meta/decompress: Track renderbuffer using gl_renderbuffer instead of GL API object...
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/glformats.h"
52 #include "main/image.h"
53 #include "main/macros.h"
54 #include "main/matrix.h"
55 #include "main/mipmap.h"
56 #include "main/multisample.h"
57 #include "main/objectlabel.h"
58 #include "main/pipelineobj.h"
59 #include "main/pixel.h"
60 #include "main/pbo.h"
61 #include "main/polygon.h"
62 #include "main/queryobj.h"
63 #include "main/readpix.h"
64 #include "main/scissor.h"
65 #include "main/shaderapi.h"
66 #include "main/shaderobj.h"
67 #include "main/state.h"
68 #include "main/stencil.h"
69 #include "main/texobj.h"
70 #include "main/texenv.h"
71 #include "main/texgetimage.h"
72 #include "main/teximage.h"
73 #include "main/texparam.h"
74 #include "main/texstate.h"
75 #include "main/texstore.h"
76 #include "main/transformfeedback.h"
77 #include "main/uniforms.h"
78 #include "main/varray.h"
79 #include "main/viewport.h"
80 #include "main/samplerobj.h"
81 #include "program/program.h"
82 #include "swrast/swrast.h"
83 #include "drivers/common/meta.h"
84 #include "main/enums.h"
85 #include "main/glformats.h"
86 #include "util/ralloc.h"
87
88 /** Return offset in bytes of the field within a vertex struct */
89 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
90
91 static void
92 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
93
94 static struct blit_shader *
95 choose_blit_shader(GLenum target, struct blit_shader_table *table);
96
97 static void cleanup_temp_texture(struct temp_texture *tex);
98 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
99 struct clear_state *clear);
100 static void meta_decompress_cleanup(struct gl_context *ctx,
101 struct decompress_state *decompress);
102 static void meta_drawpix_cleanup(struct gl_context *ctx,
103 struct drawpix_state *drawpix);
104
105 void
106 _mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
107 struct gl_texture_image *texImage, GLuint layer)
108 {
109 struct gl_texture_object *texObj = texImage->TexObject;
110 int level = texImage->Level;
111 GLenum texTarget = texObj->Target;
112
113 switch (texTarget) {
114 case GL_TEXTURE_1D:
115 _mesa_FramebufferTexture1D(fboTarget,
116 attachment,
117 texTarget,
118 texObj->Name,
119 level);
120 break;
121 case GL_TEXTURE_1D_ARRAY:
122 case GL_TEXTURE_2D_ARRAY:
123 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
124 case GL_TEXTURE_CUBE_MAP_ARRAY:
125 case GL_TEXTURE_3D:
126 _mesa_FramebufferTextureLayer(fboTarget,
127 attachment,
128 texObj->Name,
129 level,
130 layer);
131 break;
132 default: /* 2D / cube */
133 if (texTarget == GL_TEXTURE_CUBE_MAP)
134 texTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
135
136 _mesa_FramebufferTexture2D(fboTarget,
137 attachment,
138 texTarget,
139 texObj->Name,
140 level);
141 }
142 }
143
144 GLuint
145 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
146 const GLcharARB *source)
147 {
148 GLuint shader;
149 GLint ok, size;
150 GLchar *info;
151
152 shader = _mesa_CreateShader(target);
153 _mesa_ShaderSource(shader, 1, &source, NULL);
154 _mesa_CompileShader(shader);
155
156 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
157 if (ok)
158 return shader;
159
160 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
161 if (size == 0) {
162 _mesa_DeleteShader(shader);
163 return 0;
164 }
165
166 info = malloc(size);
167 if (!info) {
168 _mesa_DeleteShader(shader);
169 return 0;
170 }
171
172 _mesa_GetShaderInfoLog(shader, size, NULL, info);
173 _mesa_problem(ctx,
174 "meta program compile failed:\n%s\n"
175 "source:\n%s\n",
176 info, source);
177
178 free(info);
179 _mesa_DeleteShader(shader);
180
181 return 0;
182 }
183
184 GLuint
185 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
186 {
187 GLint ok, size;
188 GLchar *info;
189
190 _mesa_LinkProgram(program);
191
192 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
193 if (ok)
194 return program;
195
196 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
197 if (size == 0)
198 return 0;
199
200 info = malloc(size);
201 if (!info)
202 return 0;
203
204 _mesa_GetProgramInfoLog(program, size, NULL, info);
205 _mesa_problem(ctx, "meta program link failed:\n%s", info);
206
207 free(info);
208
209 return 0;
210 }
211
212 void
213 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
214 const char *vs_source,
215 const char *fs_source,
216 const char *name,
217 GLuint *program)
218 {
219 GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
220 vs_source);
221 GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
222 fs_source);
223
224 *program = _mesa_CreateProgram();
225 _mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
226 _mesa_AttachShader(*program, fs);
227 _mesa_DeleteShader(fs);
228 _mesa_AttachShader(*program, vs);
229 _mesa_DeleteShader(vs);
230 _mesa_BindAttribLocation(*program, 0, "position");
231 _mesa_BindAttribLocation(*program, 1, "texcoords");
232 _mesa_meta_link_program_with_debug(ctx, *program);
233
234 _mesa_UseProgram(*program);
235 }
236
237 /**
238 * Generate a generic shader to blit from a texture to a framebuffer
239 *
240 * \param ctx Current GL context
241 * \param texTarget Texture target that will be the source of the blit
242 *
243 * \returns a handle to a shader program on success or zero on failure.
244 */
245 void
246 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
247 GLenum target,
248 bool do_depth,
249 struct blit_shader_table *table)
250 {
251 char *vs_source, *fs_source;
252 struct blit_shader *shader = choose_blit_shader(target, table);
253 const char *vs_input, *vs_output, *fs_input, *vs_preprocess, *fs_preprocess;
254 void *mem_ctx;
255
256 if (ctx->Const.GLSLVersion < 130) {
257 vs_preprocess = "";
258 vs_input = "attribute";
259 vs_output = "varying";
260 fs_preprocess = "#extension GL_EXT_texture_array : enable";
261 fs_input = "varying";
262 } else {
263 vs_preprocess = "#version 130";
264 vs_input = "in";
265 vs_output = "out";
266 fs_preprocess = "#version 130";
267 fs_input = "in";
268 shader->func = "texture";
269 }
270
271 assert(shader != NULL);
272
273 if (shader->shader_prog != 0) {
274 _mesa_UseProgram(shader->shader_prog);
275 return;
276 }
277
278 mem_ctx = ralloc_context(NULL);
279
280 vs_source = ralloc_asprintf(mem_ctx,
281 "%s\n"
282 "%s vec2 position;\n"
283 "%s vec4 textureCoords;\n"
284 "%s vec4 texCoords;\n"
285 "void main()\n"
286 "{\n"
287 " texCoords = textureCoords;\n"
288 " gl_Position = vec4(position, 0.0, 1.0);\n"
289 "}\n",
290 vs_preprocess, vs_input, vs_input, vs_output);
291
292 fs_source = ralloc_asprintf(mem_ctx,
293 "%s\n"
294 "#extension GL_ARB_texture_cube_map_array: enable\n"
295 "uniform %s texSampler;\n"
296 "%s vec4 texCoords;\n"
297 "void main()\n"
298 "{\n"
299 " gl_FragColor = %s(texSampler, %s);\n"
300 "%s"
301 "}\n",
302 fs_preprocess, shader->type, fs_input,
303 shader->func, shader->texcoords,
304 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
305
306 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
307 ralloc_asprintf(mem_ctx, "%s blit",
308 shader->type),
309 &shader->shader_prog);
310 ralloc_free(mem_ctx);
311 }
312
313 /**
314 * Configure vertex buffer and vertex array objects for tests
315 *
316 * Regardless of whether a new VAO is created, the object referenced by \c VAO
317 * will be bound into the GL state vector when this function terminates. The
318 * object referenced by \c VBO will \b not be bound.
319 *
320 * \param VAO Storage for vertex array object handle. If 0, a new VAO
321 * will be created.
322 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
323 * will be created. The new VBO will have storage for 4
324 * \c vertex structures.
325 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
326 * or should traditional, fixed-function color and texture
327 * coordinate be used?
328 * \param vertex_size Number of components for attribute 0 / vertex.
329 * \param texcoord_size Number of components for attribute 1 / texture
330 * coordinate. If this is 0, attribute 1 will not be set or
331 * enabled.
332 * \param color_size Number of components for attribute 1 / primary color.
333 * If this is 0, attribute 1 will not be set or enabled.
334 *
335 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
336 * Use \c texcoord_size instead.
337 */
338 void
339 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
340 GLuint *VAO, struct gl_buffer_object **buf_obj,
341 bool use_generic_attributes,
342 unsigned vertex_size, unsigned texcoord_size,
343 unsigned color_size)
344 {
345 if (*VAO == 0) {
346 struct gl_vertex_array_object *array_obj;
347 assert(*buf_obj == NULL);
348
349 /* create vertex array object */
350 _mesa_GenVertexArrays(1, VAO);
351 _mesa_BindVertexArray(*VAO);
352
353 array_obj = _mesa_lookup_vao(ctx, *VAO);
354 assert(array_obj != NULL);
355
356 /* create vertex array buffer */
357 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
358 if (*buf_obj == NULL)
359 return;
360
361 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
362 GL_DYNAMIC_DRAW, __func__);
363
364 /* setup vertex arrays */
365 if (use_generic_attributes) {
366 assert(color_size == 0);
367
368 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
369 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
370 GL_FALSE, GL_FALSE,
371 offsetof(struct vertex, x), true);
372 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
373 *buf_obj, 0, sizeof(struct vertex));
374 _mesa_enable_vertex_array_attrib(ctx, array_obj,
375 VERT_ATTRIB_GENERIC(0));
376 if (texcoord_size > 0) {
377 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
378 texcoord_size, GL_FLOAT, GL_RGBA,
379 GL_FALSE, GL_FALSE, GL_FALSE,
380 offsetof(struct vertex, tex), false);
381 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
382 *buf_obj, 0, sizeof(struct vertex));
383 _mesa_enable_vertex_array_attrib(ctx, array_obj,
384 VERT_ATTRIB_GENERIC(1));
385 }
386 } else {
387 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
388 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
389 GL_FALSE, GL_FALSE,
390 offsetof(struct vertex, x), true);
391 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
392 *buf_obj, 0, sizeof(struct vertex));
393 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
394
395 if (texcoord_size > 0) {
396 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
397 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
398 GL_FALSE, GL_FALSE,
399 offsetof(struct vertex, tex), false);
400 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
401 *buf_obj, 0, sizeof(struct vertex));
402 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
403 }
404
405 if (color_size > 0) {
406 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
407 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
408 GL_FALSE, GL_FALSE,
409 offsetof(struct vertex, r), false);
410 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
411 *buf_obj, 0, sizeof(struct vertex));
412 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
413 }
414 }
415 } else {
416 _mesa_BindVertexArray(*VAO);
417 }
418 }
419
420 /**
421 * Initialize meta-ops for a context.
422 * To be called once during context creation.
423 */
424 void
425 _mesa_meta_init(struct gl_context *ctx)
426 {
427 assert(!ctx->Meta);
428
429 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
430 }
431
432 /**
433 * Free context meta-op state.
434 * To be called once during context destruction.
435 */
436 void
437 _mesa_meta_free(struct gl_context *ctx)
438 {
439 GET_CURRENT_CONTEXT(old_context);
440 _mesa_make_current(ctx, NULL, NULL);
441 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
442 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
443 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
444 cleanup_temp_texture(&ctx->Meta->TempTex);
445 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
446 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
447 if (old_context)
448 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
449 else
450 _mesa_make_current(NULL, NULL, NULL);
451 free(ctx->Meta);
452 ctx->Meta = NULL;
453 }
454
455
456 /**
457 * Enter meta state. This is like a light-weight version of glPushAttrib
458 * but it also resets most GL state back to default values.
459 *
460 * \param state bitmask of MESA_META_* flags indicating which attribute groups
461 * to save and reset to their defaults
462 */
463 void
464 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
465 {
466 struct save_state *save;
467
468 /* hope MAX_META_OPS_DEPTH is large enough */
469 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
470
471 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
472 memset(save, 0, sizeof(*save));
473 save->SavedState = state;
474
475 /* We always push into desktop GL mode and pop out at the end. No sense in
476 * writing our shaders varying based on the user's context choice, when
477 * Mesa can handle either.
478 */
479 save->API = ctx->API;
480 ctx->API = API_OPENGL_COMPAT;
481
482 /* Mesa's extension helper functions use the current context's API to look up
483 * the version required by an extension as a step in determining whether or
484 * not it has been advertised. Since meta aims to only be restricted by the
485 * driver capability (and not by whether or not an extension has been
486 * advertised), set the helper functions' Version variable to a value that
487 * will make the checks on the context API and version unconditionally pass.
488 */
489 save->ExtensionsVersion = ctx->Extensions.Version;
490 ctx->Extensions.Version = ~0;
491
492 /* Pausing transform feedback needs to be done early, or else we won't be
493 * able to change other state.
494 */
495 save->TransformFeedbackNeedsResume =
496 _mesa_is_xfb_active_and_unpaused(ctx);
497 if (save->TransformFeedbackNeedsResume)
498 _mesa_PauseTransformFeedback();
499
500 /* After saving the current occlusion object, call EndQuery so that no
501 * occlusion querying will be active during the meta-operation.
