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