2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/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"
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"
88 /** Return offset in bytes of the field within a vertex struct */
89 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
92 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
94 static struct blit_shader
*
95 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
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
);
103 _mesa_meta_bind_fbo_image(GLenum fboTarget
, GLenum attachment
,
104 struct gl_texture_image
*texImage
, GLuint layer
)
106 struct gl_texture_object
*texObj
= texImage
->TexObject
;
107 int level
= texImage
->Level
;
108 GLenum texTarget
= texObj
->Target
;
112 _mesa_FramebufferTexture1D(fboTarget
,
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
:
123 _mesa_FramebufferTextureLayer(fboTarget
,
129 default: /* 2D / cube */
130 if (texTarget
== GL_TEXTURE_CUBE_MAP
)
131 texTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
133 _mesa_FramebufferTexture2D(fboTarget
,
142 _mesa_meta_compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
,
143 const GLcharARB
*source
)
149 shader
= _mesa_CreateShader(target
);
150 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
151 _mesa_CompileShader(shader
);
153 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
157 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
159 _mesa_DeleteShader(shader
);
165 _mesa_DeleteShader(shader
);
169 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
171 "meta program compile failed:\n%s\n"
176 _mesa_DeleteShader(shader
);
182 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
187 _mesa_LinkProgram(program
);
189 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
193 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
201 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
202 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
210 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
211 const char *vs_source
,
212 const char *fs_source
,
216 GLuint vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
218 GLuint fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
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
);
231 _mesa_UseProgram(*program
);
235 * Generate a generic shader to blit from a texture to a framebuffer
237 * \param ctx Current GL context
238 * \param texTarget Texture target that will be the source of the blit
240 * \returns a handle to a shader program on success or zero on failure.
243 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
246 struct blit_shader_table
*table
)
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
;
253 if (ctx
->Const
.GLSLVersion
< 130) {
255 vs_input
= "attribute";
256 vs_output
= "varying";
257 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
258 fs_input
= "varying";
260 vs_preprocess
= "#version 130";
263 fs_preprocess
= "#version 130";
265 shader
->func
= "texture";
268 assert(shader
!= NULL
);
270 if (shader
->shader_prog
!= 0) {
271 _mesa_UseProgram(shader
->shader_prog
);
275 mem_ctx
= ralloc_context(NULL
);
277 vs_source
= ralloc_asprintf(mem_ctx
,
279 "%s vec2 position;\n"
280 "%s vec4 textureCoords;\n"
281 "%s vec4 texCoords;\n"
284 " texCoords = textureCoords;\n"
285 " gl_Position = vec4(position, 0.0, 1.0);\n"
287 vs_preprocess
, vs_input
, vs_input
, vs_output
);
289 fs_source
= ralloc_asprintf(mem_ctx
,
291 "#extension GL_ARB_texture_cube_map_array: enable\n"
292 "uniform %s texSampler;\n"
293 "%s vec4 texCoords;\n"
296 " gl_FragColor = %s(texSampler, %s);\n"
299 fs_preprocess
, shader
->type
, fs_input
,
300 shader
->func
, shader
->texcoords
,
301 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
303 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
304 ralloc_asprintf(mem_ctx
, "%s blit",
306 &shader
->shader_prog
);
307 ralloc_free(mem_ctx
);
311 * Configure vertex buffer and vertex array objects for tests
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.
317 * \param VAO Storage for vertex array object handle. If 0, a new VAO
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
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.
332 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
333 * Use \c texcoord_size instead.
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
,
345 /* create vertex array object */
346 _mesa_GenVertexArrays(1, VAO
);
347 _mesa_BindVertexArray(*VAO
);
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
,
355 /* setup vertex arrays */
356 if (use_generic_attributes
) {
357 assert(color_size
== 0);
359 _mesa_VertexAttribPointer(0, vertex_size
, GL_FLOAT
, GL_FALSE
,
360 sizeof(struct vertex
), OFFSET(x
));
361 _mesa_EnableVertexAttribArray(0);
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);
369 _mesa_VertexPointer(vertex_size
, GL_FLOAT
, sizeof(struct vertex
),
371 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
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
);
379 if (color_size
> 0) {
380 _mesa_ColorPointer(color_size
, GL_FLOAT
,
381 sizeof(struct vertex
), OFFSET(r
));
382 _mesa_EnableClientState(GL_COLOR_ARRAY
);
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.
392 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
393 _mesa_BindBuffer(GL_ARRAY_BUFFER
, save
->ArrayBufferObj
->Name
);
396 _mesa_BindVertexArray(*VAO
);
401 * Initialize meta-ops for a context.
402 * To be called once during context creation.
405 _mesa_meta_init(struct gl_context
*ctx
)
409 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
413 * Free context meta-op state.
414 * To be called once during context destruction.
417 _mesa_meta_free(struct gl_context
*ctx
)
419 GET_CURRENT_CONTEXT(old_context
);
420 _mesa_make_current(ctx
, NULL
, NULL
);
421 _mesa_meta_glsl_blit_cleanup(&ctx
->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
);
428 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
430 _mesa_make_current(NULL
, NULL
, NULL
);
437 * Enter meta state. This is like a light-weight version of glPushAttrib
438 * but it also resets most GL state back to default values.
440 * \param state bitmask of MESA_META_* flags indicating which attribute groups
441 * to save and reset to their defaults
444 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
446 struct save_state
*save
;
448 /* hope MAX_META_OPS_DEPTH is large enough */
449 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
451 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
452 memset(save
, 0, sizeof(*save
));
453 save
->SavedState
= state
;
455 /* We always push into desktop GL mode and pop out at the end. No sense in
456 * writing our shaders varying based on the user's context choice, when
457 * Mesa can handle either.
459 save
->API
= ctx
->API
;
460 ctx
->API
= API_OPENGL_COMPAT
;
462 /* Mesa's extension helper functions use the current context's API to look up
463 * the version required by an extension as a step in determining whether or
464 * not it has been advertised. Since meta aims to only be restricted by the
465 * driver capability (and not by whether or not an extension has been
466 * advertised), set the helper functions' Version variable to a value that
467 * will make the checks on the context API and version unconditionally pass.
469 save
->ExtensionsVersion
= ctx
->Extensions
.Version
;
470 ctx
->Extensions
.Version
= ~0;
472 /* Pausing transform feedback needs to be done early, or else we won't be
473 * able to change other state.
