2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/glformats.h"
52 #include "main/image.h"
53 #include "main/macros.h"
54 #include "main/matrix.h"
55 #include "main/mipmap.h"
56 #include "main/multisample.h"
57 #include "main/objectlabel.h"
58 #include "main/pipelineobj.h"
59 #include "main/pixel.h"
61 #include "main/polygon.h"
62 #include "main/queryobj.h"
63 #include "main/readpix.h"
64 #include "main/scissor.h"
65 #include "main/shaderapi.h"
66 #include "main/shaderobj.h"
67 #include "main/state.h"
68 #include "main/stencil.h"
69 #include "main/texobj.h"
70 #include "main/texenv.h"
71 #include "main/texgetimage.h"
72 #include "main/teximage.h"
73 #include "main/texparam.h"
74 #include "main/texstate.h"
75 #include "main/texstore.h"
76 #include "main/transformfeedback.h"
77 #include "main/uniforms.h"
78 #include "main/varray.h"
79 #include "main/viewport.h"
80 #include "main/samplerobj.h"
81 #include "program/program.h"
82 #include "swrast/swrast.h"
83 #include "drivers/common/meta.h"
84 #include "main/enums.h"
85 #include "main/glformats.h"
86 #include "util/ralloc.h"
88 /** Return offset in bytes of the field within a vertex struct */
89 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
92 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
94 static struct blit_shader
*
95 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
97 static void cleanup_temp_texture(struct temp_texture
*tex
);
98 static void meta_glsl_clear_cleanup(struct clear_state
*clear
);
99 static void meta_decompress_cleanup(struct decompress_state
*decompress
);
100 static void meta_drawpix_cleanup(struct drawpix_state
*drawpix
);
103 _mesa_meta_bind_fbo_image(GLenum fboTarget
, GLenum attachment
,
104 struct gl_texture_image
*texImage
, GLuint layer
)
106 struct gl_texture_object
*texObj
= texImage
->TexObject
;
107 int level
= texImage
->Level
;
108 GLenum texTarget
= texObj
->Target
;
112 _mesa_FramebufferTexture1D(fboTarget
,
118 case GL_TEXTURE_1D_ARRAY
:
119 case GL_TEXTURE_2D_ARRAY
:
120 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
121 case GL_TEXTURE_CUBE_MAP_ARRAY
:
123 _mesa_FramebufferTextureLayer(fboTarget
,
129 default: /* 2D / cube */
130 if (texTarget
== GL_TEXTURE_CUBE_MAP
)
131 texTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
133 _mesa_FramebufferTexture2D(fboTarget
,
142 _mesa_meta_compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
,
143 const GLcharARB
*source
)
149 shader
= _mesa_CreateShader(target
);
150 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
151 _mesa_CompileShader(shader
);
153 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
157 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
159 _mesa_DeleteShader(shader
);
165 _mesa_DeleteShader(shader
);
169 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
171 "meta program compile failed:\n%s\n"
176 _mesa_DeleteShader(shader
);
182 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
187 _mesa_LinkProgram(program
);
189 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
193 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
201 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
202 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
210 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
211 const char *vs_source
,
212 const char *fs_source
,
216 GLuint vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
218 GLuint fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
221 *program
= _mesa_CreateProgram();
222 _mesa_ObjectLabel(GL_PROGRAM
, *program
, -1, name
);
223 _mesa_AttachShader(*program
, fs
);
224 _mesa_DeleteShader(fs
);
225 _mesa_AttachShader(*program
, vs
);
226 _mesa_DeleteShader(vs
);
227 _mesa_BindAttribLocation(*program
, 0, "position");
228 _mesa_BindAttribLocation(*program
, 1, "texcoords");
229 _mesa_meta_link_program_with_debug(ctx
, *program
);
231 _mesa_UseProgram(*program
);
235 * Generate a generic shader to blit from a texture to a framebuffer
237 * \param ctx Current GL context
238 * \param texTarget Texture target that will be the source of the blit
240 * \returns a handle to a shader program on success or zero on failure.
243 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
246 struct blit_shader_table
*table
)
248 char *vs_source
, *fs_source
;
249 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
250 const char *vs_input
, *vs_output
, *fs_input
, *vs_preprocess
, *fs_preprocess
;
253 if (ctx
->Const
.GLSLVersion
< 130) {
255 vs_input
= "attribute";
256 vs_output
= "varying";
257 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
258 fs_input
= "varying";
260 vs_preprocess
= "#version 130";
263 fs_preprocess
= "#version 130";
265 shader
->func
= "texture";
268 assert(shader
!= NULL
);
270 if (shader
->shader_prog
!= 0) {
271 _mesa_UseProgram(shader
->shader_prog
);
275 mem_ctx
= ralloc_context(NULL
);
277 vs_source
= ralloc_asprintf(mem_ctx
,
279 "%s vec2 position;\n"
280 "%s vec4 textureCoords;\n"
281 "%s vec4 texCoords;\n"
284 " texCoords = textureCoords;\n"
285 " gl_Position = vec4(position, 0.0, 1.0);\n"
287 vs_preprocess
, vs_input
, vs_input
, vs_output
);
289 fs_source
= ralloc_asprintf(mem_ctx
,
291 "#extension GL_ARB_texture_cube_map_array: enable\n"
292 "uniform %s texSampler;\n"
293 "%s vec4 texCoords;\n"
296 " gl_FragColor = %s(texSampler, %s);\n"
299 fs_preprocess
, shader
->type
, fs_input
,
300 shader
->func
, shader
->texcoords
,
301 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
303 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
304 ralloc_asprintf(mem_ctx
, "%s blit",
306 &shader
->shader_prog
);
307 ralloc_free(mem_ctx
);
311 * Configure vertex buffer and vertex array objects for tests
313 * Regardless of whether a new VAO 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.
317 * \param VAO Storage for vertex array object handle. If 0, a new VAO
319 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
320 * will be created. The new VBO will have storage for 4
321 * \c vertex structures.
322 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
323 * or should traditional, fixed-function color and texture
324 * coordinate be used?
325 * \param vertex_size Number of components for attribute 0 / vertex.
326 * \param texcoord_size Number of components for attribute 1 / texture
327 * coordinate. If this is 0, attribute 1 will not be set or
329 * \param color_size Number of components for attribute 1 / primary color.
330 * If this is 0, attribute 1 will not be set or enabled.
332 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
333 * Use \c texcoord_size instead.
336 _mesa_meta_setup_vertex_objects(GLuint
*VAO
, GLuint
*VBO
,
337 bool use_generic_attributes
,
338 unsigned vertex_size
, unsigned texcoord_size
,
344 /* create vertex array object */
345 _mesa_GenVertexArrays(1, VAO
);
346 _mesa_BindVertexArray(*VAO
);
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
,
354 /* setup vertex arrays */
355 if (use_generic_attributes
) {
356 assert(color_size
== 0);
358 _mesa_VertexAttribPointer(0, vertex_size
, GL_FLOAT
, GL_FALSE
,
359 sizeof(struct vertex
), OFFSET(x
));
360 _mesa_EnableVertexAttribArray(0);
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);
368 _mesa_VertexPointer(vertex_size
, GL_FLOAT
, sizeof(struct vertex
),
370 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
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
);
378 if (color_size
> 0) {
379 _mesa_ColorPointer(color_size
, GL_FLOAT
,
380 sizeof(struct vertex
), OFFSET(r
));
381 _mesa_EnableClientState(GL_COLOR_ARRAY
);
385 _mesa_BindVertexArray(*VAO
);
386 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
391 * Initialize meta-ops for a context.
392 * To be called once during context creation.
395 _mesa_meta_init(struct gl_context
*ctx
)
399 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
403 * Free context meta-op state.
404 * To be called once during context destruction.
407 _mesa_meta_free(struct gl_context
*ctx
)
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
);
418 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
420 _mesa_make_current(NULL
, NULL
, NULL
);
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.
430 * \param state bitmask of MESA_META_* flags indicating which attribute groups
431 * to save and reset to their defaults
434 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
436 struct save_state
*save
;
438 /* hope MAX_META_OPS_DEPTH is large enough */
439 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
441 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
442 memset(save
, 0, sizeof(*save
));
443 save
->SavedState
= state
;
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.
449 save
->API
= ctx
->API
;
450 ctx
->API
= API_OPENGL_COMPAT
;
452 /* Pausing transform feedback needs to be done early, or else we won't be
453 * able to change other state.
455 save
->TransformFeedbackNeedsResume
=
456 _mesa_is_xfb_active_and_unpaused(ctx
);
457 if (save
->TransformFeedbackNeedsResume
)
458 _mesa_PauseTransformFeedback();
460 /* After saving the current occlusion object, call EndQuery so that no
461 * occlusion querying will be active during the meta-operation.