502 */
503 if (state & MESA_META_OCCLUSION_QUERY) {
504 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
505 if (save->CurrentOcclusionObject)
506 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
507 }
508
509 if (state & MESA_META_ALPHA_TEST) {
510 save->AlphaEnabled = ctx->Color.AlphaEnabled;
511 save->AlphaFunc = ctx->Color.AlphaFunc;
512 save->AlphaRef = ctx->Color.AlphaRef;
513 if (ctx->Color.AlphaEnabled)
514 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
515 }
516
517 if (state & MESA_META_BLEND) {
518 save->BlendEnabled = ctx->Color.BlendEnabled;
519 if (ctx->Color.BlendEnabled) {
520 if (ctx->Extensions.EXT_draw_buffers2) {
521 GLuint i;
522 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
523 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
524 }
525 }
526 else {
527 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
528 }
529 }
530 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
531 if (ctx->Color.ColorLogicOpEnabled)
532 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
533 }
534
535 if (state & MESA_META_DITHER) {
536 save->DitherFlag = ctx->Color.DitherFlag;
537 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
538 }
539
540 if (state & MESA_META_COLOR_MASK) {
541 memcpy(save->ColorMask, ctx->Color.ColorMask,
542 sizeof(ctx->Color.ColorMask));
543 if (!ctx->Color.ColorMask[0][0] ||
544 !ctx->Color.ColorMask[0][1] ||
545 !ctx->Color.ColorMask[0][2] ||
546 !ctx->Color.ColorMask[0][3])
547 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
548 }
549
550 if (state & MESA_META_DEPTH_TEST) {
551 save->Depth = ctx->Depth; /* struct copy */
552 if (ctx->Depth.Test)
553 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
554 }
555
556 if (state & MESA_META_FOG) {
557 save->Fog = ctx->Fog.Enabled;
558 if (ctx->Fog.Enabled)
559 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
560 }
561
562 if (state & MESA_META_PIXEL_STORE) {
563 save->Pack = ctx->Pack;
564 save->Unpack = ctx->Unpack;
565 ctx->Pack = ctx->DefaultPacking;
566 ctx->Unpack = ctx->DefaultPacking;
567 }
568
569 if (state & MESA_META_PIXEL_TRANSFER) {
570 save->RedScale = ctx->Pixel.RedScale;
571 save->RedBias = ctx->Pixel.RedBias;
572 save->GreenScale = ctx->Pixel.GreenScale;
573 save->GreenBias = ctx->Pixel.GreenBias;
574 save->BlueScale = ctx->Pixel.BlueScale;
575 save->BlueBias = ctx->Pixel.BlueBias;
576 save->AlphaScale = ctx->Pixel.AlphaScale;
577 save->AlphaBias = ctx->Pixel.AlphaBias;
578 save->MapColorFlag = ctx->Pixel.MapColorFlag;
579 ctx->Pixel.RedScale = 1.0F;
580 ctx->Pixel.RedBias = 0.0F;
581 ctx->Pixel.GreenScale = 1.0F;
582 ctx->Pixel.GreenBias = 0.0F;
583 ctx->Pixel.BlueScale = 1.0F;
584 ctx->Pixel.BlueBias = 0.0F;
585 ctx->Pixel.AlphaScale = 1.0F;
586 ctx->Pixel.AlphaBias = 0.0F;
587 ctx->Pixel.MapColorFlag = GL_FALSE;
588 /* XXX more state */
589 ctx->NewState |=_NEW_PIXEL;
590 }
591
592 if (state & MESA_META_RASTERIZATION) {
593 save->FrontPolygonMode = ctx->Polygon.FrontMode;
594 save->BackPolygonMode = ctx->Polygon.BackMode;
595 save->PolygonOffset = ctx->Polygon.OffsetFill;
596 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
597 save->PolygonStipple = ctx->Polygon.StippleFlag;
598 save->PolygonCull = ctx->Polygon.CullFlag;
599 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
600 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
601 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
602 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
603 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
604 }
605
606 if (state & MESA_META_SCISSOR) {
607 save->Scissor = ctx->Scissor; /* struct copy */
608 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
609 }
610
611 if (state & MESA_META_SHADER) {
612 int i;
613
614 if (ctx->Extensions.ARB_vertex_program) {
615 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
616 _mesa_reference_vertprog(ctx, &save->VertexProgram,
617 ctx->VertexProgram.Current);
618 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
619 }
620
621 if (ctx->Extensions.ARB_fragment_program) {
622 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
623 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
624 ctx->FragmentProgram.Current);
625 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
626 }
627
628 if (ctx->Extensions.ATI_fragment_shader) {
629 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
630 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
631 }
632
633 if (ctx->Pipeline.Current) {
634 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
635 ctx->Pipeline.Current);
636 _mesa_BindProgramPipeline(0);
637 }
638
639 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
640 * that we don't have to worry about the current pipeline state.
641 */
642 for (i = 0; i < MESA_SHADER_STAGES; i++) {
643 _mesa_reference_shader_program(ctx, &save->Shader[i],
644 ctx->Shader.CurrentProgram[i]);
645 }
646 _mesa_reference_shader_program(ctx, &save->ActiveShader,
647 ctx->Shader.ActiveProgram);
648
649 _mesa_UseProgram(0);
650 }
651
652 if (state & MESA_META_STENCIL_TEST) {
653 save->Stencil = ctx->Stencil; /* struct copy */
654 if (ctx->Stencil.Enabled)
655 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
656 /* NOTE: other stencil state not reset */
657 }
658
659 if (state & MESA_META_TEXTURE) {
660 GLuint u, tgt;
661
662 save->ActiveUnit = ctx->Texture.CurrentUnit;
663 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
664
665 /* Disable all texture units */
666 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
667 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
668 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
669 if (ctx->Texture.Unit[u].Enabled ||
670 ctx->Texture.Unit[u].TexGenEnabled) {
671 _mesa_ActiveTexture(GL_TEXTURE0 + u);
672 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
673 if (ctx->Extensions.ARB_texture_cube_map)
674 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
675
676 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
677 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
678 if (ctx->Extensions.NV_texture_rectangle)
679 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
680 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
681 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
682 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
683 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
684 }
685 }
686
687 /* save current texture objects for unit[0] only */
688 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
689 _mesa_reference_texobj(&save->CurrentTexture[tgt],
690 ctx->Texture.Unit[0].CurrentTex[tgt]);
691 }
692
693 /* set defaults for unit[0] */
694 _mesa_ActiveTexture(GL_TEXTURE0);
695 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
696 }
697
698 if (state & MESA_META_TRANSFORM) {
699 GLuint activeTexture = ctx->Texture.CurrentUnit;
700 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
701 16 * sizeof(GLfloat));
702 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
703 16 * sizeof(GLfloat));
704 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
705 16 * sizeof(GLfloat));
706 save->MatrixMode = ctx->Transform.MatrixMode;
707 /* set 1:1 vertex:pixel coordinate transform */
708 _mesa_ActiveTexture(GL_TEXTURE0);
709 _mesa_MatrixMode(GL_TEXTURE);
710 _mesa_LoadIdentity();
711 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
712 _mesa_MatrixMode(GL_MODELVIEW);
713 _mesa_LoadIdentity();
714 _mesa_MatrixMode(GL_PROJECTION);
715 _mesa_LoadIdentity();
716
717 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
718 * This can occur when there is no draw buffer.
719 */
720 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
721 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
722 0.0, ctx->DrawBuffer->Height,
723 -1.0, 1.0);
724
725 if (ctx->Extensions.ARB_clip_control) {
726 save->ClipOrigin = ctx->Transform.ClipOrigin;
727 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
728 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
729 }
730 }
731
732 if (state & MESA_META_CLIP) {
733 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
734 if (ctx->Transform.ClipPlanesEnabled) {
735 GLuint i;
736 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
737 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
738 }
739 }
740 }
741
742 if (state & MESA_META_VERTEX) {
743 /* save vertex array object state */
744 _mesa_reference_vao(ctx, &save->VAO,
745 ctx->Array.VAO);
746 /* set some default state? */
747 }
748
749 if (state & MESA_META_VIEWPORT) {
750 /* save viewport state */
751 save->ViewportX = ctx->ViewportArray[0].X;
752 save->ViewportY = ctx->ViewportArray[0].Y;
753 save->ViewportW = ctx->ViewportArray[0].Width;
754 save->ViewportH = ctx->ViewportArray[0].Height;
755 /* set viewport to match window size */
756 if (ctx->ViewportArray[0].X != 0 ||
757 ctx->ViewportArray[0].Y != 0 ||
758 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
759 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
760 _mesa_set_viewport(ctx, 0, 0, 0,
761 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
762 }
763 /* save depth range state */
764 save->DepthNear = ctx->ViewportArray[0].Near;
765 save->DepthFar = ctx->ViewportArray[0].Far;
766 /* set depth range to default */
767 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
768 }
769
770 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
771 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
772
773 /* Generally in here we want to do clamping according to whether
774 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
775 * regardless of the internal implementation of the metaops.
776 */
777 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
778 ctx->Extensions.ARB_color_buffer_float)
779 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
780 }
781
782 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
783 save->ClampVertexColor = ctx->Light.ClampVertexColor;
784
785 /* Generally in here we never want vertex color clamping --
786 * result clamping is only dependent on fragment clamping.
787 */
788 if (ctx->Extensions.ARB_color_buffer_float)
789 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
790 }
791
792 if (state & MESA_META_CONDITIONAL_RENDER) {
793 save->CondRenderQuery = ctx->Query.CondRenderQuery;
794 save->CondRenderMode = ctx->Query.CondRenderMode;
795
796 if (ctx->Query.CondRenderQuery)
797 _mesa_EndConditionalRender();
798 }
799
800 if (state & MESA_META_SELECT_FEEDBACK) {
801 save->RenderMode = ctx->RenderMode;
802 if (ctx->RenderMode == GL_SELECT) {
803 save->Select = ctx->Select; /* struct copy */
804 _mesa_RenderMode(GL_RENDER);
805 } else if (ctx->RenderMode == GL_FEEDBACK) {
806 save->Feedback = ctx->Feedback; /* struct copy */
807 _mesa_RenderMode(GL_RENDER);
808 }
809 }
810
811 if (state & MESA_META_MULTISAMPLE) {
812 save->Multisample = ctx->Multisample; /* struct copy */
813
814 if (ctx->Multisample.Enabled)
815 _mesa_set_multisample(ctx, GL_FALSE);
816 if (ctx->Multisample.SampleCoverage)
817 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
818 if (ctx->Multisample.SampleAlphaToCoverage)
819 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
820 if (ctx->Multisample.SampleAlphaToOne)
821 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
822 if (ctx->Multisample.SampleShading)
823 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
824 if (ctx->Multisample.SampleMask)
825 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
826 }
827
828 if (state & MESA_META_FRAMEBUFFER_SRGB) {
829 save->sRGBEnabled = ctx->Color.sRGBEnabled;
830 if (ctx->Color.sRGBEnabled)
831 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
832 }
833
834 if (state & MESA_META_DRAW_BUFFERS) {
835 struct gl_framebuffer *fb = ctx->DrawBuffer;
836 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
837 sizeof(save->ColorDrawBuffers));
838 }
839
840 /* misc */
841 {
842 save->Lighting = ctx->Light.Enabled;
843 if (ctx->Light.Enabled)
844 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
845 save->RasterDiscard = ctx->RasterDiscard;
846 if (ctx->RasterDiscard)
847 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
848
849 save->DrawBufferName = ctx->DrawBuffer->Name;
850 save->ReadBufferName = ctx->ReadBuffer->Name;
851 }
852 }
853
854
855 /**
856 * Leave meta state. This is like a light-weight version of glPopAttrib().
