592 "#endif\n"
1593 " gl_Position = position;\n"
1594 "}\n");
1595 const char *fs_int_source =
1596 ralloc_asprintf(shader_source_mem_ctx,
1597 "#version 130\n"
1598 "uniform ivec4 color;\n"
1599 "out ivec4 out_color;\n"
1600 "\n"
1601 "void main()\n"
1602 "{\n"
1603 " out_color = color;\n"
1604 "}\n");
1605
1606 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1607 vs_int_source);
1608 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1609 fs_int_source);
1610 ralloc_free(shader_source_mem_ctx);
1611
1612 clear->IntegerShaderProg = _mesa_CreateProgram();
1613 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1614 _mesa_DeleteShader(fs);
1615 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1616 _mesa_DeleteShader(vs);
1617 _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
1618
1619 /* Note that user-defined out attributes get automatically assigned
1620 * locations starting from 0, so we don't need to explicitly
1621 * BindFragDataLocation to 0.
1622 */
1623
1624 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1625 "integer clear");
1626 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1627
1628 clear->IntegerColorLocation =
1629 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
1630 }
1631 }
1632
1633 static void
1634 meta_glsl_clear_cleanup(struct clear_state *clear)
1635 {
1636 if (clear->VAO == 0)
1637 return;
1638 _mesa_DeleteVertexArrays(1, &clear->VAO);
1639 clear->VAO = 0;
1640 _mesa_DeleteBuffers(1, &clear->VBO);
1641 clear->VBO = 0;
1642 _mesa_DeleteProgram(clear->ShaderProg);
1643 clear->ShaderProg = 0;
1644
1645 if (clear->IntegerShaderProg) {
1646 _mesa_DeleteProgram(clear->IntegerShaderProg);
1647 clear->IntegerShaderProg = 0;
1648 }
1649 }
1650
1651 /**
1652 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1653 * set GL to only draw to those buffers.
1654 *
1655 * Since the bitfield has no associated order, the assignment of draw buffer
1656 * indices to color attachment indices is rather arbitrary.
1657 */
1658 void
1659 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1660 {
1661 GLenum enums[MAX_DRAW_BUFFERS];
1662 int i = 0;
1663 int n;
1664
1665 /* This function is only legal for color buffer bitfields. */
1666 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1667
1668 /* Make sure we don't overflow any arrays. */
1669 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1670
1671 enums[0] = GL_NONE;
1672
1673 if (bits & BUFFER_BIT_FRONT_LEFT)
1674 enums[i++] = GL_FRONT_LEFT;
1675
1676 if (bits & BUFFER_BIT_FRONT_RIGHT)
1677 enums[i++] = GL_FRONT_RIGHT;
1678
1679 if (bits & BUFFER_BIT_BACK_LEFT)
1680 enums[i++] = GL_BACK_LEFT;
1681
1682 if (bits & BUFFER_BIT_BACK_RIGHT)
1683 enums[i++] = GL_BACK_RIGHT;
1684
1685 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1686 if (bits & (1 << (BUFFER_COLOR0 + n)))
1687 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1688 }
1689
1690 _mesa_DrawBuffers(i, enums);
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_DEPTH_TEST |
1710 MESA_META_RASTERIZATION |
1711 MESA_META_SHADER |
1712 MESA_META_STENCIL_TEST |
1713 MESA_META_VERTEX |
1714 MESA_META_VIEWPORT |
1715 MESA_META_CLIP |
1716 MESA_META_CLAMP_FRAGMENT_COLOR |
1717 MESA_META_MULTISAMPLE |
1718 MESA_META_OCCLUSION_QUERY);
1719
1720 if (!glsl) {
1721 metaSave |= MESA_META_FOG |
1722 MESA_META_PIXEL_TRANSFER |
1723 MESA_META_TRANSFORM |
1724 MESA_META_TEXTURE |
1725 MESA_META_CLAMP_VERTEX_COLOR |
1726 MESA_META_SELECT_FEEDBACK;
1727 }
1728
1729 if (buffers & BUFFER_BITS_COLOR) {
1730 metaSave |= MESA_META_DRAW_BUFFERS;
1731 } else {
1732 /* We'll use colormask to disable color writes. Otherwise,
1733 * respect color mask
1734 */
1735 metaSave |= MESA_META_COLOR_MASK;
1736 }
1737
1738 _mesa_meta_begin(ctx, metaSave);
1739
1740 if (glsl) {
1741 meta_glsl_clear_init(ctx, clear);
1742
1743 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1744 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1745 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1746 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1747 z = -invert_z(ctx->Depth.Clear);
1748 } else {
1749 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->VBO, false,
1750 3, 0, 4);
1751
1752 x0 = (float) fb->_Xmin;
1753 y0 = (float) fb->_Ymin;
1754 x1 = (float) fb->_Xmax;
1755 y1 = (float) fb->_Ymax;
1756 z = invert_z(ctx->Depth.Clear);
1757 }
1758
1759 if (fb->_IntegerColor) {
1760 assert(glsl);
1761 _mesa_UseProgram(clear->IntegerShaderProg);
1762 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
1763 ctx->Color.ClearColor.i);
1764 } else if (glsl) {
1765 _mesa_UseProgram(clear->ShaderProg);
1766 _mesa_Uniform4fv(clear->ColorLocation, 1,
1767 ctx->Color.ClearColor.f);
1768 }
1769
1770 /* GL_COLOR_BUFFER_BIT */
1771 if (buffers & BUFFER_BITS_COLOR) {
1772 /* Only draw to the buffers we were asked to clear. */
1773 _mesa_meta_drawbuffers_from_bitfield(buffers & BUFFER_BITS_COLOR);
1774
1775 /* leave colormask state as-is */
1776
1777 /* Clears never have the color clamped. */
1778 if (ctx->Extensions.ARB_color_buffer_float)
1779 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1780 }
1781 else {
1782 assert(metaSave & MESA_META_COLOR_MASK);
1783 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1784 }
1785
1786 /* GL_DEPTH_BUFFER_BIT */
1787 if (buffers & BUFFER_BIT_DEPTH) {
1788 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1789 _mesa_DepthFunc(GL_ALWAYS);
1790 _mesa_DepthMask(GL_TRUE);
1791 }
1792 else {
1793 assert(!ctx->Depth.Test);
1794 }
1795
1796 /* GL_STENCIL_BUFFER_BIT */
1797 if (buffers & BUFFER_BIT_STENCIL) {
1798 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1799 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1800 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1801 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1802 ctx->Stencil.Clear & stencilMax,
1803 ctx->Stencil.WriteMask[0]);
1804 }
1805 else {
1806 assert(!ctx->Stencil.Enabled);
1807 }
1808
1809 /* vertex positions */
1810 verts[0].x = x0;
1811 verts[0].y = y0;
1812 verts[0].z = z;
1813 verts[1].x = x1;
1814 verts[1].y = y0;
1815 verts[1].z = z;
1816 verts[2].x = x1;
1817 verts[2].y = y1;
1818 verts[2].z = z;
1819 verts[3].x = x0;
1820 verts[3].y = y1;
1821 verts[3].z = z;
1822
1823 if (!glsl) {
1824 for (i = 0; i < 4; i++) {
1825 verts[i].r = ctx->Color.ClearColor.f[0];
1826 verts[i].g = ctx->Color.ClearColor.f[1];
1827 verts[i].b = ctx->Color.ClearColor.f[2];
1828 verts[i].a = ctx->Color.ClearColor.f[3];
1829 }
1830 }
1831
1832 /* upload new vertex data */
1833 _mesa_NamedBufferData(clear->VBO, sizeof(verts), verts, GL_DYNAMIC_DRAW);
1834
1835 /* draw quad(s) */
1836 if (fb->MaxNumLayers > 0) {
1837 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1838 } else {
1839 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1840 }
1841
1842 _mesa_meta_end(ctx);
1843 }
1844
1845 /**
1846 * Meta implementation of ctx->Driver.CopyPixels() in terms
1847 * of texture mapping and polygon rendering and GLSL shaders.
