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