857 */
858 void
859 _mesa_meta_end(struct gl_context *ctx)
860 {
861 assert(ctx->Meta->SaveStackDepth > 0);
862
863 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
864 const GLbitfield state = save->SavedState;
865 int i;
866
867 /* Grab the result of the old occlusion query before starting it again. The
868 * old result is added to the result of the new query so the driver will
869 * continue adding where it left off. */
870 if (state & MESA_META_OCCLUSION_QUERY) {
871 if (save->CurrentOcclusionObject) {
872 struct gl_query_object *q = save->CurrentOcclusionObject;
873 GLuint64EXT result;
874 if (!q->Ready)
875 ctx->Driver.WaitQuery(ctx, q);
876 result = q->Result;
877 _mesa_BeginQuery(q->Target, q->Id);
878 ctx->Query.CurrentOcclusionObject->Result += result;
879 }
880 }
881
882 if (state & MESA_META_ALPHA_TEST) {
883 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
884 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
885 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
886 }
887
888 if (state & MESA_META_BLEND) {
889 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
890 if (ctx->Extensions.EXT_draw_buffers2) {
891 GLuint i;
892 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
893 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
894 }
895 }
896 else {
897 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
898 }
899 }
900 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
901 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
902 }
903
904 if (state & MESA_META_DITHER)
905 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
906
907 if (state & MESA_META_COLOR_MASK) {
908 GLuint i;
909 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
910 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
911 if (i == 0) {
912 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
913 save->ColorMask[i][2], save->ColorMask[i][3]);
914 }
915 else {
916 _mesa_ColorMaski(i,
917 save->ColorMask[i][0],
918 save->ColorMask[i][1],
919 save->ColorMask[i][2],
920 save->ColorMask[i][3]);
921 }
922 }
923 }
924 }
925
926 if (state & MESA_META_DEPTH_TEST) {
927 if (ctx->Depth.Test != save->Depth.Test)
928 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
929 _mesa_DepthFunc(save->Depth.Func);
930 _mesa_DepthMask(save->Depth.Mask);
931 }
932
933 if (state & MESA_META_FOG) {
934 _mesa_set_enable(ctx, GL_FOG, save->Fog);
935 }
936
937 if (state & MESA_META_PIXEL_STORE) {
938 ctx->Pack = save->Pack;
939 ctx->Unpack = save->Unpack;
940 }
941
942 if (state & MESA_META_PIXEL_TRANSFER) {
943 ctx->Pixel.RedScale = save->RedScale;
944 ctx->Pixel.RedBias = save->RedBias;
945 ctx->Pixel.GreenScale = save->GreenScale;
946 ctx->Pixel.GreenBias = save->GreenBias;
947 ctx->Pixel.BlueScale = save->BlueScale;
948 ctx->Pixel.BlueBias = save->BlueBias;
949 ctx->Pixel.AlphaScale = save->AlphaScale;
950 ctx->Pixel.AlphaBias = save->AlphaBias;
951 ctx->Pixel.MapColorFlag = save->MapColorFlag;
952 /* XXX more state */
953 ctx->NewState |=_NEW_PIXEL;
954 }
955
956 if (state & MESA_META_RASTERIZATION) {
957 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
958 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
959 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
960 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
961 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
962 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
963 }
964
965 if (state & MESA_META_SCISSOR) {
966 unsigned i;
967
968 for (i = 0; i < ctx->Const.MaxViewports; i++) {
969 _mesa_set_scissor(ctx, i,
970 save->Scissor.ScissorArray[i].X,
971 save->Scissor.ScissorArray[i].Y,
972 save->Scissor.ScissorArray[i].Width,
973 save->Scissor.ScissorArray[i].Height);
974 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
975 (save->Scissor.EnableFlags >> i) & 1);
976 }
977 }
978
979 if (state & MESA_META_SHADER) {
980 static const GLenum targets[] = {
981 GL_VERTEX_SHADER,
982 GL_TESS_CONTROL_SHADER,
983 GL_TESS_EVALUATION_SHADER,
984 GL_GEOMETRY_SHADER,
985 GL_FRAGMENT_SHADER,
986 GL_COMPUTE_SHADER,
987 };
988 STATIC_ASSERT(MESA_SHADER_STAGES == ARRAY_SIZE(targets));
989
990 bool any_shader;
991
992 if (ctx->Extensions.ARB_vertex_program) {
993 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
994 save->VertexProgramEnabled);
995 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
996 save->VertexProgram);
997 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
998 }
999
1000 if (ctx->Extensions.ARB_fragment_program) {
1001 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
1002 save->FragmentProgramEnabled);
1003 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
1004 save->FragmentProgram);
1005 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
1006 }
1007
1008 if (ctx->Extensions.ATI_fragment_shader) {
1009 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
1010 save->ATIFragmentShaderEnabled);
1011 }
1012
1013 any_shader = false;
1014 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1015 /* It is safe to call _mesa_use_shader_program even if the extension
1016 * necessary for that program state is not supported. In that case,
1017 * the saved program object must be NULL and the currently bound
1018 * program object must be NULL. _mesa_use_shader_program is a no-op
1019 * in that case.
1020 */
1021 _mesa_use_shader_program(ctx, targets[i],
1022 save->Shader[i],
1023 &ctx->Shader);
1024
1025 /* Do this *before* killing the reference. :)
1026 */
1027 if (save->Shader[i] != NULL)
1028 any_shader = true;
1029
1030 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
1031 }
1032
1033 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1034 save->ActiveShader);
1035 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1036
1037 /* If there were any stages set with programs, use ctx->Shader as the
1038 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1039 * hasn't been restored yet, and that may modify ctx->_Shader further.
1040 */
1041 if (any_shader)
1042 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1043 &ctx->Shader);
1044 else
1045 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1046 ctx->Pipeline.Default);
1047
1048 if (save->Pipeline) {
1049 _mesa_bind_pipeline(ctx, save->Pipeline);
1050
1051 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1052 }
1053 }
1054
1055 if (state & MESA_META_STENCIL_TEST) {
1056 const struct gl_stencil_attrib *stencil = &save->Stencil;
1057
1058 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1059 _mesa_ClearStencil(stencil->Clear);
1060 if (ctx->Extensions.EXT_stencil_two_side) {
1061 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1062 stencil->TestTwoSide);
1063 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1064 ? GL_BACK : GL_FRONT);
1065 }
1066 /* front state */
1067 _mesa_StencilFuncSeparate(GL_FRONT,
1068 stencil->Function[0],
1069 stencil->Ref[0],
1070 stencil->ValueMask[0]);
1071 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1072 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1073 stencil->ZFailFunc[0],
1074 stencil->ZPassFunc[0]);
1075 /* back state */
1076 _mesa_StencilFuncSeparate(GL_BACK,
1077 stencil->Function[1],
1078 stencil->Ref[1],
1079 stencil->ValueMask[1]);
1080 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1081 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1082 stencil->ZFailFunc[1],
1083 stencil->ZPassFunc[1]);
1084 }
1085
1086 if (state & MESA_META_TEXTURE) {
1087 GLuint u, tgt;
1088
1089 assert(ctx->Texture.CurrentUnit == 0);
1090
1091 /* restore texenv for unit[0] */
1092 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1093
1094 /* restore texture objects for unit[0] only */
1095 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1096 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1097 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1098 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1099 save->CurrentTexture[tgt]);
1100 }
1101 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1102 }
1103
1104 /* Restore fixed function texture enables, texgen */
1105 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1106 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1107 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1108 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1109 }
1110
1111 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1112 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1113 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1114 }
1115 }
1116
1117 /* restore current unit state */
1118 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1119 }
1120
1121 if (state & MESA_META_TRANSFORM) {
1122 GLuint activeTexture = ctx->Texture.CurrentUnit;
1123 _mesa_ActiveTexture(GL_TEXTURE0);
1124 _mesa_MatrixMode(GL_TEXTURE);
1125 _mesa_LoadMatrixf(save->TextureMatrix);
1126 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1127
1128 _mesa_MatrixMode(GL_MODELVIEW);
1129 _mesa_LoadMatrixf(save->ModelviewMatrix);
1130
1131 _mesa_MatrixMode(GL_PROJECTION);
1132 _mesa_LoadMatrixf(save->ProjectionMatrix);
1133
1134 _mesa_MatrixMode(save->MatrixMode);
1135
1136 if (ctx->Extensions.ARB_clip_control)
1137 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1138 }
1139
1140 if (state & MESA_META_CLIP) {
1141 if (save->ClipPlanesEnabled) {
1142 GLuint i;
1143 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1144 if (save->ClipPlanesEnabled & (1 << i)) {
1145 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1146 }
1147 }
1148 }
1149 }
1150
1151 if (state & MESA_META_VERTEX) {
1152 /* restore vertex array object */
1153 _mesa_BindVertexArray(save->VAO->Name);
1154 _mesa_reference_vao(ctx, &save->VAO, NULL);
1155 }
1156
1157 if (state & MESA_META_VIEWPORT) {
1158 if (save->ViewportX != ctx->ViewportArray[0].X ||
1159 save->ViewportY != ctx->ViewportArray[0].Y ||
1160 save->ViewportW != ctx->ViewportArray[0].Width ||
1161 save->ViewportH != ctx->ViewportArray[0].Height) {
1162 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1163 save->ViewportW, save->ViewportH);
1164 }
1165 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1166 }
1167
1168 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1169 ctx->Extensions.ARB_color_buffer_float) {
1170 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1171 }
1172
1173 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1174 ctx->Extensions.ARB_color_buffer_float) {
1175 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1176 }
1177
1178 if (state & MESA_META_CONDITIONAL_RENDER) {
1179 if (save->CondRenderQuery)
1180 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1181 save->CondRenderMode);
1182 }
1183
1184 if (state & MESA_META_SELECT_FEEDBACK) {
1185 if (save->RenderMode == GL_SELECT) {
1186 _mesa_RenderMode(GL_SELECT);
1187 ctx->Select = save->Select;
1188 } else if (save->RenderMode == GL_FEEDBACK) {
1189 _mesa_RenderMode(GL_FEEDBACK);
1190 ctx->Feedback = save->Feedback;
1191 }
1192 }
1193
1194 if (state & MESA_META_MULTISAMPLE) {
1195 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1196 struct gl_multisample_attrib *save_ms = &save->Multisample;
1197
1198 if (ctx_ms->Enabled != save_ms->Enabled)
1199 _mesa_set_multisample(ctx, save_ms->Enabled);
1200 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1201 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1202 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1203 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1204 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1205 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1206 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1207 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1208 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1209 save_ms->SampleCoverageInvert);
1210 }
1211 if (ctx_ms->SampleShading != save_ms->SampleShading)
1212 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1213 if (ctx_ms->SampleMask != save_ms->SampleMask)
1214 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1215 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1216 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1217 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1218 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1219 }
1220
1221 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1222 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1223 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1224 }
1225
1226 /* misc */
1227 if (save->Lighting) {
1228 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1229 }
1230 if (save->RasterDiscard) {
1231 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1232 }
1233 if (save->TransformFeedbackNeedsResume)
1234 _mesa_ResumeTransformFeedback();
1235
1236 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1237 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1238
1239 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1240 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1241
1242 if (state & MESA_META_DRAW_BUFFERS) {
1243 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1244 save->ColorDrawBuffers, NULL);
1245 }
1246
1247 ctx->Meta->SaveStackDepth--;
1248
1249 ctx->API = save->API;
1250 ctx->Extensions.Version = save->ExtensionsVersion;
1251 }
1252
1253
1254 /**
1255 * Convert Z from a normalized value in the range [0, 1] to an object-space
1256 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1257 * default/identity ortho projection results in the original Z value.
1258 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1259 * value comes from the clear value or raster position.
1260 */
1261 static inline GLfloat
1262 invert_z(GLfloat normZ)
1263 {
1264 GLfloat objZ = 1.0f - 2.0f * normZ;
1265 return objZ;
1266 }
1267
1268
1269 /**
1270 * One-time init for a temp_texture object.
1271 * Choose tex target, compute max tex size, etc.
1272 */
1273 static void
1274 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1275 {
1276 /* prefer texture rectangle */
1277 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1278 tex->Target = GL_TEXTURE_RECTANGLE;
1279 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1280 tex->NPOT = GL_TRUE;
1281 }
1282 else {
1283 /* use 2D texture, NPOT if possible */
1284 tex->Target = GL_TEXTURE_2D;
1285 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1286 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1287 }
1288 tex->MinSize = 16; /* 16 x 16 at least */
1289 assert(tex->MaxSize > 0);
1290
1291 _mesa_GenTextures(1, &tex->TexObj);
1292 }
1293
1294 static void
1295 cleanup_temp_texture(struct temp_texture *tex)
1296 {
1297 if (!tex->TexObj)
1298 return;
1299 _mesa_DeleteTextures(1, &tex->TexObj);
1300 tex->TexObj = 0;
1301 }
1302
1303
1304 /**
1305 * Return pointer to temp_texture info for non-bitmap ops.
1306 * This does some one-time init if needed.
1307 */
1308 struct temp_texture *
1309 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1310 {
1311 struct temp_texture *tex = &ctx->Meta->TempTex;
1312
1313 if (!tex->TexObj) {
1314 init_temp_texture(ctx, tex);
1315 }
1316
1317 return tex;
1318 }
1319
1320
1321 /**
1322 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1323 * We use a separate texture for bitmaps to reduce texture
1324 * allocation/deallocation.
1325 */
1326 static struct temp_texture *
1327 get_bitmap_temp_texture(struct gl_context *ctx)
1328 {
1329 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1330
1331 if (!tex->TexObj) {
1332 init_temp_texture(ctx, tex);
1333 }
1334
1335 return tex;
1336 }
1337
1338 /**
1339 * Return pointer to depth temp_texture.
1340 * This does some one-time init if needed.
1341 */
1342 struct temp_texture *
1343 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1344 {
1345 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1346
1347 if (!tex->TexObj) {
1348 init_temp_texture(ctx, tex);
1349 }
1350
1351 return tex;
1352 }
1353
1354 /**
1355 * Compute the width/height of texture needed to draw an image of the
1356 * given size. Return a flag indicating whether the current texture
1357 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1358 * allocated (glTexImage2D).
1359 * Also, compute s/t texcoords for drawing.
