mesa: move FLUSH_VERTICES() call to 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/framebuffer.h"
52 #include "main/glformats.h"
53 #include "main/image.h"
54 #include "main/macros.h"
55 #include "main/matrix.h"
56 #include "main/mipmap.h"
57 #include "main/multisample.h"
58 #include "main/objectlabel.h"
59 #include "main/pipelineobj.h"
60 #include "main/pixel.h"
61 #include "main/pbo.h"
62 #include "main/polygon.h"
63 #include "main/queryobj.h"
64 #include "main/readpix.h"
65 #include "main/renderbuffer.h"
66 #include "main/scissor.h"
67 #include "main/shaderapi.h"
68 #include "main/shaderobj.h"
69 #include "main/state.h"
70 #include "main/stencil.h"
71 #include "main/texobj.h"
72 #include "main/texenv.h"
73 #include "main/texgetimage.h"
74 #include "main/teximage.h"
75 #include "main/texparam.h"
76 #include "main/texstate.h"
77 #include "main/texstore.h"
78 #include "main/transformfeedback.h"
79 #include "main/uniforms.h"
80 #include "main/varray.h"
81 #include "main/viewport.h"
82 #include "main/samplerobj.h"
83 #include "program/program.h"
84 #include "swrast/swrast.h"
85 #include "drivers/common/meta.h"
86 #include "main/enums.h"
87 #include "main/glformats.h"
88 #include "util/bitscan.h"
89 #include "util/ralloc.h"
90
91 /** Return offset in bytes of the field within a vertex struct */
92 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
93
94 static void
95 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
96
97 static struct blit_shader *
98 choose_blit_shader(GLenum target, struct blit_shader_table *table);
99
100 static void cleanup_temp_texture(struct temp_texture *tex);
101 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
102 struct clear_state *clear);
103 static void meta_decompress_cleanup(struct gl_context *ctx,
104 struct decompress_state *decompress);
105 static void meta_drawpix_cleanup(struct gl_context *ctx,
106 struct drawpix_state *drawpix);
107
108 void
109 _mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
110 struct gl_framebuffer *fb,
111 GLenum attachment,
112 struct gl_texture_image *texImage,
113 GLuint layer)
114 {
115 struct gl_texture_object *texObj = texImage->TexObject;
116 int level = texImage->Level;
117 const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP
118 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face
119 : texObj->Target;
120
121 _mesa_framebuffer_texture(ctx, fb, attachment, texObj, texTarget,
122 level, layer, false, __func__);
123 }
124
125 static struct gl_shader *
126 meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
127 const GLcharARB *source)
128 {
129 const GLuint name = ~0;
130 struct gl_shader *sh;
131
132 sh = _mesa_new_shader(name, stage);
133 sh->Source = strdup(source);
134 sh->CompileStatus = compile_failure;
135 _mesa_compile_shader(ctx, sh);
136
137 if (!sh->CompileStatus) {
138 if (sh->InfoLog) {
139 _mesa_problem(ctx,
140 "meta program compile failed:\n%s\nsource:\n%s\n",
141 sh->InfoLog, source);
142 }
143
144 _mesa_reference_shader(ctx, &sh, NULL);
145 }
146
147 return sh;
148 }
149
150 void
151 _mesa_meta_link_program_with_debug(struct gl_context *ctx,
152 struct gl_shader_program *sh_prog)
153 {
154 _mesa_link_program(ctx, sh_prog);
155
156 if (!sh_prog->data->LinkStatus) {
157 _mesa_problem(ctx, "meta program link failed:\n%s",
158 sh_prog->data->InfoLog);
159 }
160 }
161
162 void
163 _mesa_meta_use_program(struct gl_context *ctx,
164 struct gl_shader_program *sh_prog)
165 {
166 /* Attach shader state to the binding point */
167 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
168
169 /* Update the program */
170 _mesa_use_shader_program(ctx, sh_prog);
171 }
172
173 void
174 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
175 const char *vs_source,
176 const char *fs_source,
177 const char *name,
178 struct gl_shader_program **out_sh_prog)
179 {
180 struct gl_shader_program *sh_prog;
181 const GLuint id = ~0;
182
183 sh_prog = _mesa_new_shader_program(id);
184 sh_prog->Label = strdup(name);
185 sh_prog->NumShaders = 2;
186 sh_prog->Shaders = malloc(2 * sizeof(struct gl_shader *));
187 sh_prog->Shaders[0] =
188 meta_compile_shader_with_debug(ctx, MESA_SHADER_VERTEX, vs_source);
189 sh_prog->Shaders[1] =
190 meta_compile_shader_with_debug(ctx, MESA_SHADER_FRAGMENT, fs_source);
191
192 _mesa_meta_link_program_with_debug(ctx, sh_prog);
193
194 _mesa_meta_use_program(ctx, sh_prog);
195
196 *out_sh_prog = sh_prog;
197 }
198
199 /**
200 * Generate a generic shader to blit from a texture to a framebuffer
201 *
202 * \param ctx Current GL context
203 * \param texTarget Texture target that will be the source of the blit
204 *
205 * \returns a handle to a shader program on success or zero on failure.
206 */
207 void
208 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
209 GLenum target,
210 bool do_depth,
211 struct blit_shader_table *table)
212 {
213 char *vs_source, *fs_source;
214 struct blit_shader *shader = choose_blit_shader(target, table);
215 const char *fs_input, *vs_preprocess, *fs_preprocess;
216 void *mem_ctx;
217
218 if (ctx->Const.GLSLVersion < 130) {
219 vs_preprocess = "";
220 fs_preprocess = "#extension GL_EXT_texture_array : enable";
221 fs_input = "varying";
222 } else {
223 vs_preprocess = "#version 130";
224 fs_preprocess = "#version 130";
225 fs_input = "in";
226 shader->func = "texture";
227 }
228
229 assert(shader != NULL);
230
231 if (shader->shader_prog != NULL) {
232 _mesa_meta_use_program(ctx, shader->shader_prog);
233 return;
234 }
235
236 mem_ctx = ralloc_context(NULL);
237
238 vs_source = ralloc_asprintf(mem_ctx,
239 "%s\n"
240 "#extension GL_ARB_explicit_attrib_location: enable\n"
241 "layout(location = 0) in vec2 position;\n"
242 "layout(location = 1) in vec4 textureCoords;\n"
243 "out vec4 texCoords;\n"
244 "void main()\n"
245 "{\n"
246 " texCoords = textureCoords;\n"
247 " gl_Position = vec4(position, 0.0, 1.0);\n"
248 "}\n",
249 vs_preprocess);
250
251 fs_source = ralloc_asprintf(mem_ctx,
252 "%s\n"
253 "#extension GL_ARB_texture_cube_map_array: enable\n"
254 "uniform %s texSampler;\n"
255 "%s vec4 texCoords;\n"
256 "void main()\n"
257 "{\n"
258 " gl_FragColor = %s(texSampler, %s);\n"
259 "%s"
260 "}\n",
261 fs_preprocess, shader->type, fs_input,
262 shader->func, shader->texcoords,
263 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
264
265 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
266 ralloc_asprintf(mem_ctx, "%s blit",
267 shader->type),
268 &shader->shader_prog);
269 ralloc_free(mem_ctx);
270 }
271
272 /**
273 * Configure vertex buffer and vertex array objects for tests
274 *
275 * Regardless of whether a new VAO is created, the object referenced by \c VAO
276 * will be bound into the GL state vector when this function terminates. The
277 * object referenced by \c VBO will \b not be bound.
278 *
279 * \param VAO Storage for vertex array object handle. If 0, a new VAO
280 * will be created.
281 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
282 * will be created. The new VBO will have storage for 4
283 * \c vertex structures.
284 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
285 * or should traditional, fixed-function color and texture
286 * coordinate be used?
287 * \param vertex_size Number of components for attribute 0 / vertex.
288 * \param texcoord_size Number of components for attribute 1 / texture
289 * coordinate. If this is 0, attribute 1 will not be set or
290 * enabled.
291 * \param color_size Number of components for attribute 1 / primary color.
292 * If this is 0, attribute 1 will not be set or enabled.
293 *
294 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
295 * Use \c texcoord_size instead.
296 */
297 void
298 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
299 GLuint *VAO, struct gl_buffer_object **buf_obj,
300 bool use_generic_attributes,
301 unsigned vertex_size, unsigned texcoord_size,
302 unsigned color_size)
303 {
304 if (*VAO == 0) {
305 struct gl_vertex_array_object *array_obj;
306 assert(*buf_obj == NULL);
307
308 /* create vertex array object */
309 _mesa_GenVertexArrays(1, VAO);
310 _mesa_BindVertexArray(*VAO);
311
312 array_obj = _mesa_lookup_vao(ctx, *VAO);
313 assert(array_obj != NULL);
314
315 /* create vertex array buffer */
316 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
317 if (*buf_obj == NULL)
318 return;
319
320 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
321 GL_DYNAMIC_DRAW, __func__);
322
323 /* setup vertex arrays */
324 FLUSH_VERTICES(ctx, 0);
325 if (use_generic_attributes) {
326 assert(color_size == 0);
327
328 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
329 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
330 GL_FALSE, GL_FALSE,
331 offsetof(struct vertex, x));
332 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
333 *buf_obj, 0, sizeof(struct vertex));
334 _mesa_enable_vertex_array_attrib(ctx, array_obj,
335 VERT_ATTRIB_GENERIC(0));
336 if (texcoord_size > 0) {
337 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
338 texcoord_size, GL_FLOAT, GL_RGBA,
339 GL_FALSE, GL_FALSE, GL_FALSE,
340 offsetof(struct vertex, tex));
341 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
342 *buf_obj, 0, sizeof(struct vertex));
343 _mesa_enable_vertex_array_attrib(ctx, array_obj,
344 VERT_ATTRIB_GENERIC(1));
345 }
346 } else {
347 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
348 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
349 GL_FALSE, GL_FALSE,
350 offsetof(struct vertex, x));
351 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
352 *buf_obj, 0, sizeof(struct vertex));
353 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
354
355 if (texcoord_size > 0) {
356 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
357 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
358 GL_FALSE, GL_FALSE,
359 offsetof(struct vertex, tex));
360 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
361 *buf_obj, 0, sizeof(struct vertex));
362 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
363 }
364
365 if (color_size > 0) {
366 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
367 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
368 GL_FALSE, GL_FALSE,
369 offsetof(struct vertex, r));
370 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
371 *buf_obj, 0, sizeof(struct vertex));
372 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
373 }
374 }
375 } else {
376 _mesa_BindVertexArray(*VAO);
377 }
378 }
379
380 /**
381 * Initialize meta-ops for a context.
382 * To be called once during context creation.
383 */
384 void
385 _mesa_meta_init(struct gl_context *ctx)
386 {
387 assert(!ctx->Meta);
388
389 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
390 }
391
392 /**
393 * Free context meta-op state.
394 * To be called once during context destruction.
395 */
396 void
397 _mesa_meta_free(struct gl_context *ctx)
398 {
399 GET_CURRENT_CONTEXT(old_context);
400 _mesa_make_current(ctx, NULL, NULL);
401 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
402 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
403 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
404 cleanup_temp_texture(&ctx->Meta->TempTex);
405 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
406 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
407 if (old_context)
408 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
409 else
410 _mesa_make_current(NULL, NULL, NULL);
411 free(ctx->Meta);
412 ctx->Meta = NULL;
413 }
414
415
416 /**
417 * Enter meta state. This is like a light-weight version of glPushAttrib
418 * but it also resets most GL state back to default values.
419 *
420 * \param state bitmask of MESA_META_* flags indicating which attribute groups
421 * to save and reset to their defaults
422 */
423 void
424 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
425 {
426 struct save_state *save;
427
428 /* hope MAX_META_OPS_DEPTH is large enough */
429 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
430
431 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
432 memset(save, 0, sizeof(*save));
433 save->SavedState = state;
434
435 /* We always push into desktop GL mode and pop out at the end. No sense in
436 * writing our shaders varying based on the user's context choice, when
437 * Mesa can handle either.
438 */
439 save->API = ctx->API;
440 ctx->API = API_OPENGL_COMPAT;
441
442 /* Mesa's extension helper functions use the current context's API to look up
443 * the version required by an extension as a step in determining whether or
444 * not it has been advertised. Since meta aims to only be restricted by the
445 * driver capability (and not by whether or not an extension has been
446 * advertised), set the helper functions' Version variable to a value that
447 * will make the checks on the context API and version unconditionally pass.
448 */
449 save->ExtensionsVersion = ctx->Extensions.Version;
450 ctx->Extensions.Version = ~0;
451
452 /* Pausing transform feedback needs to be done early, or else we won't be
453 * able to change other state.
454 */
455 save->TransformFeedbackNeedsResume =
456 _mesa_is_xfb_active_and_unpaused(ctx);
457 if (save->TransformFeedbackNeedsResume)
458 _mesa_PauseTransformFeedback();
459
460 /* After saving the current occlusion object, call EndQuery so that no
461 * occlusion querying will be active during the meta-operation.