475 save
->TransformFeedbackNeedsResume
=
476 _mesa_is_xfb_active_and_unpaused(ctx
);
477 if (save
->TransformFeedbackNeedsResume
)
478 _mesa_PauseTransformFeedback();
480 /* After saving the current occlusion object, call EndQuery so that no
481 * occlusion querying will be active during the meta-operation.
483 if (state
& MESA_META_OCCLUSION_QUERY
) {
484 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
485 if (save
->CurrentOcclusionObject
)
486 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
489 if (state
& MESA_META_ALPHA_TEST
) {
490 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
491 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
492 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
493 if (ctx
->Color
.AlphaEnabled
)
494 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
497 if (state
& MESA_META_BLEND
) {
498 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
499 if (ctx
->Color
.BlendEnabled
) {
500 if (ctx
->Extensions
.EXT_draw_buffers2
) {
502 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
503 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
507 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
510 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
511 if (ctx
->Color
.ColorLogicOpEnabled
)
512 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
515 if (state
& MESA_META_DITHER
) {
516 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
517 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
520 if (state
& MESA_META_COLOR_MASK
) {
521 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
522 sizeof(ctx
->Color
.ColorMask
));
523 if (!ctx
->Color
.ColorMask
[0][0] ||
524 !ctx
->Color
.ColorMask
[0][1] ||
525 !ctx
->Color
.ColorMask
[0][2] ||
526 !ctx
->Color
.ColorMask
[0][3])
527 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
530 if (state
& MESA_META_DEPTH_TEST
) {
531 save
->Depth
= ctx
->Depth
; /* struct copy */
533 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
536 if (state
& MESA_META_FOG
) {
537 save
->Fog
= ctx
->Fog
.Enabled
;
538 if (ctx
->Fog
.Enabled
)
539 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
542 if (state
& MESA_META_PIXEL_STORE
) {
543 save
->Pack
= ctx
->Pack
;
544 save
->Unpack
= ctx
->Unpack
;
545 ctx
->Pack
= ctx
->DefaultPacking
;
546 ctx
->Unpack
= ctx
->DefaultPacking
;
549 if (state
& MESA_META_PIXEL_TRANSFER
) {
550 save
->RedScale
= ctx
->Pixel
.RedScale
;
551 save
->RedBias
= ctx
->Pixel
.RedBias
;
552 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
553 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
554 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
555 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
556 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
557 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
558 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
559 ctx
->Pixel
.RedScale
= 1.0F
;
560 ctx
->Pixel
.RedBias
= 0.0F
;
561 ctx
->Pixel
.GreenScale
= 1.0F
;
562 ctx
->Pixel
.GreenBias
= 0.0F
;
563 ctx
->Pixel
.BlueScale
= 1.0F
;
564 ctx
->Pixel
.BlueBias
= 0.0F
;
565 ctx
->Pixel
.AlphaScale
= 1.0F
;
566 ctx
->Pixel
.AlphaBias
= 0.0F
;
567 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
569 ctx
->NewState
|=_NEW_PIXEL
;
572 if (state
& MESA_META_RASTERIZATION
) {
573 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
574 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
575 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
576 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
577 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
578 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
579 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
580 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
581 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
582 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
583 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
586 if (state
& MESA_META_SCISSOR
) {
587 save
->Scissor
= ctx
->Scissor
; /* struct copy */
588 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
591 if (state
& MESA_META_SHADER
) {
594 if (ctx
->Extensions
.ARB_vertex_program
) {
595 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
596 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
597 ctx
->VertexProgram
.Current
);
598 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
601 if (ctx
->Extensions
.ARB_fragment_program
) {
602 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
603 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
604 ctx
->FragmentProgram
.Current
);
605 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
608 if (ctx
->Extensions
.ATI_fragment_shader
) {
609 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
610 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
613 if (ctx
->Pipeline
.Current
) {
614 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
615 ctx
->Pipeline
.Current
);
616 _mesa_BindProgramPipeline(0);
619 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
620 * that we don't have to worry about the current pipeline state.
622 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
623 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
624 ctx
->Shader
.CurrentProgram
[i
]);
626 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
627 ctx
->Shader
.ActiveProgram
);
632 if (state
& MESA_META_STENCIL_TEST
) {
633 save
->Stencil
= ctx
->Stencil
; /* struct copy */
634 if (ctx
->Stencil
.Enabled
)
635 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
636 /* NOTE: other stencil state not reset */
639 if (state
& MESA_META_TEXTURE
) {
642 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
643 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
644 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
646 /* Disable all texture units */
647 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
648 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
649 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
650 if (ctx
->Texture
.Unit
[u
].Enabled
||
651 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
652 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
653 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
654 if (ctx
->Extensions
.ARB_texture_cube_map
)
655 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
657 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
658 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
659 if (ctx
->Extensions
.NV_texture_rectangle
)
660 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
661 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
662 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
663 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
664 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
668 /* save current texture objects for unit[0] only */
669 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
670 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
671 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
674 /* set defaults for unit[0] */
675 _mesa_ActiveTexture(GL_TEXTURE0
);
676 _mesa_ClientActiveTexture(GL_TEXTURE0
);
677 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
680 if (state
& MESA_META_TRANSFORM
) {
681 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
682 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
683 16 * sizeof(GLfloat
));
684 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
685 16 * sizeof(GLfloat
));
686 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
687 16 * sizeof(GLfloat
));
688 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
689 /* set 1:1 vertex:pixel coordinate transform */
690 _mesa_ActiveTexture(GL_TEXTURE0
);
691 _mesa_MatrixMode(GL_TEXTURE
);
692 _mesa_LoadIdentity();
693 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
694 _mesa_MatrixMode(GL_MODELVIEW
);
695 _mesa_LoadIdentity();
696 _mesa_MatrixMode(GL_PROJECTION
);
697 _mesa_LoadIdentity();
699 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
700 * This can occur when there is no draw buffer.
702 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
703 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
704 0.0, ctx
->DrawBuffer
->Height
,
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
);
714 if (state
& MESA_META_CLIP
) {
715 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
716 if (ctx
->Transform
.ClipPlanesEnabled
) {
718 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
719 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
724 if (state
& MESA_META_VERTEX
) {
725 /* save vertex array object state */
726 _mesa_reference_vao(ctx
, &save
->VAO
,
728 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
729 ctx
->Array
.ArrayBufferObj
);
730 /* set some default state? */
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
);
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);
754 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
755 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
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.