463 if (state
& MESA_META_OCCLUSION_QUERY
) {
464 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
465 if (save
->CurrentOcclusionObject
)
466 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
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
);
477 if (state
& MESA_META_BLEND
) {
478 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
479 if (ctx
->Color
.BlendEnabled
) {
480 if (ctx
->Extensions
.EXT_draw_buffers2
) {
482 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
483 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
487 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
490 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
491 if (ctx
->Color
.ColorLogicOpEnabled
)
492 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
495 if (state
& MESA_META_DITHER
) {
496 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
497 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
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
);
510 if (state
& MESA_META_DEPTH_TEST
) {
511 save
->Depth
= ctx
->Depth
; /* struct copy */
513 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
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
);
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
;
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
;
549 ctx
->NewState
|=_NEW_PIXEL
;
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
);
566 if (state
& MESA_META_SCISSOR
) {
567 save
->Scissor
= ctx
->Scissor
; /* struct copy */
568 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
571 if (state
& MESA_META_SHADER
) {
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
);
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
);
588 if (ctx
->Extensions
.ATI_fragment_shader
) {
589 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
590 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
593 if (ctx
->Pipeline
.Current
) {
594 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
595 ctx
->Pipeline
.Current
);
596 _mesa_BindProgramPipeline(0);
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.
602 for (i
= 0; i
<= MESA_SHADER_FRAGMENT
; i
++) {
603 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
604 ctx
->Shader
.CurrentProgram
[i
]);
606 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
607 ctx
->Shader
.ActiveProgram
);
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 */
619 if (state
& MESA_META_TEXTURE
) {
622 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
623 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
624 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
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
);
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
);
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
]);
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
);
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();
679 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
680 * This can occur when there is no draw buffer.
682 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
683 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
684 0.0, ctx
->DrawBuffer
->Height
,
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
);
694 if (state
& MESA_META_CLIP
) {
695 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
696 if (ctx
->Transform
.ClipPlanesEnabled
) {
698 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
699 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
704 if (state
& MESA_META_VERTEX
) {
705 /* save vertex array object state */
706 _mesa_reference_vao(ctx
, &save
->VAO
,
708 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
709 ctx
->Array
.ArrayBufferObj
);
710 /* set some default state? */
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
);
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_DepthRange(0.0, 1.0);
734 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
735 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
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.
741 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
742 ctx
->Extensions
.ARB_color_buffer_float
)
743 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
746 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
747 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
749 /* Generally in here we never want vertex color clamping --
750 * result clamping is only dependent on fragment clamping.
752 if (ctx
->Extensions
.ARB_color_buffer_float
)
753 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
756 if (state
& MESA_META_CONDITIONAL_RENDER
) {
757 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
758 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
760 if (ctx
->Query
.CondRenderQuery
)
761 _mesa_EndConditionalRender();
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
);
775 if (state
& MESA_META_MULTISAMPLE
) {
776 save
->Multisample
= ctx
->Multisample
; /* struct copy */
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
);
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
);
798 if (state
& MESA_META_DRAW_BUFFERS
) {
799 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
800 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
801 sizeof(save
->ColorDrawBuffers
));
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
);
813 save
->DrawBufferName
= ctx
->DrawBuffer
->Name
;
814 save
->ReadBufferName
= ctx
->ReadBuffer
->Name
;
815 save
->RenderbufferName
= (ctx
->CurrentRenderbuffer
?
816 ctx
->CurrentRenderbuffer
->Name
: 0);
822 * Leave meta state. This is like a light-weight version of glPopAttrib().
825 _mesa_meta_end(struct gl_context
*ctx
)
827 assert(ctx
->Meta
->SaveStackDepth
> 0);
829 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
830 const GLbitfield state
= save
->SavedState
;
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
;
841 ctx
->Driver
.WaitQuery(ctx
, q
);
843 _mesa_BeginQuery(q
->Target
, q
->Id
);
844 ctx
->Query
.CurrentOcclusionObject
->Result
+= result
;
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
);
854 if (state
& MESA_META_BLEND
) {
855 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
856 if (ctx
->Extensions
.EXT_draw_buffers2
) {
858 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
859 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
863 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
866 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
867 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
870 if (state
& MESA_META_DITHER
)
871 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
873 if (state
& MESA_META_COLOR_MASK
) {
875 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
876 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
878 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
879 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
883 save
->ColorMask
[i
][0],
884 save
->ColorMask
[i
][1],
885 save
->ColorMask
[i
][2],
886 save
->ColorMask
[i
][3]);
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
);
899 if (state
& MESA_META_FOG
) {
900 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
903 if (state
& MESA_META_PIXEL_STORE
) {
904 ctx
->Pack
= save
->Pack
;
905 ctx
->Unpack
= save
->Unpack
;
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
;
919 ctx
->NewState
|=_NEW_PIXEL
;
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
);
931 if (state
& MESA_META_SCISSOR
) {
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);
945 if (state
& MESA_META_SHADER
) {
946 static const GLenum targets
[] = {
954 if (ctx
->Extensions
.ARB_vertex_program
) {
955 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
956 save
->VertexProgramEnabled
);
957 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
958 save
->VertexProgram
);
959 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
962 if (ctx
->Extensions
.ARB_fragment_program
) {
963 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
964 save
->FragmentProgramEnabled
);
965 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
966 save
->FragmentProgram
);
967 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
970 if (ctx
->Extensions
.ATI_fragment_shader
) {
971 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
972 save
->ATIFragmentShaderEnabled
);
976 for (i
= 0; i
<= MESA_SHADER_FRAGMENT
; i
++) {
977 /* It is safe to call _mesa_use_shader_program even if the extension
978 * necessary for that program state is not supported. In that case,
979 * the saved program object must be NULL and the currently bound
980 * program object must be NULL. _mesa_use_shader_program is a no-op
983 _mesa_use_shader_program(ctx
, targets
[i
],
987 /* Do this *before* killing the reference. :)
989 if (save
->Shader
[i
] != NULL
)
992 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
995 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
997 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
999 /* If there were any stages set with programs, use ctx->Shader as the
1000 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1001 * hasn't been restored yet, and that may modify ctx->_Shader further.
1004 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1007 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1008 ctx
->Pipeline
.Default
);
1010 if (save
->Pipeline
) {
1011 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1013 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1017 if (state
& MESA_META_STENCIL_TEST
) {
1018 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1020 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1021 _mesa_ClearStencil(stencil
->Clear
);
1022 if (ctx
->Extensions
.EXT_stencil_two_side
) {
1023 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1024 stencil
->TestTwoSide
);
1025 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1026 ? GL_BACK
: GL_FRONT
);
1029 _mesa_StencilFuncSeparate(GL_FRONT
,
1030 stencil
->Function
[0],
1032 stencil
->ValueMask
[0]);
1033 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1034 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1035 stencil
->ZFailFunc
[0],
1036 stencil
->ZPassFunc
[0]);
1038 _mesa_StencilFuncSeparate(GL_BACK
,
1039 stencil
->Function
[1],
1041 stencil
->ValueMask
[1]);
1042 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1043 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1044 stencil
->ZFailFunc
[1],
1045 stencil
->ZPassFunc
[1]);
1048 if (state
& MESA_META_TEXTURE
) {
1051 assert(ctx
->Texture
.CurrentUnit
== 0);
1053 /* restore texenv for unit[0] */
1054 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1056 /* restore texture objects for unit[0] only */