1848 */
1849 void
1850 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1851 GLsizei width, GLsizei height,
1852 GLint dstX, GLint dstY, GLenum type)
1853 {
1854 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1855 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1856 struct vertex verts[4];
1857
1858 if (type != GL_COLOR ||
1859 ctx->_ImageTransferState ||
1860 ctx->Fog.Enabled ||
1861 width > tex->MaxSize ||
1862 height > tex->MaxSize) {
1863 /* XXX avoid this fallback */
1864 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1865 return;
1866 }
1867
1868 /* Most GL state applies to glCopyPixels, but a there's a few things
1869 * we need to override:
1870 */
1871 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1872 MESA_META_SHADER |
1873 MESA_META_TEXTURE |
1874 MESA_META_TRANSFORM |
1875 MESA_META_CLIP |
1876 MESA_META_VERTEX |
1877 MESA_META_VIEWPORT));
1878
1879 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->VBO, false,
1880 3, 2, 0);
1881
1882 /* Silence valgrind warnings about reading uninitialized stack. */
1883 memset(verts, 0, sizeof(verts));
1884
1885 /* Alloc/setup texture */
1886 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1887 GL_RGBA, GL_NEAREST);
1888
1889 /* vertex positions, texcoords (after texture allocation!) */
1890 {
1891 const GLfloat dstX0 = (GLfloat) dstX;
1892 const GLfloat dstY0 = (GLfloat) dstY;
1893 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1894 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1895 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1896
1897 verts[0].x = dstX0;
1898 verts[0].y = dstY0;
1899 verts[0].z = z;
1900 verts[0].tex[0] = 0.0F;
1901 verts[0].tex[1] = 0.0F;
1902 verts[1].x = dstX1;
1903 verts[1].y = dstY0;
1904 verts[1].z = z;
1905 verts[1].tex[0] = tex->Sright;
1906 verts[1].tex[1] = 0.0F;
1907 verts[2].x = dstX1;
1908 verts[2].y = dstY1;
1909 verts[2].z = z;
1910 verts[2].tex[0] = tex->Sright;
1911 verts[2].tex[1] = tex->Ttop;
1912 verts[3].x = dstX0;
1913 verts[3].y = dstY1;
1914 verts[3].z = z;
1915 verts[3].tex[0] = 0.0F;
1916 verts[3].tex[1] = tex->Ttop;
1917
1918 /* upload new vertex data */
1919 _mesa_NamedBufferSubData(copypix->VBO, 0, sizeof(verts), verts);
1920 }
1921
1922 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1923
1924 /* draw textured quad */
1925 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1926
1927 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1928
1929 _mesa_meta_end(ctx);
1930 }
1931
1932 static void
1933 meta_drawpix_cleanup(struct drawpix_state *drawpix)
1934 {
1935 if (drawpix->VAO != 0) {
1936 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1937 drawpix->VAO = 0;
1938
1939 _mesa_DeleteBuffers(1, &drawpix->VBO);
1940 drawpix->VBO = 0;
1941 }
1942
1943 if (drawpix->StencilFP != 0) {
1944 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1945 drawpix->StencilFP = 0;
1946 }
1947
1948 if (drawpix->DepthFP != 0) {
1949 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1950 drawpix->DepthFP = 0;
1951 }
1952 }
1953
1954 /**
1955 * When the glDrawPixels() image size is greater than the max rectangle
1956 * texture size we use this function to break the glDrawPixels() image
1957 * into tiles which fit into the max texture size.
1958 */
1959 static void
1960 tiled_draw_pixels(struct gl_context *ctx,
1961 GLint tileSize,
1962 GLint x, GLint y, GLsizei width, GLsizei height,
1963 GLenum format, GLenum type,
1964 const struct gl_pixelstore_attrib *unpack,
1965 const GLvoid *pixels)
1966 {
1967 struct gl_pixelstore_attrib tileUnpack = *unpack;
1968 GLint i, j;
1969
1970 if (tileUnpack.RowLength == 0)
1971 tileUnpack.RowLength = width;
1972
1973 for (i = 0; i < width; i += tileSize) {
1974 const GLint tileWidth = MIN2(tileSize, width - i);
1975 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1976
1977 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1978
1979 for (j = 0; j < height; j += tileSize) {
1980 const GLint tileHeight = MIN2(tileSize, height - j);
1981 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1982
1983 tileUnpack.SkipRows = unpack->SkipRows + j;
1984
1985 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1986 format, type, &tileUnpack, pixels);
1987 }
1988 }
1989 }
1990
1991
1992 /**
1993 * One-time init for drawing stencil pixels.
1994 */
1995 static void
1996 init_draw_stencil_pixels(struct gl_context *ctx)
1997 {
1998 /* This program is run eight times, once for each stencil bit.
1999 * The stencil values to draw are found in an 8-bit alpha texture.
2000 * We read the texture/stencil value and test if bit 'b' is set.
2001 * If the bit is not set, use KIL to kill the fragment.
2002 * Finally, we use the stencil test to update the stencil buffer.
2003 *
2004 * The basic algorithm for checking if a bit is set is:
2005 * if (is_odd(value / (1 << bit)))
2006 * result is one (or non-zero).
2007 * else
2008 * result is zero.
2009 * The program parameter contains three values:
2010 * parm.x = 255 / (1 << bit)
2011 * parm.y = 0.5
2012 * parm.z = 0.0
2013 */
2014 static const char *program =
2015 "!!ARBfp1.0\n"
2016 "PARAM parm = program.local[0]; \n"
2017 "TEMP t; \n"
2018 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2019 "# t = t * 255 / bit \n"
2020 "MUL t.x, t.a, parm.x; \n"
2021 "# t = (int) t \n"
2022 "FRC t.y, t.x; \n"
2023 "SUB t.x, t.x, t.y; \n"
2024 "# t = t * 0.5 \n"
2025 "MUL t.x, t.x, parm.y; \n"
2026 "# t = fract(t.x) \n"
2027 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2028 "# t.x = (t.x == 0 ? 1 : 0) \n"
2029 "SGE t.x, -t.x, parm.z; \n"
2030 "KIL -t.x; \n"
2031 "# for debug only \n"
2032 "#MOV result.color, t.x; \n"
2033 "END \n";
2034 char program2[1000];
2035 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2036 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2037 const char *texTarget;
2038
2039 assert(drawpix->StencilFP == 0);
2040
2041 /* replace %s with "RECT" or "2D" */
2042 assert(strlen(program) + 4 < sizeof(program2));
2043 if (tex->Target == GL_TEXTURE_RECTANGLE)
2044 texTarget = "RECT";
2045 else
2046 texTarget = "2D";
2047 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2048
2049 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2050 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2051 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2052 strlen(program2), (const GLubyte *) program2);
2053 }
2054
2055
2056 /**
2057 * One-time init for drawing depth pixels.