761 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
762 ctx
->Extensions
.ARB_color_buffer_float
)
763 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
766 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
767 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
769 /* Generally in here we never want vertex color clamping --
770 * result clamping is only dependent on fragment clamping.
772 if (ctx
->Extensions
.ARB_color_buffer_float
)
773 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
776 if (state
& MESA_META_CONDITIONAL_RENDER
) {
777 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
778 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
780 if (ctx
->Query
.CondRenderQuery
)
781 _mesa_EndConditionalRender();
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
);
795 if (state
& MESA_META_MULTISAMPLE
) {
796 save
->Multisample
= ctx
->Multisample
; /* struct copy */
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
);
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
);
818 if (state
& MESA_META_DRAW_BUFFERS
) {
819 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
820 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
821 sizeof(save
->ColorDrawBuffers
));
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
);
833 save
->DrawBufferName
= ctx
->DrawBuffer
->Name
;
834 save
->ReadBufferName
= ctx
->ReadBuffer
->Name
;
835 save
->RenderbufferName
= (ctx
->CurrentRenderbuffer
?
836 ctx
->CurrentRenderbuffer
->Name
: 0);
842 * Leave meta state. This is like a light-weight version of glPopAttrib().
845 _mesa_meta_end(struct gl_context
*ctx
)
847 assert(ctx
->Meta
->SaveStackDepth
> 0);
849 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
850 const GLbitfield state
= save
->SavedState
;
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
;
861 ctx
->Driver
.WaitQuery(ctx
, q
);
863 _mesa_BeginQuery(q
->Target
, q
->Id
);
864 ctx
->Query
.CurrentOcclusionObject
->Result
+= result
;
868 if (state
& MESA_META_ALPHA_TEST
) {
869 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
870 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
871 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
874 if (state
& MESA_META_BLEND
) {
875 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
876 if (ctx
->Extensions
.EXT_draw_buffers2
) {
878 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
879 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
883 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
886 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
887 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
890 if (state
& MESA_META_DITHER
)
891 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
893 if (state
& MESA_META_COLOR_MASK
) {
895 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
896 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
898 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
899 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
903 save
->ColorMask
[i
][0],
904 save
->ColorMask
[i
][1],
905 save
->ColorMask
[i
][2],
906 save
->ColorMask
[i
][3]);
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
);
919 if (state
& MESA_META_FOG
) {
920 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
923 if (state
& MESA_META_PIXEL_STORE
) {
924 ctx
->Pack
= save
->Pack
;
925 ctx
->Unpack
= save
->Unpack
;
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
;
939 ctx
->NewState
|=_NEW_PIXEL
;
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
);
951 if (state
& MESA_META_SCISSOR
) {
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);
965 if (state
& MESA_META_SHADER
) {
966 static const GLenum targets
[] = {
968 GL_TESS_CONTROL_SHADER
,
969 GL_TESS_EVALUATION_SHADER
,
974 STATIC_ASSERT(MESA_SHADER_STAGES
== ARRAY_SIZE(targets
));
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
);
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
);
994 if (ctx
->Extensions
.ATI_fragment_shader
) {
995 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
996 save
->ATIFragmentShaderEnabled
);
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
1007 _mesa_use_shader_program(ctx
, targets
[i
],
1011 /* Do this *before* killing the reference. :)
1013 if (save
->Shader
[i
] != NULL
)
1016 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
1019 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1020 save
->ActiveShader
);
1021 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
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.
1028 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1031 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1032 ctx
->Pipeline
.Default
);
1034 if (save
->Pipeline
) {
1035 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1037 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1041 if (state
& MESA_META_STENCIL_TEST
) {
1042 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
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
);
1053 _mesa_StencilFuncSeparate(GL_FRONT
,
1054 stencil
->Function
[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]);
1062 _mesa_StencilFuncSeparate(GL_BACK
,
1063 stencil
->Function
[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]);
1072 if (state
& MESA_META_TEXTURE
) {
1075 assert(ctx
->Texture
.CurrentUnit
== 0);
1077 /* restore texenv for unit[0] */
1078 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
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
]);
1087 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
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
];
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
];
1103 /* restore current unit state */
1104 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1105 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
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
);
1115 _mesa_MatrixMode(GL_MODELVIEW
);
1116 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1118 _mesa_MatrixMode(GL_PROJECTION
);
1119 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1121 _mesa_MatrixMode(save
->MatrixMode
);
1123 if (ctx
->Extensions
.ARB_clip_control
)
1124 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1127 if (state
& MESA_META_CLIP
) {
1128 if (save
->ClipPlanesEnabled
) {
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
);
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
);
1143 /* restore vertex array object */
1144 _mesa_BindVertexArray(save
->VAO
->Name
);
1145 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
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
);
1156 _mesa_set_depth_range(ctx
, 0, save
->DepthNear
, save
->DepthFar
);
1159 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1160 ctx
->Extensions
.ARB_color_buffer_float
) {
1161 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1164 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1165 ctx
->Extensions
.ARB_color_buffer_float
) {
1166 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1169 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1170 if (save
->CondRenderQuery
)
1171 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1172 save
->CondRenderMode
);
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
;
1185 if (state
& MESA_META_MULTISAMPLE
) {
1186 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1187 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
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
);
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
);
1212 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1213 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1214 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1218 if (save
->Lighting
) {
1219 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1221 if (save
->RasterDiscard
) {
1222 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1224 if (save
->TransformFeedbackNeedsResume
)
1225 _mesa_ResumeTransformFeedback();
1227 if (ctx
->DrawBuffer
->Name
!= save
->DrawBufferName
)
1228 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, save
->DrawBufferName
);
1230 if (ctx
->ReadBuffer
->Name
!= save
->ReadBufferName
)
1231 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER
, save
->ReadBufferName
);
1233 if (!ctx
->CurrentRenderbuffer
||
1234 ctx
->CurrentRenderbuffer
->Name
!= save
->RenderbufferName
)
1235 _mesa_BindRenderbuffer(GL_RENDERBUFFER
, save
->RenderbufferName
);
1237 if (state
& MESA_META_DRAW_BUFFERS
) {
1238 _mesa_drawbuffers(ctx
, ctx
->DrawBuffer
, ctx
->Const
.MaxDrawBuffers
,
1239 save
->ColorDrawBuffers
, NULL
);
1242 ctx
->Meta
->SaveStackDepth
--;
1244 ctx
->API
= save
->API
;
1245 ctx
->Extensions
.Version
= save
->ExtensionsVersion
;
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.