1057 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1058 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1059 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1060 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1061 save
->CurrentTexture
[tgt
]);
1063 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1066 /* Restore fixed function texture enables, texgen */
1067 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1068 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1069 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1070 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1073 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1074 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1075 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1079 /* restore current unit state */
1080 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1081 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1084 if (state
& MESA_META_TRANSFORM
) {
1085 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1086 _mesa_ActiveTexture(GL_TEXTURE0
);
1087 _mesa_MatrixMode(GL_TEXTURE
);
1088 _mesa_LoadMatrixf(save
->TextureMatrix
);
1089 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1091 _mesa_MatrixMode(GL_MODELVIEW
);
1092 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1094 _mesa_MatrixMode(GL_PROJECTION
);
1095 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1097 _mesa_MatrixMode(save
->MatrixMode
);
1099 if (ctx
->Extensions
.ARB_clip_control
)
1100 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1103 if (state
& MESA_META_CLIP
) {
1104 if (save
->ClipPlanesEnabled
) {
1106 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1107 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1108 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1114 if (state
& MESA_META_VERTEX
) {
1115 /* restore vertex buffer object */
1116 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1117 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1119 /* restore vertex array object */
1120 _mesa_BindVertexArray(save
->VAO
->Name
);
1121 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1124 if (state
& MESA_META_VIEWPORT
) {
1125 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1126 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1127 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1128 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1129 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1130 save
->ViewportW
, save
->ViewportH
);
1132 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1135 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1136 ctx
->Extensions
.ARB_color_buffer_float
) {
1137 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1140 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1141 ctx
->Extensions
.ARB_color_buffer_float
) {
1142 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1145 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1146 if (save
->CondRenderQuery
)
1147 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1148 save
->CondRenderMode
);
1151 if (state
& MESA_META_SELECT_FEEDBACK
) {
1152 if (save
->RenderMode
== GL_SELECT
) {
1153 _mesa_RenderMode(GL_SELECT
);
1154 ctx
->Select
= save
->Select
;
1155 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1156 _mesa_RenderMode(GL_FEEDBACK
);
1157 ctx
->Feedback
= save
->Feedback
;
1161 if (state
& MESA_META_MULTISAMPLE
) {
1162 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1163 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
1165 if (ctx_ms
->Enabled
!= save_ms
->Enabled
)
1166 _mesa_set_multisample(ctx
, save_ms
->Enabled
);
1167 if (ctx_ms
->SampleCoverage
!= save_ms
->SampleCoverage
)
1168 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, save_ms
->SampleCoverage
);
1169 if (ctx_ms
->SampleAlphaToCoverage
!= save_ms
->SampleAlphaToCoverage
)
1170 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, save_ms
->SampleAlphaToCoverage
);
1171 if (ctx_ms
->SampleAlphaToOne
!= save_ms
->SampleAlphaToOne
)
1172 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, save_ms
->SampleAlphaToOne
);
1173 if (ctx_ms
->SampleCoverageValue
!= save_ms
->SampleCoverageValue
||
1174 ctx_ms
->SampleCoverageInvert
!= save_ms
->SampleCoverageInvert
) {
1175 _mesa_SampleCoverage(save_ms
->SampleCoverageValue
,
1176 save_ms
->SampleCoverageInvert
);
1178 if (ctx_ms
->SampleShading
!= save_ms
->SampleShading
)
1179 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, save_ms
->SampleShading
);
1180 if (ctx_ms
->SampleMask
!= save_ms
->SampleMask
)
1181 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, save_ms
->SampleMask
);
1182 if (ctx_ms
->SampleMaskValue
!= save_ms
->SampleMaskValue
)
1183 _mesa_SampleMaski(0, save_ms
->SampleMaskValue
);
1184 if (ctx_ms
->MinSampleShadingValue
!= save_ms
->MinSampleShadingValue
)
1185 _mesa_MinSampleShading(save_ms
->MinSampleShadingValue
);
1188 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1189 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1190 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1194 if (save
->Lighting
) {
1195 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1197 if (save
->RasterDiscard
) {
1198 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1200 if (save
->TransformFeedbackNeedsResume
)
1201 _mesa_ResumeTransformFeedback();
1203 if (ctx
->DrawBuffer
->Name
!= save
->DrawBufferName
)
1204 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, save
->DrawBufferName
);
1206 if (ctx
->ReadBuffer
->Name
!= save
->ReadBufferName
)
1207 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER
, save
->ReadBufferName
);
1209 if (!ctx
->CurrentRenderbuffer
||
1210 ctx
->CurrentRenderbuffer
->Name
!= save
->RenderbufferName
)
1211 _mesa_BindRenderbuffer(GL_RENDERBUFFER
, save
->RenderbufferName
);
1213 if (state
& MESA_META_DRAW_BUFFERS
) {
1214 _mesa_drawbuffers(ctx
, ctx
->Const
.MaxDrawBuffers
, save
->ColorDrawBuffers
, NULL
);
1217 ctx
->Meta
->SaveStackDepth
--;
1219 ctx
->API
= save
->API
;
1224 * Convert Z from a normalized value in the range [0, 1] to an object-space
1225 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1226 * default/identity ortho projection results in the original Z value.
1227 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1228 * value comes from the clear value or raster position.
1230 static inline GLfloat
1231 invert_z(GLfloat normZ
)
1233 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1239 * One-time init for a temp_texture object.
1240 * Choose tex target, compute max tex size, etc.
1243 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1245 /* prefer texture rectangle */
1246 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1247 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1248 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1249 tex
->NPOT
= GL_TRUE
;
1252 /* use 2D texture, NPOT if possible */
1253 tex
->Target
= GL_TEXTURE_2D
;
1254 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1255 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1257 tex
->MinSize
= 16; /* 16 x 16 at least */
1258 assert(tex
->MaxSize
> 0);
1260 _mesa_GenTextures(1, &tex
->TexObj
);
1264 cleanup_temp_texture(struct temp_texture
*tex
)
1268 _mesa_DeleteTextures(1, &tex
->TexObj
);
1274 * Return pointer to temp_texture info for non-bitmap ops.
1275 * This does some one-time init if needed.
1277 struct temp_texture
*
1278 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1280 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1283 init_temp_texture(ctx
, tex
);
1291 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1292 * We use a separate texture for bitmaps to reduce texture
1293 * allocation/deallocation.
1295 static struct temp_texture
*
1296 get_bitmap_temp_texture(struct gl_context
*ctx
)
1298 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1301 init_temp_texture(ctx
, tex
);
1308 * Return pointer to depth temp_texture.
1309 * This does some one-time init if needed.
1311 struct temp_texture
*
1312 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1314 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1317 init_temp_texture(ctx
, tex
);
1324 * Compute the width/height of texture needed to draw an image of the
1325 * given size. Return a flag indicating whether the current texture
1326 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1327 * allocated (glTexImage2D).
1328 * Also, compute s/t texcoords for drawing.
1330 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1333 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1334 GLsizei width
, GLsizei height
, GLenum intFormat
)
1336 GLboolean newTex
= GL_FALSE
;
1338 assert(width
<= tex
->MaxSize
);
1339 assert(height
<= tex
->MaxSize
);
1341 if (width
> tex
->Width
||
1342 height
> tex
->Height
||
1343 intFormat
!= tex
->IntFormat
) {
1344 /* alloc new texture (larger or different format) */
1347 /* use non-power of two size */
1348 tex
->Width
= MAX2(tex
->MinSize
, width
);
1349 tex
->Height
= MAX2(tex
->MinSize
, height
);
1352 /* find power of two size */
1354 w
= h
= tex
->MinSize
;
1363 tex
->IntFormat
= intFormat
;
1368 /* compute texcoords */
1369 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1370 tex
->Sright
= (GLfloat
) width
;
1371 tex
->Ttop
= (GLfloat
) height
;
1374 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1375 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1383 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1386 _mesa_meta_setup_copypix_texture(struct gl_context
*ctx
,
1387 struct temp_texture
*tex
,
1388 GLint srcX
, GLint srcY
,
1389 GLsizei width
, GLsizei height
,
1395 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1396 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1397 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1398 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1400 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1402 /* copy framebuffer image to texture */
1404 /* create new tex image */
1405 if (tex
->Width
== width
&& tex
->Height
== height
) {
1406 /* create new tex with framebuffer data */
1407 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1408 srcX
, srcY
, width
, height
, 0);
1411 /* create empty texture */
1412 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1413 tex
->Width
, tex
->Height
, 0,
1414 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1416 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1417 0, 0, srcX
, srcY
, width
, height
);
1421 /* replace existing tex image */
1422 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1423 0, 0, srcX
, srcY
, width
, height
);
1429 * Setup/load texture for glDrawPixels.