2058 */
2059 static void
2060 init_draw_depth_pixels(struct gl_context *ctx)
2061 {
2062 static const char *program =
2063 "!!ARBfp1.0\n"
2064 "PARAM color = program.local[0]; \n"
2065 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2066 "MOV result.color, color; \n"
2067 "END \n";
2068 char program2[200];
2069 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2070 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2071 const char *texTarget;
2072
2073 assert(drawpix->DepthFP == 0);
2074
2075 /* replace %s with "RECT" or "2D" */
2076 assert(strlen(program) + 4 < sizeof(program2));
2077 if (tex->Target == GL_TEXTURE_RECTANGLE)
2078 texTarget = "RECT";
2079 else
2080 texTarget = "2D";
2081 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2082
2083 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2084 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2085 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2086 strlen(program2), (const GLubyte *) program2);
2087 }
2088
2089
2090 /**
2091 * Meta implementation of ctx->Driver.DrawPixels() in terms
2092 * of texture mapping and polygon rendering.
2093 */
2094 void
2095 _mesa_meta_DrawPixels(struct gl_context *ctx,
2096 GLint x, GLint y, GLsizei width, GLsizei height,
2097 GLenum format, GLenum type,
2098 const struct gl_pixelstore_attrib *unpack,
2099 const GLvoid *pixels)
2100 {
2101 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2102 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2103 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2104 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2105 struct vertex verts[4];
2106 GLenum texIntFormat;
2107 GLboolean fallback, newTex;
2108 GLbitfield metaExtraSave = 0x0;
2109
2110 /*
2111 * Determine if we can do the glDrawPixels with texture mapping.
2112 */
2113 fallback = GL_FALSE;
2114 if (ctx->Fog.Enabled) {
2115 fallback = GL_TRUE;
2116 }
2117
2118 if (_mesa_is_color_format(format)) {
2119 /* use more compact format when possible */
2120 /* XXX disable special case for GL_LUMINANCE for now to work around
2121 * apparent i965 driver bug (see bug #23670).
2122 */
2123 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2124 texIntFormat = format;
2125 else
2126 texIntFormat = GL_RGBA;
2127
2128 /* If we're not supposed to clamp the resulting color, then just
2129 * promote our texture to fully float. We could do better by
2130 * just going for the matching set of channels, in floating
2131 * point.
2132 */
2133 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2134 ctx->Extensions.ARB_texture_float)
2135 texIntFormat = GL_RGBA32F;
2136 }
2137 else if (_mesa_is_stencil_format(format)) {
2138 if (ctx->Extensions.ARB_fragment_program &&
2139 ctx->Pixel.IndexShift == 0 &&
2140 ctx->Pixel.IndexOffset == 0 &&
2141 type == GL_UNSIGNED_BYTE) {
2142 /* We'll store stencil as alpha. This only works for GLubyte
2143 * image data because of how incoming values are mapped to alpha
2144 * in [0,1].
2145 */
2146 texIntFormat = GL_ALPHA;
2147 metaExtraSave = (MESA_META_COLOR_MASK |
2148 MESA_META_DEPTH_TEST |
2149 MESA_META_PIXEL_TRANSFER |
2150 MESA_META_SHADER |
2151 MESA_META_STENCIL_TEST);
2152 }
2153 else {
2154 fallback = GL_TRUE;
2155 }
2156 }
2157 else if (_mesa_is_depth_format(format)) {
2158 if (ctx->Extensions.ARB_depth_texture &&
2159 ctx->Extensions.ARB_fragment_program) {
2160 texIntFormat = GL_DEPTH_COMPONENT;
2161 metaExtraSave = (MESA_META_SHADER);
2162 }
2163 else {
2164 fallback = GL_TRUE;
2165 }
2166 }
2167 else {
2168 fallback = GL_TRUE;
2169 }
2170
2171 if (fallback) {
2172 _swrast_DrawPixels(ctx, x, y, width, height,
2173 format, type, unpack, pixels);
2174 return;
2175 }
2176
2177 /*
2178 * Check image size against max texture size, draw as tiles if needed.
2179 */
2180 if (width > tex->MaxSize || height > tex->MaxSize) {
2181 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2182 format, type, unpack, pixels);
2183 return;
2184 }
2185
2186 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2187 * but a there's a few things we need to override:
2188 */
2189 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2190 MESA_META_SHADER |
2191 MESA_META_TEXTURE |
2192 MESA_META_TRANSFORM |
2193 MESA_META_CLIP |
2194 MESA_META_VERTEX |
2195 MESA_META_VIEWPORT |
2196 metaExtraSave));
2197
2198 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2199
2200 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->VBO, false,
2201 3, 2, 0);
2202
2203 /* Silence valgrind warnings about reading uninitialized stack. */
2204 memset(verts, 0, sizeof(verts));
2205
2206 /* vertex positions, texcoords (after texture allocation!) */
2207 {
2208 const GLfloat x0 = (GLfloat) x;
2209 const GLfloat y0 = (GLfloat) y;
2210 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2211 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2212 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2213
2214 verts[0].x = x0;
2215 verts[0].y = y0;
2216 verts[0].z = z;
2217 verts[0].tex[0] = 0.0F;
2218 verts[0].tex[1] = 0.0F;
2219 verts[1].x = x1;
2220 verts[1].y = y0;
2221 verts[1].z = z;
2222 verts[1].tex[0] = tex->Sright;
2223 verts[1].tex[1] = 0.0F;
2224 verts[2].x = x1;
2225 verts[2].y = y1;
2226 verts[2].z = z;
2227 verts[2].tex[0] = tex->Sright;
2228 verts[2].tex[1] = tex->Ttop;
2229 verts[3].x = x0;
2230 verts[3].y = y1;
2231 verts[3].z = z;
2232 verts[3].tex[0] = 0.0F;
2233 verts[3].tex[1] = tex->Ttop;
2234 }
2235
2236 /* upload new vertex data */
2237 _mesa_NamedBufferData(drawpix->VBO, sizeof(verts), verts, GL_DYNAMIC_DRAW);
2238
2239 /* set given unpack params */
2240 ctx->Unpack = *unpack;
2241
2242 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2243
2244 if (_mesa_is_stencil_format(format)) {
2245 /* Drawing stencil */
2246 GLint bit;
2247
2248 if (!drawpix->StencilFP)
2249 init_draw_stencil_pixels(ctx);
2250
2251 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2252 GL_ALPHA, type, pixels);
2253
2254 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2255
2256 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2257
2258 /* set all stencil bits to 0 */
2259 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2260 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2261 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2262
2263 /* set stencil bits to 1 where needed */
2264 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2265
2266 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2267 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2268
2269 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2270 const GLuint mask = 1 << bit;
2271 if (mask & origStencilMask) {
2272 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2273 _mesa_StencilMask(mask);
2274
2275 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2276 255.0f / mask, 0.5f, 0.0f, 0.0f);
2277
2278 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2279 }
2280 }
2281 }
2282 else if (_mesa_is_depth_format(format)) {
2283 /* Drawing depth */
2284 if (!drawpix->DepthFP)
2285 init_draw_depth_pixels(ctx);
2286
2287 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2288 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2289
2290 /* polygon color = current raster color */
2291 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2292 ctx->Current.RasterColor);
2293
2294 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2295 format, type, pixels);
2296
2297 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2298 }
2299 else {
2300 /* Drawing RGBA */
2301 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2302 format, type, pixels);
2303 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2304 }
2305
2306 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2307
2308 /* restore unpack params */
2309 ctx->Unpack = unpackSave;
2310
2311 _mesa_meta_end(ctx);
2312 }
2313
2314 static GLboolean
2315 alpha_test_raster_color(struct gl_context *ctx)
2316 {
2317 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2318 GLfloat ref = ctx->Color.AlphaRef;
2319
2320 switch (ctx->Color.AlphaFunc) {
2321 case GL_NEVER:
2322 return GL_FALSE;
2323 case GL_LESS:
2324 return alpha < ref;
2325 case GL_EQUAL:
2326 return alpha == ref;
2327 case GL_LEQUAL:
2328 return alpha <= ref;
2329 case GL_GREATER:
2330 return alpha > ref;
2331 case GL_NOTEQUAL:
2332 return alpha != ref;
2333 case GL_GEQUAL:
2334 return alpha >= ref;
2335 case GL_ALWAYS:
2336 return GL_TRUE;
2337 default:
2338 assert(0);
2339 return GL_FALSE;
2340 }
2341 }
2342
2343 /**
2344 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2345 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2346 * tracker would improve performance a lot.