1256 static inline GLfloat
1257 invert_z(GLfloat normZ
)
1259 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1265 * One-time init for a temp_texture object.
1266 * Choose tex target, compute max tex size, etc.
1269 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
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
;
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
;
1283 tex
->MinSize
= 16; /* 16 x 16 at least */
1284 assert(tex
->MaxSize
> 0);
1286 _mesa_GenTextures(1, &tex
->TexObj
);
1290 cleanup_temp_texture(struct temp_texture
*tex
)
1294 _mesa_DeleteTextures(1, &tex
->TexObj
);
1300 * Return pointer to temp_texture info for non-bitmap ops.
1301 * This does some one-time init if needed.
1303 struct temp_texture
*
1304 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1306 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1309 init_temp_texture(ctx
, tex
);
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.
1321 static struct temp_texture
*
1322 get_bitmap_temp_texture(struct gl_context
*ctx
)
1324 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1327 init_temp_texture(ctx
, tex
);
1334 * Return pointer to depth temp_texture.
1335 * This does some one-time init if needed.
1337 struct temp_texture
*
1338 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1340 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1343 init_temp_texture(ctx
, tex
);
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.
1356 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1359 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1360 GLsizei width
, GLsizei height
, GLenum intFormat
)
1362 GLboolean newTex
= GL_FALSE
;
1364 assert(width
<= tex
->MaxSize
);
1365 assert(height
<= tex
->MaxSize
);
1367 if (width
> tex
->Width
||
1368 height
> tex
->Height
||
1369 intFormat
!= tex
->IntFormat
) {
1370 /* alloc new texture (larger or different format) */
1373 /* use non-power of two size */
1374 tex
->Width
= MAX2(tex
->MinSize
, width
);
1375 tex
->Height
= MAX2(tex
->MinSize
, height
);
1378 /* find power of two size */
1380 w
= h
= tex
->MinSize
;
1389 tex
->IntFormat
= intFormat
;
1394 /* compute texcoords */
1395 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1396 tex
->Sright
= (GLfloat
) width
;
1397 tex
->Ttop
= (GLfloat
) height
;
1400 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1401 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1409 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
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
,
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
);
1426 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1428 /* copy framebuffer image to texture */
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);
1437 /* create empty texture */
1438 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1439 tex
->Width
, tex
->Height
, 0,
1440 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1442 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1443 0, 0, srcX
, srcY
, width
, height
);
1447 /* replace existing tex image */
1448 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1449 0, 0, srcX
, srcY
, width
, height
);
1455 * Setup/load texture for glDrawPixels.
1458 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1459 struct temp_texture
*tex
,
1461 GLsizei width
, GLsizei height
,
1462 GLenum format
, GLenum type
,
1463 const GLvoid
*pixels
)
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
);
1470 /* copy pixel data to texture */
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
);
1479 struct gl_buffer_object
*save_unpack_obj
= NULL
;
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
);
1491 _mesa_TexSubImage2D(tex
->Target
, 0,
1492 0, 0, width
, height
, format
, type
, pixels
);
1496 /* replace existing tex image */
1497 _mesa_TexSubImage2D(tex
->Target
, 0,
1498 0, 0, width
, height
, format
, type
, pixels
);
1503 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context
*ctx
,
1504 GLuint
*VAO
, GLuint
*VBO
,
1505 unsigned texcoord_size
)
1507 _mesa_meta_setup_vertex_objects(ctx
, VAO
, VBO
, false, 2, texcoord_size
, 0);
1509 /* setup projection matrix */
1510 _mesa_MatrixMode(GL_PROJECTION
);
1511 _mesa_LoadIdentity();
1515 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1518 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1520 meta_clear(ctx
, buffers
, false);
1524 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1526 meta_clear(ctx
, buffers
, true);
1530 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
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"
1538 "#ifdef GL_AMD_vertex_shader_layer\n"
1539 " gl_Layer = gl_InstanceID;\n"
1541 " gl_Position = position;\n"
1543 const char *fs_source
=
1544 "uniform vec4 color;\n"
1547 " gl_FragColor = color;\n"
1550 bool has_integer_textures
;
1552 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->VBO
, true,
1555 if (clear
->ShaderProg
!= 0)
1558 vs
= _mesa_CreateShader(GL_VERTEX_SHADER
);
1559 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
1560 _mesa_CompileShader(vs
);
1562 fs
= _mesa_CreateShader(GL_FRAGMENT_SHADER
);
1563 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
1564 _mesa_CompileShader(fs
);
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
);
1575 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
, "color");
1577 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1578 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
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
,
1585 "#extension GL_AMD_vertex_shader_layer : enable\n"
1586 "#extension GL_ARB_draw_instanced : enable\n"
1587 "in vec4 position;\n"
1590 "#ifdef GL_AMD_vertex_shader_layer\n"
1591 " gl_Layer = gl_InstanceID;\n"
1593 " gl_Position = position;\n"
1595 const char *fs_int_source
=
1596 ralloc_asprintf(shader_source_mem_ctx
,
1598 "uniform ivec4 color;\n"
1599 "out ivec4 out_color;\n"
1603 " out_color = color;\n"
1606 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
1608 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
1610 ralloc_free(shader_source_mem_ctx
);
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");
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.
1624 _mesa_ObjectLabel(GL_PROGRAM
, clear
->IntegerShaderProg
, -1,
1626 _mesa_meta_link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1628 clear
->IntegerColorLocation
=
1629 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
1634 meta_glsl_clear_cleanup(struct clear_state
*clear
)
1636 if (clear
->VAO
== 0)
1638 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1640 _mesa_DeleteBuffers(1, &clear
->VBO
);
1642 _mesa_DeleteProgram(clear
->ShaderProg
);
1643 clear
->ShaderProg
= 0;
1645 if (clear
->IntegerShaderProg
) {
1646 _mesa_DeleteProgram(clear
->IntegerShaderProg
);
1647 clear
->IntegerShaderProg
= 0;
1652 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1653 * set GL to only draw to those buffers.
1655 * Since the bitfield has no associated order, the assignment of draw buffer
1656 * indices to color attachment indices is rather arbitrary.