1360 *
1361 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1362 */
1363 GLboolean
1364 _mesa_meta_alloc_texture(struct temp_texture *tex,
1365 GLsizei width, GLsizei height, GLenum intFormat)
1366 {
1367 GLboolean newTex = GL_FALSE;
1368
1369 assert(width <= tex->MaxSize);
1370 assert(height <= tex->MaxSize);
1371
1372 if (width > tex->Width ||
1373 height > tex->Height ||
1374 intFormat != tex->IntFormat) {
1375 /* alloc new texture (larger or different format) */
1376
1377 if (tex->NPOT) {
1378 /* use non-power of two size */
1379 tex->Width = MAX2(tex->MinSize, width);
1380 tex->Height = MAX2(tex->MinSize, height);
1381 }
1382 else {
1383 /* find power of two size */
1384 GLsizei w, h;
1385 w = h = tex->MinSize;
1386 while (w < width)
1387 w *= 2;
1388 while (h < height)
1389 h *= 2;
1390 tex->Width = w;
1391 tex->Height = h;
1392 }
1393
1394 tex->IntFormat = intFormat;
1395
1396 newTex = GL_TRUE;
1397 }
1398
1399 /* compute texcoords */
1400 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1401 tex->Sright = (GLfloat) width;
1402 tex->Ttop = (GLfloat) height;
1403 }
1404 else {
1405 tex->Sright = (GLfloat) width / tex->Width;
1406 tex->Ttop = (GLfloat) height / tex->Height;
1407 }
1408
1409 return newTex;
1410 }
1411
1412
1413 /**
1414 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1415 */
1416 void
1417 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1418 struct temp_texture *tex,
1419 GLint srcX, GLint srcY,
1420 GLsizei width, GLsizei height,
1421 GLenum intFormat,
1422 GLenum filter)
1423 {
1424 bool newTex;
1425
1426 _mesa_BindTexture(tex->Target, tex->TexObj);
1427 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1428 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1429 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1430
1431 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1432
1433 /* copy framebuffer image to texture */
1434 if (newTex) {
1435 /* create new tex image */
1436 if (tex->Width == width && tex->Height == height) {
1437 /* create new tex with framebuffer data */
1438 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1439 srcX, srcY, width, height, 0);
1440 }
1441 else {
1442 /* create empty texture */
1443 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1444 tex->Width, tex->Height, 0,
1445 intFormat, GL_UNSIGNED_BYTE, NULL);
1446 /* load image */
1447 _mesa_CopyTexSubImage2D(tex->Target, 0,
1448 0, 0, srcX, srcY, width, height);
1449 }
1450 }
1451 else {
1452 /* replace existing tex image */
1453 _mesa_CopyTexSubImage2D(tex->Target, 0,
1454 0, 0, srcX, srcY, width, height);
1455 }
1456 }
1457
1458
1459 /**
1460 * Setup/load texture for glDrawPixels.
1461 */
1462 void
1463 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1464 struct temp_texture *tex,
1465 GLboolean newTex,
1466 GLsizei width, GLsizei height,
1467 GLenum format, GLenum type,
1468 const GLvoid *pixels)
1469 {
1470 _mesa_BindTexture(tex->Target, tex->TexObj);
1471 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1472 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1473 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1474
1475 /* copy pixel data to texture */
1476 if (newTex) {
1477 /* create new tex image */
1478 if (tex->Width == width && tex->Height == height) {
1479 /* create new tex and load image data */
1480 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1481 tex->Width, tex->Height, 0, format, type, pixels);
1482 }
1483 else {
1484 struct gl_buffer_object *save_unpack_obj = NULL;
1485
1486 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1487 ctx->Unpack.BufferObj);
1488 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1489 /* create empty texture */
1490 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1491 tex->Width, tex->Height, 0, format, type, NULL);
1492 if (save_unpack_obj != NULL)
1493 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1494 save_unpack_obj->Name);
1495 /* load image */
1496 _mesa_TexSubImage2D(tex->Target, 0,
1497 0, 0, width, height, format, type, pixels);
1498 }
1499 }
1500 else {
1501 /* replace existing tex image */
1502 _mesa_TexSubImage2D(tex->Target, 0,
1503 0, 0, width, height, format, type, pixels);
1504 }
1505 }
1506
1507 void
1508 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1509 GLuint *VAO, struct gl_buffer_object **buf_obj,
1510 unsigned texcoord_size)
1511 {
1512 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1513 0);
1514
1515 /* setup projection matrix */
1516 _mesa_MatrixMode(GL_PROJECTION);
1517 _mesa_LoadIdentity();
1518 }
1519
1520 /**
1521 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1522 */
1523 void
1524 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1525 {
1526 meta_clear(ctx, buffers, false);
1527 }
1528
1529 void
1530 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1531 {
1532 meta_clear(ctx, buffers, true);
1533 }
1534
1535 static void
1536 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1537 {
1538 const char *vs_source =
1539 "#extension GL_AMD_vertex_shader_layer : enable\n"
1540 "#extension GL_ARB_draw_instanced : enable\n"
1541 "#extension GL_ARB_explicit_attrib_location :enable\n"
1542 "layout(location = 0) in vec4 position;\n"
1543 "void main()\n"
1544 "{\n"
1545 "#ifdef GL_AMD_vertex_shader_layer\n"
1546 " gl_Layer = gl_InstanceID;\n"
1547 "#endif\n"
1548 " gl_Position = position;\n"
1549 "}\n";
1550 const char *fs_source =
1551 "#extension GL_ARB_explicit_attrib_location :enable\n"
1552 "#extension GL_ARB_explicit_uniform_location :enable\n"
1553 "layout(location = 0) uniform vec4 color;\n"
1554 "void main()\n"
1555 "{\n"
1556 " gl_FragColor = color;\n"
1557 "}\n";
1558 GLuint vs, fs;
1559 bool has_integer_textures;
1560
1561 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1562 3, 0, 0);
1563
1564 if (clear->ShaderProg != 0)
1565 return;
1566
1567 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1568 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1569 _mesa_CompileShader(vs);
1570
1571 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1572 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1573 _mesa_CompileShader(fs);
1574
1575 clear->ShaderProg = _mesa_CreateProgram();
1576 _mesa_AttachShader(clear->ShaderProg, fs);
1577 _mesa_DeleteShader(fs);
1578 _mesa_AttachShader(clear->ShaderProg, vs);
1579 _mesa_DeleteShader(vs);
1580 _mesa_ObjectLabel(GL_PROGRAM, clear->ShaderProg, -1, "meta clear");
1581 _mesa_LinkProgram(clear->ShaderProg);
1582
1583 has_integer_textures = _mesa_is_gles3(ctx) ||
1584 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1585
1586 if (has_integer_textures) {
1587 void *shader_source_mem_ctx = ralloc_context(NULL);
1588 const char *vs_int_source =
1589 ralloc_asprintf(shader_source_mem_ctx,
1590 "#version 130\n"
1591 "#extension GL_AMD_vertex_shader_layer : enable\n"
1592 "#extension GL_ARB_draw_instanced : enable\n"
1593 "#extension GL_ARB_explicit_attrib_location :enable\n"
1594 "layout(location = 0) in vec4 position;\n"
1595 "void main()\n"
1596 "{\n"
1597 "#ifdef GL_AMD_vertex_shader_layer\n"
1598 " gl_Layer = gl_InstanceID;\n"
1599 "#endif\n"
1600 " gl_Position = position;\n"
1601 "}\n");
1602 const char *fs_int_source =
1603 ralloc_asprintf(shader_source_mem_ctx,
1604 "#version 130\n"
1605 "#extension GL_ARB_explicit_attrib_location :enable\n"
1606 "#extension GL_ARB_explicit_uniform_location :enable\n"
1607 "layout(location = 0) uniform ivec4 color;\n"
1608 "out ivec4 out_color;\n"
1609 "\n"
1610 "void main()\n"
1611 "{\n"
1612 " out_color = color;\n"
1613 "}\n");
1614
1615 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1616 vs_int_source);
1617 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1618 fs_int_source);
1619 ralloc_free(shader_source_mem_ctx);
1620
1621 clear->IntegerShaderProg = _mesa_CreateProgram();
1622 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1623 _mesa_DeleteShader(fs);
1624 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1625 _mesa_DeleteShader(vs);
1626
1627 /* Note that user-defined out attributes get automatically assigned
1628 * locations starting from 0, so we don't need to explicitly
1629 * BindFragDataLocation to 0.
1630 */
1631
1632 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1633 "integer clear");
1634 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1635 }
1636 }
1637
1638 static void
1639 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1640 {
1641 if (clear->VAO == 0)
1642 return;
1643 _mesa_DeleteVertexArrays(1, &clear->VAO);
1644 clear->VAO = 0;
1645 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1646 _mesa_DeleteProgram(clear->ShaderProg);
1647 clear->ShaderProg = 0;
1648
1649 if (clear->IntegerShaderProg) {
1650 _mesa_DeleteProgram(clear->IntegerShaderProg);
1651 clear->IntegerShaderProg = 0;
1652 }
1653 }
1654
1655 /**
1656 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1657 * set GL to only draw to those buffers.
1658 *
1659 * Since the bitfield has no associated order, the assignment of draw buffer
1660 * indices to color attachment indices is rather arbitrary.
1661 */
1662 void
1663 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1664 {
1665 GLenum enums[MAX_DRAW_BUFFERS];
1666 int i = 0;
1667 int n;
1668
1669 /* This function is only legal for color buffer bitfields. */
1670 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1671
1672 /* Make sure we don't overflow any arrays. */
1673 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1674
1675 enums[0] = GL_NONE;
1676
1677 if (bits & BUFFER_BIT_FRONT_LEFT)
1678 enums[i++] = GL_FRONT_LEFT;
1679
1680 if (bits & BUFFER_BIT_FRONT_RIGHT)
1681 enums[i++] = GL_FRONT_RIGHT;
1682
1683 if (bits & BUFFER_BIT_BACK_LEFT)
1684 enums[i++] = GL_BACK_LEFT;
1685
1686 if (bits & BUFFER_BIT_BACK_RIGHT)
1687 enums[i++] = GL_BACK_RIGHT;
1688
1689 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1690 if (bits & (1 << (BUFFER_COLOR0 + n)))
1691 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1692 }
1693
1694 _mesa_DrawBuffers(i, enums);
1695 }
1696
1697 /**
1698 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1699 */
1700 static void
1701 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1702 {
1703 struct clear_state *clear = &ctx->Meta->Clear;
1704 GLbitfield metaSave;
1705 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1706 struct gl_framebuffer *fb = ctx->DrawBuffer;
1707 float x0, y0, x1, y1, z;
1708 struct vertex verts[4];
1709 int i;
1710
1711 metaSave = (MESA_META_ALPHA_TEST |
1712 MESA_META_BLEND |
1713 MESA_META_DEPTH_TEST |
1714 MESA_META_RASTERIZATION |
1715 MESA_META_SHADER |
1716 MESA_META_STENCIL_TEST |
1717 MESA_META_VERTEX |
1718 MESA_META_VIEWPORT |
1719 MESA_META_CLIP |
1720 MESA_META_CLAMP_FRAGMENT_COLOR |
1721 MESA_META_MULTISAMPLE |
1722 MESA_META_OCCLUSION_QUERY);
1723
1724 if (!glsl) {
1725 metaSave |= MESA_META_FOG |
1726 MESA_META_PIXEL_TRANSFER |
1727 MESA_META_TRANSFORM |
1728 MESA_META_TEXTURE |
1729 MESA_META_CLAMP_VERTEX_COLOR |
1730 MESA_META_SELECT_FEEDBACK;
1731 }
1732
1733 if (buffers & BUFFER_BITS_COLOR) {
1734 metaSave |= MESA_META_DRAW_BUFFERS;
1735 } else {
1736 /* We'll use colormask to disable color writes. Otherwise,
1737 * respect color mask
1738 */
1739 metaSave |= MESA_META_COLOR_MASK;
1740 }
1741
1742 _mesa_meta_begin(ctx, metaSave);
1743
1744 if (glsl) {
1745 meta_glsl_clear_init(ctx, clear);
1746
1747 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1748 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1749 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1750 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1751 z = -invert_z(ctx->Depth.Clear);
1752 } else {
1753 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1754 3, 0, 4);
1755
1756 x0 = (float) fb->_Xmin;
1757 y0 = (float) fb->_Ymin;
1758 x1 = (float) fb->_Xmax;
1759 y1 = (float) fb->_Ymax;
1760 z = invert_z(ctx->Depth.Clear);
1761 }
1762
1763 if (fb->_IntegerColor) {
1764 assert(glsl);
1765 _mesa_UseProgram(clear->IntegerShaderProg);
1766 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1767 } else if (glsl) {
1768 _mesa_UseProgram(clear->ShaderProg);
1769 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1770 }
1771
1772 /* GL_COLOR_BUFFER_BIT */
1773 if (buffers & BUFFER_BITS_COLOR) {
1774 /* Only draw to the buffers we were asked to clear. */
1775 _mesa_meta_drawbuffers_from_bitfield(buffers & BUFFER_BITS_COLOR);
1776
1777 /* leave colormask state as-is */
1778
1779 /* Clears never have the color clamped. */
1780 if (ctx->Extensions.ARB_color_buffer_float)
1781 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1782 }
1783 else {
1784 assert(metaSave & MESA_META_COLOR_MASK);
1785 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1786 }
1787
1788 /* GL_DEPTH_BUFFER_BIT */
1789 if (buffers & BUFFER_BIT_DEPTH) {
1790 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1791 _mesa_DepthFunc(GL_ALWAYS);
1792 _mesa_DepthMask(GL_TRUE);
1793 }
1794 else {
1795 assert(!ctx->Depth.Test);
1796 }
1797
1798 /* GL_STENCIL_BUFFER_BIT */
1799 if (buffers & BUFFER_BIT_STENCIL) {
1800 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1801 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1802 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1803 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1804 ctx->Stencil.Clear & stencilMax,
1805 ctx->Stencil.WriteMask[0]);
1806 }
1807 else {
1808 assert(!ctx->Stencil.Enabled);
1809 }
1810
1811 /* vertex positions */
1812 verts[0].x = x0;
1813 verts[0].y = y0;
1814 verts[0].z = z;
1815 verts[1].x = x1;
1816 verts[1].y = y0;
1817 verts[1].z = z;
1818 verts[2].x = x1;
1819 verts[2].y = y1;
1820 verts[2].z = z;
1821 verts[3].x = x0;
1822 verts[3].y = y1;
1823 verts[3].z = z;
1824
1825 if (!glsl) {
1826 for (i = 0; i < 4; i++) {
1827 verts[i].r = ctx->Color.ClearColor.f[0];
1828 verts[i].g = ctx->Color.ClearColor.f[1];
1829 verts[i].b = ctx->Color.ClearColor.f[2];
1830 verts[i].a = ctx->Color.ClearColor.f[3];
1831 }
1832 }
1833
1834 /* upload new vertex data */
1835 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1836 GL_DYNAMIC_DRAW, __func__);
1837
1838 /* draw quad(s) */
1839 if (fb->MaxNumLayers > 0) {
1840 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1841 } else {
1842 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1843 }
1844
1845 _mesa_meta_end(ctx);
1846 }
1847
1848 /**
1849 * Meta implementation of ctx->Driver.CopyPixels() in terms
1850 * of texture mapping and polygon rendering and GLSL shaders.