2347 */
2348 void
2349 _mesa_meta_Bitmap(struct gl_context *ctx,
2350 GLint x, GLint y, GLsizei width, GLsizei height,
2351 const struct gl_pixelstore_attrib *unpack,
2352 const GLubyte *bitmap1)
2353 {
2354 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2355 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2356 const GLenum texIntFormat = GL_ALPHA;
2357 const struct gl_pixelstore_attrib unpackSave = *unpack;
2358 GLubyte fg, bg;
2359 struct vertex verts[4];
2360 GLboolean newTex;
2361 GLubyte *bitmap8;
2362
2363 /*
2364 * Check if swrast fallback is needed.
2365 */
2366 if (ctx->_ImageTransferState ||
2367 ctx->FragmentProgram._Enabled ||
2368 ctx->Fog.Enabled ||
2369 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2370 width > tex->MaxSize ||
2371 height > tex->MaxSize) {
2372 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2373 return;
2374 }
2375
2376 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2377 return;
2378
2379 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2380 * but a there's a few things we need to override:
2381 */
2382 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2383 MESA_META_PIXEL_STORE |
2384 MESA_META_RASTERIZATION |
2385 MESA_META_SHADER |
2386 MESA_META_TEXTURE |
2387 MESA_META_TRANSFORM |
2388 MESA_META_CLIP |
2389 MESA_META_VERTEX |
2390 MESA_META_VIEWPORT));
2391
2392 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->VBO, false,
2393 3, 2, 4);
2394
2395 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2396
2397 /* Silence valgrind warnings about reading uninitialized stack. */
2398 memset(verts, 0, sizeof(verts));
2399
2400 /* vertex positions, texcoords, colors (after texture allocation!) */
2401 {
2402 const GLfloat x0 = (GLfloat) x;
2403 const GLfloat y0 = (GLfloat) y;
2404 const GLfloat x1 = (GLfloat) (x + width);
2405 const GLfloat y1 = (GLfloat) (y + height);
2406 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2407 GLuint i;
2408
2409 verts[0].x = x0;
2410 verts[0].y = y0;
2411 verts[0].z = z;
2412 verts[0].tex[0] = 0.0F;
2413 verts[0].tex[1] = 0.0F;
2414 verts[1].x = x1;
2415 verts[1].y = y0;
2416 verts[1].z = z;
2417 verts[1].tex[0] = tex->Sright;
2418 verts[1].tex[1] = 0.0F;
2419 verts[2].x = x1;
2420 verts[2].y = y1;
2421 verts[2].z = z;
2422 verts[2].tex[0] = tex->Sright;
2423 verts[2].tex[1] = tex->Ttop;
2424 verts[3].x = x0;
2425 verts[3].y = y1;
2426 verts[3].z = z;
2427 verts[3].tex[0] = 0.0F;
2428 verts[3].tex[1] = tex->Ttop;
2429
2430 for (i = 0; i < 4; i++) {
2431 verts[i].r = ctx->Current.RasterColor[0];
2432 verts[i].g = ctx->Current.RasterColor[1];
2433 verts[i].b = ctx->Current.RasterColor[2];
2434 verts[i].a = ctx->Current.RasterColor[3];
2435 }
2436
2437 /* upload new vertex data */
2438 _mesa_NamedBufferSubData(bitmap->VBO, 0, sizeof(verts), verts);
2439 }
2440
2441 /* choose different foreground/background alpha values */
2442 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2443 bg = (fg > 127 ? 0 : 255);
2444
2445 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2446 if (!bitmap1) {
2447 _mesa_meta_end(ctx);
2448 return;
2449 }
2450
2451 bitmap8 = malloc(width * height);
2452 if (bitmap8) {
2453 memset(bitmap8, bg, width * height);
2454 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2455 bitmap8, width, fg);
2456
2457 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2458
2459 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2460 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2461
2462 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2463 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2464
2465 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2466
2467 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2468
2469 free(bitmap8);
2470 }
2471
2472 _mesa_unmap_pbo_source(ctx, &unpackSave);
2473
2474 _mesa_meta_end(ctx);
2475 }
2476
2477 /**
2478 * Compute the texture coordinates for the four vertices of a quad for
2479 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2480 * and width, height specify a sub-region of the 2D image.
2481 *
2482 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2483 * \param slice slice of a 1D/2D array texture or 3D texture
2484 * \param xoffset X position of sub texture
2485 * \param yoffset Y position of sub texture
2486 * \param width width of the sub texture image
2487 * \param height height of the sub texture image
2488 * \param total_width total width of the texture image
2489 * \param total_height total height of the texture image
2490 * \param total_depth total depth of the texture image
2491 * \param coords0/1/2/3 returns the computed texcoords
2492 */
2493 void
2494 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2495 GLint slice,
2496 GLint xoffset,
2497 GLint yoffset,
2498 GLint width,
2499 GLint height,
2500 GLint total_width,
2501 GLint total_height,
2502 GLint total_depth,
2503 GLfloat coords0[4],
2504 GLfloat coords1[4],
2505 GLfloat coords2[4],
2506 GLfloat coords3[4])
2507 {
2508 float st[4][2];
2509 GLuint i;
2510 const float s0 = (float) xoffset / (float) total_width;
2511 const float s1 = (float) (xoffset + width) / (float) total_width;
2512 const float t0 = (float) yoffset / (float) total_height;
2513 const float t1 = (float) (yoffset + height) / (float) total_height;
2514 GLfloat r;
2515
2516 /* setup the reference texcoords */
2517 st[0][0] = s0;
2518 st[0][1] = t0;
2519 st[1][0] = s1;
2520 st[1][1] = t0;
2521 st[2][0] = s1;
2522 st[2][1] = t1;
2523 st[3][0] = s0;
2524 st[3][1] = t1;
2525
2526 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2527 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2528
2529 /* Currently all texture targets want the W component to be 1.0.