1432 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1433 struct temp_texture
*tex
,
1435 GLsizei width
, GLsizei height
,
1436 GLenum format
, GLenum type
,
1437 const GLvoid
*pixels
)
1439 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1440 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1441 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1442 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1444 /* copy pixel data to texture */
1446 /* create new tex image */
1447 if (tex
->Width
== width
&& tex
->Height
== height
) {
1448 /* create new tex and load image data */
1449 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1450 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1453 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1455 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1456 ctx
->Unpack
.BufferObj
);
1457 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1458 /* create empty texture */
1459 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1460 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1461 if (save_unpack_obj
!= NULL
)
1462 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1463 save_unpack_obj
->Name
);
1465 _mesa_TexSubImage2D(tex
->Target
, 0,
1466 0, 0, width
, height
, format
, type
, pixels
);
1470 /* replace existing tex image */
1471 _mesa_TexSubImage2D(tex
->Target
, 0,
1472 0, 0, width
, height
, format
, type
, pixels
);
1477 _mesa_meta_setup_ff_tnl_for_blit(GLuint
*VAO
, GLuint
*VBO
,
1478 unsigned texcoord_size
)
1480 _mesa_meta_setup_vertex_objects(VAO
, VBO
, false, 2, texcoord_size
, 0);
1482 /* setup projection matrix */
1483 _mesa_MatrixMode(GL_PROJECTION
);
1484 _mesa_LoadIdentity();
1488 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1491 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1493 meta_clear(ctx
, buffers
, false);
1497 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1499 meta_clear(ctx
, buffers
, true);
1503 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1505 const char *vs_source
=
1506 "#extension GL_AMD_vertex_shader_layer : enable\n"
1507 "#extension GL_ARB_draw_instanced : enable\n"
1508 "attribute vec4 position;\n"
1511 "#ifdef GL_AMD_vertex_shader_layer\n"
1512 " gl_Layer = gl_InstanceID;\n"
1514 " gl_Position = position;\n"
1516 const char *fs_source
=
1517 "uniform vec4 color;\n"
1520 " gl_FragColor = color;\n"
1523 bool has_integer_textures
;
1525 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, true, 3, 0, 0);
1527 if (clear
->ShaderProg
!= 0)
1530 vs
= _mesa_CreateShader(GL_VERTEX_SHADER
);
1531 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
1532 _mesa_CompileShader(vs
);
1534 fs
= _mesa_CreateShader(GL_FRAGMENT_SHADER
);
1535 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
1536 _mesa_CompileShader(fs
);
1538 clear
->ShaderProg
= _mesa_CreateProgram();
1539 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1540 _mesa_DeleteShader(fs
);
1541 _mesa_AttachShader(clear
->ShaderProg
, vs
);
1542 _mesa_DeleteShader(vs
);
1543 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
1544 _mesa_ObjectLabel(GL_PROGRAM
, clear
->ShaderProg
, -1, "meta clear");
1545 _mesa_LinkProgram(clear
->ShaderProg
);
1547 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
, "color");
1549 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1550 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
1552 if (has_integer_textures
) {
1553 void *shader_source_mem_ctx
= ralloc_context(NULL
);
1554 const char *vs_int_source
=
1555 ralloc_asprintf(shader_source_mem_ctx
,
1557 "#extension GL_AMD_vertex_shader_layer : enable\n"
1558 "#extension GL_ARB_draw_instanced : enable\n"
1559 "in vec4 position;\n"
1562 "#ifdef GL_AMD_vertex_shader_layer\n"
1563 " gl_Layer = gl_InstanceID;\n"
1565 " gl_Position = position;\n"
1567 const char *fs_int_source
=
1568 ralloc_asprintf(shader_source_mem_ctx
,
1570 "uniform ivec4 color;\n"
1571 "out ivec4 out_color;\n"
1575 " out_color = color;\n"
1578 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
1580 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
1582 ralloc_free(shader_source_mem_ctx
);
1584 clear
->IntegerShaderProg
= _mesa_CreateProgram();
1585 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1586 _mesa_DeleteShader(fs
);
1587 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1588 _mesa_DeleteShader(vs
);
1589 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
1591 /* Note that user-defined out attributes get automatically assigned
1592 * locations starting from 0, so we don't need to explicitly
1593 * BindFragDataLocation to 0.
1596 _mesa_ObjectLabel(GL_PROGRAM
, clear
->IntegerShaderProg
, -1,
1598 _mesa_meta_link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1600 clear
->IntegerColorLocation
=
1601 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
1606 meta_glsl_clear_cleanup(struct clear_state
*clear
)
1608 if (clear
->VAO
== 0)
1610 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1612 _mesa_DeleteBuffers(1, &clear
->VBO
);
1614 _mesa_DeleteProgram(clear
->ShaderProg
);
1615 clear
->ShaderProg
= 0;
1617 if (clear
->IntegerShaderProg
) {
1618 _mesa_DeleteProgram(clear
->IntegerShaderProg
);
1619 clear
->IntegerShaderProg
= 0;
1624 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1625 * set GL to only draw to those buffers.
1627 * Since the bitfield has no associated order, the assignment of draw buffer
1628 * indices to color attachment indices is rather arbitrary.
1631 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1633 GLenum enums
[MAX_DRAW_BUFFERS
];
1637 /* This function is only legal for color buffer bitfields. */
1638 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1640 /* Make sure we don't overflow any arrays. */
1641 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1645 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1646 enums
[i
++] = GL_FRONT_LEFT
;
1648 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1649 enums
[i
++] = GL_FRONT_RIGHT
;
1651 if (bits
& BUFFER_BIT_BACK_LEFT
)
1652 enums
[i
++] = GL_BACK_LEFT
;
1654 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1655 enums
[i
++] = GL_BACK_RIGHT
;
1657 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1658 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1659 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1662 _mesa_DrawBuffers(i
, enums
);
1666 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1669 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
1671 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1672 GLbitfield metaSave
;
1673 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1674 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1675 float x0
, y0
, x1
, y1
, z
;
1676 struct vertex verts
[4];
1679 metaSave
= (MESA_META_ALPHA_TEST
|
1681 MESA_META_DEPTH_TEST
|
1682 MESA_META_RASTERIZATION
|
1684 MESA_META_STENCIL_TEST
|
1686 MESA_META_VIEWPORT
|
1688 MESA_META_CLAMP_FRAGMENT_COLOR
|
1689 MESA_META_MULTISAMPLE
|
1690 MESA_META_OCCLUSION_QUERY
);
1693 metaSave
|= MESA_META_FOG
|
1694 MESA_META_PIXEL_TRANSFER
|
1695 MESA_META_TRANSFORM
|
1697 MESA_META_CLAMP_VERTEX_COLOR
|
1698 MESA_META_SELECT_FEEDBACK
;
1701 if (buffers
& BUFFER_BITS_COLOR
) {
1702 metaSave
|= MESA_META_DRAW_BUFFERS
;
1704 /* We'll use colormask to disable color writes. Otherwise,
1705 * respect color mask
1707 metaSave
|= MESA_META_COLOR_MASK
;
1710 _mesa_meta_begin(ctx
, metaSave
);
1713 meta_glsl_clear_init(ctx
, clear
);
1715 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1716 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1717 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1718 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1719 z
= -invert_z(ctx
->Depth
.Clear
);
1721 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, false, 3, 0, 4);
1723 x0
= (float) fb
->_Xmin
;
1724 y0
= (float) fb
->_Ymin
;
1725 x1
= (float) fb
->_Xmax
;
1726 y1
= (float) fb
->_Ymax
;
1727 z
= invert_z(ctx
->Depth
.Clear
);
1730 if (fb
->_IntegerColor
) {
1732 _mesa_UseProgram(clear
->IntegerShaderProg
);
1733 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
1734 ctx
->Color
.ClearColor
.i
);
1736 _mesa_UseProgram(clear
->ShaderProg
);
1737 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
1738 ctx
->Color
.ClearColor
.f
);
1741 /* GL_COLOR_BUFFER_BIT */
1742 if (buffers
& BUFFER_BITS_COLOR
) {
1743 /* Only draw to the buffers we were asked to clear. */
1744 _mesa_meta_drawbuffers_from_bitfield(buffers
& BUFFER_BITS_COLOR
);
1746 /* leave colormask state as-is */
1748 /* Clears never have the color clamped. */
1749 if (ctx
->Extensions
.ARB_color_buffer_float
)
1750 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1753 assert(metaSave
& MESA_META_COLOR_MASK
);
1754 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1757 /* GL_DEPTH_BUFFER_BIT */
1758 if (buffers
& BUFFER_BIT_DEPTH
) {
1759 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1760 _mesa_DepthFunc(GL_ALWAYS
);
1761 _mesa_DepthMask(GL_TRUE
);
1764 assert(!ctx
->Depth
.Test
);
1767 /* GL_STENCIL_BUFFER_BIT */
1768 if (buffers
& BUFFER_BIT_STENCIL
) {
1769 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1770 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1771 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1772 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1773 ctx
->Stencil
.Clear
& stencilMax
,
1774 ctx
->Stencil
.WriteMask
[0]);
1777 assert(!ctx
->Stencil
.Enabled
);
1780 /* vertex positions */
1795 for (i
= 0; i
< 4; i
++) {
1796 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1797 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1798 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1799 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1803 /* upload new vertex data */
1804 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1805 GL_DYNAMIC_DRAW_ARB
);
1808 if (fb
->MaxNumLayers
> 0) {
1809 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1811 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1814 _mesa_meta_end(ctx
);
1818 * Meta implementation of ctx->Driver.CopyPixels() in terms
1819 * of texture mapping and polygon rendering and GLSL shaders.
