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