1659 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1661 GLenum enums
[MAX_DRAW_BUFFERS
];
1665 /* This function is only legal for color buffer bitfields. */
1666 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1668 /* Make sure we don't overflow any arrays. */
1669 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1673 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1674 enums
[i
++] = GL_FRONT_LEFT
;
1676 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1677 enums
[i
++] = GL_FRONT_RIGHT
;
1679 if (bits
& BUFFER_BIT_BACK_LEFT
)
1680 enums
[i
++] = GL_BACK_LEFT
;
1682 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1683 enums
[i
++] = GL_BACK_RIGHT
;
1685 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1686 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1687 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1690 _mesa_DrawBuffers(i
, enums
);
1694 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1697 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
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];
1707 metaSave
= (MESA_META_ALPHA_TEST
|
1709 MESA_META_DEPTH_TEST
|
1710 MESA_META_RASTERIZATION
|
1712 MESA_META_STENCIL_TEST
|
1714 MESA_META_VIEWPORT
|
1716 MESA_META_CLAMP_FRAGMENT_COLOR
|
1717 MESA_META_MULTISAMPLE
|
1718 MESA_META_OCCLUSION_QUERY
);
1721 metaSave
|= MESA_META_FOG
|
1722 MESA_META_PIXEL_TRANSFER
|
1723 MESA_META_TRANSFORM
|
1725 MESA_META_CLAMP_VERTEX_COLOR
|
1726 MESA_META_SELECT_FEEDBACK
;
1729 if (buffers
& BUFFER_BITS_COLOR
) {
1730 metaSave
|= MESA_META_DRAW_BUFFERS
;
1732 /* We'll use colormask to disable color writes. Otherwise,
1733 * respect color mask
1735 metaSave
|= MESA_META_COLOR_MASK
;
1738 _mesa_meta_begin(ctx
, metaSave
);
1741 meta_glsl_clear_init(ctx
, clear
);
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
);
1749 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->VBO
, false,
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
);
1759 if (fb
->_IntegerColor
) {
1761 _mesa_UseProgram(clear
->IntegerShaderProg
);
1762 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
1763 ctx
->Color
.ClearColor
.i
);
1765 _mesa_UseProgram(clear
->ShaderProg
);
1766 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
1767 ctx
->Color
.ClearColor
.f
);
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
);
1775 /* leave colormask state as-is */
1777 /* Clears never have the color clamped. */
1778 if (ctx
->Extensions
.ARB_color_buffer_float
)
1779 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1782 assert(metaSave
& MESA_META_COLOR_MASK
);
1783 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
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
);
1793 assert(!ctx
->Depth
.Test
);
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]);
1806 assert(!ctx
->Stencil
.Enabled
);
1809 /* vertex positions */
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];
1832 /* upload new vertex data */
1833 _mesa_NamedBufferData(clear
->VBO
, sizeof(verts
), verts
, GL_DYNAMIC_DRAW
);
1836 if (fb
->MaxNumLayers
> 0) {
1837 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1839 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1842 _mesa_meta_end(ctx
);
1846 * Meta implementation of ctx->Driver.CopyPixels() in terms
1847 * of texture mapping and polygon rendering and GLSL shaders.
1850 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1851 GLsizei width
, GLsizei height
,
1852 GLint dstX
, GLint dstY
, GLenum type
)
1854 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1855 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1856 struct vertex verts
[4];
1858 if (type
!= GL_COLOR
||
1859 ctx
->_ImageTransferState
||
1861 width
> tex
->MaxSize
||
1862 height
> tex
->MaxSize
) {
1863 /* XXX avoid this fallback */
1864 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1868 /* Most GL state applies to glCopyPixels, but a there's a few things
1869 * we need to override:
1871 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1874 MESA_META_TRANSFORM
|
1877 MESA_META_VIEWPORT
));
1879 _mesa_meta_setup_vertex_objects(ctx
, ©pix
->VAO
, ©pix
->VBO
, false,
1882 /* Silence valgrind warnings about reading uninitialized stack. */
1883 memset(verts
, 0, sizeof(verts
));
1885 /* Alloc/setup texture */
1886 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1887 GL_RGBA
, GL_NEAREST
);
1889 /* vertex positions, texcoords (after texture allocation!) */
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]);
1900 verts
[0].tex
[0] = 0.0F
;
1901 verts
[0].tex
[1] = 0.0F
;
1905 verts
[1].tex
[0] = tex
->Sright
;
1906 verts
[1].tex
[1] = 0.0F
;
1910 verts
[2].tex
[0] = tex
->Sright
;
1911 verts
[2].tex
[1] = tex
->Ttop
;
1915 verts
[3].tex
[0] = 0.0F
;
1916 verts
[3].tex
[1] = tex
->Ttop
;
1918 /* upload new vertex data */
1919 _mesa_NamedBufferSubData(copypix
->VBO
, 0, sizeof(verts
), verts
);
1922 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1924 /* draw textured quad */
1925 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1927 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1929 _mesa_meta_end(ctx
);
1933 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
1935 if (drawpix
->VAO
!= 0) {
1936 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1939 _mesa_DeleteBuffers(1, &drawpix
->VBO
);
1943 if (drawpix
->StencilFP
!= 0) {
1944 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1945 drawpix
->StencilFP
= 0;
1948 if (drawpix
->DepthFP
!= 0) {
1949 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1950 drawpix
->DepthFP
= 0;
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.
1960 tiled_draw_pixels(struct gl_context
*ctx
,
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
)
1967 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1970 if (tileUnpack
.RowLength
== 0)
1971 tileUnpack
.RowLength
= width
;
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
);
1977 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
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
);
1983 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
1985 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
1986 format
, type
, &tileUnpack
, pixels
);
1993 * One-time init for drawing stencil pixels.
1996 init_draw_stencil_pixels(struct gl_context
*ctx
)
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.
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).
2009 * The program parameter contains three values:
2010 * parm.x = 255 / (1 << bit)
2014 static const char *program
=
2016 "PARAM parm = program.local[0]; \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"
2023 "SUB t.x, t.x, t.y; \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"
2031 "# for debug only \n"
2032 "#MOV result.color, t.x; \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
;
2039 assert(drawpix
->StencilFP
== 0);
2041 /* replace %s with "RECT" or "2D" */
2042 assert(strlen(program
) + 4 < sizeof(program2
));
2043 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2047 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
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
);
2057 * One-time init for drawing depth pixels.