1851 */
1852 void
1853 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1854 GLsizei width, GLsizei height,
1855 GLint dstX, GLint dstY, GLenum type)
1856 {
1857 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1858 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1859 struct vertex verts[4];
1860
1861 if (type != GL_COLOR ||
1862 ctx->_ImageTransferState ||
1863 ctx->Fog.Enabled ||
1864 width > tex->MaxSize ||
1865 height > tex->MaxSize) {
1866 /* XXX avoid this fallback */
1867 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1868 return;
1869 }
1870
1871 /* Most GL state applies to glCopyPixels, but a there's a few things
1872 * we need to override:
1873 */
1874 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1875 MESA_META_SHADER |
1876 MESA_META_TEXTURE |
1877 MESA_META_TRANSFORM |
1878 MESA_META_CLIP |
1879 MESA_META_VERTEX |
1880 MESA_META_VIEWPORT));
1881
1882 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1883 3, 2, 0);
1884
1885 /* Silence valgrind warnings about reading uninitialized stack. */
1886 memset(verts, 0, sizeof(verts));
1887
1888 /* Alloc/setup texture */
1889 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1890 GL_RGBA, GL_NEAREST);
1891
1892 /* vertex positions, texcoords (after texture allocation!) */
1893 {
1894 const GLfloat dstX0 = (GLfloat) dstX;
1895 const GLfloat dstY0 = (GLfloat) dstY;
1896 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1897 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1898 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1899
1900 verts[0].x = dstX0;
1901 verts[0].y = dstY0;
1902 verts[0].z = z;
1903 verts[0].tex[0] = 0.0F;
1904 verts[0].tex[1] = 0.0F;
1905 verts[1].x = dstX1;
1906 verts[1].y = dstY0;
1907 verts[1].z = z;
1908 verts[1].tex[0] = tex->Sright;
1909 verts[1].tex[1] = 0.0F;
1910 verts[2].x = dstX1;
1911 verts[2].y = dstY1;
1912 verts[2].z = z;
1913 verts[2].tex[0] = tex->Sright;
1914 verts[2].tex[1] = tex->Ttop;
1915 verts[3].x = dstX0;
1916 verts[3].y = dstY1;
1917 verts[3].z = z;
1918 verts[3].tex[0] = 0.0F;
1919 verts[3].tex[1] = tex->Ttop;
1920
1921 /* upload new vertex data */
1922 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts,
1923 __func__);
1924 }
1925
1926 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1927
1928 /* draw textured quad */
1929 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1930
1931 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1932
1933 _mesa_meta_end(ctx);
1934 }
1935
1936 static void
1937 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1938 {
1939 if (drawpix->VAO != 0) {
1940 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1941 drawpix->VAO = 0;
1942
1943 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1944 }
1945
1946 if (drawpix->StencilFP != 0) {
1947 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1948 drawpix->StencilFP = 0;
1949 }
1950
1951 if (drawpix->DepthFP != 0) {
1952 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1953 drawpix->DepthFP = 0;
1954 }
1955 }
1956
1957 /**
1958 * When the glDrawPixels() image size is greater than the max rectangle
1959 * texture size we use this function to break the glDrawPixels() image
1960 * into tiles which fit into the max texture size.
1961 */
1962 static void
1963 tiled_draw_pixels(struct gl_context *ctx,
1964 GLint tileSize,
1965 GLint x, GLint y, GLsizei width, GLsizei height,
1966 GLenum format, GLenum type,
1967 const struct gl_pixelstore_attrib *unpack,
1968 const GLvoid *pixels)
1969 {
1970 struct gl_pixelstore_attrib tileUnpack = *unpack;
1971 GLint i, j;
1972
1973 if (tileUnpack.RowLength == 0)
1974 tileUnpack.RowLength = width;
1975
1976 for (i = 0; i < width; i += tileSize) {
1977 const GLint tileWidth = MIN2(tileSize, width - i);
1978 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1979
1980 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1981
1982 for (j = 0; j < height; j += tileSize) {
1983 const GLint tileHeight = MIN2(tileSize, height - j);
1984 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1985
1986 tileUnpack.SkipRows = unpack->SkipRows + j;
1987
1988 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1989 format, type, &tileUnpack, pixels);
1990 }
1991 }
1992 }
1993
1994
1995 /**
1996 * One-time init for drawing stencil pixels.
1997 */
1998 static void
1999 init_draw_stencil_pixels(struct gl_context *ctx)
2000 {
2001 /* This program is run eight times, once for each stencil bit.
2002 * The stencil values to draw are found in an 8-bit alpha texture.
2003 * We read the texture/stencil value and test if bit 'b' is set.
2004 * If the bit is not set, use KIL to kill the fragment.
2005 * Finally, we use the stencil test to update the stencil buffer.
2006 *
2007 * The basic algorithm for checking if a bit is set is:
2008 * if (is_odd(value / (1 << bit)))
2009 * result is one (or non-zero).
2010 * else
2011 * result is zero.
2012 * The program parameter contains three values:
2013 * parm.x = 255 / (1 << bit)
2014 * parm.y = 0.5
2015 * parm.z = 0.0
2016 */
2017 static const char *program =
2018 "!!ARBfp1.0\n"
2019 "PARAM parm = program.local[0]; \n"
2020 "TEMP t; \n"
2021 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2022 "# t = t * 255 / bit \n"
2023 "MUL t.x, t.a, parm.x; \n"
2024 "# t = (int) t \n"
2025 "FRC t.y, t.x; \n"
2026 "SUB t.x, t.x, t.y; \n"
2027 "# t = t * 0.5 \n"
2028 "MUL t.x, t.x, parm.y; \n"
2029 "# t = fract(t.x) \n"
2030 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2031 "# t.x = (t.x == 0 ? 1 : 0) \n"
2032 "SGE t.x, -t.x, parm.z; \n"
2033 "KIL -t.x; \n"
2034 "# for debug only \n"
2035 "#MOV result.color, t.x; \n"
2036 "END \n";
2037 char program2[1000];
2038 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2039 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2040 const char *texTarget;
2041
2042 assert(drawpix->StencilFP == 0);
2043
2044 /* replace %s with "RECT" or "2D" */
2045 assert(strlen(program) + 4 < sizeof(program2));
2046 if (tex->Target == GL_TEXTURE_RECTANGLE)
2047 texTarget = "RECT";
2048 else
2049 texTarget = "2D";
2050 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2051
2052 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2053 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2054 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2055 strlen(program2), (const GLubyte *) program2);
2056 }
2057
2058
2059 /**
2060 * One-time init for drawing depth pixels.
2061 */
2062 static void
2063 init_draw_depth_pixels(struct gl_context *ctx)
2064 {
2065 static const char *program =
2066 "!!ARBfp1.0\n"
2067 "PARAM color = program.local[0]; \n"
2068 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2069 "MOV result.color, color; \n"
2070 "END \n";
2071 char program2[200];
2072 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2073 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2074 const char *texTarget;
2075
2076 assert(drawpix->DepthFP == 0);
2077
2078 /* replace %s with "RECT" or "2D" */
2079 assert(strlen(program) + 4 < sizeof(program2));
2080 if (tex->Target == GL_TEXTURE_RECTANGLE)
2081 texTarget = "RECT";
2082 else
2083 texTarget = "2D";
2084 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2085
2086 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2087 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2088 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2089 strlen(program2), (const GLubyte *) program2);
2090 }
2091
2092
2093 /**
2094 * Meta implementation of ctx->Driver.DrawPixels() in terms
2095 * of texture mapping and polygon rendering.
2096 */
2097 void
2098 _mesa_meta_DrawPixels(struct gl_context *ctx,
2099 GLint x, GLint y, GLsizei width, GLsizei height,
2100 GLenum format, GLenum type,
2101 const struct gl_pixelstore_attrib *unpack,
2102 const GLvoid *pixels)
2103 {
2104 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2105 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2106 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2107 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2108 struct vertex verts[4];
2109 GLenum texIntFormat;
2110 GLboolean fallback, newTex;
2111 GLbitfield metaExtraSave = 0x0;
2112
2113 /*
2114 * Determine if we can do the glDrawPixels with texture mapping.
2115 */
2116 fallback = GL_FALSE;
2117 if (ctx->Fog.Enabled) {
2118 fallback = GL_TRUE;
2119 }
2120
2121 if (_mesa_is_color_format(format)) {
2122 /* use more compact format when possible */
2123 /* XXX disable special case for GL_LUMINANCE for now to work around
2124 * apparent i965 driver bug (see bug #23670).
2125 */
2126 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2127 texIntFormat = format;
2128 else
2129 texIntFormat = GL_RGBA;
2130
2131 /* If we're not supposed to clamp the resulting color, then just
2132 * promote our texture to fully float. We could do better by
2133 * just going for the matching set of channels, in floating
2134 * point.
2135 */
2136 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2137 ctx->Extensions.ARB_texture_float)
2138 texIntFormat = GL_RGBA32F;
2139 }
2140 else if (_mesa_is_stencil_format(format)) {
2141 if (ctx->Extensions.ARB_fragment_program &&
2142 ctx->Pixel.IndexShift == 0 &&
2143 ctx->Pixel.IndexOffset == 0 &&
2144 type == GL_UNSIGNED_BYTE) {
2145 /* We'll store stencil as alpha. This only works for GLubyte
2146 * image data because of how incoming values are mapped to alpha
2147 * in [0,1].
2148 */
2149 texIntFormat = GL_ALPHA;
2150 metaExtraSave = (MESA_META_COLOR_MASK |
2151 MESA_META_DEPTH_TEST |
2152 MESA_META_PIXEL_TRANSFER |
2153 MESA_META_SHADER |
2154 MESA_META_STENCIL_TEST);
2155 }
2156 else {
2157 fallback = GL_TRUE;
2158 }
2159 }
2160 else if (_mesa_is_depth_format(format)) {
2161 if (ctx->Extensions.ARB_depth_texture &&
2162 ctx->Extensions.ARB_fragment_program) {
2163 texIntFormat = GL_DEPTH_COMPONENT;
2164 metaExtraSave = (MESA_META_SHADER);
2165 }
2166 else {
2167 fallback = GL_TRUE;
2168 }
2169 }
2170 else {
2171 fallback = GL_TRUE;
2172 }
2173
2174 if (fallback) {
2175 _swrast_DrawPixels(ctx, x, y, width, height,
2176 format, type, unpack, pixels);
2177 return;
2178 }
2179
2180 /*
2181 * Check image size against max texture size, draw as tiles if needed.