462 */
463 if (state & MESA_META_OCCLUSION_QUERY) {
464 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
465 if (save->CurrentOcclusionObject)
466 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
467 }
468
469 if (state & MESA_META_ALPHA_TEST) {
470 save->AlphaEnabled = ctx->Color.AlphaEnabled;
471 save->AlphaFunc = ctx->Color.AlphaFunc;
472 save->AlphaRef = ctx->Color.AlphaRef;
473 if (ctx->Color.AlphaEnabled)
474 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
475 }
476
477 if (state & MESA_META_BLEND) {
478 save->BlendEnabled = ctx->Color.BlendEnabled;
479 if (ctx->Color.BlendEnabled) {
480 if (ctx->Extensions.EXT_draw_buffers2) {
481 GLuint i;
482 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
483 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
484 }
485 }
486 else {
487 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
488 }
489 }
490 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
491 if (ctx->Color.ColorLogicOpEnabled)
492 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
493 }
494
495 if (state & MESA_META_DITHER) {
496 save->DitherFlag = ctx->Color.DitherFlag;
497 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
498 }
499
500 if (state & MESA_META_COLOR_MASK) {
501 memcpy(save->ColorMask, ctx->Color.ColorMask,
502 sizeof(ctx->Color.ColorMask));
503 }
504
505 if (state & MESA_META_DEPTH_TEST) {
506 save->Depth = ctx->Depth; /* struct copy */
507 if (ctx->Depth.Test)
508 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
509 }
510
511 if (state & MESA_META_FOG) {
512 save->Fog = ctx->Fog.Enabled;
513 if (ctx->Fog.Enabled)
514 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
515 }
516
517 if (state & MESA_META_PIXEL_STORE) {
518 save->Pack = ctx->Pack;
519 save->Unpack = ctx->Unpack;
520 ctx->Pack = ctx->DefaultPacking;
521 ctx->Unpack = ctx->DefaultPacking;
522 }
523
524 if (state & MESA_META_PIXEL_TRANSFER) {
525 save->RedScale = ctx->Pixel.RedScale;
526 save->RedBias = ctx->Pixel.RedBias;
527 save->GreenScale = ctx->Pixel.GreenScale;
528 save->GreenBias = ctx->Pixel.GreenBias;
529 save->BlueScale = ctx->Pixel.BlueScale;
530 save->BlueBias = ctx->Pixel.BlueBias;
531 save->AlphaScale = ctx->Pixel.AlphaScale;
532 save->AlphaBias = ctx->Pixel.AlphaBias;
533 save->MapColorFlag = ctx->Pixel.MapColorFlag;
534 ctx->Pixel.RedScale = 1.0F;
535 ctx->Pixel.RedBias = 0.0F;
536 ctx->Pixel.GreenScale = 1.0F;
537 ctx->Pixel.GreenBias = 0.0F;
538 ctx->Pixel.BlueScale = 1.0F;
539 ctx->Pixel.BlueBias = 0.0F;
540 ctx->Pixel.AlphaScale = 1.0F;
541 ctx->Pixel.AlphaBias = 0.0F;
542 ctx->Pixel.MapColorFlag = GL_FALSE;
543 /* XXX more state */
544 ctx->NewState |=_NEW_PIXEL;
545 }
546
547 if (state & MESA_META_RASTERIZATION) {
548 save->FrontPolygonMode = ctx->Polygon.FrontMode;
549 save->BackPolygonMode = ctx->Polygon.BackMode;
550 save->PolygonOffset = ctx->Polygon.OffsetFill;
551 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
552 save->PolygonStipple = ctx->Polygon.StippleFlag;
553 save->PolygonCull = ctx->Polygon.CullFlag;
554 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
555 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
556 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
557 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
558 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
559 }
560
561 if (state & MESA_META_SCISSOR) {
562 save->Scissor = ctx->Scissor; /* struct copy */
563 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
564 }
565
566 if (state & MESA_META_SHADER) {
567 int i;
568
569 if (ctx->Extensions.ARB_vertex_program) {
570 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
571 _mesa_reference_program(ctx, &save->VertexProgram,
572 ctx->VertexProgram.Current);
573 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
574 }
575
576 if (ctx->Extensions.ARB_fragment_program) {
577 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
578 _mesa_reference_program(ctx, &save->FragmentProgram,
579 ctx->FragmentProgram.Current);
580 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
581 }
582
583 if (ctx->Extensions.ATI_fragment_shader) {
584 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
585 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
586 }
587
588 if (ctx->Pipeline.Current) {
589 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
590 ctx->Pipeline.Current);
591 _mesa_BindProgramPipeline(0);
592 }
593
594 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
595 * that we don't have to worry about the current pipeline state.
596 */
597 for (i = 0; i < MESA_SHADER_STAGES; i++) {
598 _mesa_reference_program(ctx, &save->Program[i],
599 ctx->Shader.CurrentProgram[i]);
600 }
601 _mesa_reference_shader_program(ctx, &save->ActiveShader,
602 ctx->Shader.ActiveProgram);
603
604 _mesa_UseProgram(0);
605 }
606
607 if (state & MESA_META_STENCIL_TEST) {
608 save->Stencil = ctx->Stencil; /* struct copy */
609 if (ctx->Stencil.Enabled)
610 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
611 /* NOTE: other stencil state not reset */
612 }
613
614 if (state & MESA_META_TEXTURE) {
615 GLuint u, tgt;
616
617 save->ActiveUnit = ctx->Texture.CurrentUnit;
618 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
619
620 /* Disable all texture units */
621 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
622 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
623 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
624 if (ctx->Texture.Unit[u].Enabled ||
625 ctx->Texture.Unit[u].TexGenEnabled) {
626 _mesa_ActiveTexture(GL_TEXTURE0 + u);
627 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
628 if (ctx->Extensions.ARB_texture_cube_map)
629 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
630
631 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
632 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
633 if (ctx->Extensions.NV_texture_rectangle)
634 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
635 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
636 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
637 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
638 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
639 }
640 }
641
642 /* save current texture objects for unit[0] only */
643 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
644 _mesa_reference_texobj(&save->CurrentTexture[tgt],
645 ctx->Texture.Unit[0].CurrentTex[tgt]);
646 }
647
648 /* set defaults for unit[0] */
649 _mesa_ActiveTexture(GL_TEXTURE0);
650 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
651 }
652
653 if (state & MESA_META_TRANSFORM) {
654 GLuint activeTexture = ctx->Texture.CurrentUnit;
655 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
656 16 * sizeof(GLfloat));
657 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
658 16 * sizeof(GLfloat));
659 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
660 16 * sizeof(GLfloat));
661 save->MatrixMode = ctx->Transform.MatrixMode;
662 /* set 1:1 vertex:pixel coordinate transform */
663 _mesa_ActiveTexture(GL_TEXTURE0);
664 _mesa_MatrixMode(GL_TEXTURE);
665 _mesa_LoadIdentity();
666 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
667 _mesa_MatrixMode(GL_MODELVIEW);
668 _mesa_LoadIdentity();
669 _mesa_MatrixMode(GL_PROJECTION);
670 _mesa_LoadIdentity();
671
672 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
673 * This can occur when there is no draw buffer.
674 */
675 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
676 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
677 0.0, ctx->DrawBuffer->Height,
678 -1.0, 1.0);
679
680 if (ctx->Extensions.ARB_clip_control) {
681 save->ClipOrigin = ctx->Transform.ClipOrigin;
682 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
683 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
684 }
685 }
686
687 if (state & MESA_META_CLIP) {
688 GLbitfield mask;
689 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
690 mask = ctx->Transform.ClipPlanesEnabled;
691 while (mask) {
692 const int i = u_bit_scan(&mask);
693 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
694 }
695 }
696
697 if (state & MESA_META_VERTEX) {
698 /* save vertex array object state */
699 _mesa_reference_vao(ctx, &save->VAO,
700 ctx->Array.VAO);
701 /* set some default state? */
702 }
703
704 if (state & MESA_META_VIEWPORT) {
705 /* save viewport state */
706 save->ViewportX = ctx->ViewportArray[0].X;
707 save->ViewportY = ctx->ViewportArray[0].Y;
708 save->ViewportW = ctx->ViewportArray[0].Width;
709 save->ViewportH = ctx->ViewportArray[0].Height;
710 /* set viewport to match window size */
711 if (ctx->ViewportArray[0].X != 0 ||
712 ctx->ViewportArray[0].Y != 0 ||
713 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
714 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
715 _mesa_set_viewport(ctx, 0, 0, 0,
716 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
717 }
718 /* save depth range state */
719 save->DepthNear = ctx->ViewportArray[0].Near;
720 save->DepthFar = ctx->ViewportArray[0].Far;
721 /* set depth range to default */
722 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
723 }
724
725 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
726 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
727
728 /* Generally in here we want to do clamping according to whether
729 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
730 * regardless of the internal implementation of the metaops.
731 */
732 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
733 ctx->Extensions.ARB_color_buffer_float)
734 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
735 }
736
737 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
738 save->ClampVertexColor = ctx->Light.ClampVertexColor;
739
740 /* Generally in here we never want vertex color clamping --
741 * result clamping is only dependent on fragment clamping.
742 */
743 if (ctx->Extensions.ARB_color_buffer_float)
744 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
745 }
746
747 if (state & MESA_META_CONDITIONAL_RENDER) {
748 save->CondRenderQuery = ctx->Query.CondRenderQuery;
749 save->CondRenderMode = ctx->Query.CondRenderMode;
750
751 if (ctx->Query.CondRenderQuery)
752 _mesa_EndConditionalRender();
753 }
754
755 if (state & MESA_META_SELECT_FEEDBACK) {
756 save->RenderMode = ctx->RenderMode;
757 if (ctx->RenderMode == GL_SELECT) {
758 save->Select = ctx->Select; /* struct copy */
759 _mesa_RenderMode(GL_RENDER);
760 } else if (ctx->RenderMode == GL_FEEDBACK) {
761 save->Feedback = ctx->Feedback; /* struct copy */
762 _mesa_RenderMode(GL_RENDER);
763 }
764 }
765
766 if (state & MESA_META_MULTISAMPLE) {
767 save->Multisample = ctx->Multisample; /* struct copy */
768
769 if (ctx->Multisample.Enabled)
770 _mesa_set_multisample(ctx, GL_FALSE);
771 if (ctx->Multisample.SampleCoverage)
772 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
773 if (ctx->Multisample.SampleAlphaToCoverage)
774 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
775 if (ctx->Multisample.SampleAlphaToOne)
776 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
777 if (ctx->Multisample.SampleShading)
778 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
779 if (ctx->Multisample.SampleMask)
780 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
781 }
782
783 if (state & MESA_META_FRAMEBUFFER_SRGB) {
784 save->sRGBEnabled = ctx->Color.sRGBEnabled;
785 if (ctx->Color.sRGBEnabled)
786 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
787 }
788
789 if (state & MESA_META_DRAW_BUFFERS) {
790 struct gl_framebuffer *fb = ctx->DrawBuffer;
791 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
792 sizeof(save->ColorDrawBuffers));
793 }
794
795 /* misc */
796 {
797 save->Lighting = ctx->Light.Enabled;
798 if (ctx->Light.Enabled)
799 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
800 save->RasterDiscard = ctx->RasterDiscard;
801 if (ctx->RasterDiscard)
802 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
803
804 _mesa_reference_framebuffer(&save->DrawBuffer, ctx->DrawBuffer);
805 _mesa_reference_framebuffer(&save->ReadBuffer, ctx->ReadBuffer);
806 }
807 }
808
809
810 /**
811 * Leave meta state. This is like a light-weight version of glPopAttrib().
812 */
813 void
814 _mesa_meta_end(struct gl_context *ctx)
815 {
816 assert(ctx->Meta->SaveStackDepth > 0);
817
818 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
819 const GLbitfield state = save->SavedState;
820 int i;
821
822 /* Grab the result of the old occlusion query before starting it again. The
823 * old result is added to the result of the new query so the driver will
824 * continue adding where it left off. */
825 if (state & MESA_META_OCCLUSION_QUERY) {
826 if (save->CurrentOcclusionObject) {
827 struct gl_query_object *q = save->CurrentOcclusionObject;
828 GLuint64EXT result;
829 if (!q->Ready)
830 ctx->Driver.WaitQuery(ctx, q);
831 result = q->Result;
832 _mesa_BeginQuery(q->Target, q->Id);
833 ctx->Query.CurrentOcclusionObject->Result += result;
834 }
835 }
836
837 if (state & MESA_META_ALPHA_TEST) {
838 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
839 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
840 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
841 }
842
843 if (state & MESA_META_BLEND) {
844 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
845 if (ctx->Extensions.EXT_draw_buffers2) {
846 GLuint i;
847 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
848 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
849 }
850 }
851 else {
852 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
853 }
854 }
855 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
856 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
857 }
858
859 if (state & MESA_META_DITHER)
860 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
861
862 if (state & MESA_META_COLOR_MASK) {
863 GLuint i;
864 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
865 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
866 if (i == 0) {
867 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
868 save->ColorMask[i][2], save->ColorMask[i][3]);
869 }
870 else {
871 _mesa_ColorMaski(i,
872 save->ColorMask[i][0],
873 save->ColorMask[i][1],
874 save->ColorMask[i][2],
875 save->ColorMask[i][3]);
876 }
877 }
878 }
879 }
880
881 if (state & MESA_META_DEPTH_TEST) {
882 if (ctx->Depth.Test != save->Depth.Test)
883 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
884 _mesa_DepthFunc(save->Depth.Func);
885 _mesa_DepthMask(save->Depth.Mask);
886 }
887
888 if (state & MESA_META_FOG) {
889 _mesa_set_enable(ctx, GL_FOG, save->Fog);
890 }
891
892 if (state & MESA_META_PIXEL_STORE) {
893 ctx->Pack = save->Pack;
894 ctx->Unpack = save->Unpack;
895 }
896
897 if (state & MESA_META_PIXEL_TRANSFER) {
898 ctx->Pixel.RedScale = save->RedScale;
899 ctx->Pixel.RedBias = save->RedBias;
900 ctx->Pixel.GreenScale = save->GreenScale;
901 ctx->Pixel.GreenBias = save->GreenBias;
902 ctx->Pixel.BlueScale = save->BlueScale;
903 ctx->Pixel.BlueBias = save->BlueBias;
904 ctx->Pixel.AlphaScale = save->AlphaScale;
905 ctx->Pixel.AlphaBias = save->AlphaBias;
906 ctx->Pixel.MapColorFlag = save->MapColorFlag;
907 /* XXX more state */
908 ctx->NewState |=_NEW_PIXEL;
909 }
910
911 if (state & MESA_META_RASTERIZATION) {
912 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
913 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
914 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
915 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
916 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
917 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
918 }
919
920 if (state & MESA_META_SCISSOR) {
921 unsigned i;
922
923 for (i = 0; i < ctx->Const.MaxViewports; i++) {
924 _mesa_set_scissor(ctx, i,
925 save->Scissor.ScissorArray[i].X,
926 save->Scissor.ScissorArray[i].Y,
927 save->Scissor.ScissorArray[i].Width,
928 save->Scissor.ScissorArray[i].Height);
929 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
930 (save->Scissor.EnableFlags >> i) & 1);
931 }
932 }
933
934 if (state & MESA_META_SHADER) {
935 bool any_shader;
936
937 if (ctx->Extensions.ARB_vertex_program) {
938 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
939 save->VertexProgramEnabled);
940 _mesa_reference_program(ctx, &ctx->VertexProgram.Current,
941 save->VertexProgram);
942 _mesa_reference_program(ctx, &save->VertexProgram, NULL);
943 }
944
945 if (ctx->Extensions.ARB_fragment_program) {
946 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
947 save->FragmentProgramEnabled);
948 _mesa_reference_program(ctx, &ctx->FragmentProgram.Current,
949 save->FragmentProgram);
950 _mesa_reference_program(ctx, &save->FragmentProgram, NULL);
951 }
952
953 if (ctx->Extensions.ATI_fragment_shader) {
954 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
955 save->ATIFragmentShaderEnabled);
956 }
957
958 any_shader = false;
959 for (i = 0; i < MESA_SHADER_STAGES; i++) {
960 /* It is safe to call _mesa_use_program even if the extension
961 * necessary for that program state is not supported. In that case,
962 * the saved program object must be NULL and the currently bound
963 * program object must be NULL. _mesa_use_program is a no-op
964 * in that case.