2530 */
2531 coords0[3] = 1.0F;
2532 coords1[3] = 1.0F;
2533 coords2[3] = 1.0F;
2534 coords3[3] = 1.0F;
2535
2536 switch (faceTarget) {
2537 case GL_TEXTURE_1D:
2538 case GL_TEXTURE_2D:
2539 case GL_TEXTURE_3D:
2540 case GL_TEXTURE_2D_ARRAY:
2541 if (faceTarget == GL_TEXTURE_3D) {
2542 assert(slice < total_depth);
2543 assert(total_depth >= 1);
2544 r = (slice + 0.5f) / total_depth;
2545 }
2546 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2547 r = (float) slice;
2548 else
2549 r = 0.0F;
2550 coords0[0] = st[0][0]; /* s */
2551 coords0[1] = st[0][1]; /* t */
2552 coords0[2] = r; /* r */
2553 coords1[0] = st[1][0];
2554 coords1[1] = st[1][1];
2555 coords1[2] = r;
2556 coords2[0] = st[2][0];
2557 coords2[1] = st[2][1];
2558 coords2[2] = r;
2559 coords3[0] = st[3][0];
2560 coords3[1] = st[3][1];
2561 coords3[2] = r;
2562 break;
2563 case GL_TEXTURE_RECTANGLE_ARB:
2564 coords0[0] = (float) xoffset; /* s */
2565 coords0[1] = (float) yoffset; /* t */
2566 coords0[2] = 0.0F; /* r */
2567 coords1[0] = (float) (xoffset + width);
2568 coords1[1] = (float) yoffset;
2569 coords1[2] = 0.0F;
2570 coords2[0] = (float) (xoffset + width);
2571 coords2[1] = (float) (yoffset + height);
2572 coords2[2] = 0.0F;
2573 coords3[0] = (float) xoffset;
2574 coords3[1] = (float) (yoffset + height);
2575 coords3[2] = 0.0F;
2576 break;
2577 case GL_TEXTURE_1D_ARRAY:
2578 coords0[0] = st[0][0]; /* s */
2579 coords0[1] = (float) slice; /* t */
2580 coords0[2] = 0.0F; /* r */
2581 coords1[0] = st[1][0];
2582 coords1[1] = (float) slice;
2583 coords1[2] = 0.0F;
2584 coords2[0] = st[2][0];
2585 coords2[1] = (float) slice;
2586 coords2[2] = 0.0F;
2587 coords3[0] = st[3][0];
2588 coords3[1] = (float) slice;
2589 coords3[2] = 0.0F;
2590 break;
2591
2592 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2593 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2594 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2595 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2596 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2597 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2598 /* loop over quad verts */
2599 for (i = 0; i < 4; i++) {
2600 /* Compute sc = +/-scale and tc = +/-scale.
2601 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2602 * though that can still sometimes happen with this scale factor...
2603 */
2604 const GLfloat scale = 0.9999f;
2605 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2606 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2607 GLfloat *coord;
2608
2609 switch (i) {
2610 case 0:
2611 coord = coords0;
2612 break;
2613 case 1:
2614 coord = coords1;
2615 break;
2616 case 2:
2617 coord = coords2;
2618 break;
2619 case 3:
2620 coord = coords3;
2621 break;
2622 default:
2623 unreachable("not reached");
2624 }
2625
2626 coord[3] = (float) (slice / 6);
2627
2628 switch (faceTarget) {
2629 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2630 coord[0] = 1.0f;
2631 coord[1] = -tc;
2632 coord[2] = -sc;
2633 break;
2634 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2635 coord[0] = -1.0f;
2636 coord[1] = -tc;
2637 coord[2] = sc;
2638 break;
2639 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2640 coord[0] = sc;
2641 coord[1] = 1.0f;
2642 coord[2] = tc;
2643 break;
2644 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2645 coord[0] = sc;
2646 coord[1] = -1.0f;
2647 coord[2] = -tc;
2648 break;
2649 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2650 coord[0] = sc;
2651 coord[1] = -tc;
2652 coord[2] = 1.0f;
2653 break;
2654 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2655 coord[0] = -sc;
2656 coord[1] = -tc;
2657 coord[2] = -1.0f;
2658 break;
2659 default:
2660 assert(0);
2661 }
2662 }
2663 break;
2664 default:
2665 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2666 }
2667 }
2668
2669 static struct blit_shader *
2670 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2671 {
2672 switch(target) {
2673 case GL_TEXTURE_1D:
2674 table->sampler_1d.type = "sampler1D";
2675 table->sampler_1d.func = "texture1D";
2676 table->sampler_1d.texcoords = "texCoords.x";
2677 return &table->sampler_1d;
2678 case GL_TEXTURE_2D:
2679 table->sampler_2d.type = "sampler2D";
2680 table->sampler_2d.func = "texture2D";
2681 table->sampler_2d.texcoords = "texCoords.xy";
2682 return &table->sampler_2d;
2683 case GL_TEXTURE_RECTANGLE:
2684 table->sampler_rect.type = "sampler2DRect";
2685 table->sampler_rect.func = "texture2DRect";
2686 table->sampler_rect.texcoords = "texCoords.xy";
2687 return &table->sampler_rect;
2688 case GL_TEXTURE_3D:
2689 /* Code for mipmap generation with 3D textures is not used yet.
2690 * It's a sw fallback.
2691 */
2692 table->sampler_3d.type = "sampler3D";
2693 table->sampler_3d.func = "texture3D";
2694 table->sampler_3d.texcoords = "texCoords.xyz";
2695 return &table->sampler_3d;
2696 case GL_TEXTURE_CUBE_MAP:
2697 table->sampler_cubemap.type = "samplerCube";
2698 table->sampler_cubemap.func = "textureCube";
2699 table->sampler_cubemap.texcoords = "texCoords.xyz";
2700 return &table->sampler_cubemap;
2701 case GL_TEXTURE_1D_ARRAY:
2702 table->sampler_1d_array.type = "sampler1DArray";
2703 table->sampler_1d_array.func = "texture1DArray";
2704 table->sampler_1d_array.texcoords = "texCoords.xy";
2705 return &table->sampler_1d_array;
2706 case GL_TEXTURE_2D_ARRAY:
2707 table->sampler_2d_array.type = "sampler2DArray";
2708 table->sampler_2d_array.func = "texture2DArray";
2709 table->sampler_2d_array.texcoords = "texCoords.xyz";
2710 return &table->sampler_2d_array;
2711 case GL_TEXTURE_CUBE_MAP_ARRAY:
2712 table->sampler_cubemap_array.type = "samplerCubeArray";
2713 table->sampler_cubemap_array.func = "textureCubeArray";
2714 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2715 return &table->sampler_cubemap_array;
2716 default:
2717 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2718 " setup_texture_sampler()\n", target);
2719 return NULL;
2720 }
2721 }
2722
2723 void
2724 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2725 {
2726 _mesa_DeleteProgram(table->sampler_1d.shader_prog);
2727 _mesa_DeleteProgram(table->sampler_2d.shader_prog);
2728 _mesa_DeleteProgram(table->sampler_3d.shader_prog);
2729 _mesa_DeleteProgram(table->sampler_rect.shader_prog);
2730 _mesa_DeleteProgram(table->sampler_cubemap.shader_prog);
2731 _mesa_DeleteProgram(table->sampler_1d_array.shader_prog);
2732 _mesa_DeleteProgram(table->sampler_2d_array.shader_prog);
2733 _mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog);
2734
2735 table->sampler_1d.shader_prog = 0;
2736 table->sampler_2d.shader_prog = 0;
2737 table->sampler_3d.shader_prog = 0;
2738 table->sampler_rect.shader_prog = 0;
2739 table->sampler_cubemap.shader_prog = 0;
2740 table->sampler_1d_array.shader_prog = 0;
2741 table->sampler_2d_array.shader_prog = 0;
2742 table->sampler_cubemap_array.shader_prog = 0;
2743 }
2744
2745 /**
2746 * Determine the GL data type to use for the temporary image read with
2747 * ReadPixels() and passed to Tex[Sub]Image().
2748 */
2749 static GLenum
2750 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2751 {
2752 const GLenum baseFormat = _mesa_get_format_base_format(format);
2753 const GLenum datatype = _mesa_get_format_datatype(format);
2754 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2755
2756 switch (baseFormat) {
2757 case GL_RGBA:
2758 case GL_RGB:
2759 case GL_RG:
2760 case GL_RED:
2761 case GL_ALPHA:
2762 case GL_LUMINANCE:
2763 case GL_LUMINANCE_ALPHA:
2764 case GL_INTENSITY:
2765 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2766 return datatype;
2767 } else if (format_red_bits <= 8) {
2768 return GL_UNSIGNED_BYTE;
2769 } else if (format_red_bits <= 16) {
2770 return GL_UNSIGNED_SHORT;
2771 }
2772 return GL_FLOAT;
2773 case GL_DEPTH_COMPONENT:
2774 if (datatype == GL_FLOAT)
2775 return GL_FLOAT;
2776 else
2777 return GL_UNSIGNED_INT;
2778 case GL_DEPTH_STENCIL:
2779 if (datatype == GL_FLOAT)
2780 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2781 else
2782 return GL_UNSIGNED_INT_24_8;
2783 default:
2784 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2785 baseFormat);
2786 return 0;
2787 }
2788 }
2789
2790 /**
2791 * Attempts to wrap the destination texture in an FBO and use
2792 * glBlitFramebuffer() to implement glCopyTexSubImage().