2182 */
2183 if (width > tex->MaxSize || height > tex->MaxSize) {
2184 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2185 format, type, unpack, pixels);
2186 return;
2187 }
2188
2189 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2190 * but a there's a few things we need to override:
2191 */
2192 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2193 MESA_META_SHADER |
2194 MESA_META_TEXTURE |
2195 MESA_META_TRANSFORM |
2196 MESA_META_CLIP |
2197 MESA_META_VERTEX |
2198 MESA_META_VIEWPORT |
2199 metaExtraSave));
2200
2201 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2202
2203 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2204 3, 2, 0);
2205
2206 /* Silence valgrind warnings about reading uninitialized stack. */
2207 memset(verts, 0, sizeof(verts));
2208
2209 /* vertex positions, texcoords (after texture allocation!) */
2210 {
2211 const GLfloat x0 = (GLfloat) x;
2212 const GLfloat y0 = (GLfloat) y;
2213 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2214 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2215 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2216
2217 verts[0].x = x0;
2218 verts[0].y = y0;
2219 verts[0].z = z;
2220 verts[0].tex[0] = 0.0F;
2221 verts[0].tex[1] = 0.0F;
2222 verts[1].x = x1;
2223 verts[1].y = y0;
2224 verts[1].z = z;
2225 verts[1].tex[0] = tex->Sright;
2226 verts[1].tex[1] = 0.0F;
2227 verts[2].x = x1;
2228 verts[2].y = y1;
2229 verts[2].z = z;
2230 verts[2].tex[0] = tex->Sright;
2231 verts[2].tex[1] = tex->Ttop;
2232 verts[3].x = x0;
2233 verts[3].y = y1;
2234 verts[3].z = z;
2235 verts[3].tex[0] = 0.0F;
2236 verts[3].tex[1] = tex->Ttop;
2237 }
2238
2239 /* upload new vertex data */
2240 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2241 GL_DYNAMIC_DRAW, __func__);
2242
2243 /* set given unpack params */
2244 ctx->Unpack = *unpack;
2245
2246 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2247
2248 if (_mesa_is_stencil_format(format)) {
2249 /* Drawing stencil */
2250 GLint bit;
2251
2252 if (!drawpix->StencilFP)
2253 init_draw_stencil_pixels(ctx);
2254
2255 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2256 GL_ALPHA, type, pixels);
2257
2258 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2259
2260 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2261
2262 /* set all stencil bits to 0 */
2263 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2264 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2265 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2266
2267 /* set stencil bits to 1 where needed */
2268 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2269
2270 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2271 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2272
2273 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2274 const GLuint mask = 1 << bit;
2275 if (mask & origStencilMask) {
2276 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2277 _mesa_StencilMask(mask);
2278
2279 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2280 255.0f / mask, 0.5f, 0.0f, 0.0f);
2281
2282 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2283 }
2284 }
2285 }
2286 else if (_mesa_is_depth_format(format)) {
2287 /* Drawing depth */
2288 if (!drawpix->DepthFP)
2289 init_draw_depth_pixels(ctx);
2290
2291 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2292 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2293
2294 /* polygon color = current raster color */
2295 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2296 ctx->Current.RasterColor);
2297
2298 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2299 format, type, pixels);
2300
2301 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2302 }
2303 else {
2304 /* Drawing RGBA */
2305 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2306 format, type, pixels);
2307 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2308 }
2309
2310 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2311
2312 /* restore unpack params */
2313 ctx->Unpack = unpackSave;
2314
2315 _mesa_meta_end(ctx);
2316 }
2317
2318 static GLboolean
2319 alpha_test_raster_color(struct gl_context *ctx)
2320 {
2321 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2322 GLfloat ref = ctx->Color.AlphaRef;
2323
2324 switch (ctx->Color.AlphaFunc) {
2325 case GL_NEVER:
2326 return GL_FALSE;
2327 case GL_LESS:
2328 return alpha < ref;
2329 case GL_EQUAL:
2330 return alpha == ref;
2331 case GL_LEQUAL:
2332 return alpha <= ref;
2333 case GL_GREATER:
2334 return alpha > ref;
2335 case GL_NOTEQUAL:
2336 return alpha != ref;
2337 case GL_GEQUAL:
2338 return alpha >= ref;
2339 case GL_ALWAYS:
2340 return GL_TRUE;
2341 default:
2342 assert(0);
2343 return GL_FALSE;
2344 }
2345 }
2346
2347 /**
2348 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2349 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2350 * tracker would improve performance a lot.
2351 */
2352 void
2353 _mesa_meta_Bitmap(struct gl_context *ctx,
2354 GLint x, GLint y, GLsizei width, GLsizei height,
2355 const struct gl_pixelstore_attrib *unpack,
2356 const GLubyte *bitmap1)
2357 {
2358 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2359 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2360 const GLenum texIntFormat = GL_ALPHA;
2361 const struct gl_pixelstore_attrib unpackSave = *unpack;
2362 GLubyte fg, bg;
2363 struct vertex verts[4];
2364 GLboolean newTex;
2365 GLubyte *bitmap8;
2366
2367 /*
2368 * Check if swrast fallback is needed.
2369 */
2370 if (ctx->_ImageTransferState ||
2371 ctx->FragmentProgram._Enabled ||
2372 ctx->Fog.Enabled ||
2373 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2374 width > tex->MaxSize ||
2375 height > tex->MaxSize) {
2376 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2377 return;
2378 }
2379
2380 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2381 return;
2382
2383 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2384 * but a there's a few things we need to override:
2385 */
2386 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2387 MESA_META_PIXEL_STORE |
2388 MESA_META_RASTERIZATION |
2389 MESA_META_SHADER |
2390 MESA_META_TEXTURE |
2391 MESA_META_TRANSFORM |
2392 MESA_META_CLIP |
2393 MESA_META_VERTEX |
2394 MESA_META_VIEWPORT));
2395
2396 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2397 3, 2, 4);
2398
2399 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2400
2401 /* Silence valgrind warnings about reading uninitialized stack. */
2402 memset(verts, 0, sizeof(verts));
2403
2404 /* vertex positions, texcoords, colors (after texture allocation!) */
2405 {
2406 const GLfloat x0 = (GLfloat) x;
2407 const GLfloat y0 = (GLfloat) y;
2408 const GLfloat x1 = (GLfloat) (x + width);
2409 const GLfloat y1 = (GLfloat) (y + height);
2410 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2411 GLuint i;
2412
2413 verts[0].x = x0;
2414 verts[0].y = y0;
2415 verts[0].z = z;
2416 verts[0].tex[0] = 0.0F;
2417 verts[0].tex[1] = 0.0F;
2418 verts[1].x = x1;
2419 verts[1].y = y0;
2420 verts[1].z = z;
2421 verts[1].tex[0] = tex->Sright;
2422 verts[1].tex[1] = 0.0F;
2423 verts[2].x = x1;
2424 verts[2].y = y1;
2425 verts[2].z = z;
2426 verts[2].tex[0] = tex->Sright;
2427 verts[2].tex[1] = tex->Ttop;
2428 verts[3].x = x0;
2429 verts[3].y = y1;
2430 verts[3].z = z;
2431 verts[3].tex[0] = 0.0F;
2432 verts[3].tex[1] = tex->Ttop;
2433
2434 for (i = 0; i < 4; i++) {
2435 verts[i].r = ctx->Current.RasterColor[0];
2436 verts[i].g = ctx->Current.RasterColor[1];
2437 verts[i].b = ctx->Current.RasterColor[2];
2438 verts[i].a = ctx->Current.RasterColor[3];
2439 }
2440
2441 /* upload new vertex data */
2442 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts,
2443 __func__);
2444 }
2445
2446 /* choose different foreground/background alpha values */
2447 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2448 bg = (fg > 127 ? 0 : 255);
2449
2450 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2451 if (!bitmap1) {
2452 _mesa_meta_end(ctx);
2453 return;
2454 }
2455
2456 bitmap8 = malloc(width * height);
2457 if (bitmap8) {
2458 memset(bitmap8, bg, width * height);
2459 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2460 bitmap8, width, fg);
2461
2462 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2463
2464 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2465 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2466
2467 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2468 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2469
2470 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2471
2472 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2473
2474 free(bitmap8);
2475 }
2476
2477 _mesa_unmap_pbo_source(ctx, &unpackSave);
2478
2479 _mesa_meta_end(ctx);
2480 }
2481
2482 /**
2483 * Compute the texture coordinates for the four vertices of a quad for
2484 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2485 * and width, height specify a sub-region of the 2D image.
2486 *
2487 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2488 * \param slice slice of a 1D/2D array texture or 3D texture
2489 * \param xoffset X position of sub texture
2490 * \param yoffset Y position of sub texture
2491 * \param width width of the sub texture image
2492 * \param height height of the sub texture image
2493 * \param total_width total width of the texture image
2494 * \param total_height total height of the texture image
2495 * \param total_depth total depth of the texture image
2496 * \param coords0/1/2/3 returns the computed texcoords
2497 */
2498 void
2499 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2500 GLint slice,
2501 GLint xoffset,
2502 GLint yoffset,
2503 GLint width,
2504 GLint height,
2505 GLint total_width,
2506 GLint total_height,
2507 GLint total_depth,
2508 GLfloat coords0[4],
2509 GLfloat coords1[4],
2510 GLfloat coords2[4],
2511 GLfloat coords3[4])
2512 {
2513 float st[4][2];
2514 GLuint i;
2515 const float s0 = (float) xoffset / (float) total_width;
2516 const float s1 = (float) (xoffset + width) / (float) total_width;
2517 const float t0 = (float) yoffset / (float) total_height;
2518 const float t1 = (float) (yoffset + height) / (float) total_height;
2519 GLfloat r;
2520
2521 /* setup the reference texcoords */
2522 st[0][0] = s0;
2523 st[0][1] = t0;
2524 st[1][0] = s1;
2525 st[1][1] = t0;
2526 st[2][0] = s1;
2527 st[2][1] = t1;
2528 st[3][0] = s0;
2529 st[3][1] = t1;
2530
2531 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2532 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2533
2534 /* Currently all texture targets want the W component to be 1.0.
2535 */
2536 coords0[3] = 1.0F;
2537 coords1[3] = 1.0F;
2538 coords2[3] = 1.0F;
2539 coords3[3] = 1.0F;
2540
2541 switch (faceTarget) {
2542 case GL_TEXTURE_1D:
2543 case GL_TEXTURE_2D:
2544 case GL_TEXTURE_3D:
2545 case GL_TEXTURE_2D_ARRAY:
2546 if (faceTarget == GL_TEXTURE_3D) {
2547 assert(slice < total_depth);
2548 assert(total_depth >= 1);
2549 r = (slice + 0.5f) / total_depth;
2550 }
2551 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2552 r = (float) slice;
2553 else
2554 r = 0.0F;
2555 coords0[0] = st[0][0]; /* s */
2556 coords0[1] = st[0][1]; /* t */
2557 coords0[2] = r; /* r */
2558 coords1[0] = st[1][0];
2559 coords1[1] = st[1][1];
2560 coords1[2] = r;
2561 coords2[0] = st[2][0];
2562 coords2[1] = st[2][1];
2563 coords2[2] = r;
2564 coords3[0] = st[3][0];
2565 coords3[1] = st[3][1];
2566 coords3[2] = r;
2567 break;
2568 case GL_TEXTURE_RECTANGLE_ARB:
2569 coords0[0] = (float) xoffset; /* s */
2570 coords0[1] = (float) yoffset; /* t */
2571 coords0[2] = 0.0F; /* r */
2572 coords1[0] = (float) (xoffset + width);
2573 coords1[1] = (float) yoffset;
2574 coords1[2] = 0.0F;
2575 coords2[0] = (float) (xoffset + width);
2576 coords2[1] = (float) (yoffset + height);
2577 coords2[2] = 0.0F;
2578 coords3[0] = (float) xoffset;
2579 coords3[1] = (float) (yoffset + height);
2580 coords3[2] = 0.0F;
2581 break;
2582 case GL_TEXTURE_1D_ARRAY:
2583 coords0[0] = st[0][0]; /* s */
2584 coords0[1] = (float) slice; /* t */
2585 coords0[2] = 0.0F; /* r */
2586 coords1[0] = st[1][0];
2587 coords1[1] = (float) slice;
2588 coords1[2] = 0.0F;
2589 coords2[0] = st[2][0];
2590 coords2[1] = (float) slice;
2591 coords2[2] = 0.0F;
2592 coords3[0] = st[3][0];
2593 coords3[1] = (float) slice;
2594 coords3[2] = 0.0F;
2595 break;
2596
2597 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2598 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2599 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2600 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2601 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2602 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2603 /* loop over quad verts */
2604 for (i = 0; i < 4; i++) {
2605 /* Compute sc = +/-scale and tc = +/-scale.
2606 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2607 * though that can still sometimes happen with this scale factor...
2608 */
2609 const GLfloat scale = 0.9999f;
2610 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2611 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2612 GLfloat *coord;
2613
2614 switch (i) {
2615 case 0:
2616 coord = coords0;
2617 break;
2618 case 1:
2619 coord = coords1;
2620 break;
2621 case 2:
2622 coord = coords2;
2623 break;
2624 case 3:
2625 coord = coords3;
2626 break;
2627 default:
2628 unreachable("not reached");
2629 }
2630
2631 coord[3] = (float) (slice / 6);
2632
2633 switch (faceTarget) {
2634 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2635 coord[0] = 1.0f;
2636 coord[1] = -tc;
2637 coord[2] = -sc;
2638 break;
2639 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2640 coord[0] = -1.0f;
2641 coord[1] = -tc;
2642 coord[2] = sc;
2643 break;
2644 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2645 coord[0] = sc;
2646 coord[1] = 1.0f;
2647 coord[2] = tc;
2648 break;
2649 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2650 coord[0] = sc;
2651 coord[1] = -1.0f;
2652 coord[2] = -tc;
2653 break;
2654 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2655 coord[0] = sc;
2656 coord[1] = -tc;
2657 coord[2] = 1.0f;
2658 break;
2659 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2660 coord[0] = -sc;
2661 coord[1] = -tc;
2662 coord[2] = -1.0f;
2663 break;
2664 default:
2665 assert(0);
2666 }
2667 }
2668 break;
2669 default:
2670 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2671 }
2672 }
2673
2674 static struct blit_shader *
2675 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2676 {
2677 switch(target) {
2678 case GL_TEXTURE_1D:
2679 table->sampler_1d.type = "sampler1D";
2680 table->sampler_1d.func = "texture1D";
2681 table->sampler_1d.texcoords = "texCoords.x";
2682 return &table->sampler_1d;
2683 case GL_TEXTURE_2D:
2684 table->sampler_2d.type = "sampler2D";
2685 table->sampler_2d.func = "texture2D";
2686 table->sampler_2d.texcoords = "texCoords.xy";
2687 return &table->sampler_2d;
2688 case GL_TEXTURE_RECTANGLE:
2689 table->sampler_rect.type = "sampler2DRect";
2690 table->sampler_rect.func = "texture2DRect";
2691 table->sampler_rect.texcoords = "texCoords.xy";
2692 return &table->sampler_rect;
2693 case GL_TEXTURE_3D:
2694 /* Code for mipmap generation with 3D textures is not used yet.
2695 * It's a sw fallback.