965 */
966 _mesa_use_program(ctx, i, NULL, save->Program[i], &ctx->Shader);
967
968 /* Do this *before* killing the reference. :)
969 */
970 if (save->Program[i] != NULL)
971 any_shader = true;
972
973 _mesa_reference_program(ctx, &save->Program[i], NULL);
974 }
975
976 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
977 save->ActiveShader);
978 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
979
980 /* If there were any stages set with programs, use ctx->Shader as the
981 * current shader state. Otherwise, use Pipeline.Default. The pipeline
982 * hasn't been restored yet, and that may modify ctx->_Shader further.
983 */
984 if (any_shader)
985 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
986 &ctx->Shader);
987 else
988 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
989 ctx->Pipeline.Default);
990
991 if (save->Pipeline) {
992 _mesa_bind_pipeline(ctx, save->Pipeline);
993
994 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
995 }
996 }
997
998 if (state & MESA_META_STENCIL_TEST) {
999 const struct gl_stencil_attrib *stencil = &save->Stencil;
1000
1001 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1002 _mesa_ClearStencil(stencil->Clear);
1003 if (ctx->Extensions.EXT_stencil_two_side) {
1004 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1005 stencil->TestTwoSide);
1006 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1007 ? GL_BACK : GL_FRONT);
1008 }
1009 /* front state */
1010 _mesa_StencilFuncSeparate(GL_FRONT,
1011 stencil->Function[0],
1012 stencil->Ref[0],
1013 stencil->ValueMask[0]);
1014 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1015 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1016 stencil->ZFailFunc[0],
1017 stencil->ZPassFunc[0]);
1018 /* back state */
1019 _mesa_StencilFuncSeparate(GL_BACK,
1020 stencil->Function[1],
1021 stencil->Ref[1],
1022 stencil->ValueMask[1]);
1023 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1024 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1025 stencil->ZFailFunc[1],
1026 stencil->ZPassFunc[1]);
1027 }
1028
1029 if (state & MESA_META_TEXTURE) {
1030 GLuint u, tgt;
1031
1032 assert(ctx->Texture.CurrentUnit == 0);
1033
1034 /* restore texenv for unit[0] */
1035 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1036
1037 /* restore texture objects for unit[0] only */
1038 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1039 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1040 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1041 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1042 save->CurrentTexture[tgt]);
1043 }
1044 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1045 }
1046
1047 /* Restore fixed function texture enables, texgen */
1048 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1049 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1050 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1051 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1052 }
1053
1054 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1055 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1056 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1057 }
1058 }
1059
1060 /* restore current unit state */
1061 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1062 }
1063
1064 if (state & MESA_META_TRANSFORM) {
1065 GLuint activeTexture = ctx->Texture.CurrentUnit;
1066 _mesa_ActiveTexture(GL_TEXTURE0);
1067 _mesa_MatrixMode(GL_TEXTURE);
1068 _mesa_LoadMatrixf(save->TextureMatrix);
1069 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1070
1071 _mesa_MatrixMode(GL_MODELVIEW);
1072 _mesa_LoadMatrixf(save->ModelviewMatrix);
1073
1074 _mesa_MatrixMode(GL_PROJECTION);
1075 _mesa_LoadMatrixf(save->ProjectionMatrix);
1076
1077 _mesa_MatrixMode(save->MatrixMode);
1078
1079 if (ctx->Extensions.ARB_clip_control)
1080 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1081 }
1082
1083 if (state & MESA_META_CLIP) {
1084 GLbitfield mask = save->ClipPlanesEnabled;
1085 while (mask) {
1086 const int i = u_bit_scan(&mask);
1087 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1088 }
1089 }
1090
1091 if (state & MESA_META_VERTEX) {
1092 /* restore vertex array object */
1093 _mesa_BindVertexArray(save->VAO->Name);
1094 _mesa_reference_vao(ctx, &save->VAO, NULL);
1095 }
1096
1097 if (state & MESA_META_VIEWPORT) {
1098 if (save->ViewportX != ctx->ViewportArray[0].X ||
1099 save->ViewportY != ctx->ViewportArray[0].Y ||
1100 save->ViewportW != ctx->ViewportArray[0].Width ||
1101 save->ViewportH != ctx->ViewportArray[0].Height) {
1102 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1103 save->ViewportW, save->ViewportH);
1104 }
1105 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1106 }
1107
1108 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1109 ctx->Extensions.ARB_color_buffer_float) {
1110 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1111 }
1112
1113 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1114 ctx->Extensions.ARB_color_buffer_float) {
1115 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1116 }
1117
1118 if (state & MESA_META_CONDITIONAL_RENDER) {
1119 if (save->CondRenderQuery)
1120 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1121 save->CondRenderMode);
1122 }
1123
1124 if (state & MESA_META_SELECT_FEEDBACK) {
1125 if (save->RenderMode == GL_SELECT) {
1126 _mesa_RenderMode(GL_SELECT);
1127 ctx->Select = save->Select;
1128 } else if (save->RenderMode == GL_FEEDBACK) {
1129 _mesa_RenderMode(GL_FEEDBACK);
1130 ctx->Feedback = save->Feedback;
1131 }
1132 }
1133
1134 if (state & MESA_META_MULTISAMPLE) {
1135 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1136 struct gl_multisample_attrib *save_ms = &save->Multisample;
1137
1138 if (ctx_ms->Enabled != save_ms->Enabled)
1139 _mesa_set_multisample(ctx, save_ms->Enabled);
1140 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1141 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1142 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1143 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1144 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1145 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1146 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1147 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1148 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1149 save_ms->SampleCoverageInvert);
1150 }
1151 if (ctx_ms->SampleShading != save_ms->SampleShading)
1152 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1153 if (ctx_ms->SampleMask != save_ms->SampleMask)
1154 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1155 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1156 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1157 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1158 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1159 }
1160
1161 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1162 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1163 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1164 }
1165
1166 /* misc */
1167 if (save->Lighting) {
1168 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1169 }
1170 if (save->RasterDiscard) {
1171 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1172 }
1173 if (save->TransformFeedbackNeedsResume)
1174 _mesa_ResumeTransformFeedback();
1175
1176 _mesa_bind_framebuffers(ctx, save->DrawBuffer, save->ReadBuffer);
1177 _mesa_reference_framebuffer(&save->DrawBuffer, NULL);
1178 _mesa_reference_framebuffer(&save->ReadBuffer, NULL);
1179
1180 if (state & MESA_META_DRAW_BUFFERS) {
1181 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1182 save->ColorDrawBuffers, NULL);
1183 }
1184
1185 ctx->Meta->SaveStackDepth--;
1186
1187 ctx->API = save->API;
1188 ctx->Extensions.Version = save->ExtensionsVersion;
1189 }
1190
1191
1192 /**
1193 * Convert Z from a normalized value in the range [0, 1] to an object-space
1194 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1195 * default/identity ortho projection results in the original Z value.
1196 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1197 * value comes from the clear value or raster position.
1198 */
1199 static inline GLfloat
1200 invert_z(GLfloat normZ)
1201 {
1202 GLfloat objZ = 1.0f - 2.0f * normZ;
1203 return objZ;
1204 }
1205
1206
1207 /**
1208 * One-time init for a temp_texture object.
1209 * Choose tex target, compute max tex size, etc.
1210 */
1211 static void
1212 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1213 {
1214 /* prefer texture rectangle */
1215 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1216 tex->Target = GL_TEXTURE_RECTANGLE;
1217 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1218 tex->NPOT = GL_TRUE;
1219 }
1220 else {
1221 /* use 2D texture, NPOT if possible */
1222 tex->Target = GL_TEXTURE_2D;
1223 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1224 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1225 }
1226 tex->MinSize = 16; /* 16 x 16 at least */
1227 assert(tex->MaxSize > 0);
1228
1229 _mesa_GenTextures(1, &tex->TexObj);
1230 }
1231
1232 static void
1233 cleanup_temp_texture(struct temp_texture *tex)
1234 {
1235 if (!tex->TexObj)
1236 return;
1237 _mesa_DeleteTextures(1, &tex->TexObj);
1238 tex->TexObj = 0;
1239 }
1240
1241
1242 /**
1243 * Return pointer to temp_texture info for non-bitmap ops.
1244 * This does some one-time init if needed.
1245 */
1246 struct temp_texture *
1247 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1248 {
1249 struct temp_texture *tex = &ctx->Meta->TempTex;
1250
1251 if (!tex->TexObj) {
1252 init_temp_texture(ctx, tex);
1253 }
1254
1255 return tex;
1256 }
1257
1258
1259 /**
1260 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1261 * We use a separate texture for bitmaps to reduce texture
1262 * allocation/deallocation.
1263 */
1264 static struct temp_texture *
1265 get_bitmap_temp_texture(struct gl_context *ctx)
1266 {
1267 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1268
1269 if (!tex->TexObj) {
1270 init_temp_texture(ctx, tex);
1271 }
1272
1273 return tex;
1274 }
1275
1276 /**
1277 * Return pointer to depth temp_texture.
1278 * This does some one-time init if needed.
1279 */
1280 struct temp_texture *
1281 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1282 {
1283 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1284
1285 if (!tex->TexObj) {
1286 init_temp_texture(ctx, tex);
1287 }
1288
1289 return tex;
1290 }
1291
1292 /**
1293 * Compute the width/height of texture needed to draw an image of the
1294 * given size. Return a flag indicating whether the current texture
1295 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1296 * allocated (glTexImage2D).
1297 * Also, compute s/t texcoords for drawing.
1298 *
1299 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1300 */
1301 GLboolean
1302 _mesa_meta_alloc_texture(struct temp_texture *tex,
1303 GLsizei width, GLsizei height, GLenum intFormat)
1304 {
1305 GLboolean newTex = GL_FALSE;
1306
1307 assert(width <= tex->MaxSize);
1308 assert(height <= tex->MaxSize);
1309
1310 if (width > tex->Width ||
1311 height > tex->Height ||
1312 intFormat != tex->IntFormat) {
1313 /* alloc new texture (larger or different format) */
1314
1315 if (tex->NPOT) {
1316 /* use non-power of two size */
1317 tex->Width = MAX2(tex->MinSize, width);
1318 tex->Height = MAX2(tex->MinSize, height);
1319 }
1320 else {
1321 /* find power of two size */
1322 GLsizei w, h;
1323 w = h = tex->MinSize;
1324 while (w < width)
1325 w *= 2;
1326 while (h < height)
1327 h *= 2;
1328 tex->Width = w;
1329 tex->Height = h;
1330 }
1331
1332 tex->IntFormat = intFormat;
1333
1334 newTex = GL_TRUE;
1335 }
1336
1337 /* compute texcoords */
1338 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1339 tex->Sright = (GLfloat) width;
1340 tex->Ttop = (GLfloat) height;
1341 }
1342 else {
1343 tex->Sright = (GLfloat) width / tex->Width;
1344 tex->Ttop = (GLfloat) height / tex->Height;
1345 }
1346
1347 return newTex;
1348 }
1349
1350
1351 /**
1352 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1353 */
1354 void
1355 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1356 struct temp_texture *tex,
1357 GLint srcX, GLint srcY,
1358 GLsizei width, GLsizei height,
1359 GLenum intFormat,
1360 GLenum filter)
1361 {
1362 bool newTex;
1363
1364 _mesa_BindTexture(tex->Target, tex->TexObj);
1365 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1366 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1367 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1368
1369 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1370
1371 /* copy framebuffer image to texture */
1372 if (newTex) {
1373 /* create new tex image */
1374 if (tex->Width == width && tex->Height == height) {
1375 /* create new tex with framebuffer data */
1376 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1377 srcX, srcY, width, height, 0);
1378 }
1379 else {
1380 /* create empty texture */
1381 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1382 tex->Width, tex->Height, 0,
1383 intFormat, GL_UNSIGNED_BYTE, NULL);
1384 /* load image */
1385 _mesa_CopyTexSubImage2D(tex->Target, 0,
1386 0, 0, srcX, srcY, width, height);
1387 }
1388 }
1389 else {
1390 /* replace existing tex image */
1391 _mesa_CopyTexSubImage2D(tex->Target, 0,
1392 0, 0, srcX, srcY, width, height);
1393 }
1394 }
1395
1396
1397 /**
1398 * Setup/load texture for glDrawPixels.