2793 */
2794 static bool
2795 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2796 struct gl_texture_image *texImage,
2797 GLint xoffset,
2798 GLint yoffset,
2799 GLint zoffset,
2800 struct gl_renderbuffer *rb,
2801 GLint x, GLint y,
2802 GLsizei width, GLsizei height)
2803 {
2804 GLuint fbo;
2805 bool success = false;
2806 GLbitfield mask;
2807 GLenum status;
2808
2809 if (!ctx->Extensions.ARB_framebuffer_object)
2810 return false;
2811
2812 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2813
2814 _mesa_GenFramebuffers(1, &fbo);
2815 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2816
2817 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2818 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2819 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
2820 texImage, zoffset);
2821 mask = GL_DEPTH_BUFFER_BIT;
2822
2823 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2824 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2825 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2826 texImage, zoffset);
2827 mask |= GL_STENCIL_BUFFER_BIT;
2828 }
2829 _mesa_DrawBuffer(GL_NONE);
2830 } else {
2831 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2832 texImage, zoffset);
2833 mask = GL_COLOR_BUFFER_BIT;
2834 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2835 }
2836
2837 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2838 if (status != GL_FRAMEBUFFER_COMPLETE)
2839 goto out;
2840
2841 ctx->Meta->Blit.no_ctsi_fallback = true;
2842
2843 /* Since we've bound a new draw framebuffer, we need to update
2844 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2845 * be correct.
2846 */
2847 _mesa_update_state(ctx);
2848
2849 /* We skip the core BlitFramebuffer checks for format consistency, which
2850 * are too strict for CopyTexImage. We know meta will be fine with format
2851 * changes.
2852 */
2853 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2854 x, y,
2855 x + width, y + height,
2856 xoffset, yoffset,
2857 xoffset + width, yoffset + height,
2858 mask, GL_NEAREST);
2859 ctx->Meta->Blit.no_ctsi_fallback = false;
2860 success = mask == 0x0;
2861
2862 out:
2863 _mesa_DeleteFramebuffers(1, &fbo);
2864 _mesa_meta_end(ctx);
2865 return success;
2866 }
2867
2868 /**
2869 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2870 * Have to be careful with locking and meta state for pixel transfer.
2871 */
2872 void
2873 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2874 struct gl_texture_image *texImage,
2875 GLint xoffset, GLint yoffset, GLint zoffset,
2876 struct gl_renderbuffer *rb,
2877 GLint x, GLint y,
2878 GLsizei width, GLsizei height)
2879 {
2880 GLenum format, type;
2881 GLint bpp;
2882 void *buf;
2883
2884 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2885 texImage,
2886 xoffset, yoffset, zoffset,
2887 rb,
2888 x, y,
2889 width, height)) {
2890 return;
2891 }
2892
2893 /* Choose format/type for temporary image buffer */
2894 format = _mesa_get_format_base_format(texImage->TexFormat);
2895 if (format == GL_LUMINANCE ||
2896 format == GL_LUMINANCE_ALPHA ||
2897 format == GL_INTENSITY) {
2898 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2899 * temp image buffer because glReadPixels will do L=R+G+B which is
2900 * not what we want (should be L=R).
2901 */
2902 format = GL_RGBA;
2903 }
2904
2905 type = get_temp_image_type(ctx, texImage->TexFormat);
2906 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2907 format = _mesa_base_format_to_integer_format(format);
2908 }
2909 bpp = _mesa_bytes_per_pixel(format, type);
2910 if (bpp <= 0) {
2911 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2912 return;
2913 }
2914
2915 /*
2916 * Alloc image buffer (XXX could use a PBO)
2917 */
2918 buf = malloc(width * height * bpp);
2919 if (!buf) {
2920 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2921 return;
2922 }
2923
2924 /*
2925 * Read image from framebuffer (disable pixel transfer ops)
2926 */
2927 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2928 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2929 format, type, &ctx->Pack, buf);
2930 _mesa_meta_end(ctx);
2931
2932 _mesa_update_state(ctx); /* to update pixel transfer state */
2933
2934 /*
2935 * Store texture data (with pixel transfer ops)
2936 */
2937 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2938
2939 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2940 assert(yoffset == 0);
2941 ctx->Driver.TexSubImage(ctx, dims, texImage,
2942 xoffset, zoffset, 0, width, 1, 1,
2943 format, type, buf, &ctx->Unpack);
2944 } else {
2945 ctx->Driver.TexSubImage(ctx, dims, texImage,
2946 xoffset, yoffset, zoffset, width, height, 1,
2947 format, type, buf, &ctx->Unpack);
2948 }
2949
2950 _mesa_meta_end(ctx);
2951
2952 free(buf);
2953 }
2954
2955 static void
2956 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2957 {
2958 if (decompress_fbo->FBO != 0) {
2959 _mesa_DeleteFramebuffers(1, &decompress_fbo->FBO);
2960 _mesa_DeleteRenderbuffers(1, &decompress_fbo->RBO);
2961 }
2962
2963 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2964 }
2965
2966 static void
2967 meta_decompress_cleanup(struct decompress_state *decompress)
2968 {
2969 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2970 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2971
2972 if (decompress->VAO != 0) {
2973 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2974 _mesa_DeleteBuffers(1, &decompress->VBO);
2975 }
2976
2977 if (decompress->Sampler != 0)
2978 _mesa_DeleteSamplers(1, &decompress->Sampler);
2979
2980 memset(decompress, 0, sizeof(*decompress));
2981 }
2982
2983 /**
2984 * Decompress a texture image by drawing a quad with the compressed
2985 * texture and reading the pixels out of the color buffer.
