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