1399 */
1400 void
1401 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1402 struct temp_texture *tex,
1403 GLboolean newTex,
1404 GLsizei width, GLsizei height,
1405 GLenum format, GLenum type,
1406 const GLvoid *pixels)
1407 {
1408 _mesa_BindTexture(tex->Target, tex->TexObj);
1409 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1410 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1411 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1412
1413 /* copy pixel data to texture */
1414 if (newTex) {
1415 /* create new tex image */
1416 if (tex->Width == width && tex->Height == height) {
1417 /* create new tex and load image data */
1418 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1419 tex->Width, tex->Height, 0, format, type, pixels);
1420 }
1421 else {
1422 struct gl_buffer_object *save_unpack_obj = NULL;
1423
1424 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1425 ctx->Unpack.BufferObj);
1426 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1427 /* create empty texture */
1428 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1429 tex->Width, tex->Height, 0, format, type, NULL);
1430 if (save_unpack_obj != NULL)
1431 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1432 save_unpack_obj->Name);
1433 /* load image */
1434 _mesa_TexSubImage2D(tex->Target, 0,
1435 0, 0, width, height, format, type, pixels);
1436 }
1437 }
1438 else {
1439 /* replace existing tex image */
1440 _mesa_TexSubImage2D(tex->Target, 0,
1441 0, 0, width, height, format, type, pixels);
1442 }
1443 }
1444
1445 void
1446 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1447 GLuint *VAO, struct gl_buffer_object **buf_obj,
1448 unsigned texcoord_size)
1449 {
1450 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1451 0);
1452
1453 /* setup projection matrix */
1454 _mesa_MatrixMode(GL_PROJECTION);
1455 _mesa_LoadIdentity();
1456 }
1457
1458 /**
1459 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1460 */
1461 void
1462 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1463 {
1464 meta_clear(ctx, buffers, false);
1465 }
1466
1467 void
1468 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1469 {
1470 meta_clear(ctx, buffers, true);
1471 }
1472
1473 static void
1474 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1475 {
1476 const char *vs_source =
1477 "#extension GL_AMD_vertex_shader_layer : enable\n"
1478 "#extension GL_ARB_draw_instanced : enable\n"
1479 "#extension GL_ARB_explicit_attrib_location :enable\n"
1480 "layout(location = 0) in vec4 position;\n"
1481 "void main()\n"
1482 "{\n"
1483 "#ifdef GL_AMD_vertex_shader_layer\n"
1484 " gl_Layer = gl_InstanceID;\n"
1485 "#endif\n"
1486 " gl_Position = position;\n"
1487 "}\n";
1488 const char *fs_source =
1489 "#extension GL_ARB_explicit_attrib_location :enable\n"
1490 "#extension GL_ARB_explicit_uniform_location :enable\n"
1491 "layout(location = 0) uniform vec4 color;\n"
1492 "void main()\n"
1493 "{\n"
1494 " gl_FragColor = color;\n"
1495 "}\n";
1496 bool has_integer_textures;
1497
1498 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1499 3, 0, 0);
1500
1501 if (clear->ShaderProg != 0)
1502 return;
1503
1504 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear",
1505 &clear->ShaderProg);
1506
1507 has_integer_textures = _mesa_is_gles3(ctx) ||
1508 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1509
1510 if (has_integer_textures) {
1511 void *shader_source_mem_ctx = ralloc_context(NULL);
1512 const char *vs_int_source =
1513 ralloc_asprintf(shader_source_mem_ctx,
1514 "#version 130\n"
1515 "#extension GL_AMD_vertex_shader_layer : enable\n"
1516 "#extension GL_ARB_draw_instanced : enable\n"
1517 "#extension GL_ARB_explicit_attrib_location :enable\n"
1518 "layout(location = 0) in vec4 position;\n"
1519 "void main()\n"
1520 "{\n"
1521 "#ifdef GL_AMD_vertex_shader_layer\n"
1522 " gl_Layer = gl_InstanceID;\n"
1523 "#endif\n"
1524 " gl_Position = position;\n"
1525 "}\n");
1526 const char *fs_int_source =
1527 ralloc_asprintf(shader_source_mem_ctx,
1528 "#version 130\n"
1529 "#extension GL_ARB_explicit_attrib_location :enable\n"
1530 "#extension GL_ARB_explicit_uniform_location :enable\n"
1531 "layout(location = 0) uniform ivec4 color;\n"
1532 "out ivec4 out_color;\n"
1533 "\n"
1534 "void main()\n"
1535 "{\n"
1536 " out_color = color;\n"
1537 "}\n");
1538
1539 _mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source,
1540 "integer clear",
1541 &clear->IntegerShaderProg);
1542 ralloc_free(shader_source_mem_ctx);
1543
1544 /* Note that user-defined out attributes get automatically assigned
1545 * locations starting from 0, so we don't need to explicitly
1546 * BindFragDataLocation to 0.
1547 */
1548 }
1549 }
1550
1551 static void
1552 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1553 {
1554 if (clear->VAO == 0)
1555 return;
1556 _mesa_DeleteVertexArrays(1, &clear->VAO);
1557 clear->VAO = 0;
1558 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1559 _mesa_reference_shader_program(ctx, &clear->ShaderProg, NULL);
1560
1561 if (clear->IntegerShaderProg) {
1562 _mesa_reference_shader_program(ctx, &clear->IntegerShaderProg, NULL);
1563 }
1564 }
1565
1566 /**
1567 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1568 * set GL to only draw to those buffers.
1569 *
1570 * Since the bitfield has no associated order, the assignment of draw buffer
1571 * indices to color attachment indices is rather arbitrary.
1572 */
1573 void
1574 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1575 {
1576 GLenum enums[MAX_DRAW_BUFFERS];
1577 int i = 0;
1578 int n;
1579
1580 /* This function is only legal for color buffer bitfields. */
1581 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1582
1583 /* Make sure we don't overflow any arrays. */
1584 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1585
1586 enums[0] = GL_NONE;
1587
1588 if (bits & BUFFER_BIT_FRONT_LEFT)
1589 enums[i++] = GL_FRONT_LEFT;
1590
1591 if (bits & BUFFER_BIT_FRONT_RIGHT)
1592 enums[i++] = GL_FRONT_RIGHT;
1593
1594 if (bits & BUFFER_BIT_BACK_LEFT)
1595 enums[i++] = GL_BACK_LEFT;
1596
1597 if (bits & BUFFER_BIT_BACK_RIGHT)
1598 enums[i++] = GL_BACK_RIGHT;
1599
1600 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1601 if (bits & (1 << (BUFFER_COLOR0 + n)))
1602 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1603 }
1604
1605 _mesa_DrawBuffers(i, enums);
1606 }
1607
1608 /**
1609 * Return if all of the color channels are masked.
1610 */
1611 static inline GLboolean
1612 is_color_disabled(struct gl_context *ctx, int i)
1613 {
1614 return !ctx->Color.ColorMask[i][0] &&
1615 !ctx->Color.ColorMask[i][1] &&
1616 !ctx->Color.ColorMask[i][2] &&
1617 !ctx->Color.ColorMask[i][3];
1618 }
1619
1620 /**
1621 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1622 * set GL to only draw to those buffers. Also, update color masks to
1623 * reflect the new draw buffer ordering.
1624 */
1625 static void
1626 _mesa_meta_drawbuffers_and_colormask(struct gl_context *ctx, GLbitfield mask)
1627 {
1628 GLenum enums[MAX_DRAW_BUFFERS];
1629 GLubyte colormask[MAX_DRAW_BUFFERS][4];
1630 int num_bufs = 0;
1631
1632 /* This function is only legal for color buffer bitfields. */
1633 assert((mask & ~BUFFER_BITS_COLOR) == 0);
1634
1635 /* Make sure we don't overflow any arrays. */
1636 assert(_mesa_bitcount(mask) <= MAX_DRAW_BUFFERS);
1637
1638 enums[0] = GL_NONE;
1639
1640 for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
1641 int b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
1642 int colormask_idx = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
1643
1644 if (b < 0 || !(mask & (1 << b)) || is_color_disabled(ctx, colormask_idx))
1645 continue;
1646
1647 switch (b) {
1648 case BUFFER_FRONT_LEFT:
1649 enums[num_bufs] = GL_FRONT_LEFT;
1650 break;
1651 case BUFFER_FRONT_RIGHT:
1652 enums[num_bufs] = GL_FRONT_RIGHT;
1653 break;
1654 case BUFFER_BACK_LEFT:
1655 enums[num_bufs] = GL_BACK_LEFT;
1656 break;
1657 case BUFFER_BACK_RIGHT:
1658 enums[num_bufs] = GL_BACK_RIGHT;
1659 break;
1660 default:
1661 assert(b >= BUFFER_COLOR0 && b <= BUFFER_COLOR7);
1662 enums[num_bufs] = GL_COLOR_ATTACHMENT0 + (b - BUFFER_COLOR0);
1663 break;
1664 }
1665
1666 for (int k = 0; k < 4; k++)
1667 colormask[num_bufs][k] = ctx->Color.ColorMask[colormask_idx][k];
1668
1669 num_bufs++;
1670 }
1671
1672 _mesa_DrawBuffers(num_bufs, enums);
1673
1674 for (int i = 0; i < num_bufs; i++) {
1675 _mesa_ColorMaski(i, colormask[i][0], colormask[i][1],
1676 colormask[i][2], colormask[i][3]);
1677 }
1678 }
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_COLOR_MASK |
1698 MESA_META_DEPTH_TEST |
1699 MESA_META_RASTERIZATION |
1700 MESA_META_SHADER |
1701 MESA_META_STENCIL_TEST |
1702 MESA_META_VERTEX |
1703 MESA_META_VIEWPORT |
1704 MESA_META_CLIP |
1705 MESA_META_CLAMP_FRAGMENT_COLOR |
1706 MESA_META_MULTISAMPLE |
1707 MESA_META_OCCLUSION_QUERY);
1708
1709 if (!glsl) {
1710 metaSave |= MESA_META_FOG |
1711 MESA_META_PIXEL_TRANSFER |
1712 MESA_META_TRANSFORM |
1713 MESA_META_TEXTURE |
1714 MESA_META_CLAMP_VERTEX_COLOR |
1715 MESA_META_SELECT_FEEDBACK;
1716 }
1717
1718 if (buffers & BUFFER_BITS_COLOR) {
1719 metaSave |= MESA_META_DRAW_BUFFERS;
1720 }
1721
1722 _mesa_meta_begin(ctx, metaSave);
1723
1724 if (glsl) {
1725 meta_glsl_clear_init(ctx, clear);
1726
1727 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1728 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1729 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1730 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1731 z = -invert_z(ctx->Depth.Clear);
1732 } else {
1733 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1734 3, 0, 4);
1735
1736 x0 = (float) fb->_Xmin;
1737 y0 = (float) fb->_Ymin;
1738 x1 = (float) fb->_Xmax;
1739 y1 = (float) fb->_Ymax;
1740 z = invert_z(ctx->Depth.Clear);
1741 }
1742
1743 if (fb->_IntegerBuffers) {
1744 assert(glsl);
1745 _mesa_meta_use_program(ctx, clear->IntegerShaderProg);
1746 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1747 } else if (glsl) {
1748 _mesa_meta_use_program(ctx, clear->ShaderProg);
1749 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1750 }
1751
1752 /* GL_COLOR_BUFFER_BIT */
1753 if (buffers & BUFFER_BITS_COLOR) {
1754 /* Only draw to the buffers we were asked to clear. */
1755 _mesa_meta_drawbuffers_and_colormask(ctx, buffers & BUFFER_BITS_COLOR);
1756
1757 /* leave colormask state as-is */
1758
1759 /* Clears never have the color clamped. */
1760 if (ctx->Extensions.ARB_color_buffer_float)
1761 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1762 }
1763 else {
1764 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1765 }
1766
1767 /* GL_DEPTH_BUFFER_BIT */
1768 if (buffers & BUFFER_BIT_DEPTH) {
1769 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1770 _mesa_DepthFunc(GL_ALWAYS);
1771 _mesa_DepthMask(GL_TRUE);
1772 }
1773 else {
1774 assert(!ctx->Depth.Test);
1775 }
1776
1777 /* GL_STENCIL_BUFFER_BIT */
1778 if (buffers & BUFFER_BIT_STENCIL) {
1779 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1780 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1781 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1782 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1783 ctx->Stencil.Clear & stencilMax,
1784 ctx->Stencil.WriteMask[0]);
1785 }
1786 else {
1787 assert(!ctx->Stencil.Enabled);
1788 }
1789
1790 /* vertex positions */
1791 verts[0].x = x0;
1792 verts[0].y = y0;
1793 verts[0].z = z;
1794 verts[1].x = x1;
1795 verts[1].y = y0;
1796 verts[1].z = z;
1797 verts[2].x = x1;
1798 verts[2].y = y1;
1799 verts[2].z = z;
1800 verts[3].x = x0;
1801 verts[3].y = y1;
1802 verts[3].z = z;
1803
1804 if (!glsl) {
1805 for (i = 0; i < 4; i++) {
1806 verts[i].r = ctx->Color.ClearColor.f[0];
1807 verts[i].g = ctx->Color.ClearColor.f[1];
1808 verts[i].b = ctx->Color.ClearColor.f[2];
1809 verts[i].a = ctx->Color.ClearColor.f[3];
1810 }
1811 }
1812
1813 /* upload new vertex data */
1814 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1815 GL_DYNAMIC_DRAW, __func__);
1816
1817 /* draw quad(s) */
1818 if (fb->MaxNumLayers > 0) {
1819 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1820 } else {
1821 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1822 }
1823
1824 _mesa_meta_end(ctx);
1825 }
1826
1827 /**
1828 * Meta implementation of ctx->Driver.CopyPixels() in terms
1829 * of texture mapping and polygon rendering and GLSL shaders.