2060 init_draw_depth_pixels(struct gl_context
*ctx
)
2062 static const char *program
=
2064 "PARAM color = program.local[0]; \n"
2065 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2066 "MOV result.color, color; \n"
2069 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2070 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2071 const char *texTarget
;
2073 assert(drawpix
->DepthFP
== 0);
2075 /* replace %s with "RECT" or "2D" */
2076 assert(strlen(program
) + 4 < sizeof(program2
));
2077 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2081 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
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
);
2091 * Meta implementation of ctx->Driver.DrawPixels() in terms
2092 * of texture mapping and polygon rendering.
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
)
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;
2111 * Determine if we can do the glDrawPixels with texture mapping.
2113 fallback
= GL_FALSE
;
2114 if (ctx
->Fog
.Enabled
) {
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).
2123 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2124 texIntFormat
= format
;
2126 texIntFormat
= GL_RGBA
;
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
2133 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2134 ctx
->Extensions
.ARB_texture_float
)
2135 texIntFormat
= GL_RGBA32F
;
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
2146 texIntFormat
= GL_ALPHA
;
2147 metaExtraSave
= (MESA_META_COLOR_MASK
|
2148 MESA_META_DEPTH_TEST
|
2149 MESA_META_PIXEL_TRANSFER
|
2151 MESA_META_STENCIL_TEST
);
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
);
2172 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2173 format
, type
, unpack
, pixels
);
2178 * Check image size against max texture size, draw as tiles if needed.
2180 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2181 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2182 format
, type
, unpack
, pixels
);
2186 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2187 * but a there's a few things we need to override:
2189 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2192 MESA_META_TRANSFORM
|
2195 MESA_META_VIEWPORT
|
2198 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2200 _mesa_meta_setup_vertex_objects(ctx
, &drawpix
->VAO
, &drawpix
->VBO
, false,
2203 /* Silence valgrind warnings about reading uninitialized stack. */
2204 memset(verts
, 0, sizeof(verts
));
2206 /* vertex positions, texcoords (after texture allocation!) */
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]);
2217 verts
[0].tex
[0] = 0.0F
;
2218 verts
[0].tex
[1] = 0.0F
;
2222 verts
[1].tex
[0] = tex
->Sright
;
2223 verts
[1].tex
[1] = 0.0F
;
2227 verts
[2].tex
[0] = tex
->Sright
;
2228 verts
[2].tex
[1] = tex
->Ttop
;
2232 verts
[3].tex
[0] = 0.0F
;
2233 verts
[3].tex
[1] = tex
->Ttop
;
2236 /* upload new vertex data */
2237 _mesa_NamedBufferData(drawpix
->VBO
, sizeof(verts
), verts
, GL_DYNAMIC_DRAW
);
2239 /* set given unpack params */
2240 ctx
->Unpack
= *unpack
;
2242 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2244 if (_mesa_is_stencil_format(format
)) {
2245 /* Drawing stencil */
2248 if (!drawpix
->StencilFP
)
2249 init_draw_stencil_pixels(ctx
);
2251 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2252 GL_ALPHA
, type
, pixels
);
2254 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2256 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
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);
2263 /* set stencil bits to 1 where needed */
2264 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2266 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2267 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
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
);
2275 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2276 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2278 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2282 else if (_mesa_is_depth_format(format
)) {
2284 if (!drawpix
->DepthFP
)
2285 init_draw_depth_pixels(ctx
);
2287 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2288 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2290 /* polygon color = current raster color */
2291 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2292 ctx
->Current
.RasterColor
);
2294 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2295 format
, type
, pixels
);
2297 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2301 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2302 format
, type
, pixels
);
2303 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2306 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2308 /* restore unpack params */
2309 ctx
->Unpack
= unpackSave
;
2311 _mesa_meta_end(ctx
);
2315 alpha_test_raster_color(struct gl_context
*ctx
)
2317 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2318 GLfloat ref
= ctx
->Color
.AlphaRef
;
2320 switch (ctx
->Color
.AlphaFunc
) {
2326 return alpha
== ref
;
2328 return alpha
<= ref
;
2332 return alpha
!= ref
;
2334 return alpha
>= ref
;
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.
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
)
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
;
2359 struct vertex verts
[4];
2364 * Check if swrast fallback is needed.
2366 if (ctx
->_ImageTransferState
||
2367 ctx
->FragmentProgram
._Enabled
||
2369 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2370 width
> tex
->MaxSize
||
2371 height
> tex
->MaxSize
) {
2372 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2376 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2379 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2380 * but a there's a few things we need to override:
2382 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2383 MESA_META_PIXEL_STORE
|
2384 MESA_META_RASTERIZATION
|
2387 MESA_META_TRANSFORM
|
2390 MESA_META_VIEWPORT
));
2392 _mesa_meta_setup_vertex_objects(ctx
, &bitmap
->VAO
, &bitmap
->VBO
, false,
2395 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2397 /* Silence valgrind warnings about reading uninitialized stack. */
2398 memset(verts
, 0, sizeof(verts
));
2400 /* vertex positions, texcoords, colors (after texture allocation!) */
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]);
2412 verts
[0].tex
[0] = 0.0F
;
2413 verts
[0].tex
[1] = 0.0F
;
2417 verts
[1].tex
[0] = tex
->Sright
;
2418 verts
[1].tex
[1] = 0.0F
;
2422 verts
[2].tex
[0] = tex
->Sright
;
2423 verts
[2].tex
[1] = tex
->Ttop
;
2427 verts
[3].tex
[0] = 0.0F
;
2428 verts
[3].tex
[1] = tex
->Ttop
;
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];
2437 /* upload new vertex data */
2438 _mesa_NamedBufferSubData(bitmap
->VBO
, 0, sizeof(verts
), verts
);
2441 /* choose different foreground/background alpha values */
2442 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2443 bg
= (fg
> 127 ? 0 : 255);
2445 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2447 _mesa_meta_end(ctx
);
2451 bitmap8
= malloc(width
* height
);
2453 memset(bitmap8
, bg
, width
* height
);
2454 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2455 bitmap8
, width
, fg
);
2457 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2459 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2460 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2462 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2463 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2465 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2467 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2472 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2474 _mesa_meta_end(ctx
);
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.
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
2494 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
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
;
2516 /* setup the reference texcoords */
2526 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2527 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2529 /* Currently all texture targets want the W component to be 1.0.