2696 */
2697 table->sampler_3d.type = "sampler3D";
2698 table->sampler_3d.func = "texture3D";
2699 table->sampler_3d.texcoords = "texCoords.xyz";
2700 return &table->sampler_3d;
2701 case GL_TEXTURE_CUBE_MAP:
2702 table->sampler_cubemap.type = "samplerCube";
2703 table->sampler_cubemap.func = "textureCube";
2704 table->sampler_cubemap.texcoords = "texCoords.xyz";
2705 return &table->sampler_cubemap;
2706 case GL_TEXTURE_1D_ARRAY:
2707 table->sampler_1d_array.type = "sampler1DArray";
2708 table->sampler_1d_array.func = "texture1DArray";
2709 table->sampler_1d_array.texcoords = "texCoords.xy";
2710 return &table->sampler_1d_array;
2711 case GL_TEXTURE_2D_ARRAY:
2712 table->sampler_2d_array.type = "sampler2DArray";
2713 table->sampler_2d_array.func = "texture2DArray";
2714 table->sampler_2d_array.texcoords = "texCoords.xyz";
2715 return &table->sampler_2d_array;
2716 case GL_TEXTURE_CUBE_MAP_ARRAY:
2717 table->sampler_cubemap_array.type = "samplerCubeArray";
2718 table->sampler_cubemap_array.func = "textureCubeArray";
2719 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2720 return &table->sampler_cubemap_array;
2721 default:
2722 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2723 " setup_texture_sampler()\n", target);
2724 return NULL;
2725 }
2726 }
2727
2728 void
2729 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2730 {
2731 _mesa_DeleteProgram(table->sampler_1d.shader_prog);
2732 _mesa_DeleteProgram(table->sampler_2d.shader_prog);
2733 _mesa_DeleteProgram(table->sampler_3d.shader_prog);
2734 _mesa_DeleteProgram(table->sampler_rect.shader_prog);
2735 _mesa_DeleteProgram(table->sampler_cubemap.shader_prog);
2736 _mesa_DeleteProgram(table->sampler_1d_array.shader_prog);
2737 _mesa_DeleteProgram(table->sampler_2d_array.shader_prog);
2738 _mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog);
2739
2740 table->sampler_1d.shader_prog = 0;
2741 table->sampler_2d.shader_prog = 0;
2742 table->sampler_3d.shader_prog = 0;
2743 table->sampler_rect.shader_prog = 0;
2744 table->sampler_cubemap.shader_prog = 0;
2745 table->sampler_1d_array.shader_prog = 0;
2746 table->sampler_2d_array.shader_prog = 0;
2747 table->sampler_cubemap_array.shader_prog = 0;
2748 }
2749
2750 /**
2751 * Determine the GL data type to use for the temporary image read with
2752 * ReadPixels() and passed to Tex[Sub]Image().
2753 */
2754 static GLenum
2755 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2756 {
2757 const GLenum baseFormat = _mesa_get_format_base_format(format);
2758 const GLenum datatype = _mesa_get_format_datatype(format);
2759 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2760
2761 switch (baseFormat) {
2762 case GL_RGBA:
2763 case GL_RGB:
2764 case GL_RG:
2765 case GL_RED:
2766 case GL_ALPHA:
2767 case GL_LUMINANCE:
2768 case GL_LUMINANCE_ALPHA:
2769 case GL_INTENSITY:
2770 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2771 return datatype;
2772 } else if (format_red_bits <= 8) {
2773 return GL_UNSIGNED_BYTE;
2774 } else if (format_red_bits <= 16) {
2775 return GL_UNSIGNED_SHORT;
2776 }
2777 return GL_FLOAT;
2778 case GL_DEPTH_COMPONENT:
2779 if (datatype == GL_FLOAT)
2780 return GL_FLOAT;
2781 else
2782 return GL_UNSIGNED_INT;
2783 case GL_DEPTH_STENCIL:
2784 if (datatype == GL_FLOAT)
2785 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2786 else
2787 return GL_UNSIGNED_INT_24_8;
2788 default:
2789 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2790 baseFormat);
2791 return 0;
2792 }
2793 }
2794
2795 /**
2796 * Attempts to wrap the destination texture in an FBO and use
2797 * glBlitFramebuffer() to implement glCopyTexSubImage().
2798 */
2799 static bool
2800 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2801 struct gl_texture_image *texImage,
2802 GLint xoffset,
2803 GLint yoffset,
2804 GLint zoffset,
2805 struct gl_renderbuffer *rb,
2806 GLint x, GLint y,
2807 GLsizei width, GLsizei height)
2808 {
2809 GLuint fbo;
2810 bool success = false;
2811 GLbitfield mask;
2812 GLenum status;
2813
2814 if (!ctx->Extensions.ARB_framebuffer_object)
2815 return false;
2816
2817 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2818
2819 _mesa_GenFramebuffers(1, &fbo);
2820 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2821
2822 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2823 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2824 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
2825 texImage, zoffset);
2826 mask = GL_DEPTH_BUFFER_BIT;
2827
2828 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2829 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2830 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2831 texImage, zoffset);
2832 mask |= GL_STENCIL_BUFFER_BIT;
2833 }
2834 _mesa_DrawBuffer(GL_NONE);
2835 } else {
2836 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2837 texImage, zoffset);
2838 mask = GL_COLOR_BUFFER_BIT;
2839 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2840 }
2841
2842 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2843 if (status != GL_FRAMEBUFFER_COMPLETE)
2844 goto out;
2845
2846 ctx->Meta->Blit.no_ctsi_fallback = true;
2847
2848 /* Since we've bound a new draw framebuffer, we need to update
2849 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2850 * be correct.
2851 */
2852 _mesa_update_state(ctx);
2853
2854 /* We skip the core BlitFramebuffer checks for format consistency, which
2855 * are too strict for CopyTexImage. We know meta will be fine with format
2856 * changes.
2857 */
2858 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2859 x, y,
2860 x + width, y + height,
2861 xoffset, yoffset,
2862 xoffset + width, yoffset + height,
2863 mask, GL_NEAREST);
2864 ctx->Meta->Blit.no_ctsi_fallback = false;
2865 success = mask == 0x0;
2866
2867 out:
2868 _mesa_DeleteFramebuffers(1, &fbo);
2869 _mesa_meta_end(ctx);
2870 return success;
2871 }
2872
2873 /**
2874 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2875 * Have to be careful with locking and meta state for pixel transfer.
2876 */
2877 void
2878 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2879 struct gl_texture_image *texImage,
2880 GLint xoffset, GLint yoffset, GLint zoffset,
2881 struct gl_renderbuffer *rb,
2882 GLint x, GLint y,
2883 GLsizei width, GLsizei height)
2884 {
2885 GLenum format, type;
2886 GLint bpp;
2887 void *buf;
2888
2889 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2890 texImage,
2891 xoffset, yoffset, zoffset,
2892 rb,
2893 x, y,
2894 width, height)) {
2895 return;
2896 }
2897
2898 /* Choose format/type for temporary image buffer */
2899 format = _mesa_get_format_base_format(texImage->TexFormat);
2900 if (format == GL_LUMINANCE ||
2901 format == GL_LUMINANCE_ALPHA ||
2902 format == GL_INTENSITY) {
2903 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2904 * temp image buffer because glReadPixels will do L=R+G+B which is
2905 * not what we want (should be L=R).
2906 */
2907 format = GL_RGBA;
2908 }
2909
2910 type = get_temp_image_type(ctx, texImage->TexFormat);
2911 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2912 format = _mesa_base_format_to_integer_format(format);
2913 }
2914 bpp = _mesa_bytes_per_pixel(format, type);
2915 if (bpp <= 0) {
2916 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2917 return;
2918 }
2919
2920 /*
2921 * Alloc image buffer (XXX could use a PBO)
2922 */
2923 buf = malloc(width * height * bpp);
2924 if (!buf) {
2925 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2926 return;
2927 }
2928
2929 /*
2930 * Read image from framebuffer (disable pixel transfer ops)
2931 */
2932 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2933 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2934 format, type, &ctx->Pack, buf);
2935 _mesa_meta_end(ctx);
2936
2937 _mesa_update_state(ctx); /* to update pixel transfer state */
2938
2939 /*
2940 * Store texture data (with pixel transfer ops)
2941 */
2942 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2943
2944 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2945 assert(yoffset == 0);
2946 ctx->Driver.TexSubImage(ctx, dims, texImage,
2947 xoffset, zoffset, 0, width, 1, 1,
2948 format, type, buf, &ctx->Unpack);
2949 } else {
2950 ctx->Driver.TexSubImage(ctx, dims, texImage,
2951 xoffset, yoffset, zoffset, width, height, 1,
2952 format, type, buf, &ctx->Unpack);
2953 }
2954
2955 _mesa_meta_end(ctx);
2956
2957 free(buf);
2958 }
2959
2960 static void
2961 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2962 {
2963 if (decompress_fbo->FBO != 0) {
2964 _mesa_DeleteFramebuffers(1, &decompress_fbo->FBO);
2965 _mesa_DeleteRenderbuffers(1, &decompress_fbo->rb->Name);
2966 }
2967
2968 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2969 }
2970
2971 static void
2972 meta_decompress_cleanup(struct gl_context *ctx,
2973 struct decompress_state *decompress)
2974 {
2975 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2976 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2977
2978 if (decompress->VAO != 0) {
2979 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2980 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2981 }
2982
2983 _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
2984
2985 memset(decompress, 0, sizeof(*decompress));
2986 }
2987
2988 /**
2989 * Decompress a texture image by drawing a quad with the compressed
2990 * texture and reading the pixels out of the color buffer.
2991 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2992 * \param destFormat format, ala glReadPixels
2993 * \param destType type, ala glReadPixels
2994 * \param dest destination buffer
2995 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2996 */
2997 static bool
2998 decompress_texture_image(struct gl_context *ctx,
2999 struct gl_texture_image *texImage,
3000 GLuint slice,
3001 GLint xoffset, GLint yoffset,
3002 GLsizei width, GLsizei height,
3003 GLenum destFormat, GLenum destType,
3004 GLvoid *dest)
3005 {
3006 struct decompress_state *decompress = &ctx->Meta->Decompress;
3007 struct decompress_fbo_state *decompress_fbo;
3008 struct gl_texture_object *texObj = texImage->TexObject;
3009 const GLenum target = texObj->Target;
3010 GLenum rbFormat;
3011 GLenum faceTarget;
3012 struct vertex verts[4];
3013 struct gl_sampler_object *samp_obj_save = NULL;
3014 GLenum status;
3015 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3016 ctx->Extensions.ARB_fragment_shader;
3017
3018 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3019 case GL_FLOAT:
3020 decompress_fbo = &decompress->floatFBO;
3021 rbFormat = GL_RGBA32F;
3022 break;
3023 case GL_UNSIGNED_NORMALIZED:
3024 decompress_fbo = &decompress->byteFBO;
3025 rbFormat = GL_RGBA;
3026 break;
3027 default:
3028 return false;
3029 }
3030
3031 if (slice > 0) {
3032 assert(target == GL_TEXTURE_3D ||
3033 target == GL_TEXTURE_2D_ARRAY ||
3034 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3035 }
3036
3037 switch (target) {
3038 case GL_TEXTURE_1D:
3039 case GL_TEXTURE_1D_ARRAY:
3040 assert(!"No compressed 1D textures.");
3041 return false;
3042
3043 case GL_TEXTURE_3D:
3044 assert(!"No compressed 3D textures.");
3045 return false;
3046
3047 case GL_TEXTURE_CUBE_MAP_ARRAY:
3048 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3049 break;
3050
3051 case GL_TEXTURE_CUBE_MAP:
3052 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3053 break;
3054
3055 default:
3056 faceTarget = target;
3057 break;
3058 }
3059
3060 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3061 MESA_META_DRAW_BUFFERS));
3062
3063 _mesa_reference_sampler_object(ctx, &samp_obj_save,
3064 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
3065
3066 /* Create/bind FBO/renderbuffer */
3067 if (decompress_fbo->FBO == 0) {
3068 GLuint RBO;
3069
3070 _mesa_CreateRenderbuffers(1, &RBO);
3071
3072 decompress_fbo->rb = _mesa_lookup_renderbuffer(ctx, RBO);
3073 assert(decompress_fbo->rb != NULL && decompress_fbo->rb->Name == RBO);
3074
3075 _mesa_GenFramebuffers(1, &decompress_fbo->FBO);
3076 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3077 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
3078 GL_COLOR_ATTACHMENT0_EXT,
3079 GL_RENDERBUFFER_EXT,
3080 decompress_fbo->rb->Name);
3081 }
3082 else {
3083 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3084 }
3085
3086 /* alloc dest surface */
3087 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3088 _mesa_NamedRenderbufferStorage(decompress_fbo->rb->Name, rbFormat,
3089 width, height);
3090 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3091 if (status != GL_FRAMEBUFFER_COMPLETE) {
3092 /* If the framebuffer isn't complete then we'll leave
3093 * decompress_fbo->Width as zero so that it will fail again next time
3094 * too */
3095 _mesa_meta_end(ctx);
3096 return false;
3097 }
3098 decompress_fbo->Width = width;
3099 decompress_fbo->Height = height;
3100 }
3101
3102 if (use_glsl_version) {
3103 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3104 &decompress->buf_obj, true,
3105 2, 4, 0);
3106
3107 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3108 } else {
3109 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3110 &decompress->buf_obj, 3);
3111 }
3112
3113 if (decompress->samp_obj == NULL) {
3114 decompress->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
3115 if (decompress->samp_obj == NULL) {
3116 _mesa_meta_end(ctx);
3117
3118 /* This is a bit lazy. Flag out of memory, and then don't bother to
3119 * clean up. Once out of memory is flagged, the only realistic next
3120 * move is to destroy the context. That will trigger all the right
3121 * clean up.