1830 */
1831 void
1832 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1833 GLsizei width, GLsizei height,
1834 GLint dstX, GLint dstY, GLenum type)
1835 {
1836 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1837 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1838 struct vertex verts[4];
1839
1840 if (type != GL_COLOR ||
1841 ctx->_ImageTransferState ||
1842 ctx->Fog.Enabled ||
1843 width > tex->MaxSize ||
1844 height > tex->MaxSize) {
1845 /* XXX avoid this fallback */
1846 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1847 return;
1848 }
1849
1850 /* Most GL state applies to glCopyPixels, but a there's a few things
1851 * we need to override:
1852 */
1853 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1854 MESA_META_SHADER |
1855 MESA_META_TEXTURE |
1856 MESA_META_TRANSFORM |
1857 MESA_META_CLIP |
1858 MESA_META_VERTEX |
1859 MESA_META_VIEWPORT));
1860
1861 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1862 3, 2, 0);
1863
1864 /* Silence valgrind warnings about reading uninitialized stack. */
1865 memset(verts, 0, sizeof(verts));
1866
1867 /* Alloc/setup texture */
1868 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1869 GL_RGBA, GL_NEAREST);
1870
1871 /* vertex positions, texcoords (after texture allocation!) */
1872 {
1873 const GLfloat dstX0 = (GLfloat) dstX;
1874 const GLfloat dstY0 = (GLfloat) dstY;
1875 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1876 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1877 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1878
1879 verts[0].x = dstX0;
1880 verts[0].y = dstY0;
1881 verts[0].z = z;
1882 verts[0].tex[0] = 0.0F;
1883 verts[0].tex[1] = 0.0F;
1884 verts[1].x = dstX1;
1885 verts[1].y = dstY0;
1886 verts[1].z = z;
1887 verts[1].tex[0] = tex->Sright;
1888 verts[1].tex[1] = 0.0F;
1889 verts[2].x = dstX1;
1890 verts[2].y = dstY1;
1891 verts[2].z = z;
1892 verts[2].tex[0] = tex->Sright;
1893 verts[2].tex[1] = tex->Ttop;
1894 verts[3].x = dstX0;
1895 verts[3].y = dstY1;
1896 verts[3].z = z;
1897 verts[3].tex[0] = 0.0F;
1898 verts[3].tex[1] = tex->Ttop;
1899
1900 /* upload new vertex data */
1901 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts,
1902 __func__);
1903 }
1904
1905 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1906
1907 /* draw textured quad */
1908 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1909
1910 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1911
1912 _mesa_meta_end(ctx);
1913 }
1914
1915 static void
1916 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1917 {
1918 if (drawpix->VAO != 0) {
1919 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1920 drawpix->VAO = 0;
1921
1922 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1923 }
1924
1925 if (drawpix->StencilFP != 0) {
1926 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1927 drawpix->StencilFP = 0;
1928 }
1929
1930 if (drawpix->DepthFP != 0) {
1931 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1932 drawpix->DepthFP = 0;
1933 }
1934 }
1935
1936 /**
1937 * When the glDrawPixels() image size is greater than the max rectangle
1938 * texture size we use this function to break the glDrawPixels() image
1939 * into tiles which fit into the max texture size.
1940 */
1941 static void
1942 tiled_draw_pixels(struct gl_context *ctx,
1943 GLint tileSize,
1944 GLint x, GLint y, GLsizei width, GLsizei height,
1945 GLenum format, GLenum type,
1946 const struct gl_pixelstore_attrib *unpack,
1947 const GLvoid *pixels)
1948 {
1949 struct gl_pixelstore_attrib tileUnpack = *unpack;
1950 GLint i, j;
1951
1952 if (tileUnpack.RowLength == 0)
1953 tileUnpack.RowLength = width;
1954
1955 for (i = 0; i < width; i += tileSize) {
1956 const GLint tileWidth = MIN2(tileSize, width - i);
1957 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1958
1959 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1960
1961 for (j = 0; j < height; j += tileSize) {
1962 const GLint tileHeight = MIN2(tileSize, height - j);
1963 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1964
1965 tileUnpack.SkipRows = unpack->SkipRows + j;
1966
1967 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1968 format, type, &tileUnpack, pixels);
1969 }
1970 }
1971 }
1972
1973
1974 /**
1975 * One-time init for drawing stencil pixels.
1976 */
1977 static void
1978 init_draw_stencil_pixels(struct gl_context *ctx)
1979 {
1980 /* This program is run eight times, once for each stencil bit.
1981 * The stencil values to draw are found in an 8-bit alpha texture.
1982 * We read the texture/stencil value and test if bit 'b' is set.
1983 * If the bit is not set, use KIL to kill the fragment.
1984 * Finally, we use the stencil test to update the stencil buffer.
1985 *
1986 * The basic algorithm for checking if a bit is set is:
1987 * if (is_odd(value / (1 << bit)))
1988 * result is one (or non-zero).
1989 * else
1990 * result is zero.
1991 * The program parameter contains three values:
1992 * parm.x = 255 / (1 << bit)
1993 * parm.y = 0.5
1994 * parm.z = 0.0
1995 */
1996 static const char *program =
1997 "!!ARBfp1.0\n"
1998 "PARAM parm = program.local[0]; \n"
1999 "TEMP t; \n"
2000 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2001 "# t = t * 255 / bit \n"
2002 "MUL t.x, t.a, parm.x; \n"
2003 "# t = (int) t \n"
2004 "FRC t.y, t.x; \n"
2005 "SUB t.x, t.x, t.y; \n"
2006 "# t = t * 0.5 \n"
2007 "MUL t.x, t.x, parm.y; \n"
2008 "# t = fract(t.x) \n"
2009 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2010 "# t.x = (t.x == 0 ? 1 : 0) \n"
2011 "SGE t.x, -t.x, parm.z; \n"
2012 "KIL -t.x; \n"
2013 "# for debug only \n"
2014 "#MOV result.color, t.x; \n"
2015 "END \n";
2016 char program2[1000];
2017 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2018 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2019 const char *texTarget;
2020
2021 assert(drawpix->StencilFP == 0);
2022
2023 /* replace %s with "RECT" or "2D" */
2024 assert(strlen(program) + 4 < sizeof(program2));
2025 if (tex->Target == GL_TEXTURE_RECTANGLE)
2026 texTarget = "RECT";
2027 else
2028 texTarget = "2D";
2029 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2030
2031 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2032 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2033 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2034 strlen(program2), (const GLubyte *) program2);
2035 }
2036
2037
2038 /**
2039 * One-time init for drawing depth pixels.
2040 */
2041 static void
2042 init_draw_depth_pixels(struct gl_context *ctx)
2043 {
2044 static const char *program =
2045 "!!ARBfp1.0\n"
2046 "PARAM color = program.local[0]; \n"
2047 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2048 "MOV result.color, color; \n"
2049 "END \n";
2050 char program2[200];
2051 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2052 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2053 const char *texTarget;
2054
2055 assert(drawpix->DepthFP == 0);
2056
2057 /* replace %s with "RECT" or "2D" */
2058 assert(strlen(program) + 4 < sizeof(program2));
2059 if (tex->Target == GL_TEXTURE_RECTANGLE)
2060 texTarget = "RECT";
2061 else
2062 texTarget = "2D";
2063 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2064
2065 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2066 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2067 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2068 strlen(program2), (const GLubyte *) program2);
2069 }
2070
2071
2072 /**
2073 * Meta implementation of ctx->Driver.DrawPixels() in terms
2074 * of texture mapping and polygon rendering.
2075 */
2076 void
2077 _mesa_meta_DrawPixels(struct gl_context *ctx,
2078 GLint x, GLint y, GLsizei width, GLsizei height,
2079 GLenum format, GLenum type,
2080 const struct gl_pixelstore_attrib *unpack,
2081 const GLvoid *pixels)
2082 {
2083 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2084 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2085 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2086 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2087 struct vertex verts[4];
2088 GLenum texIntFormat;
2089 GLboolean fallback, newTex;
2090 GLbitfield metaExtraSave = 0x0;
2091
2092 /*
2093 * Determine if we can do the glDrawPixels with texture mapping.
2094 */
2095 fallback = GL_FALSE;
2096 if (ctx->Fog.Enabled) {
2097 fallback = GL_TRUE;
2098 }
2099
2100 if (_mesa_is_color_format(format)) {
2101 /* use more compact format when possible */
2102 /* XXX disable special case for GL_LUMINANCE for now to work around
2103 * apparent i965 driver bug (see bug #23670).
2104 */
2105 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2106 texIntFormat = format;
2107 else
2108 texIntFormat = GL_RGBA;
2109
2110 /* If we're not supposed to clamp the resulting color, then just
2111 * promote our texture to fully float. We could do better by
2112 * just going for the matching set of channels, in floating
2113 * point.
2114 */
2115 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2116 ctx->Extensions.ARB_texture_float)
2117 texIntFormat = GL_RGBA32F;
2118 }
2119 else if (_mesa_is_stencil_format(format)) {
2120 if (ctx->Extensions.ARB_fragment_program &&
2121 ctx->Pixel.IndexShift == 0 &&
2122 ctx->Pixel.IndexOffset == 0 &&
2123 type == GL_UNSIGNED_BYTE) {
2124 /* We'll store stencil as alpha. This only works for GLubyte
2125 * image data because of how incoming values are mapped to alpha
2126 * in [0,1].
2127 */
2128 texIntFormat = GL_ALPHA;
2129 metaExtraSave = (MESA_META_COLOR_MASK |
2130 MESA_META_DEPTH_TEST |
2131 MESA_META_PIXEL_TRANSFER |
2132 MESA_META_SHADER |
2133 MESA_META_STENCIL_TEST);
2134 }
2135 else {
2136 fallback = GL_TRUE;
2137 }
2138 }
2139 else if (_mesa_is_depth_format(format)) {
2140 if (ctx->Extensions.ARB_depth_texture &&
2141 ctx->Extensions.ARB_fragment_program) {
2142 texIntFormat = GL_DEPTH_COMPONENT;
2143 metaExtraSave = (MESA_META_SHADER);
2144 }
2145 else {
2146 fallback = GL_TRUE;
2147 }
2148 }
2149 else {
2150 fallback = GL_TRUE;
2151 }
2152
2153 if (fallback) {
2154 _swrast_DrawPixels(ctx, x, y, width, height,
2155 format, type, unpack, pixels);
2156 return;
2157 }
2158
2159 /*
2160 * Check image size against max texture size, draw as tiles if needed.