1822 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1823 GLsizei width
, GLsizei height
,
1824 GLint dstX
, GLint dstY
, GLenum type
)
1826 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1827 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1828 struct vertex verts
[4];
1830 if (type
!= GL_COLOR
||
1831 ctx
->_ImageTransferState
||
1833 width
> tex
->MaxSize
||
1834 height
> tex
->MaxSize
) {
1835 /* XXX avoid this fallback */
1836 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1840 /* Most GL state applies to glCopyPixels, but a there's a few things
1841 * we need to override:
1843 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1846 MESA_META_TRANSFORM
|
1849 MESA_META_VIEWPORT
));
1851 _mesa_meta_setup_vertex_objects(©pix
->VAO
, ©pix
->VBO
, false,
1854 /* Silence valgrind warnings about reading uninitialized stack. */
1855 memset(verts
, 0, sizeof(verts
));
1857 /* Alloc/setup texture */
1858 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1859 GL_RGBA
, GL_NEAREST
);
1861 /* vertex positions, texcoords (after texture allocation!) */
1863 const GLfloat dstX0
= (GLfloat
) dstX
;
1864 const GLfloat dstY0
= (GLfloat
) dstY
;
1865 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1866 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1867 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1872 verts
[0].tex
[0] = 0.0F
;
1873 verts
[0].tex
[1] = 0.0F
;
1877 verts
[1].tex
[0] = tex
->Sright
;
1878 verts
[1].tex
[1] = 0.0F
;
1882 verts
[2].tex
[0] = tex
->Sright
;
1883 verts
[2].tex
[1] = tex
->Ttop
;
1887 verts
[3].tex
[0] = 0.0F
;
1888 verts
[3].tex
[1] = tex
->Ttop
;
1890 /* upload new vertex data */
1891 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1894 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1896 /* draw textured quad */
1897 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1899 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1901 _mesa_meta_end(ctx
);
1905 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
1907 if (drawpix
->VAO
!= 0) {
1908 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1911 _mesa_DeleteBuffers(1, &drawpix
->VBO
);
1915 if (drawpix
->StencilFP
!= 0) {
1916 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1917 drawpix
->StencilFP
= 0;
1920 if (drawpix
->DepthFP
!= 0) {
1921 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1922 drawpix
->DepthFP
= 0;
1927 * When the glDrawPixels() image size is greater than the max rectangle
1928 * texture size we use this function to break the glDrawPixels() image
1929 * into tiles which fit into the max texture size.
1932 tiled_draw_pixels(struct gl_context
*ctx
,
1934 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
1935 GLenum format
, GLenum type
,
1936 const struct gl_pixelstore_attrib
*unpack
,
1937 const GLvoid
*pixels
)
1939 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1942 if (tileUnpack
.RowLength
== 0)
1943 tileUnpack
.RowLength
= width
;
1945 for (i
= 0; i
< width
; i
+= tileSize
) {
1946 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
1947 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
1949 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
1951 for (j
= 0; j
< height
; j
+= tileSize
) {
1952 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
1953 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
1955 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
1957 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
1958 format
, type
, &tileUnpack
, pixels
);
1965 * One-time init for drawing stencil pixels.
1968 init_draw_stencil_pixels(struct gl_context
*ctx
)
1970 /* This program is run eight times, once for each stencil bit.
1971 * The stencil values to draw are found in an 8-bit alpha texture.
1972 * We read the texture/stencil value and test if bit 'b' is set.
1973 * If the bit is not set, use KIL to kill the fragment.
1974 * Finally, we use the stencil test to update the stencil buffer.
1976 * The basic algorithm for checking if a bit is set is:
1977 * if (is_odd(value / (1 << bit)))
1978 * result is one (or non-zero).
1981 * The program parameter contains three values:
1982 * parm.x = 255 / (1 << bit)
1986 static const char *program
=
1988 "PARAM parm = program.local[0]; \n"
1990 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
1991 "# t = t * 255 / bit \n"
1992 "MUL t.x, t.a, parm.x; \n"
1995 "SUB t.x, t.x, t.y; \n"
1997 "MUL t.x, t.x, parm.y; \n"
1998 "# t = fract(t.x) \n"
1999 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2000 "# t.x = (t.x == 0 ? 1 : 0) \n"
2001 "SGE t.x, -t.x, parm.z; \n"
2003 "# for debug only \n"
2004 "#MOV result.color, t.x; \n"
2006 char program2
[1000];
2007 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2008 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2009 const char *texTarget
;
2011 assert(drawpix
->StencilFP
== 0);
2013 /* replace %s with "RECT" or "2D" */
2014 assert(strlen(program
) + 4 < sizeof(program2
));
2015 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2019 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2021 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2022 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2023 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2024 strlen(program2
), (const GLubyte
*) program2
);
2029 * One-time init for drawing depth pixels.
2032 init_draw_depth_pixels(struct gl_context
*ctx
)
2034 static const char *program
=
2036 "PARAM color = program.local[0]; \n"
2037 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2038 "MOV result.color, color; \n"
2041 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2042 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2043 const char *texTarget
;
2045 assert(drawpix
->DepthFP
== 0);
2047 /* replace %s with "RECT" or "2D" */
2048 assert(strlen(program
) + 4 < sizeof(program2
));
2049 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2053 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2055 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2056 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2057 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2058 strlen(program2
), (const GLubyte
*) program2
);
2063 * Meta implementation of ctx->Driver.DrawPixels() in terms
2064 * of texture mapping and polygon rendering.
2067 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2068 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2069 GLenum format
, GLenum type
,
2070 const struct gl_pixelstore_attrib
*unpack
,
2071 const GLvoid
*pixels
)
2073 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2074 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2075 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2076 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2077 struct vertex verts
[4];
2078 GLenum texIntFormat
;
2079 GLboolean fallback
, newTex
;
2080 GLbitfield metaExtraSave
= 0x0;
2083 * Determine if we can do the glDrawPixels with texture mapping.
2085 fallback
= GL_FALSE
;
2086 if (ctx
->Fog
.Enabled
) {
2090 if (_mesa_is_color_format(format
)) {
2091 /* use more compact format when possible */
2092 /* XXX disable special case for GL_LUMINANCE for now to work around
2093 * apparent i965 driver bug (see bug #23670).
2095 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2096 texIntFormat
= format
;
2098 texIntFormat
= GL_RGBA
;
2100 /* If we're not supposed to clamp the resulting color, then just
2101 * promote our texture to fully float. We could do better by
2102 * just going for the matching set of channels, in floating
2105 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2106 ctx
->Extensions
.ARB_texture_float
)
2107 texIntFormat
= GL_RGBA32F
;
2109 else if (_mesa_is_stencil_format(format
)) {
2110 if (ctx
->Extensions
.ARB_fragment_program
&&
2111 ctx
->Pixel
.IndexShift
== 0 &&
2112 ctx
->Pixel
.IndexOffset
== 0 &&
2113 type
== GL_UNSIGNED_BYTE
) {
2114 /* We'll store stencil as alpha. This only works for GLubyte
2115 * image data because of how incoming values are mapped to alpha
2118 texIntFormat
= GL_ALPHA
;
2119 metaExtraSave
= (MESA_META_COLOR_MASK
|
2120 MESA_META_DEPTH_TEST
|
2121 MESA_META_PIXEL_TRANSFER
|
2123 MESA_META_STENCIL_TEST
);
2129 else if (_mesa_is_depth_format(format
)) {
2130 if (ctx
->Extensions
.ARB_depth_texture
&&
2131 ctx
->Extensions
.ARB_fragment_program
) {
2132 texIntFormat
= GL_DEPTH_COMPONENT
;
2133 metaExtraSave
= (MESA_META_SHADER
);
2144 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2145 format
, type
, unpack
, pixels
);
2150 * Check image size against max texture size, draw as tiles if needed.
2152 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2153 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2154 format
, type
, unpack
, pixels
);
2158 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2159 * but a there's a few things we need to override:
2161 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2164 MESA_META_TRANSFORM
|
2167 MESA_META_VIEWPORT
|
2170 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2172 _mesa_meta_setup_vertex_objects(&drawpix
->VAO
, &drawpix
->VBO
, false,
2175 /* Silence valgrind warnings about reading uninitialized stack. */
2176 memset(verts
, 0, sizeof(verts
));
2178 /* vertex positions, texcoords (after texture allocation!) */
2180 const GLfloat x0
= (GLfloat
) x
;
2181 const GLfloat y0
= (GLfloat
) y
;
2182 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2183 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2184 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2189 verts
[0].tex
[0] = 0.0F
;
2190 verts
[0].tex
[1] = 0.0F
;
2194 verts
[1].tex
[0] = tex
->Sright
;
2195 verts
[1].tex
[1] = 0.0F
;
2199 verts
[2].tex
[0] = tex
->Sright
;
2200 verts
[2].tex
[1] = tex
->Ttop
;
2204 verts
[3].tex
[0] = 0.0F
;
2205 verts
[3].tex
[1] = tex
->Ttop
;
2208 /* upload new vertex data */
2209 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2210 verts
, GL_DYNAMIC_DRAW_ARB
);
2212 /* set given unpack params */
2213 ctx
->Unpack
= *unpack
;
2215 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2217 if (_mesa_is_stencil_format(format
)) {
2218 /* Drawing stencil */
2221 if (!drawpix
->StencilFP
)
2222 init_draw_stencil_pixels(ctx
);
2224 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2225 GL_ALPHA
, type
, pixels
);
2227 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2229 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2231 /* set all stencil bits to 0 */
2232 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2233 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2234 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2236 /* set stencil bits to 1 where needed */
2237 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2239 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2240 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2242 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2243 const GLuint mask
= 1 << bit
;
2244 if (mask
& origStencilMask
) {
2245 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2246 _mesa_StencilMask(mask
);
2248 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2249 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2251 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2255 else if (_mesa_is_depth_format(format
)) {
2257 if (!drawpix
->DepthFP
)
2258 init_draw_depth_pixels(ctx
);
2260 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2261 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2263 /* polygon color = current raster color */
2264 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2265 ctx
->Current
.RasterColor
);
2267 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2268 format
, type
, pixels
);
2270 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2274 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2275 format
, type
, pixels
);
2276 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2279 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2281 /* restore unpack params */
2282 ctx
->Unpack
= unpackSave
;
2284 _mesa_meta_end(ctx
);
2288 alpha_test_raster_color(struct gl_context
*ctx
)
2290 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2291 GLfloat ref
= ctx
->Color
.AlphaRef
;
2293 switch (ctx
->Color
.AlphaFunc
) {
2299 return alpha
== ref
;
2301 return alpha
<= ref
;
2305 return alpha
!= ref
;
2307 return alpha
>= ref
;
2317 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2318 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2319 * tracker would improve performance a lot.