2536 switch (faceTarget
) {
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
;
2546 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
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];
2556 coords2
[0] = st
[2][0];
2557 coords2
[1] = st
[2][1];
2559 coords3
[0] = st
[3][0];
2560 coords3
[1] = st
[3][1];
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
;
2570 coords2
[0] = (float) (xoffset
+ width
);
2571 coords2
[1] = (float) (yoffset
+ height
);
2573 coords3
[0] = (float) xoffset
;
2574 coords3
[1] = (float) (yoffset
+ height
);
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
;
2584 coords2
[0] = st
[2][0];
2585 coords2
[1] = (float) slice
;
2587 coords3
[0] = st
[3][0];
2588 coords3
[1] = (float) slice
;
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...
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
;
2623 unreachable("not reached");
2626 coord
[3] = (float) (slice
/ 6);
2628 switch (faceTarget
) {
2629 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2634 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2639 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2644 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2649 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2654 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2665 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2669 static struct blit_shader
*
2670 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2674 table
->sampler_1d
.type
= "sampler1D";
2675 table
->sampler_1d
.func
= "texture1D";
2676 table
->sampler_1d
.texcoords
= "texCoords.x";
2677 return &table
->sampler_1d
;
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
;
2689 /* Code for mipmap generation with 3D textures is not used yet.
2690 * It's a sw fallback.
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
;
2717 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2718 " setup_texture_sampler()\n", target
);
2724 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table
*table
)
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
);
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;
2746 * Determine the GL data type to use for the temporary image read with
2747 * ReadPixels() and passed to Tex[Sub]Image().
2750 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
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
);
2756 switch (baseFormat
) {
2763 case GL_LUMINANCE_ALPHA
:
2765 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2767 } else if (format_red_bits
<= 8) {
2768 return GL_UNSIGNED_BYTE
;
2769 } else if (format_red_bits
<= 16) {
2770 return GL_UNSIGNED_SHORT
;
2773 case GL_DEPTH_COMPONENT
:
2774 if (datatype
== GL_FLOAT
)
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
;
2782 return GL_UNSIGNED_INT_24_8
;
2784 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2791 * Attempts to wrap the destination texture in an FBO and use
2792 * glBlitFramebuffer() to implement glCopyTexSubImage().
2795 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2796 struct gl_texture_image
*texImage
,
2800 struct gl_renderbuffer
*rb
,
2802 GLsizei width
, GLsizei height
)
2805 bool success
= false;
2809 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2812 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2814 _mesa_GenFramebuffers(1, &fbo
);
2815 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
2817 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2818 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2819 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
2821 mask
= GL_DEPTH_BUFFER_BIT
;
2823 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2824 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2825 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
2827 mask
|= GL_STENCIL_BUFFER_BIT
;
2829 _mesa_DrawBuffer(GL_NONE
);
2831 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
2833 mask
= GL_COLOR_BUFFER_BIT
;
2834 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2837 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
2838 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2841 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2843 /* Since we've bound a new draw framebuffer, we need to update
2844 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2847 _mesa_update_state(ctx
);
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
2853 mask
= _mesa_meta_BlitFramebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
,
2855 x
+ width
, y
+ height
,
2857 xoffset
+ width
, yoffset
+ height
,
2859 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2860 success
= mask
== 0x0;
2863 _mesa_DeleteFramebuffers(1, &fbo
);
2864 _mesa_meta_end(ctx
);
2869 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2870 * Have to be careful with locking and meta state for pixel transfer.
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
,
2878 GLsizei width
, GLsizei height
)
2880 GLenum format
, type
;
2884 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2886 xoffset
, yoffset
, zoffset
,
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).
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
);
2909 bpp
= _mesa_bytes_per_pixel(format
, type
);
2911 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2916 * Alloc image buffer (XXX could use a PBO)
2918 buf
= malloc(width
* height
* bpp
);
2920 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2925 * Read image from framebuffer (disable pixel transfer ops)
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
);
2932 _mesa_update_state(ctx
); /* to update pixel transfer state */
2935 * Store texture data (with pixel transfer ops)
2937 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
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
);
2945 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2946 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2947 format
, type
, buf
, &ctx
->Unpack
);
2950 _mesa_meta_end(ctx
);
2956 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2958 if (decompress_fbo
->FBO
!= 0) {
2959 _mesa_DeleteFramebuffers(1, &decompress_fbo
->FBO
);
2960 _mesa_DeleteRenderbuffers(1, &decompress_fbo
->RBO
);
2963 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2967 meta_decompress_cleanup(struct decompress_state
*decompress
)
2969 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2970 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2972 if (decompress
->VAO
!= 0) {
2973 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2974 _mesa_DeleteBuffers(1, &decompress
->VBO
);
2977 if (decompress
->Sampler
!= 0)
2978 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
2980 memset(decompress
, 0, sizeof(*decompress
));
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)
2993 decompress_texture_image(struct gl_context
*ctx
,
2994 struct gl_texture_image
*texImage
,
2996 GLint xoffset
, GLint yoffset
,
2997 GLsizei width
, GLsizei height
,
2998 GLenum destFormat
, GLenum destType
,
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
;
3007 struct vertex verts
[4];
3010 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3011 ctx
->Extensions
.ARB_fragment_shader
;
3013 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
3015 decompress_fbo
= &decompress
->floatFBO
;
3016 rbFormat
= GL_RGBA32F
;
3018 case GL_UNSIGNED_NORMALIZED
:
3019 decompress_fbo
= &decompress
->byteFBO
;
3027 assert(target
== GL_TEXTURE_3D
||
3028 target
== GL_TEXTURE_2D_ARRAY
||
3029 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3034 case GL_TEXTURE_1D_ARRAY
:
3035 assert(!"No compressed 1D textures.");
3039 assert(!"No compressed 3D textures.");
3042 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3043 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3046 case GL_TEXTURE_CUBE_MAP
:
3047 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3051 faceTarget
= target
;
3055 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3056 MESA_META_DRAW_BUFFERS
));
3058 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3059 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
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
);
3073 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
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
,
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
3086 _mesa_meta_end(ctx
);
3089 decompress_fbo
->Width
= width
;
3090 decompress_fbo
->Height
= height
;
3093 if (use_glsl_version
) {
3094 _mesa_meta_setup_vertex_objects(ctx
, &decompress
->VAO
, &decompress
->VBO
, true,
3097 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3099 _mesa_meta_setup_ff_tnl_for_blit(ctx
, &decompress
->VAO
, &decompress
->VBO
, 3);
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
);
3115 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3118 /* Silence valgrind warnings about reading uninitialized stack. */
3119 memset(verts
, 0, sizeof(verts
));
3121 _mesa_meta_setup_texture_coords(faceTarget
, slice
,
3122 xoffset
, yoffset
, width
, height
,
3123 texImage
->Width
, texImage
->Height
,
3130 /* setup vertex positions */
3140 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3142 /* upload new vertex data */
3143 _mesa_NamedBufferSubData(decompress
->VBO
, 0, sizeof(verts
), verts
);
3145 /* setup texture state */
3146 _mesa_BindTexture(target
, texObj
->Name
);
3148 if (!use_glsl_version
)
3149 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3152 /* save texture object state */
3153 const GLint baseLevelSave
= texObj
->BaseLevel
;
3154 const GLint maxLevelSave
= texObj
->MaxLevel
;
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
);
3162 /* render quad w/ texture into renderbuffer */
3163 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3165 /* Restore texture object state, the texture binding will
3166 * be restored by _mesa_meta_end().