2161 */
2162 if (width > tex->MaxSize || height > tex->MaxSize) {
2163 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2164 format, type, unpack, pixels);
2165 return;
2166 }
2167
2168 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2169 * but a there's a few things we need to override:
2170 */
2171 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2172 MESA_META_SHADER |
2173 MESA_META_TEXTURE |
2174 MESA_META_TRANSFORM |
2175 MESA_META_CLIP |
2176 MESA_META_VERTEX |
2177 MESA_META_VIEWPORT |
2178 metaExtraSave));
2179
2180 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2181
2182 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2183 3, 2, 0);
2184
2185 /* Silence valgrind warnings about reading uninitialized stack. */
2186 memset(verts, 0, sizeof(verts));
2187
2188 /* vertex positions, texcoords (after texture allocation!) */
2189 {
2190 const GLfloat x0 = (GLfloat) x;
2191 const GLfloat y0 = (GLfloat) y;
2192 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2193 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2194 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2195
2196 verts[0].x = x0;
2197 verts[0].y = y0;
2198 verts[0].z = z;
2199 verts[0].tex[0] = 0.0F;
2200 verts[0].tex[1] = 0.0F;
2201 verts[1].x = x1;
2202 verts[1].y = y0;
2203 verts[1].z = z;
2204 verts[1].tex[0] = tex->Sright;
2205 verts[1].tex[1] = 0.0F;
2206 verts[2].x = x1;
2207 verts[2].y = y1;
2208 verts[2].z = z;
2209 verts[2].tex[0] = tex->Sright;
2210 verts[2].tex[1] = tex->Ttop;
2211 verts[3].x = x0;
2212 verts[3].y = y1;
2213 verts[3].z = z;
2214 verts[3].tex[0] = 0.0F;
2215 verts[3].tex[1] = tex->Ttop;
2216 }
2217
2218 /* upload new vertex data */
2219 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2220 GL_DYNAMIC_DRAW, __func__);
2221
2222 /* set given unpack params */
2223 ctx->Unpack = *unpack;
2224
2225 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2226
2227 if (_mesa_is_stencil_format(format)) {
2228 /* Drawing stencil */
2229 GLint bit;
2230
2231 if (!drawpix->StencilFP)
2232 init_draw_stencil_pixels(ctx);
2233
2234 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2235 GL_ALPHA, type, pixels);
2236
2237 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2238
2239 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2240
2241 /* set all stencil bits to 0 */
2242 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2243 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2244 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2245
2246 /* set stencil bits to 1 where needed */
2247 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2248
2249 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2250 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2251
2252 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2253 const GLuint mask = 1 << bit;
2254 if (mask & origStencilMask) {
2255 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2256 _mesa_StencilMask(mask);
2257
2258 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2259 255.0f / mask, 0.5f, 0.0f, 0.0f);
2260
2261 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2262 }
2263 }
2264 }
2265 else if (_mesa_is_depth_format(format)) {
2266 /* Drawing depth */
2267 if (!drawpix->DepthFP)
2268 init_draw_depth_pixels(ctx);
2269
2270 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2271 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2272
2273 /* polygon color = current raster color */
2274 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2275 ctx->Current.RasterColor);
2276
2277 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2278 format, type, pixels);
2279
2280 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2281 }
2282 else {
2283 /* Drawing RGBA */
2284 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2285 format, type, pixels);
2286 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2287 }
2288
2289 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2290
2291 /* restore unpack params */
2292 ctx->Unpack = unpackSave;
2293
2294 _mesa_meta_end(ctx);
2295 }
2296
2297 static GLboolean
2298 alpha_test_raster_color(struct gl_context *ctx)
2299 {
2300 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2301 GLfloat ref = ctx->Color.AlphaRef;
2302
2303 switch (ctx->Color.AlphaFunc) {
2304 case GL_NEVER:
2305 return GL_FALSE;
2306 case GL_LESS:
2307 return alpha < ref;
2308 case GL_EQUAL:
2309 return alpha == ref;
2310 case GL_LEQUAL:
2311 return alpha <= ref;
2312 case GL_GREATER:
2313 return alpha > ref;
2314 case GL_NOTEQUAL:
2315 return alpha != ref;
2316 case GL_GEQUAL:
2317 return alpha >= ref;
2318 case GL_ALWAYS:
2319 return GL_TRUE;
2320 default:
2321 assert(0);
2322 return GL_FALSE;
2323 }
2324 }
2325
2326 /**
2327 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2328 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2329 * tracker would improve performance a lot.
2330 */
2331 void
2332 _mesa_meta_Bitmap(struct gl_context *ctx,
2333 GLint x, GLint y, GLsizei width, GLsizei height,
2334 const struct gl_pixelstore_attrib *unpack,
2335 const GLubyte *bitmap1)
2336 {
2337 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2338 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2339 const GLenum texIntFormat = GL_ALPHA;
2340 const struct gl_pixelstore_attrib unpackSave = *unpack;
2341 GLubyte fg, bg;
2342 struct vertex verts[4];
2343 GLboolean newTex;
2344 GLubyte *bitmap8;
2345
2346 /*
2347 * Check if swrast fallback is needed.
2348 */
2349 if (ctx->_ImageTransferState ||
2350 ctx->FragmentProgram._Enabled ||
2351 ctx->Fog.Enabled ||
2352 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2353 width > tex->MaxSize ||
2354 height > tex->MaxSize) {
2355 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2356 return;
2357 }
2358
2359 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2360 return;
2361
2362 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2363 * but a there's a few things we need to override:
2364 */
2365 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2366 MESA_META_PIXEL_STORE |
2367 MESA_META_RASTERIZATION |
2368 MESA_META_SHADER |
2369 MESA_META_TEXTURE |
2370 MESA_META_TRANSFORM |
2371 MESA_META_CLIP |
2372 MESA_META_VERTEX |
2373 MESA_META_VIEWPORT));
2374
2375 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2376 3, 2, 4);
2377
2378 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2379
2380 /* Silence valgrind warnings about reading uninitialized stack. */
2381 memset(verts, 0, sizeof(verts));
2382
2383 /* vertex positions, texcoords, colors (after texture allocation!) */
2384 {
2385 const GLfloat x0 = (GLfloat) x;
2386 const GLfloat y0 = (GLfloat) y;
2387 const GLfloat x1 = (GLfloat) (x + width);
2388 const GLfloat y1 = (GLfloat) (y + height);
2389 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2390 GLuint i;
2391
2392 verts[0].x = x0;
2393 verts[0].y = y0;
2394 verts[0].z = z;
2395 verts[0].tex[0] = 0.0F;
2396 verts[0].tex[1] = 0.0F;
2397 verts[1].x = x1;
2398 verts[1].y = y0;
2399 verts[1].z = z;
2400 verts[1].tex[0] = tex->Sright;
2401 verts[1].tex[1] = 0.0F;
2402 verts[2].x = x1;
2403 verts[2].y = y1;
2404 verts[2].z = z;
2405 verts[2].tex[0] = tex->Sright;
2406 verts[2].tex[1] = tex->Ttop;
2407 verts[3].x = x0;
2408 verts[3].y = y1;
2409 verts[3].z = z;
2410 verts[3].tex[0] = 0.0F;
2411 verts[3].tex[1] = tex->Ttop;
2412
2413 for (i = 0; i < 4; i++) {
2414 verts[i].r = ctx->Current.RasterColor[0];
2415 verts[i].g = ctx->Current.RasterColor[1];
2416 verts[i].b = ctx->Current.RasterColor[2];
2417 verts[i].a = ctx->Current.RasterColor[3];
2418 }
2419
2420 /* upload new vertex data */
2421 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts,
2422 __func__);
2423 }
2424
2425 /* choose different foreground/background alpha values */
2426 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2427 bg = (fg > 127 ? 0 : 255);
2428
2429 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2430 if (!bitmap1) {
2431 _mesa_meta_end(ctx);
2432 return;
2433 }
2434
2435 bitmap8 = malloc(width * height);
2436 if (bitmap8) {
2437 memset(bitmap8, bg, width * height);
2438 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2439 bitmap8, width, fg);
2440
2441 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2442
2443 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2444 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2445
2446 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2447 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2448
2449 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2450
2451 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2452
2453 free(bitmap8);
2454 }
2455
2456 _mesa_unmap_pbo_source(ctx, &unpackSave);
2457
2458 _mesa_meta_end(ctx);
2459 }
2460
2461 /**
2462 * Compute the texture coordinates for the four vertices of a quad for
2463 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2464 * and width, height specify a sub-region of the 2D image.
2465 *
2466 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2467 * \param slice slice of a 1D/2D array texture or 3D texture
2468 * \param xoffset X position of sub texture
2469 * \param yoffset Y position of sub texture
2470 * \param width width of the sub texture image
2471 * \param height height of the sub texture image
2472 * \param total_width total width of the texture image
2473 * \param total_height total height of the texture image
2474 * \param total_depth total depth of the texture image
2475 * \param coords0/1/2/3 returns the computed texcoords
2476 */
2477 void
2478 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2479 GLint slice,
2480 GLint xoffset,
2481 GLint yoffset,
2482 GLint width,
2483 GLint height,
2484 GLint total_width,
2485 GLint total_height,
2486 GLint total_depth,
2487 GLfloat coords0[4],
2488 GLfloat coords1[4],
2489 GLfloat coords2[4],
2490 GLfloat coords3[4])
2491 {
2492 float st[4][2];
2493 GLuint i;
2494 const float s0 = (float) xoffset / (float) total_width;
2495 const float s1 = (float) (xoffset + width) / (float) total_width;
2496 const float t0 = (float) yoffset / (float) total_height;
2497 const float t1 = (float) (yoffset + height) / (float) total_height;
2498 GLfloat r;
2499
2500 /* setup the reference texcoords */
2501 st[0][0] = s0;
2502 st[0][1] = t0;
2503 st[1][0] = s1;
2504 st[1][1] = t0;
2505 st[2][0] = s1;
2506 st[2][1] = t1;
2507 st[3][0] = s0;
2508 st[3][1] = t1;
2509
2510 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2511 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2512
2513 /* Currently all texture targets want the W component to be 1.0.
2514 */
2515 coords0[3] = 1.0F;
2516 coords1[3] = 1.0F;
2517 coords2[3] = 1.0F;
2518 coords3[3] = 1.0F;
2519
2520 switch (faceTarget) {
2521 case GL_TEXTURE_1D:
2522 case GL_TEXTURE_2D:
2523 case GL_TEXTURE_3D:
2524 case GL_TEXTURE_2D_ARRAY:
2525 if (faceTarget == GL_TEXTURE_3D) {
2526 assert(slice < total_depth);
2527 assert(total_depth >= 1);
2528 r = (slice + 0.5f) / total_depth;
2529 }
2530 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2531 r = (float) slice;
2532 else
2533 r = 0.0F;
2534 coords0[0] = st[0][0]; /* s */
2535 coords0[1] = st[0][1]; /* t */
2536 coords0[2] = r; /* r */
2537 coords1[0] = st[1][0];
2538 coords1[1] = st[1][1];
2539 coords1[2] = r;
2540 coords2[0] = st[2][0];
2541 coords2[1] = st[2][1];
2542 coords2[2] = r;
2543 coords3[0] = st[3][0];
2544 coords3[1] = st[3][1];
2545 coords3[2] = r;
2546 break;
2547 case GL_TEXTURE_RECTANGLE_ARB:
2548 coords0[0] = (float) xoffset; /* s */
2549 coords0[1] = (float) yoffset; /* t */
2550 coords0[2] = 0.0F; /* r */
2551 coords1[0] = (float) (xoffset + width);
2552 coords1[1] = (float) yoffset;
2553 coords1[2] = 0.0F;
2554 coords2[0] = (float) (xoffset + width);
2555 coords2[1] = (float) (yoffset + height);
2556 coords2[2] = 0.0F;
2557 coords3[0] = (float) xoffset;
2558 coords3[1] = (float) (yoffset + height);
2559 coords3[2] = 0.0F;
2560 break;
2561 case GL_TEXTURE_1D_ARRAY:
2562 coords0[0] = st[0][0]; /* s */
2563 coords0[1] = (float) slice; /* t */
2564 coords0[2] = 0.0F; /* r */
2565 coords1[0] = st[1][0];
2566 coords1[1] = (float) slice;
2567 coords1[2] = 0.0F;
2568 coords2[0] = st[2][0];
2569 coords2[1] = (float) slice;
2570 coords2[2] = 0.0F;
2571 coords3[0] = st[3][0];
2572 coords3[1] = (float) slice;
2573 coords3[2] = 0.0F;
2574 break;
2575
2576 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2577 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2578 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2579 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2580 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2581 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2582 /* loop over quad verts */
2583 for (i = 0; i < 4; i++) {
2584 /* Compute sc = +/-scale and tc = +/-scale.
2585 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2586 * though that can still sometimes happen with this scale factor...
2587 */
2588 const GLfloat scale = 0.9999f;
2589 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2590 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2591 GLfloat *coord;
2592
2593 switch (i) {
2594 case 0:
2595 coord = coords0;
2596 break;
2597 case 1:
2598 coord = coords1;
2599 break;
2600 case 2:
2601 coord = coords2;
2602 break;
2603 case 3:
2604 coord = coords3;
2605 break;
2606 default:
2607 unreachable("not reached");
2608 }
2609
2610 coord[3] = (float) (slice / 6);
2611
2612 switch (faceTarget) {
2613 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2614 coord[0] = 1.0f;
2615 coord[1] = -tc;
2616 coord[2] = -sc;
2617 break;
2618 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2619 coord[0] = -1.0f;
2620 coord[1] = -tc;
2621 coord[2] = sc;
2622 break;
2623 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2624 coord[0] = sc;
2625 coord[1] = 1.0f;
2626 coord[2] = tc;
2627 break;
2628 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2629 coord[0] = sc;
2630 coord[1] = -1.0f;
2631 coord[2] = -tc;
2632 break;
2633 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2634 coord[0] = sc;
2635 coord[1] = -tc;
2636 coord[2] = 1.0f;
2637 break;
2638 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2639 coord[0] = -sc;
2640 coord[1] = -tc;
2641 coord[2] = -1.0f;
2642 break;
2643 default:
2644 assert(0);
2645 }
2646 }
2647 break;
2648 default:
2649 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2650 }
2651 }
2652
2653 static struct blit_shader *
2654 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2655 {
2656 switch(target) {
2657 case GL_TEXTURE_1D:
2658 table->sampler_1d.type = "sampler1D";
2659 table->sampler_1d.func = "texture1D";
2660 table->sampler_1d.texcoords = "texCoords.x";
2661 return &table->sampler_1d;
2662 case GL_TEXTURE_2D:
2663 table->sampler_2d.type = "sampler2D";
2664 table->sampler_2d.func = "texture2D";
2665 table->sampler_2d.texcoords = "texCoords.xy";
2666 return &table->sampler_2d;
2667 case GL_TEXTURE_RECTANGLE:
2668 table->sampler_rect.type = "sampler2DRect";
2669 table->sampler_rect.func = "texture2DRect";
2670 table->sampler_rect.texcoords = "texCoords.xy";
2671 return &table->sampler_rect;
2672 case GL_TEXTURE_3D:
2673 /* Code for mipmap generation with 3D textures is not used yet.
2674 * It's a sw fallback.