2322 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2323 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2324 const struct gl_pixelstore_attrib
*unpack
,
2325 const GLubyte
*bitmap1
)
2327 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2328 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2329 const GLenum texIntFormat
= GL_ALPHA
;
2330 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2332 struct vertex verts
[4];
2337 * Check if swrast fallback is needed.
2339 if (ctx
->_ImageTransferState
||
2340 ctx
->FragmentProgram
._Enabled
||
2342 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2343 width
> tex
->MaxSize
||
2344 height
> tex
->MaxSize
) {
2345 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2349 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2352 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2353 * but a there's a few things we need to override:
2355 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2356 MESA_META_PIXEL_STORE
|
2357 MESA_META_RASTERIZATION
|
2360 MESA_META_TRANSFORM
|
2363 MESA_META_VIEWPORT
));
2365 _mesa_meta_setup_vertex_objects(&bitmap
->VAO
, &bitmap
->VBO
, false, 3, 2, 4);
2367 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2369 /* Silence valgrind warnings about reading uninitialized stack. */
2370 memset(verts
, 0, sizeof(verts
));
2372 /* vertex positions, texcoords, colors (after texture allocation!) */
2374 const GLfloat x0
= (GLfloat
) x
;
2375 const GLfloat y0
= (GLfloat
) y
;
2376 const GLfloat x1
= (GLfloat
) (x
+ width
);
2377 const GLfloat y1
= (GLfloat
) (y
+ height
);
2378 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2384 verts
[0].tex
[0] = 0.0F
;
2385 verts
[0].tex
[1] = 0.0F
;
2389 verts
[1].tex
[0] = tex
->Sright
;
2390 verts
[1].tex
[1] = 0.0F
;
2394 verts
[2].tex
[0] = tex
->Sright
;
2395 verts
[2].tex
[1] = tex
->Ttop
;
2399 verts
[3].tex
[0] = 0.0F
;
2400 verts
[3].tex
[1] = tex
->Ttop
;
2402 for (i
= 0; i
< 4; i
++) {
2403 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2404 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2405 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2406 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2409 /* upload new vertex data */
2410 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2413 /* choose different foreground/background alpha values */
2414 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2415 bg
= (fg
> 127 ? 0 : 255);
2417 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2419 _mesa_meta_end(ctx
);
2423 bitmap8
= malloc(width
* height
);
2425 memset(bitmap8
, bg
, width
* height
);
2426 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2427 bitmap8
, width
, fg
);
2429 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2431 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2432 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2434 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2435 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2437 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2439 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2444 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2446 _mesa_meta_end(ctx
);
2450 * Compute the texture coordinates for the four vertices of a quad for
2451 * drawing a 2D texture image or slice of a cube/3D texture.
2452 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2453 * \param slice slice of a 1D/2D array texture or 3D texture
2454 * \param width width of the texture image
2455 * \param height height of the texture image
2456 * \param coords0/1/2/3 returns the computed texcoords
2459 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2469 static const GLfloat st
[4][2] = {
2470 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
2475 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2476 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2478 /* Currently all texture targets want the W component to be 1.0.
2485 switch (faceTarget
) {
2489 case GL_TEXTURE_2D_ARRAY
:
2490 if (faceTarget
== GL_TEXTURE_3D
) {
2491 assert(slice
< depth
);
2493 r
= (slice
+ 0.5f
) / depth
;
2495 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2499 coords0
[0] = 0.0F
; /* s */
2500 coords0
[1] = 0.0F
; /* t */
2501 coords0
[2] = r
; /* r */
2512 case GL_TEXTURE_RECTANGLE_ARB
:
2513 coords0
[0] = 0.0F
; /* s */
2514 coords0
[1] = 0.0F
; /* t */
2515 coords0
[2] = 0.0F
; /* r */
2516 coords1
[0] = (float) width
;
2519 coords2
[0] = (float) width
;
2520 coords2
[1] = (float) height
;
2523 coords3
[1] = (float) height
;
2526 case GL_TEXTURE_1D_ARRAY
:
2527 coords0
[0] = 0.0F
; /* s */
2528 coords0
[1] = (float) slice
; /* t */
2529 coords0
[2] = 0.0F
; /* r */
2531 coords1
[1] = (float) slice
;
2534 coords2
[1] = (float) slice
;
2537 coords3
[1] = (float) slice
;
2541 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2542 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2543 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2544 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2545 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2546 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2547 /* loop over quad verts */
2548 for (i
= 0; i
< 4; i
++) {
2549 /* Compute sc = +/-scale and tc = +/-scale.
2550 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2551 * though that can still sometimes happen with this scale factor...
2553 const GLfloat scale
= 0.9999f
;
2554 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2555 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2572 unreachable("not reached");
2575 coord
[3] = (float) (slice
/ 6);
2577 switch (faceTarget
) {
2578 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2583 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2588 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2593 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2598 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2603 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2614 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2618 static struct blit_shader
*
2619 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2623 table
->sampler_1d
.type
= "sampler1D";
2624 table
->sampler_1d
.func
= "texture1D";
2625 table
->sampler_1d
.texcoords
= "texCoords.x";
2626 return &table
->sampler_1d
;
2628 table
->sampler_2d
.type
= "sampler2D";
2629 table
->sampler_2d
.func
= "texture2D";
2630 table
->sampler_2d
.texcoords
= "texCoords.xy";
2631 return &table
->sampler_2d
;
2632 case GL_TEXTURE_RECTANGLE
:
2633 table
->sampler_rect
.type
= "sampler2DRect";
2634 table
->sampler_rect
.func
= "texture2DRect";
2635 table
->sampler_rect
.texcoords
= "texCoords.xy";
2636 return &table
->sampler_rect
;
2638 /* Code for mipmap generation with 3D textures is not used yet.
2639 * It's a sw fallback.
2641 table
->sampler_3d
.type
= "sampler3D";
2642 table
->sampler_3d
.func
= "texture3D";
2643 table
->sampler_3d
.texcoords
= "texCoords.xyz";
2644 return &table
->sampler_3d
;
2645 case GL_TEXTURE_CUBE_MAP
:
2646 table
->sampler_cubemap
.type
= "samplerCube";
2647 table
->sampler_cubemap
.func
= "textureCube";
2648 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
2649 return &table
->sampler_cubemap
;
2650 case GL_TEXTURE_1D_ARRAY
:
2651 table
->sampler_1d_array
.type
= "sampler1DArray";
2652 table
->sampler_1d_array
.func
= "texture1DArray";
2653 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
2654 return &table
->sampler_1d_array
;
2655 case GL_TEXTURE_2D_ARRAY
:
2656 table
->sampler_2d_array
.type
= "sampler2DArray";
2657 table
->sampler_2d_array
.func
= "texture2DArray";
2658 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
2659 return &table
->sampler_2d_array
;
2660 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2661 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
2662 table
->sampler_cubemap_array
.func
= "textureCubeArray";
2663 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
2664 return &table
->sampler_cubemap_array
;
2666 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2667 " setup_texture_sampler()\n", target
);
2673 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table
*table
)
2675 _mesa_DeleteProgram(table
->sampler_1d
.shader_prog
);
2676 _mesa_DeleteProgram(table
->sampler_2d
.shader_prog
);
2677 _mesa_DeleteProgram(table
->sampler_3d
.shader_prog
);
2678 _mesa_DeleteProgram(table
->sampler_rect
.shader_prog
);
2679 _mesa_DeleteProgram(table
->sampler_cubemap
.shader_prog
);
2680 _mesa_DeleteProgram(table
->sampler_1d_array
.shader_prog
);
2681 _mesa_DeleteProgram(table
->sampler_2d_array
.shader_prog
);
2682 _mesa_DeleteProgram(table
->sampler_cubemap_array
.shader_prog
);
2684 table
->sampler_1d
.shader_prog
= 0;
2685 table
->sampler_2d
.shader_prog
= 0;
2686 table
->sampler_3d
.shader_prog
= 0;
2687 table
->sampler_rect
.shader_prog
= 0;
2688 table
->sampler_cubemap
.shader_prog
= 0;
2689 table
->sampler_1d_array
.shader_prog
= 0;
2690 table
->sampler_2d_array
.shader_prog
= 0;
2691 table
->sampler_cubemap_array
.shader_prog
= 0;
2695 * Determine the GL data type to use for the temporary image read with
2696 * ReadPixels() and passed to Tex[Sub]Image().