3122 *
3123 * Returning true prevents other GetTexImage methods from attempting
3124 * anything since they will likely fail too.
3125 */
3126 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
3127 return true;
3128 }
3129
3130 /* nearest filtering */
3131 _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
3132
3133 /* We don't want to encode or decode sRGB values; treat them as linear. */
3134 _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT);
3135 }
3136
3137 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
3138
3139 /* Silence valgrind warnings about reading uninitialized stack. */
3140 memset(verts, 0, sizeof(verts));
3141
3142 _mesa_meta_setup_texture_coords(faceTarget, slice,
3143 xoffset, yoffset, width, height,
3144 texImage->Width, texImage->Height,
3145 texImage->Depth,
3146 verts[0].tex,
3147 verts[1].tex,
3148 verts[2].tex,
3149 verts[3].tex);
3150
3151 /* setup vertex positions */
3152 verts[0].x = -1.0F;
3153 verts[0].y = -1.0F;
3154 verts[1].x = 1.0F;
3155 verts[1].y = -1.0F;
3156 verts[2].x = 1.0F;
3157 verts[2].y = 1.0F;
3158 verts[3].x = -1.0F;
3159 verts[3].y = 1.0F;
3160
3161 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3162
3163 /* upload new vertex data */
3164 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts,
3165 __func__);
3166
3167 /* setup texture state */
3168 _mesa_BindTexture(target, texObj->Name);
3169
3170 if (!use_glsl_version)
3171 _mesa_set_enable(ctx, target, GL_TRUE);
3172
3173 {
3174 /* save texture object state */
3175 const GLint baseLevelSave = texObj->BaseLevel;
3176 const GLint maxLevelSave = texObj->MaxLevel;
3177
3178 /* restrict sampling to the texture level of interest */
3179 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3180 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3181 (GLint *) &texImage->Level, false);
3182 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3183 (GLint *) &texImage->Level, false);
3184 }
3185
3186 /* render quad w/ texture into renderbuffer */
3187 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3188
3189 /* Restore texture object state, the texture binding will
3190 * be restored by _mesa_meta_end().
3191 */
3192 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3193 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3194 &baseLevelSave, false);
3195 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3196 &maxLevelSave, false);
3197 }
3198
3199 }
3200
3201 /* read pixels from renderbuffer */
3202 {
3203 GLenum baseTexFormat = texImage->_BaseFormat;
3204 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3205
3206 /* The pixel transfer state will be set to default values at this point
3207 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3208 * turned off (as required by glGetTexImage) but we need to handle some
3209 * special cases. In particular, single-channel texture values are
3210 * returned as red and two-channel texture values are returned as
3211 * red/alpha.
3212 */
3213 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3214 destBaseFormat) ||
3215 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3216 * luminance then we need to return L=tex(R).
3217 */
3218 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3219 destBaseFormat)) {
3220 /* Green and blue must be zero */
3221 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3222 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3223 }
3224
3225 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3226 }
3227
3228 /* disable texture unit */
3229 if (!use_glsl_version)
3230 _mesa_set_enable(ctx, target, GL_FALSE);
3231
3232 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
3233 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
3234
3235 _mesa_meta_end(ctx);
3236
3237 return true;
3238 }
3239
3240
3241 /**
3242 * This is just a wrapper around _mesa_get_tex_image() and
3243 * decompress_texture_image(). Meta functions should not be directly called
3244 * from core Mesa.
3245 */
3246 void
3247 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3248 GLint xoffset, GLint yoffset, GLint zoffset,
3249 GLsizei width, GLsizei height, GLsizei depth,
3250 GLenum format, GLenum type, GLvoid *pixels,
3251 struct gl_texture_image *texImage)
3252 {
3253 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3254 GLuint slice;
3255 bool result = true;
3256
3257 for (slice = 0; slice < depth; slice++) {
3258 void *dst;
3259 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
3260 || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
3261 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3262 * in the decompress_texture_image() function's call to
3263 * glReadPixels but we need to compute the dest slice's address
3264 * here (according to SkipImages and ImageHeight).
3265 */
3266 struct gl_pixelstore_attrib packing = ctx->Pack;
3267 packing.SkipPixels = 0;
3268 packing.SkipRows = 0;
3269 dst = _mesa_image_address3d(&packing, pixels, width, height,
3270 format, type, slice, 0, 0);
3271 }
3272 else {
3273 dst = pixels;
3274 }
3275 result = decompress_texture_image(ctx, texImage, slice,
3276 xoffset, yoffset, width, height,
3277 format, type, dst);
3278 if (!result)
3279 break;
3280 }
3281
3282 if (result)
3283 return;
3284 }
3285
3286 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3287 width, height, depth, format, type, pixels, texImage);
3288 }
3289
3290
3291 /**
3292 * Meta implementation of ctx->Driver.DrawTex() in terms
3293 * of polygon rendering.
3294 */
3295 void
3296 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3297 GLfloat width, GLfloat height)
3298 {
3299 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3300 struct vertex {
3301 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3302 };
3303 struct vertex verts[4];
3304 GLuint i;
3305
3306 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3307 MESA_META_SHADER |
3308 MESA_META_TRANSFORM |
3309 MESA_META_VERTEX |
3310 MESA_META_VIEWPORT));
3311
3312 if (drawtex->VAO == 0) {
3313 /* one-time setup */
3314 struct gl_vertex_array_object *array_obj;
3315
3316 /* create vertex array object */
3317 _mesa_GenVertexArrays(1, &drawtex->VAO);
3318 _mesa_BindVertexArray(drawtex->VAO);
3319
3320 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3321 assert(array_obj != NULL);
3322
3323 /* create vertex array buffer */
3324 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3325 if (drawtex->buf_obj == NULL)
3326 return;
3327
3328 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3329 GL_DYNAMIC_DRAW, __func__);
3330
3331 /* setup vertex arrays */
3332 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3333 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3334 GL_FALSE, GL_FALSE,
3335 offsetof(struct vertex, x), true);
3336 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3337 drawtex->buf_obj, 0, sizeof(struct vertex));
3338 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
3339
3340
3341 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3342 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3343 2, GL_FLOAT, GL_RGBA, GL_FALSE,
3344 GL_FALSE, GL_FALSE,
3345 offsetof(struct vertex, st[i]), true);
3346 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3347 drawtex->buf_obj, 0, sizeof(struct vertex));
3348 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
3349 }
3350 }
3351 else {
3352 _mesa_BindVertexArray(drawtex->VAO);
3353 }
3354
3355 /* vertex positions, texcoords */
3356 {
3357 const GLfloat x1 = x + width;
3358 const GLfloat y1 = y + height;
3359
3360 z = CLAMP(z, 0.0f, 1.0f);
3361 z = invert_z(z);
3362
3363 verts[0].x = x;
3364 verts[0].y = y;
3365 verts[0].z = z;
3366
3367 verts[1].x = x1;
3368 verts[1].y = y;
3369 verts[1].z = z;
3370
3371 verts[2].x = x1;
3372 verts[2].y = y1;
3373 verts[2].z = z;
3374
3375 verts[3].x = x;
3376 verts[3].y = y1;
3377 verts[3].z = z;
3378
3379 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3380 const struct gl_texture_object *texObj;
3381 const struct gl_texture_image *texImage;
3382 GLfloat s, t, s1, t1;
3383 GLuint tw, th;
3384
3385 if (!ctx->Texture.Unit[i]._Current) {
3386 GLuint j;
3387 for (j = 0; j < 4; j++) {
3388 verts[j].st[i][0] = 0.0f;
3389 verts[j].st[i][1] = 0.0f;
3390 }
3391 continue;
3392 }
3393
3394 texObj = ctx->Texture.Unit[i]._Current;
3395 texImage = texObj->Image[0][texObj->BaseLevel];
3396 tw = texImage->Width2;
3397 th = texImage->Height2;
3398
3399 s = (GLfloat) texObj->CropRect[0] / tw;
3400 t = (GLfloat) texObj->CropRect[1] / th;
3401 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3402 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3403
3404 verts[0].st[i][0] = s;
3405 verts[0].st[i][1] = t;
3406
3407 verts[1].st[i][0] = s1;
3408 verts[1].st[i][1] = t;
3409
3410 verts[2].st[i][0] = s1;
3411 verts[2].st[i][1] = t1;
3412
3413 verts[3].st[i][0] = s;
3414 verts[3].st[i][1] = t1;
3415 }
3416
3417 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts,
3418 __func__);
3419 }
3420
3421 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3422
3423 _mesa_meta_end(ctx);
3424 }
3425
3426 static bool
3427 cleartexsubimage_color(struct gl_context *ctx,
3428 struct gl_texture_image *texImage,
3429 const GLvoid *clearValue,
3430 GLint zoffset)
3431 {
3432 mesa_format format;
3433 union gl_color_union colorValue;
3434 GLenum datatype;
3435 GLenum status;
3436
3437 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3438 texImage, zoffset);
3439
3440 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3441 if (status != GL_FRAMEBUFFER_COMPLETE)
3442 return false;
3443
3444 /* We don't want to apply an sRGB conversion so override the format */
3445 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3446 datatype = _mesa_get_format_datatype(format);
3447
3448 switch (datatype) {
3449 case GL_UNSIGNED_INT:
3450 case GL_INT:
3451 if (clearValue)
3452 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3453 (GLuint (*)[4]) colorValue.ui);
3454 else
3455 memset(&colorValue, 0, sizeof colorValue);
3456 if (datatype == GL_INT)
3457 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3458 else
3459 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3460 break;
3461 default:
3462 if (clearValue)
3463 _mesa_unpack_rgba_row(format, 1, clearValue,
3464 (GLfloat (*)[4]) colorValue.f);
3465 else
3466 memset(&colorValue, 0, sizeof colorValue);
3467 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3468 break;
3469 }
3470
3471 return true;
3472 }
3473
3474 static bool
3475 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3476 struct gl_texture_image *texImage,
3477 const GLvoid *clearValue,
3478 GLint zoffset)
3479 {
3480 GLint stencilValue;
3481 GLfloat depthValue;
3482 GLenum status;
3483
3484 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
3485 texImage, zoffset);
3486
3487 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3488 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
3489 texImage, zoffset);
3490
3491 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3492 if (status != GL_FRAMEBUFFER_COMPLETE)
3493 return false;
3494
3495 if (clearValue) {
3496 GLuint depthStencilValue[2];
3497
3498 /* Convert the clearValue from whatever format it's in to a floating
3499 * point value for the depth and an integer value for the stencil index
3500 */
3501 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3502 1, /* n */
3503 clearValue,
3504 depthStencilValue);
3505 /* We need a memcpy here instead of a cast because we need to
3506 * reinterpret the bytes as a float rather than converting it
3507 */
3508 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3509 stencilValue = depthStencilValue[1] & 0xff;
3510 } else {
3511 depthValue = 0.0f;
3512 stencilValue = 0;
3513 }
3514
3515 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3516 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3517 else
3518 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3519
3520 return true;
3521 }
3522
3523 static bool
3524 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3525 struct gl_texture_image *texImage,
3526 GLint zoffset,
3527 const GLvoid *clearValue)
3528 {
3529 GLuint fbo;
3530 bool success;
3531
3532 _mesa_GenFramebuffers(1, &fbo);
3533 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
3534
3535 switch(texImage->_BaseFormat) {
3536 case GL_DEPTH_STENCIL:
3537 case GL_DEPTH_COMPONENT:
3538 success = cleartexsubimage_depth_stencil(ctx, texImage,
3539 clearValue, zoffset);
3540 break;
3541 default:
3542 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3543 break;
3544 }
3545
3546 _mesa_DeleteFramebuffers(1, &fbo);
3547
3548 return success;
3549 }
3550
3551 static bool
3552 cleartexsubimage_using_fbo(struct gl_context *ctx,
3553 struct gl_texture_image *texImage,
3554 GLint xoffset, GLint yoffset, GLint zoffset,
3555 GLsizei width, GLsizei height, GLsizei depth,
3556 const GLvoid *clearValue)
3557 {
3558 bool success = true;
3559 GLint z;
3560
3561 _mesa_meta_begin(ctx,
3562 MESA_META_SCISSOR |
3563 MESA_META_COLOR_MASK |
3564 MESA_META_DITHER |
3565 MESA_META_FRAMEBUFFER_SRGB);
3566
3567 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3568
3569 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3570 _mesa_Scissor(xoffset, yoffset, width, height);
3571
3572 for (z = zoffset; z < zoffset + depth; z++) {
3573 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3574 success = false;
3575 break;
3576 }
3577 }
3578
3579 _mesa_meta_end(ctx);
3580
3581 return success;
3582 }
3583
3584 extern void
3585 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3586 struct gl_texture_image *texImage,
3587 GLint xoffset, GLint yoffset, GLint zoffset,
3588 GLsizei width, GLsizei height, GLsizei depth,
3589 const GLvoid *clearValue)
3590 {
3591 bool res;
3592
3593 res = cleartexsubimage_using_fbo(ctx, texImage,
3594 xoffset, yoffset, zoffset,
3595 width, height, depth,
3596 clearValue);
3597
3598 if (res)
3599 return;
3600
3601 _mesa_warning(ctx,
3602 "Falling back to mapping the texture in "
3603 "glClearTexSubImage\n");
3604
3605 _mesa_store_cleartexsubimage(ctx, texImage,
3606 xoffset, yoffset, zoffset,
3607 width, height, depth,
3608 clearValue);
3609 }