2675 */
2676 table->sampler_3d.type = "sampler3D";
2677 table->sampler_3d.func = "texture3D";
2678 table->sampler_3d.texcoords = "texCoords.xyz";
2679 return &table->sampler_3d;
2680 case GL_TEXTURE_CUBE_MAP:
2681 table->sampler_cubemap.type = "samplerCube";
2682 table->sampler_cubemap.func = "textureCube";
2683 table->sampler_cubemap.texcoords = "texCoords.xyz";
2684 return &table->sampler_cubemap;
2685 case GL_TEXTURE_1D_ARRAY:
2686 table->sampler_1d_array.type = "sampler1DArray";
2687 table->sampler_1d_array.func = "texture1DArray";
2688 table->sampler_1d_array.texcoords = "texCoords.xy";
2689 return &table->sampler_1d_array;
2690 case GL_TEXTURE_2D_ARRAY:
2691 table->sampler_2d_array.type = "sampler2DArray";
2692 table->sampler_2d_array.func = "texture2DArray";
2693 table->sampler_2d_array.texcoords = "texCoords.xyz";
2694 return &table->sampler_2d_array;
2695 case GL_TEXTURE_CUBE_MAP_ARRAY:
2696 table->sampler_cubemap_array.type = "samplerCubeArray";
2697 table->sampler_cubemap_array.func = "textureCubeArray";
2698 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2699 return &table->sampler_cubemap_array;
2700 default:
2701 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2702 " setup_texture_sampler()\n", target);
2703 return NULL;
2704 }
2705 }
2706
2707 void
2708 _mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx,
2709 struct blit_shader_table *table)
2710 {
2711 _mesa_reference_shader_program(ctx, &table->sampler_1d.shader_prog, NULL);
2712 _mesa_reference_shader_program(ctx, &table->sampler_2d.shader_prog, NULL);
2713 _mesa_reference_shader_program(ctx, &table->sampler_3d.shader_prog, NULL);
2714 _mesa_reference_shader_program(ctx, &table->sampler_rect.shader_prog, NULL);
2715 _mesa_reference_shader_program(ctx, &table->sampler_cubemap.shader_prog, NULL);
2716 _mesa_reference_shader_program(ctx, &table->sampler_1d_array.shader_prog, NULL);
2717 _mesa_reference_shader_program(ctx, &table->sampler_2d_array.shader_prog, NULL);
2718 _mesa_reference_shader_program(ctx, &table->sampler_cubemap_array.shader_prog, NULL);
2719 }
2720
2721 /**
2722 * Determine the GL data type to use for the temporary image read with
2723 * ReadPixels() and passed to Tex[Sub]Image().
2724 */
2725 static GLenum
2726 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2727 {
2728 const GLenum baseFormat = _mesa_get_format_base_format(format);
2729 const GLenum datatype = _mesa_get_format_datatype(format);
2730 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2731
2732 switch (baseFormat) {
2733 case GL_RGBA:
2734 case GL_RGB:
2735 case GL_RG:
2736 case GL_RED:
2737 case GL_ALPHA:
2738 case GL_LUMINANCE:
2739 case GL_LUMINANCE_ALPHA:
2740 case GL_INTENSITY:
2741 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2742 return datatype;
2743 } else if (format_red_bits <= 8) {
2744 return GL_UNSIGNED_BYTE;
2745 } else if (format_red_bits <= 16) {
2746 return GL_UNSIGNED_SHORT;
2747 }
2748 return GL_FLOAT;
2749 case GL_DEPTH_COMPONENT:
2750 if (datatype == GL_FLOAT)
2751 return GL_FLOAT;
2752 else
2753 return GL_UNSIGNED_INT;
2754 case GL_DEPTH_STENCIL:
2755 if (datatype == GL_FLOAT)
2756 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2757 else
2758 return GL_UNSIGNED_INT_24_8;
2759 default:
2760 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2761 baseFormat);
2762 return 0;
2763 }
2764 }
2765
2766 /**
2767 * Attempts to wrap the destination texture in an FBO and use
2768 * glBlitFramebuffer() to implement glCopyTexSubImage().
2769 */
2770 static bool
2771 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2772 struct gl_texture_image *texImage,
2773 GLint xoffset,
2774 GLint yoffset,
2775 GLint zoffset,
2776 struct gl_renderbuffer *rb,
2777 GLint x, GLint y,
2778 GLsizei width, GLsizei height)
2779 {
2780 struct gl_framebuffer *drawFb;
2781 bool success = false;
2782 GLbitfield mask;
2783 GLenum status;
2784
2785 if (!ctx->Extensions.ARB_framebuffer_object)
2786 return false;
2787
2788 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
2789 if (drawFb == NULL)
2790 return false;
2791
2792 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2793 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
2794
2795 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2796 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2797 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2798 GL_DEPTH_ATTACHMENT,
2799 texImage, zoffset);
2800 mask = GL_DEPTH_BUFFER_BIT;
2801
2802 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2803 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2804 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2805 GL_STENCIL_ATTACHMENT,
2806 texImage, zoffset);
2807 mask |= GL_STENCIL_BUFFER_BIT;
2808 }
2809 _mesa_DrawBuffer(GL_NONE);
2810 } else {
2811 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2812 GL_COLOR_ATTACHMENT0,
2813 texImage, zoffset);
2814 mask = GL_COLOR_BUFFER_BIT;
2815 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2816 }
2817
2818 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
2819 if (status != GL_FRAMEBUFFER_COMPLETE)
2820 goto out;
2821
2822 ctx->Meta->Blit.no_ctsi_fallback = true;
2823
2824 /* Since we've bound a new draw framebuffer, we need to update
2825 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2826 * be correct.
2827 */
2828 _mesa_update_state(ctx);
2829
2830 /* We skip the core BlitFramebuffer checks for format consistency, which
2831 * are too strict for CopyTexImage. We know meta will be fine with format
2832 * changes.
2833 */
2834 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2835 x, y,
2836 x + width, y + height,
2837 xoffset, yoffset,
2838 xoffset + width, yoffset + height,
2839 mask, GL_NEAREST);
2840 ctx->Meta->Blit.no_ctsi_fallback = false;
2841 success = mask == 0x0;
2842
2843 out:
2844 _mesa_reference_framebuffer(&drawFb, NULL);
2845 _mesa_meta_end(ctx);
2846 return success;
2847 }
2848
2849 /**
2850 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2851 * Have to be careful with locking and meta state for pixel transfer.
2852 */
2853 void
2854 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2855 struct gl_texture_image *texImage,
2856 GLint xoffset, GLint yoffset, GLint zoffset,
2857 struct gl_renderbuffer *rb,
2858 GLint x, GLint y,
2859 GLsizei width, GLsizei height)
2860 {
2861 GLenum format, type;
2862 GLint bpp;
2863 void *buf;
2864
2865 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2866 texImage,
2867 xoffset, yoffset, zoffset,
2868 rb,
2869 x, y,
2870 width, height)) {
2871 return;
2872 }
2873
2874 /* Choose format/type for temporary image buffer */
2875 format = _mesa_get_format_base_format(texImage->TexFormat);
2876 if (format == GL_LUMINANCE ||
2877 format == GL_LUMINANCE_ALPHA ||
2878 format == GL_INTENSITY) {
2879 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2880 * temp image buffer because glReadPixels will do L=R+G+B which is
2881 * not what we want (should be L=R).
2882 */
2883 format = GL_RGBA;
2884 }
2885
2886 type = get_temp_image_type(ctx, texImage->TexFormat);
2887 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2888 format = _mesa_base_format_to_integer_format(format);
2889 }
2890 bpp = _mesa_bytes_per_pixel(format, type);
2891 if (bpp <= 0) {
2892 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2893 return;
2894 }
2895
2896 /*
2897 * Alloc image buffer (XXX could use a PBO)
2898 */
2899 buf = malloc(width * height * bpp);
2900 if (!buf) {
2901 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2902 return;
2903 }
2904
2905 /*
2906 * Read image from framebuffer (disable pixel transfer ops)
2907 */
2908 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2909 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2910 format, type, &ctx->Pack, buf);
2911 _mesa_meta_end(ctx);
2912
2913 _mesa_update_state(ctx); /* to update pixel transfer state */
2914
2915 /*
2916 * Store texture data (with pixel transfer ops)
2917 */
2918 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2919
2920 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2921 assert(yoffset == 0);
2922 ctx->Driver.TexSubImage(ctx, dims, texImage,
2923 xoffset, zoffset, 0, width, 1, 1,
2924 format, type, buf, &ctx->Unpack);
2925 } else {
2926 ctx->Driver.TexSubImage(ctx, dims, texImage,
2927 xoffset, yoffset, zoffset, width, height, 1,
2928 format, type, buf, &ctx->Unpack);
2929 }
2930
2931 _mesa_meta_end(ctx);
2932
2933 free(buf);
2934 }
2935
2936 static void
2937 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2938 {
2939 if (decompress_fbo->fb != NULL) {
2940 _mesa_reference_framebuffer(&decompress_fbo->fb, NULL);
2941 _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL);
2942 }
2943
2944 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2945 }
2946
2947 static void
2948 meta_decompress_cleanup(struct gl_context *ctx,
2949 struct decompress_state *decompress)
2950 {
2951 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2952 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2953
2954 if (decompress->VAO != 0) {
2955 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2956 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2957 }
2958
2959 _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
2960
2961 memset(decompress, 0, sizeof(*decompress));
2962 }
2963
2964 /**
2965 * Decompress a texture image by drawing a quad with the compressed
2966 * texture and reading the pixels out of the color buffer.
2967 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2968 * \param destFormat format, ala glReadPixels
2969 * \param destType type, ala glReadPixels
2970 * \param dest destination buffer
2971 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2972 */
2973 static bool
2974 decompress_texture_image(struct gl_context *ctx,
2975 struct gl_texture_image *texImage,
2976 GLuint slice,
2977 GLint xoffset, GLint yoffset,
2978 GLsizei width, GLsizei height,
2979 GLenum destFormat, GLenum destType,
2980 GLvoid *dest)
2981 {
2982 struct decompress_state *decompress = &ctx->Meta->Decompress;
2983 struct decompress_fbo_state *decompress_fbo;
2984 struct gl_texture_object *texObj = texImage->TexObject;
2985 const GLenum target = texObj->Target;
2986 GLenum rbFormat;
2987 GLenum faceTarget;
2988 struct vertex verts[4];
2989 struct gl_sampler_object *samp_obj_save = NULL;
2990 GLenum status;
2991 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
2992 ctx->Extensions.ARB_fragment_shader;
2993
2994 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
2995 case GL_FLOAT:
2996 decompress_fbo = &decompress->floatFBO;
2997 rbFormat = GL_RGBA32F;
2998 break;
2999 case GL_UNSIGNED_NORMALIZED:
3000 decompress_fbo = &decompress->byteFBO;
3001 rbFormat = GL_RGBA;
3002 break;
3003 default:
3004 return false;
3005 }
3006
3007 if (slice > 0) {
3008 assert(target == GL_TEXTURE_3D ||
3009 target == GL_TEXTURE_2D_ARRAY ||
3010 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3011 }
3012
3013 switch (target) {
3014 case GL_TEXTURE_1D:
3015 case GL_TEXTURE_1D_ARRAY:
3016 assert(!"No compressed 1D textures.");
3017 return false;
3018
3019 case GL_TEXTURE_CUBE_MAP_ARRAY:
3020 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3021 break;
3022
3023 case GL_TEXTURE_CUBE_MAP:
3024 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3025 break;
3026
3027 default:
3028 faceTarget = target;
3029 break;
3030 }
3031
3032 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3033 MESA_META_DRAW_BUFFERS));
3034 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3035
3036 _mesa_reference_sampler_object(ctx, &samp_obj_save,
3037 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
3038
3039 /* Create/bind FBO/renderbuffer */
3040 if (decompress_fbo->fb == NULL) {
3041 decompress_fbo->rb = ctx->Driver.NewRenderbuffer(ctx, 0xDEADBEEF);
3042 if (decompress_fbo->rb == NULL) {
3043 _mesa_meta_end(ctx);
3044 return false;
3045 }
3046
3047 decompress_fbo->rb->RefCount = 1;
3048
3049 decompress_fbo->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3050 if (decompress_fbo->fb == NULL) {
3051 _mesa_meta_end(ctx);
3052 return false;
3053 }
3054
3055 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3056 _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
3057 decompress_fbo->rb);
3058 }
3059 else {
3060 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3061 }
3062
3063 /* alloc dest surface */
3064 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3065 _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
3066 width, height, 0);
3067 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
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(ctx, &decompress->VAO,
3081 &decompress->buf_obj, true,
3082 2, 4, 0);
3083
3084 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3085 } else {
3086 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3087 &decompress->buf_obj, 3);
3088 }
3089
3090 if (decompress->samp_obj == NULL) {
3091 decompress->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
3092 if (decompress->samp_obj == NULL) {
3093 _mesa_meta_end(ctx);
3094
3095 /* This is a bit lazy. Flag out of memory, and then don't bother to
3096 * clean up. Once out of memory is flagged, the only realistic next
3097 * move is to destroy the context. That will trigger all the right
3098 * clean up.
3099 *
3100 * Returning true prevents other GetTexImage methods from attempting
3101 * anything since they will likely fail too.