2986 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2987 * \param destFormat format, ala glReadPixels
2988 * \param destType type, ala glReadPixels
2989 * \param dest destination buffer
2990 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2991 */
2992 static bool
2993 decompress_texture_image(struct gl_context *ctx,
2994 struct gl_texture_image *texImage,
2995 GLuint slice,
2996 GLint xoffset, GLint yoffset,
2997 GLsizei width, GLsizei height,
2998 GLenum destFormat, GLenum destType,
2999 GLvoid *dest)
3000 {
3001 struct decompress_state *decompress = &ctx->Meta->Decompress;
3002 struct decompress_fbo_state *decompress_fbo;
3003 struct gl_texture_object *texObj = texImage->TexObject;
3004 const GLenum target = texObj->Target;
3005 GLenum rbFormat;
3006 GLenum faceTarget;
3007 struct vertex verts[4];
3008 GLuint samplerSave;
3009 GLenum status;
3010 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3011 ctx->Extensions.ARB_fragment_shader;
3012
3013 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3014 case GL_FLOAT:
3015 decompress_fbo = &decompress->floatFBO;
3016 rbFormat = GL_RGBA32F;
3017 break;
3018 case GL_UNSIGNED_NORMALIZED:
3019 decompress_fbo = &decompress->byteFBO;
3020 rbFormat = GL_RGBA;
3021 break;
3022 default:
3023 return false;
3024 }
3025
3026 if (slice > 0) {
3027 assert(target == GL_TEXTURE_3D ||
3028 target == GL_TEXTURE_2D_ARRAY ||
3029 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3030 }
3031
3032 switch (target) {
3033 case GL_TEXTURE_1D:
3034 case GL_TEXTURE_1D_ARRAY:
3035 assert(!"No compressed 1D textures.");
3036 return false;
3037
3038 case GL_TEXTURE_3D:
3039 assert(!"No compressed 3D textures.");
3040 return false;
3041
3042 case GL_TEXTURE_CUBE_MAP_ARRAY:
3043 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3044 break;
3045
3046 case GL_TEXTURE_CUBE_MAP:
3047 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3048 break;
3049
3050 default:
3051 faceTarget = target;
3052 break;
3053 }
3054
3055 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3056 MESA_META_DRAW_BUFFERS));
3057
3058 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3059 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3060
3061 /* Create/bind FBO/renderbuffer */
3062 if (decompress_fbo->FBO == 0) {
3063 _mesa_GenFramebuffers(1, &decompress_fbo->FBO);
3064 _mesa_GenRenderbuffers(1, &decompress_fbo->RBO);
3065 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3066 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
3067 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
3068 GL_COLOR_ATTACHMENT0_EXT,
3069 GL_RENDERBUFFER_EXT,
3070 decompress_fbo->RBO);
3071 }
3072 else {
3073 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3074 }
3075
3076 /* alloc dest surface */
3077 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3078 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
3079 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, rbFormat,
3080 width, height);
3081 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3082 if (status != GL_FRAMEBUFFER_COMPLETE) {
3083 /* If the framebuffer isn't complete then we'll leave
3084 * decompress_fbo->Width as zero so that it will fail again next time
3085 * too */
3086 _mesa_meta_end(ctx);
3087 return false;
3088 }
3089 decompress_fbo->Width = width;
3090 decompress_fbo->Height = height;
3091 }
3092
3093 if (use_glsl_version) {
3094 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO, &decompress->VBO, true,
3095 2, 4, 0);
3096
3097 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3098 } else {
3099 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO, &decompress->VBO, 3);
3100 }
3101
3102 if (!decompress->Sampler) {
3103 _mesa_GenSamplers(1, &decompress->Sampler);
3104 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3105 /* nearest filtering */
3106 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3107 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3108 /* No sRGB decode or encode.*/
3109 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3110 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3111 GL_SKIP_DECODE_EXT);
3112 }
3113
3114 } else {
3115 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3116 }
3117
3118 /* Silence valgrind warnings about reading uninitialized stack. */
3119 memset(verts, 0, sizeof(verts));
3120
3121 _mesa_meta_setup_texture_coords(faceTarget, slice,
3122 xoffset, yoffset, width, height,
3123 texImage->Width, texImage->Height,
3124 texImage->Depth,
3125 verts[0].tex,
3126 verts[1].tex,
3127 verts[2].tex,
3128 verts[3].tex);
3129
3130 /* setup vertex positions */
3131 verts[0].x = -1.0F;
3132 verts[0].y = -1.0F;
3133 verts[1].x = 1.0F;
3134 verts[1].y = -1.0F;
3135 verts[2].x = 1.0F;
3136 verts[2].y = 1.0F;
3137 verts[3].x = -1.0F;
3138 verts[3].y = 1.0F;
3139
3140 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3141
3142 /* upload new vertex data */
3143 _mesa_NamedBufferSubData(decompress->VBO, 0, sizeof(verts), verts);
3144
3145 /* setup texture state */
3146 _mesa_BindTexture(target, texObj->Name);
3147
3148 if (!use_glsl_version)
3149 _mesa_set_enable(ctx, target, GL_TRUE);
3150
3151 {
3152 /* save texture object state */
3153 const GLint baseLevelSave = texObj->BaseLevel;
3154 const GLint maxLevelSave = texObj->MaxLevel;
3155
3156 /* restrict sampling to the texture level of interest */
3157 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3158 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3159 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3160 }
3161
3162 /* render quad w/ texture into renderbuffer */
3163 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3164
3165 /* Restore texture object state, the texture binding will
3166 * be restored by _mesa_meta_end().
3167 */
3168 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3169 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3170 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3171 }
3172
3173 }
3174
3175 /* read pixels from renderbuffer */
3176 {
3177 GLenum baseTexFormat = texImage->_BaseFormat;
3178 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3179
3180 /* The pixel transfer state will be set to default values at this point
3181 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3182 * turned off (as required by glGetTexImage) but we need to handle some
3183 * special cases. In particular, single-channel texture values are
3184 * returned as red and two-channel texture values are returned as
3185 * red/alpha.
3186 */
3187 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3188 destBaseFormat) ||
3189 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3190 * luminance then we need to return L=tex(R).
3191 */
3192 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3193 destBaseFormat)) {
3194 /* Green and blue must be zero */
3195 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3196 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3197 }
3198
3199 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3200 }
3201
3202 /* disable texture unit */
3203 if (!use_glsl_version)
3204 _mesa_set_enable(ctx, target, GL_FALSE);
3205
3206 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3207
3208 _mesa_meta_end(ctx);
3209
3210 return true;
3211 }
3212
3213
3214 /**
3215 * This is just a wrapper around _mesa_get_tex_image() and
3216 * decompress_texture_image(). Meta functions should not be directly called
3217 * from core Mesa.
3218 */
3219 void
3220 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3221 GLint xoffset, GLint yoffset, GLint zoffset,
3222 GLsizei width, GLsizei height, GLsizei depth,
3223 GLenum format, GLenum type, GLvoid *pixels,
3224 struct gl_texture_image *texImage)
3225 {
3226 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3227 GLuint slice;
3228 bool result = true;
3229
3230 for (slice = 0; slice < depth; slice++) {
3231 void *dst;
3232 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
3233 || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
3234 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3235 * in the decompress_texture_image() function's call to
3236 * glReadPixels but we need to compute the dest slice's address
3237 * here (according to SkipImages and ImageHeight).
3238 */
3239 struct gl_pixelstore_attrib packing = ctx->Pack;
3240 packing.SkipPixels = 0;
3241 packing.SkipRows = 0;
3242 dst = _mesa_image_address3d(&packing, pixels, width, height,
3243 format, type, slice, 0, 0);
3244 }
3245 else {
3246 dst = pixels;
3247 }
3248 result = decompress_texture_image(ctx, texImage, slice,
3249 xoffset, yoffset, width, height,
3250 format, type, dst);
3251 if (!result)
3252 break;
3253 }
3254
3255 if (result)
3256 return;
3257 }
3258
3259 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3260 width, height, depth, format, type, pixels, texImage);
3261 }
3262
3263
3264 /**
3265 * Meta implementation of ctx->Driver.DrawTex() in terms
3266 * of polygon rendering.