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
);
3175 /* read pixels from renderbuffer */
3177 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3178 GLenum destBaseFormat
= _mesa_unpack_format_to_base_format(destFormat
);
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
3187 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat
,
3189 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3190 * luminance then we need to return L=tex(R).
3192 _mesa_need_rgb_to_luminance_conversion(baseTexFormat
,
3194 /* Green and blue must be zero */
3195 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3196 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3199 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3202 /* disable texture unit */
3203 if (!use_glsl_version
)
3204 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3206 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3208 _mesa_meta_end(ctx
);
3215 * This is just a wrapper around _mesa_get_tex_image() and
3216 * decompress_texture_image(). Meta functions should not be directly called
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
)
3226 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3230 for (slice
= 0; slice
< depth
; slice
++) {
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).
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);
3248 result
= decompress_texture_image(ctx
, texImage
, slice
,
3249 xoffset
, yoffset
, width
, height
,
3259 _mesa_GetTexSubImage_sw(ctx
, xoffset
, yoffset
, zoffset
,
3260 width
, height
, depth
, format
, type
, pixels
, texImage
);
3265 * Meta implementation of ctx->Driver.DrawTex() in terms
3266 * of polygon rendering.
3269 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3270 GLfloat width
, GLfloat height
)
3272 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3274 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3276 struct vertex verts
[4];
3279 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3281 MESA_META_TRANSFORM
|
3283 MESA_META_VIEWPORT
));
3285 if (drawtex
->VAO
== 0) {
3286 /* one-time setup */
3287 GLint active_texture
;
3289 /* create vertex array object */
3290 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3291 _mesa_BindVertexArray(drawtex
->VAO
);
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
);
3299 /* client active texture is not part of the array object */
3300 active_texture
= ctx
->Array
.ActiveTexture
;
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
);
3311 /* restore client active texture */
3312 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
3315 _mesa_BindVertexArray(drawtex
->VAO
);
3316 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3319 /* vertex positions, texcoords */
3321 const GLfloat x1
= x
+ width
;
3322 const GLfloat y1
= y
+ height
;
3324 z
= CLAMP(z
, 0.0f
, 1.0f
);
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
;
3349 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3351 for (j
= 0; j
< 4; j
++) {
3352 verts
[j
].st
[i
][0] = 0.0f
;
3353 verts
[j
].st
[i
][1] = 0.0f
;
3358 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3359 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3360 tw
= texImage
->Width2
;
3361 th
= texImage
->Height2
;
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
;
3368 verts
[0].st
[i
][0] = s
;
3369 verts
[0].st
[i
][1] = t
;
3371 verts
[1].st
[i
][0] = s1
;
3372 verts
[1].st
[i
][1] = t
;
3374 verts
[2].st
[i
][0] = s1
;
3375 verts
[2].st
[i
][1] = t1
;
3377 verts
[3].st
[i
][0] = s
;
3378 verts
[3].st
[i
][1] = t1
;
3381 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3384 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3386 _mesa_meta_end(ctx
);
3390 cleartexsubimage_color(struct gl_context
*ctx
,
3391 struct gl_texture_image
*texImage
,
3392 const GLvoid
*clearValue
,
3396 union gl_color_union colorValue
;
3400 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
3403 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3404 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
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
);
3412 case GL_UNSIGNED_INT
:
3415 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3416 (GLuint (*)[4]) colorValue
.ui
);
3418 memset(&colorValue
, 0, sizeof colorValue
);
3419 if (datatype
== GL_INT
)
3420 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3422 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3426 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3427 (GLfloat (*)[4]) colorValue
.f
);
3429 memset(&colorValue
, 0, sizeof colorValue
);
3430 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3438 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3439 struct gl_texture_image
*texImage
,
3440 const GLvoid
*clearValue
,
3447 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
3450 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3451 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
3454 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3455 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3459 GLuint depthStencilValue
[2];
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
3464 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
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
3471 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3472 stencilValue
= depthStencilValue
[1] & 0xff;
3478 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3479 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3481 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3487 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3488 struct gl_texture_image
*texImage
,
3490 const GLvoid
*clearValue
)
3495 _mesa_GenFramebuffers(1, &fbo
);
3496 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
3498 switch(texImage
->_BaseFormat
) {
3499 case GL_DEPTH_STENCIL
:
3500 case GL_DEPTH_COMPONENT
:
3501 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3502 clearValue
, zoffset
);
3505 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3509 _mesa_DeleteFramebuffers(1, &fbo
);
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
)
3521 bool success
= true;
3524 _mesa_meta_begin(ctx
,
3526 MESA_META_COLOR_MASK
|
3528 MESA_META_FRAMEBUFFER_SRGB
);
3530 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3532 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3533 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3535 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3536 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3542 _mesa_meta_end(ctx
);
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
)
3556 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3557 xoffset
, yoffset
, zoffset
,
3558 width
, height
, depth
,
3565 "Falling back to mapping the texture in "
3566 "glClearTexSubImage\n");
3568 _mesa_store_cleartexsubimage(ctx
, texImage
,
3569 xoffset
, yoffset
, zoffset
,
3570 width
, height
, depth
,