3102 */
3103 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
3104 return true;
3105 }
3106
3107 /* nearest filtering */
3108 _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
3109
3110 /* We don't want to encode or decode sRGB values; treat them as linear. */
3111 _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT);
3112 }
3113
3114 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
3115
3116 /* Silence valgrind warnings about reading uninitialized stack. */
3117 memset(verts, 0, sizeof(verts));
3118
3119 _mesa_meta_setup_texture_coords(faceTarget, slice,
3120 xoffset, yoffset, width, height,
3121 texImage->Width, texImage->Height,
3122 texImage->Depth,
3123 verts[0].tex,
3124 verts[1].tex,
3125 verts[2].tex,
3126 verts[3].tex);
3127
3128 /* setup vertex positions */
3129 verts[0].x = -1.0F;
3130 verts[0].y = -1.0F;
3131 verts[1].x = 1.0F;
3132 verts[1].y = -1.0F;
3133 verts[2].x = 1.0F;
3134 verts[2].y = 1.0F;
3135 verts[3].x = -1.0F;
3136 verts[3].y = 1.0F;
3137
3138 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3139
3140 /* upload new vertex data */
3141 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts,
3142 __func__);
3143
3144 /* setup texture state */
3145 _mesa_BindTexture(target, texObj->Name);
3146
3147 if (!use_glsl_version)
3148 _mesa_set_enable(ctx, target, GL_TRUE);
3149
3150 {
3151 /* save texture object state */
3152 const GLint baseLevelSave = texObj->BaseLevel;
3153 const GLint maxLevelSave = texObj->MaxLevel;
3154
3155 /* restrict sampling to the texture level of interest */
3156 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3157 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3158 (GLint *) &texImage->Level, false);
3159 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3160 (GLint *) &texImage->Level, false);
3161 }
3162
3163 /* render quad w/ texture into renderbuffer */
3164 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3165
3166 /* Restore texture object state, the texture binding will
3167 * be restored by _mesa_meta_end().
3168 */
3169 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3170 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3171 &baseLevelSave, false);
3172 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3173 &maxLevelSave, false);
3174 }
3175
3176 }
3177
3178 /* read pixels from renderbuffer */
3179 {
3180 GLenum baseTexFormat = texImage->_BaseFormat;
3181 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3182
3183 /* The pixel transfer state will be set to default values at this point
3184 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3185 * turned off (as required by glGetTexImage) but we need to handle some
3186 * special cases. In particular, single-channel texture values are
3187 * returned as red and two-channel texture values are returned as
3188 * red/alpha.
3189 */
3190 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3191 destBaseFormat) ||
3192 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3193 * luminance then we need to return L=tex(R).
3194 */
3195 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3196 destBaseFormat)) {
3197 /* Green and blue must be zero */
3198 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3199 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3200 }
3201
3202 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3203 }
3204
3205 /* disable texture unit */
3206 if (!use_glsl_version)
3207 _mesa_set_enable(ctx, target, GL_FALSE);
3208
3209 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
3210 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
3211
3212 _mesa_meta_end(ctx);
3213
3214 return true;
3215 }
3216
3217
3218 /**
3219 * This is just a wrapper around _mesa_get_tex_image() and
3220 * decompress_texture_image(). Meta functions should not be directly called
3221 * from core Mesa.
3222 */
3223 void
3224 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3225 GLint xoffset, GLint yoffset, GLint zoffset,
3226 GLsizei width, GLsizei height, GLsizei depth,
3227 GLenum format, GLenum type, GLvoid *pixels,
3228 struct gl_texture_image *texImage)
3229 {
3230 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3231 GLuint slice;
3232 bool result = true;
3233
3234 for (slice = 0; slice < depth; slice++) {
3235 void *dst;
3236 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
3237 *
3238 * "For three-dimensional, two-dimensional array, cube map array,
3239 * and cube map textures pixel storage operations are applied as
3240 * if the image were two-dimensional, except that the additional
3241 * pixel storage state values PACK_IMAGE_HEIGHT and
3242 * PACK_SKIP_IMAGES are applied. The correspondence of texels to
3243 * memory locations is as defined for TexImage3D in section 8.5."
3244 */
3245 switch (texImage->TexObject->Target) {
3246 case GL_TEXTURE_3D:
3247 case GL_TEXTURE_2D_ARRAY:
3248 case GL_TEXTURE_CUBE_MAP:
3249 case GL_TEXTURE_CUBE_MAP_ARRAY: {
3250 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3251 * in the decompress_texture_image() function's call to
3252 * glReadPixels but we need to compute the dest slice's address
3253 * here (according to SkipImages and ImageHeight).
3254 */
3255 struct gl_pixelstore_attrib packing = ctx->Pack;
3256 packing.SkipPixels = 0;
3257 packing.SkipRows = 0;
3258 dst = _mesa_image_address3d(&packing, pixels, width, height,
3259 format, type, slice, 0, 0);
3260 break;
3261 }
3262 default:
3263 dst = pixels;
3264 break;
3265 }
3266 result = decompress_texture_image(ctx, texImage, slice,
3267 xoffset, yoffset, width, height,
3268 format, type, dst);
3269 if (!result)
3270 break;
3271 }
3272
3273 if (result)
3274 return;
3275 }
3276
3277 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3278 width, height, depth, format, type, pixels, texImage);
3279 }
3280
3281
3282 /**
3283 * Meta implementation of ctx->Driver.DrawTex() in terms
3284 * of polygon rendering.
3285 */
3286 void
3287 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3288 GLfloat width, GLfloat height)
3289 {
3290 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3291 struct vertex {
3292 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3293 };
3294 struct vertex verts[4];
3295 GLuint i;
3296
3297 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3298 MESA_META_SHADER |
3299 MESA_META_TRANSFORM |
3300 MESA_META_VERTEX |
3301 MESA_META_VIEWPORT));
3302
3303 if (drawtex->VAO == 0) {
3304 /* one-time setup */
3305 struct gl_vertex_array_object *array_obj;
3306
3307 /* create vertex array object */
3308 _mesa_GenVertexArrays(1, &drawtex->VAO);
3309 _mesa_BindVertexArray(drawtex->VAO);
3310
3311 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3312 assert(array_obj != NULL);
3313
3314 /* create vertex array buffer */
3315 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3316 if (drawtex->buf_obj == NULL)
3317 return;
3318
3319 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3320 GL_DYNAMIC_DRAW, __func__);
3321
3322 /* setup vertex arrays */
3323 FLUSH_VERTICES(ctx, 0);
3324 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3325 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3326 GL_FALSE, GL_FALSE,
3327 offsetof(struct vertex, x));
3328 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3329 drawtex->buf_obj, 0, sizeof(struct vertex));
3330 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
3331
3332
3333 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3334 FLUSH_VERTICES(ctx, 0);
3335 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3336 2, GL_FLOAT, GL_RGBA, GL_FALSE,
3337 GL_FALSE, GL_FALSE,
3338 offsetof(struct vertex, st[i]));
3339 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3340 drawtex->buf_obj, 0, sizeof(struct vertex));
3341 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
3342 }
3343 }
3344 else {
3345 _mesa_BindVertexArray(drawtex->VAO);
3346 }
3347
3348 /* vertex positions, texcoords */
3349 {
3350 const GLfloat x1 = x + width;
3351 const GLfloat y1 = y + height;
3352
3353 z = CLAMP(z, 0.0f, 1.0f);
3354 z = invert_z(z);
3355
3356 verts[0].x = x;
3357 verts[0].y = y;
3358 verts[0].z = z;
3359
3360 verts[1].x = x1;
3361 verts[1].y = y;
3362 verts[1].z = z;
3363
3364 verts[2].x = x1;
3365 verts[2].y = y1;
3366 verts[2].z = z;
3367
3368 verts[3].x = x;
3369 verts[3].y = y1;
3370 verts[3].z = z;
3371
3372 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3373 const struct gl_texture_object *texObj;
3374 const struct gl_texture_image *texImage;
3375 GLfloat s, t, s1, t1;
3376 GLuint tw, th;
3377
3378 if (!ctx->Texture.Unit[i]._Current) {
3379 GLuint j;
3380 for (j = 0; j < 4; j++) {
3381 verts[j].st[i][0] = 0.0f;
3382 verts[j].st[i][1] = 0.0f;
3383 }
3384 continue;
3385 }
3386
3387 texObj = ctx->Texture.Unit[i]._Current;
3388 texImage = texObj->Image[0][texObj->BaseLevel];
3389 tw = texImage->Width2;
3390 th = texImage->Height2;
3391
3392 s = (GLfloat) texObj->CropRect[0] / tw;
3393 t = (GLfloat) texObj->CropRect[1] / th;
3394 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3395 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3396
3397 verts[0].st[i][0] = s;
3398 verts[0].st[i][1] = t;
3399
3400 verts[1].st[i][0] = s1;
3401 verts[1].st[i][1] = t;
3402
3403 verts[2].st[i][0] = s1;
3404 verts[2].st[i][1] = t1;
3405
3406 verts[3].st[i][0] = s;
3407 verts[3].st[i][1] = t1;
3408 }
3409
3410 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts,
3411 __func__);
3412 }
3413
3414 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3415
3416 _mesa_meta_end(ctx);
3417 }
3418
3419 static bool
3420 cleartexsubimage_color(struct gl_context *ctx,
3421 struct gl_texture_image *texImage,
3422 const GLvoid *clearValue,
3423 GLint zoffset)
3424 {
3425 mesa_format format;
3426 union gl_color_union colorValue;
3427 GLenum datatype;
3428 GLenum status;
3429
3430 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3431 GL_COLOR_ATTACHMENT0,
3432 texImage, zoffset);
3433
3434 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3435 if (status != GL_FRAMEBUFFER_COMPLETE)
3436 return false;
3437
3438 /* We don't want to apply an sRGB conversion so override the format */
3439 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3440 datatype = _mesa_get_format_datatype(format);
3441
3442 switch (datatype) {
3443 case GL_UNSIGNED_INT:
3444 case GL_INT:
3445 if (clearValue)
3446 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3447 (GLuint (*)[4]) colorValue.ui);
3448 else
3449 memset(&colorValue, 0, sizeof colorValue);
3450 if (datatype == GL_INT)
3451 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3452 else
3453 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3454 break;
3455 default:
3456 if (clearValue)
3457 _mesa_unpack_rgba_row(format, 1, clearValue,
3458 (GLfloat (*)[4]) colorValue.f);
3459 else
3460 memset(&colorValue, 0, sizeof colorValue);
3461 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3462 break;
3463 }
3464
3465 return true;
3466 }
3467
3468 static bool
3469 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3470 struct gl_texture_image *texImage,
3471 const GLvoid *clearValue,
3472 GLint zoffset)
3473 {
3474 GLint stencilValue;
3475 GLfloat depthValue;
3476 GLenum status;
3477
3478 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3479 GL_DEPTH_ATTACHMENT,
3480 texImage, zoffset);
3481
3482 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3483 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3484 GL_STENCIL_ATTACHMENT,
3485 texImage, zoffset);
3486
3487 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3488 if (status != GL_FRAMEBUFFER_COMPLETE)
3489 return false;
3490
3491 if (clearValue) {
3492 GLuint depthStencilValue[2];
3493
3494 /* Convert the clearValue from whatever format it's in to a floating
3495 * point value for the depth and an integer value for the stencil index
3496 */
3497 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3498 1, /* n */
3499 clearValue,
3500 depthStencilValue);
3501 /* We need a memcpy here instead of a cast because we need to
3502 * reinterpret the bytes as a float rather than converting it
3503 */
3504 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3505 stencilValue = depthStencilValue[1] & 0xff;
3506 } else {
3507 depthValue = 0.0f;
3508 stencilValue = 0;
3509 }
3510
3511 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3512 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3513 else
3514 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3515
3516 return true;
3517 }
3518
3519 static bool
3520 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3521 struct gl_texture_image *texImage,
3522 GLint zoffset,
3523 const GLvoid *clearValue)
3524 {
3525 struct gl_framebuffer *drawFb;
3526 bool success;
3527
3528 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3529 if (drawFb == NULL)
3530 return false;
3531
3532 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
3533
3534 switch(texImage->_BaseFormat) {
3535 case GL_DEPTH_STENCIL:
3536 case GL_DEPTH_COMPONENT:
3537 success = cleartexsubimage_depth_stencil(ctx, texImage,
3538 clearValue, zoffset);
3539 break;
3540 default:
3541 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3542 break;
3543 }
3544
3545 _mesa_reference_framebuffer(&drawFb, NULL);
3546
3547 return success;
3548 }
3549
3550 static bool
3551 cleartexsubimage_using_fbo(struct gl_context *ctx,
3552 struct gl_texture_image *texImage,
3553 GLint xoffset, GLint yoffset, GLint zoffset,
3554 GLsizei width, GLsizei height, GLsizei depth,
3555 const GLvoid *clearValue)
3556 {
3557 bool success = true;
3558 GLint z;
3559
3560 _mesa_meta_begin(ctx,
3561 MESA_META_SCISSOR |
3562 MESA_META_COLOR_MASK |
3563 MESA_META_DITHER |
3564 MESA_META_FRAMEBUFFER_SRGB);
3565
3566 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3567 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3568
3569 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3570 _mesa_Scissor(xoffset, yoffset, width, height);
3571
3572 for (z = zoffset; z < zoffset + depth; z++) {
3573 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3574 success = false;
3575 break;
3576 }
3577 }
3578
3579 _mesa_meta_end(ctx);
3580
3581 return success;
3582 }
3583
3584 extern void
3585 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3586 struct gl_texture_image *texImage,
3587 GLint xoffset, GLint yoffset, GLint zoffset,
3588 GLsizei width, GLsizei height, GLsizei depth,
3589 const GLvoid *clearValue)
3590 {
3591 bool res;
3592
3593 res = cleartexsubimage_using_fbo(ctx, texImage,
3594 xoffset, yoffset, zoffset,
3595 width, height, depth,
3596 clearValue);
3597
3598 if (res)
3599 return;
3600
3601 _mesa_warning(ctx,
3602 "Falling back to mapping the texture in "
3603 "glClearTexSubImage\n");
3604
3605 _mesa_store_cleartexsubimage(ctx, texImage,
3606 xoffset, yoffset, zoffset,
3607 width, height, depth,
3608 clearValue);
3609 }