3267 */
3268 void
3269 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3270 GLfloat width, GLfloat height)
3271 {
3272 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3273 struct vertex {
3274 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3275 };
3276 struct vertex verts[4];
3277 GLuint i;
3278
3279 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3280 MESA_META_SHADER |
3281 MESA_META_TRANSFORM |
3282 MESA_META_VERTEX |
3283 MESA_META_VIEWPORT));
3284
3285 if (drawtex->VAO == 0) {
3286 /* one-time setup */
3287 GLint active_texture;
3288
3289 /* create vertex array object */
3290 _mesa_GenVertexArrays(1, &drawtex->VAO);
3291 _mesa_BindVertexArray(drawtex->VAO);
3292
3293 /* create vertex array buffer */
3294 _mesa_GenBuffers(1, &drawtex->VBO);
3295 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3296 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3297 NULL, GL_DYNAMIC_DRAW_ARB);
3298
3299 /* client active texture is not part of the array object */
3300 active_texture = ctx->Array.ActiveTexture;
3301
3302 /* setup vertex arrays */
3303 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3304 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3305 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3306 _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
3307 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3308 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3309 }
3310
3311 /* restore client active texture */
3312 _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
3313 }
3314 else {
3315 _mesa_BindVertexArray(drawtex->VAO);
3316 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3317 }
3318
3319 /* vertex positions, texcoords */
3320 {
3321 const GLfloat x1 = x + width;
3322 const GLfloat y1 = y + height;
3323
3324 z = CLAMP(z, 0.0f, 1.0f);
3325 z = invert_z(z);
3326
3327 verts[0].x = x;
3328 verts[0].y = y;
3329 verts[0].z = z;
3330
3331 verts[1].x = x1;
3332 verts[1].y = y;
3333 verts[1].z = z;
3334
3335 verts[2].x = x1;
3336 verts[2].y = y1;
3337 verts[2].z = z;
3338
3339 verts[3].x = x;
3340 verts[3].y = y1;
3341 verts[3].z = z;
3342
3343 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3344 const struct gl_texture_object *texObj;
3345 const struct gl_texture_image *texImage;
3346 GLfloat s, t, s1, t1;
3347 GLuint tw, th;
3348
3349 if (!ctx->Texture.Unit[i]._Current) {
3350 GLuint j;
3351 for (j = 0; j < 4; j++) {
3352 verts[j].st[i][0] = 0.0f;
3353 verts[j].st[i][1] = 0.0f;
3354 }
3355 continue;
3356 }
3357
3358 texObj = ctx->Texture.Unit[i]._Current;
3359 texImage = texObj->Image[0][texObj->BaseLevel];
3360 tw = texImage->Width2;
3361 th = texImage->Height2;
3362
3363 s = (GLfloat) texObj->CropRect[0] / tw;
3364 t = (GLfloat) texObj->CropRect[1] / th;
3365 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3366 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3367
3368 verts[0].st[i][0] = s;
3369 verts[0].st[i][1] = t;
3370
3371 verts[1].st[i][0] = s1;
3372 verts[1].st[i][1] = t;
3373
3374 verts[2].st[i][0] = s1;
3375 verts[2].st[i][1] = t1;
3376
3377 verts[3].st[i][0] = s;
3378 verts[3].st[i][1] = t1;
3379 }
3380
3381 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3382 }
3383
3384 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3385
3386 _mesa_meta_end(ctx);
3387 }
3388
3389 static bool
3390 cleartexsubimage_color(struct gl_context *ctx,
3391 struct gl_texture_image *texImage,
3392 const GLvoid *clearValue,
3393 GLint zoffset)
3394 {
3395 mesa_format format;
3396 union gl_color_union colorValue;
3397 GLenum datatype;
3398 GLenum status;
3399
3400 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3401 texImage, zoffset);
3402
3403 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3404 if (status != GL_FRAMEBUFFER_COMPLETE)
3405 return false;
3406
3407 /* We don't want to apply an sRGB conversion so override the format */
3408 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3409 datatype = _mesa_get_format_datatype(format);
3410
3411 switch (datatype) {
3412 case GL_UNSIGNED_INT:
3413 case GL_INT:
3414 if (clearValue)
3415 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3416 (GLuint (*)[4]) colorValue.ui);
3417 else
3418 memset(&colorValue, 0, sizeof colorValue);
3419 if (datatype == GL_INT)
3420 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3421 else
3422 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3423 break;
3424 default:
3425 if (clearValue)
3426 _mesa_unpack_rgba_row(format, 1, clearValue,
3427 (GLfloat (*)[4]) colorValue.f);
3428 else
3429 memset(&colorValue, 0, sizeof colorValue);
3430 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3431 break;
3432 }
3433
3434 return true;
3435 }
3436
3437 static bool
3438 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3439 struct gl_texture_image *texImage,
3440 const GLvoid *clearValue,
3441 GLint zoffset)
3442 {
3443 GLint stencilValue;
3444 GLfloat depthValue;
3445 GLenum status;
3446
3447 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
3448 texImage, zoffset);
3449
3450 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3451 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
3452 texImage, zoffset);
3453
3454 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3455 if (status != GL_FRAMEBUFFER_COMPLETE)
3456 return false;
3457
3458 if (clearValue) {
3459 GLuint depthStencilValue[2];
3460
3461 /* Convert the clearValue from whatever format it's in to a floating
3462 * point value for the depth and an integer value for the stencil index
3463 */
3464 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3465 1, /* n */
3466 clearValue,
3467 depthStencilValue);
3468 /* We need a memcpy here instead of a cast because we need to
3469 * reinterpret the bytes as a float rather than converting it
3470 */
3471 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3472 stencilValue = depthStencilValue[1] & 0xff;
3473 } else {
3474 depthValue = 0.0f;
3475 stencilValue = 0;
3476 }
3477
3478 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3479 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3480 else
3481 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3482
3483 return true;
3484 }
3485
3486 static bool
3487 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3488 struct gl_texture_image *texImage,
3489 GLint zoffset,
3490 const GLvoid *clearValue)
3491 {
3492 GLuint fbo;
3493 bool success;
3494
3495 _mesa_GenFramebuffers(1, &fbo);
3496 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
3497
3498 switch(texImage->_BaseFormat) {
3499 case GL_DEPTH_STENCIL:
3500 case GL_DEPTH_COMPONENT:
3501 success = cleartexsubimage_depth_stencil(ctx, texImage,
3502 clearValue, zoffset);
3503 break;
3504 default:
3505 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3506 break;
3507 }
3508
3509 _mesa_DeleteFramebuffers(1, &fbo);
3510
3511 return success;
3512 }
3513
3514 static bool
3515 cleartexsubimage_using_fbo(struct gl_context *ctx,
3516 struct gl_texture_image *texImage,
3517 GLint xoffset, GLint yoffset, GLint zoffset,
3518 GLsizei width, GLsizei height, GLsizei depth,
3519 const GLvoid *clearValue)
3520 {
3521 bool success = true;
3522 GLint z;
3523
3524 _mesa_meta_begin(ctx,
3525 MESA_META_SCISSOR |
3526 MESA_META_COLOR_MASK |
3527 MESA_META_DITHER |
3528 MESA_META_FRAMEBUFFER_SRGB);
3529
3530 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3531
3532 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3533 _mesa_Scissor(xoffset, yoffset, width, height);
3534
3535 for (z = zoffset; z < zoffset + depth; z++) {
3536 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3537 success = false;
3538 break;
3539 }
3540 }
3541
3542 _mesa_meta_end(ctx);
3543
3544 return success;
3545 }
3546
3547 extern void
3548 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3549 struct gl_texture_image *texImage,
3550 GLint xoffset, GLint yoffset, GLint zoffset,
3551 GLsizei width, GLsizei height, GLsizei depth,
3552 const GLvoid *clearValue)
3553 {
3554 bool res;
3555
3556 res = cleartexsubimage_using_fbo(ctx, texImage,
3557 xoffset, yoffset, zoffset,
3558 width, height, depth,
3559 clearValue);
3560
3561 if (res)
3562 return;
3563
3564 _mesa_warning(ctx,
3565 "Falling back to mapping the texture in "
3566 "glClearTexSubImage\n");
3567
3568 _mesa_store_cleartexsubimage(ctx, texImage,
3569 xoffset, yoffset, zoffset,
3570 width, height, depth,
3571 clearValue);
3572 }