2699 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2701 const GLenum baseFormat
= _mesa_get_format_base_format(format
);
2702 const GLenum datatype
= _mesa_get_format_datatype(format
);
2703 const GLint format_red_bits
= _mesa_get_format_bits(format
, GL_RED_BITS
);
2705 switch (baseFormat
) {
2712 case GL_LUMINANCE_ALPHA
:
2714 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2716 } else if (format_red_bits
<= 8) {
2717 return GL_UNSIGNED_BYTE
;
2718 } else if (format_red_bits
<= 16) {
2719 return GL_UNSIGNED_SHORT
;
2722 case GL_DEPTH_COMPONENT
:
2723 if (datatype
== GL_FLOAT
)
2726 return GL_UNSIGNED_INT
;
2727 case GL_DEPTH_STENCIL
:
2728 if (datatype
== GL_FLOAT
)
2729 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
2731 return GL_UNSIGNED_INT_24_8
;
2733 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2740 * Attempts to wrap the destination texture in an FBO and use
2741 * glBlitFramebuffer() to implement glCopyTexSubImage().
2744 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2745 struct gl_texture_image
*texImage
,
2749 struct gl_renderbuffer
*rb
,
2751 GLsizei width
, GLsizei height
)
2754 bool success
= false;
2758 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2761 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2763 _mesa_GenFramebuffers(1, &fbo
);
2764 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
2766 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2767 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2768 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
2770 mask
= GL_DEPTH_BUFFER_BIT
;
2772 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2773 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2774 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
2776 mask
|= GL_STENCIL_BUFFER_BIT
;
2778 _mesa_DrawBuffer(GL_NONE
);
2780 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
2782 mask
= GL_COLOR_BUFFER_BIT
;
2783 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2786 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
2787 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2790 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2792 /* Since we've bound a new draw framebuffer, we need to update
2793 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2796 _mesa_update_state(ctx
);
2798 /* We skip the core BlitFramebuffer checks for format consistency, which
2799 * are too strict for CopyTexImage. We know meta will be fine with format
2802 mask
= _mesa_meta_BlitFramebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
,
2804 x
+ width
, y
+ height
,
2806 xoffset
+ width
, yoffset
+ height
,
2808 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2809 success
= mask
== 0x0;
2812 _mesa_DeleteFramebuffers(1, &fbo
);
2813 _mesa_meta_end(ctx
);
2818 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2819 * Have to be careful with locking and meta state for pixel transfer.
2822 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
2823 struct gl_texture_image
*texImage
,
2824 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2825 struct gl_renderbuffer
*rb
,
2827 GLsizei width
, GLsizei height
)
2829 GLenum format
, type
;
2833 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2835 xoffset
, yoffset
, zoffset
,
2842 /* Choose format/type for temporary image buffer */
2843 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2844 if (format
== GL_LUMINANCE
||
2845 format
== GL_LUMINANCE_ALPHA
||
2846 format
== GL_INTENSITY
) {
2847 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2848 * temp image buffer because glReadPixels will do L=R+G+B which is
2849 * not what we want (should be L=R).
2854 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
2855 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
2856 format
= _mesa_base_format_to_integer_format(format
);
2858 bpp
= _mesa_bytes_per_pixel(format
, type
);
2860 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2865 * Alloc image buffer (XXX could use a PBO)
2867 buf
= malloc(width
* height
* bpp
);
2869 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2874 * Read image from framebuffer (disable pixel transfer ops)
2876 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2877 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2878 format
, type
, &ctx
->Pack
, buf
);
2879 _mesa_meta_end(ctx
);
2881 _mesa_update_state(ctx
); /* to update pixel transfer state */
2884 * Store texture data (with pixel transfer ops)
2886 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2888 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
2889 assert(yoffset
== 0);
2890 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2891 xoffset
, zoffset
, 0, width
, 1, 1,
2892 format
, type
, buf
, &ctx
->Unpack
);
2894 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2895 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2896 format
, type
, buf
, &ctx
->Unpack
);
2899 _mesa_meta_end(ctx
);
2905 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2907 if (decompress_fbo
->FBO
!= 0) {
2908 _mesa_DeleteFramebuffers(1, &decompress_fbo
->FBO
);
2909 _mesa_DeleteRenderbuffers(1, &decompress_fbo
->RBO
);
2912 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2916 meta_decompress_cleanup(struct decompress_state
*decompress
)
2918 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2919 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2921 if (decompress
->VAO
!= 0) {
2922 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2923 _mesa_DeleteBuffers(1, &decompress
->VBO
);
2926 if (decompress
->Sampler
!= 0)
2927 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
2929 memset(decompress
, 0, sizeof(*decompress
));
2933 * Decompress a texture image by drawing a quad with the compressed
2934 * texture and reading the pixels out of the color buffer.
2935 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2936 * \param destFormat format, ala glReadPixels
2937 * \param destType type, ala glReadPixels
2938 * \param dest destination buffer
2939 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2942 decompress_texture_image(struct gl_context
*ctx
,
2943 struct gl_texture_image
*texImage
,
2945 GLenum destFormat
, GLenum destType
,
2948 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
2949 struct decompress_fbo_state
*decompress_fbo
;
2950 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2951 const GLint width
= texImage
->Width
;
2952 const GLint height
= texImage
->Height
;
2953 const GLint depth
= texImage
->Height
;
2954 const GLenum target
= texObj
->Target
;
2957 struct vertex verts
[4];
2960 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
2961 ctx
->Extensions
.ARB_fragment_shader
;
2963 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
2965 decompress_fbo
= &decompress
->floatFBO
;
2966 rbFormat
= GL_RGBA32F
;
2968 case GL_UNSIGNED_NORMALIZED
:
2969 decompress_fbo
= &decompress
->byteFBO
;
2977 assert(target
== GL_TEXTURE_3D
||
2978 target
== GL_TEXTURE_2D_ARRAY
||
2979 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
2984 case GL_TEXTURE_1D_ARRAY
:
2985 assert(!"No compressed 1D textures.");
2989 assert(!"No compressed 3D textures.");
2992 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2993 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
2996 case GL_TEXTURE_CUBE_MAP
:
2997 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3001 faceTarget
= target
;
3005 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3006 MESA_META_DRAW_BUFFERS
));
3008 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3009 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3011 /* Create/bind FBO/renderbuffer */
3012 if (decompress_fbo
->FBO
== 0) {
3013 _mesa_GenFramebuffers(1, &decompress_fbo
->FBO
);
3014 _mesa_GenRenderbuffers(1, &decompress_fbo
->RBO
);
3015 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
3016 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress_fbo
->RBO
);
3017 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3018 GL_COLOR_ATTACHMENT0_EXT
,
3019 GL_RENDERBUFFER_EXT
,
3020 decompress_fbo
->RBO
);
3023 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
3026 /* alloc dest surface */
3027 if (width
> decompress_fbo
->Width
|| height
> decompress_fbo
->Height
) {
3028 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress_fbo
->RBO
);
3029 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, rbFormat
,
3031 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3032 if (status
!= GL_FRAMEBUFFER_COMPLETE
) {
3033 /* If the framebuffer isn't complete then we'll leave
3034 * decompress_fbo->Width as zero so that it will fail again next time
3036 _mesa_meta_end(ctx
);
3039 decompress_fbo
->Width
= width
;
3040 decompress_fbo
->Height
= height
;
3043 if (use_glsl_version
) {
3044 _mesa_meta_setup_vertex_objects(&decompress
->VAO
, &decompress
->VBO
, true,
3047 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3049 _mesa_meta_setup_ff_tnl_for_blit(&decompress
->VAO
, &decompress
->VBO
, 3);
3052 if (!decompress
->Sampler
) {
3053 _mesa_GenSamplers(1, &decompress
->Sampler
);
3054 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3055 /* nearest filtering */
3056 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3057 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3058 /* No sRGB decode or encode.*/
3059 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3060 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3061 GL_SKIP_DECODE_EXT
);
3065 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3068 /* Silence valgrind warnings about reading uninitialized stack. */
3069 memset(verts
, 0, sizeof(verts
));
3071 _mesa_meta_setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
3077 /* setup vertex positions */
3087 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3089 /* upload new vertex data */
3090 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3092 /* setup texture state */
3093 _mesa_BindTexture(target
, texObj
->Name
);
3095 if (!use_glsl_version
)
3096 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3099 /* save texture object state */
3100 const GLint baseLevelSave
= texObj
->BaseLevel
;
3101 const GLint maxLevelSave
= texObj
->MaxLevel
;
3103 /* restrict sampling to the texture level of interest */
3104 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3105 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
3106 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
3109 /* render quad w/ texture into renderbuffer */
3110 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3112 /* Restore texture object state, the texture binding will
3113 * be restored by _mesa_meta_end().
3115 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3116 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
3117 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3122 /* read pixels from renderbuffer */
3124 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3125 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
3127 /* The pixel transfer state will be set to default values at this point
3128 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3129 * turned off (as required by glGetTexImage) but we need to handle some
3130 * special cases. In particular, single-channel texture values are
3131 * returned as red and two-channel texture values are returned as
3134 if ((baseTexFormat
== GL_LUMINANCE
||
3135 baseTexFormat
== GL_LUMINANCE_ALPHA
||
3136 baseTexFormat
== GL_INTENSITY
) ||
3137 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3138 * luminance then we need to return L=tex(R).
3140 ((baseTexFormat
== GL_RGBA
||
3141 baseTexFormat
== GL_RGB
||
3142 baseTexFormat
== GL_RG
) &&
3143 (destBaseFormat
== GL_LUMINANCE
||
3144 destBaseFormat
== GL_LUMINANCE_ALPHA
||
3145 destBaseFormat
== GL_LUMINANCE_INTEGER_EXT
||
3146 destBaseFormat
== GL_LUMINANCE_ALPHA_INTEGER_EXT
))) {
3147 /* Green and blue must be zero */
3148 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3149 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3152 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3155 /* disable texture unit */
3156 if (!use_glsl_version
)
3157 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3159 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3161 _mesa_meta_end(ctx
);
3168 * This is just a wrapper around _mesa_get_tex_image() and
3169 * decompress_texture_image(). Meta functions should not be directly called
3173 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
3174 GLenum format
, GLenum type
, GLvoid
*pixels
,
3175 struct gl_texture_image
*texImage
)
3177 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3181 for (slice
= 0; slice
< texImage
->Depth
; slice
++) {
3183 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
3184 || texImage
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
) {
3185 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3186 * in the decompress_texture_image() function's call to
3187 * glReadPixels but we need to compute the dest slice's address
3188 * here (according to SkipImages and ImageHeight).
3190 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
3191 packing
.SkipPixels
= 0;
3192 packing
.SkipRows
= 0;
3193 dst
= _mesa_image_address3d(&packing
, pixels
, texImage
->Width
,
3194 texImage
->Height
, format
, type
,
3200 result
= decompress_texture_image(ctx
, texImage
, slice
,
3210 _mesa_GetTexImage_sw(ctx
, format
, type
, pixels
, texImage
);
3215 * Meta implementation of ctx->Driver.DrawTex() in terms
3216 * of polygon rendering.
3219 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3220 GLfloat width
, GLfloat height
)
3222 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3224 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3226 struct vertex verts
[4];
3229 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3231 MESA_META_TRANSFORM
|
3233 MESA_META_VIEWPORT
));
3235 if (drawtex
->VAO
== 0) {
3236 /* one-time setup */
3237 GLint active_texture
;
3239 /* create vertex array object */
3240 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3241 _mesa_BindVertexArray(drawtex
->VAO
);
3243 /* create vertex array buffer */
3244 _mesa_GenBuffers(1, &drawtex
->VBO
);
3245 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3246 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3247 NULL
, GL_DYNAMIC_DRAW_ARB
);
3249 /* client active texture is not part of the array object */
3250 active_texture
= ctx
->Array
.ActiveTexture
;
3252 /* setup vertex arrays */
3253 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3254 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3255 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3256 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
3257 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
3258 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3261 /* restore client active texture */
3262 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
3265 _mesa_BindVertexArray(drawtex
->VAO
);
3266 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3269 /* vertex positions, texcoords */
3271 const GLfloat x1
= x
+ width
;
3272 const GLfloat y1
= y
+ height
;
3274 z
= CLAMP(z
, 0.0f
, 1.0f
);
3293 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3294 const struct gl_texture_object
*texObj
;
3295 const struct gl_texture_image
*texImage
;
3296 GLfloat s
, t
, s1
, t1
;
3299 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3301 for (j
= 0; j
< 4; j
++) {
3302 verts
[j
].st
[i
][0] = 0.0f
;
3303 verts
[j
].st
[i
][1] = 0.0f
;
3308 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3309 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3310 tw
= texImage
->Width2
;
3311 th
= texImage
->Height2
;
3313 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3314 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3315 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3316 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3318 verts
[0].st
[i
][0] = s
;
3319 verts
[0].st
[i
][1] = t
;
3321 verts
[1].st
[i
][0] = s1
;
3322 verts
[1].st
[i
][1] = t
;
3324 verts
[2].st
[i
][0] = s1
;
3325 verts
[2].st
[i
][1] = t1
;
3327 verts
[3].st
[i
][0] = s
;
3328 verts
[3].st
[i
][1] = t1
;
3331 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3334 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3336 _mesa_meta_end(ctx
);
3340 cleartexsubimage_color(struct gl_context
*ctx
,
3341 struct gl_texture_image
*texImage
,
3342 const GLvoid
*clearValue
,
3346 union gl_color_union colorValue
;
3350 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
3353 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3354 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3357 /* We don't want to apply an sRGB conversion so override the format */
3358 format
= _mesa_get_srgb_format_linear(texImage
->TexFormat
);
3359 datatype
= _mesa_get_format_datatype(format
);
3362 case GL_UNSIGNED_INT
:
3365 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3366 (GLuint (*)[4]) colorValue
.ui
);
3368 memset(&colorValue
, 0, sizeof colorValue
);
3369 if (datatype
== GL_INT
)
3370 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3372 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3376 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3377 (GLfloat (*)[4]) colorValue
.f
);
3379 memset(&colorValue
, 0, sizeof colorValue
);
3380 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3388 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3389 struct gl_texture_image
*texImage
,
3390 const GLvoid
*clearValue
,
3397 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
3400 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3401 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
3404 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3405 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3409 GLuint depthStencilValue
[2];
3411 /* Convert the clearValue from whatever format it's in to a floating
3412 * point value for the depth and an integer value for the stencil index
3414 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
3418 /* We need a memcpy here instead of a cast because we need to
3419 * reinterpret the bytes as a float rather than converting it
3421 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3422 stencilValue
= depthStencilValue
[1] & 0xff;
3428 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3429 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3431 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3437 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3438 struct gl_texture_image
*texImage
,
3440 const GLvoid
*clearValue
)
3445 _mesa_GenFramebuffers(1, &fbo
);
3446 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
3448 switch(texImage
->_BaseFormat
) {
3449 case GL_DEPTH_STENCIL
:
3450 case GL_DEPTH_COMPONENT
:
3451 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3452 clearValue
, zoffset
);
3455 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3459 _mesa_DeleteFramebuffers(1, &fbo
);
3465 cleartexsubimage_using_fbo(struct gl_context
*ctx
,
3466 struct gl_texture_image
*texImage
,
3467 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3468 GLsizei width
, GLsizei height
, GLsizei depth
,
3469 const GLvoid
*clearValue
)
3471 bool success
= true;
3474 _mesa_meta_begin(ctx
,
3476 MESA_META_COLOR_MASK
|
3478 MESA_META_FRAMEBUFFER_SRGB
);
3480 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3482 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3483 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3485 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3486 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3492 _mesa_meta_end(ctx
);
3498 _mesa_meta_ClearTexSubImage(struct gl_context
*ctx
,
3499 struct gl_texture_image
*texImage
,
3500 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3501 GLsizei width
, GLsizei height
, GLsizei depth
,
3502 const GLvoid
*clearValue
)
3506 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3507 xoffset
, yoffset
, zoffset
,
3508 width
, height
, depth
,
3515 "Falling back to mapping the texture in "
3516 "glClearTexSubImage\n");
3518 _mesa_store_cleartexsubimage(ctx
, texImage
,
3519 xoffset
, yoffset
, zoffset
,
3520 width
, height
, depth
,