meta: Only clear the requested color buffers.
[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/colortab.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/glformats.h"
51 #include "main/image.h"
52 #include "main/macros.h"
53 #include "main/matrix.h"
54 #include "main/mipmap.h"
55 #include "main/multisample.h"
56 #include "main/objectlabel.h"
57 #include "main/pipelineobj.h"
58 #include "main/pixel.h"
59 #include "main/pbo.h"
60 #include "main/polygon.h"
61 #include "main/queryobj.h"
62 #include "main/readpix.h"
63 #include "main/scissor.h"
64 #include "main/shaderapi.h"
65 #include "main/shaderobj.h"
66 #include "main/state.h"
67 #include "main/stencil.h"
68 #include "main/texobj.h"
69 #include "main/texenv.h"
70 #include "main/texgetimage.h"
71 #include "main/teximage.h"
72 #include "main/texparam.h"
73 #include "main/texstate.h"
74 #include "main/transformfeedback.h"
75 #include "main/uniforms.h"
76 #include "main/varray.h"
77 #include "main/viewport.h"
78 #include "main/samplerobj.h"
79 #include "program/program.h"
80 #include "swrast/swrast.h"
81 #include "drivers/common/meta.h"
82 #include "main/enums.h"
83 #include "main/glformats.h"
84 #include "../glsl/ralloc.h"
85
86 /** Return offset in bytes of the field within a vertex struct */
87 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
88
89 static void
90 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
91
92 static struct blit_shader *
93 choose_blit_shader(GLenum target, struct blit_shader_table *table);
94
95 static void cleanup_temp_texture(struct temp_texture *tex);
96 static void meta_glsl_clear_cleanup(struct clear_state *clear);
97 static void meta_decompress_cleanup(struct decompress_state *decompress);
98 static void meta_drawpix_cleanup(struct drawpix_state *drawpix);
99
100 void
101 _mesa_meta_bind_fbo_image(GLenum attachment,
102 struct gl_texture_image *texImage, GLuint layer)
103 {
104 struct gl_texture_object *texObj = texImage->TexObject;
105 int level = texImage->Level;
106 GLenum target = texObj->Target;
107
108 switch (target) {
109 case GL_TEXTURE_1D:
110 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER,
111 attachment,
112 target,
113 texObj->Name,
114 level);
115 break;
116 case GL_TEXTURE_1D_ARRAY:
117 case GL_TEXTURE_2D_ARRAY:
118 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
119 case GL_TEXTURE_CUBE_MAP_ARRAY:
120 case GL_TEXTURE_3D:
121 _mesa_FramebufferTextureLayer(GL_FRAMEBUFFER,
122 attachment,
123 texObj->Name,
124 level,
125 layer);
126 break;
127 default: /* 2D / cube */
128 if (target == GL_TEXTURE_CUBE_MAP)
129 target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
130
131 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER,
132 attachment,
133 target,
134 texObj->Name,
135 level);
136 }
137 }
138
139 GLuint
140 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
141 const GLcharARB *source)
142 {
143 GLuint shader;
144 GLint ok, size;
145 GLchar *info;
146
147 shader = _mesa_CreateShader(target);
148 _mesa_ShaderSource(shader, 1, &source, NULL);
149 _mesa_CompileShader(shader);
150
151 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
152 if (ok)
153 return shader;
154
155 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
156 if (size == 0) {
157 _mesa_DeleteShader(shader);
158 return 0;
159 }
160
161 info = malloc(size);
162 if (!info) {
163 _mesa_DeleteShader(shader);
164 return 0;
165 }
166
167 _mesa_GetShaderInfoLog(shader, size, NULL, info);
168 _mesa_problem(ctx,
169 "meta program compile failed:\n%s\n"
170 "source:\n%s\n",
171 info, source);
172
173 free(info);
174 _mesa_DeleteShader(shader);
175
176 return 0;
177 }
178
179 GLuint
180 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
181 {
182 GLint ok, size;
183 GLchar *info;
184
185 _mesa_LinkProgram(program);
186
187 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
188 if (ok)
189 return program;
190
191 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
192 if (size == 0)
193 return 0;
194
195 info = malloc(size);
196 if (!info)
197 return 0;
198
199 _mesa_GetProgramInfoLog(program, size, NULL, info);
200 _mesa_problem(ctx, "meta program link failed:\n%s", info);
201
202 free(info);
203
204 return 0;
205 }
206
207 /**
208 * Generate a generic shader to blit from a texture to a framebuffer
209 *
210 * \param ctx Current GL context
211 * \param texTarget Texture target that will be the source of the blit
212 *
213 * \returns a handle to a shader program on success or zero on failure.
214 */
215 void
216 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
217 GLenum target,
218 struct blit_shader_table *table)
219 {
220 const char *vs_source;
221 char *fs_source;
222 GLuint vs, fs;
223 void *const mem_ctx = ralloc_context(NULL);
224 struct blit_shader *shader = choose_blit_shader(target, table);
225 char *name;
226
227 assert(shader != NULL);
228
229 if (shader->shader_prog != 0) {
230 _mesa_UseProgram(shader->shader_prog);
231 return;
232 }
233
234 if (ctx->Const.GLSLVersion < 130) {
235 vs_source =
236 "attribute vec2 position;\n"
237 "attribute vec4 textureCoords;\n"
238 "varying vec4 texCoords;\n"
239 "void main()\n"
240 "{\n"
241 " texCoords = textureCoords;\n"
242 " gl_Position = vec4(position, 0.0, 1.0);\n"
243 "}\n";
244
245 fs_source = ralloc_asprintf(mem_ctx,
246 "#extension GL_EXT_texture_array : enable\n"
247 "#extension GL_ARB_texture_cube_map_array: enable\n"
248 "uniform %s texSampler;\n"
249 "varying vec4 texCoords;\n"
250 "void main()\n"
251 "{\n"
252 " gl_FragColor = %s(texSampler, %s);\n"
253 " gl_FragDepth = gl_FragColor.x;\n"
254 "}\n",
255 shader->type,
256 shader->func, shader->texcoords);
257 }
258 else {
259 vs_source = ralloc_asprintf(mem_ctx,
260 "#version 130\n"
261 "in vec2 position;\n"
262 "in vec4 textureCoords;\n"
263 "out vec4 texCoords;\n"
264 "void main()\n"
265 "{\n"
266 " texCoords = textureCoords;\n"
267 " gl_Position = vec4(position, 0.0, 1.0);\n"
268 "}\n");
269 fs_source = ralloc_asprintf(mem_ctx,
270 "#version 130\n"
271 "#extension GL_ARB_texture_cube_map_array: enable\n"
272 "uniform %s texSampler;\n"
273 "in vec4 texCoords;\n"
274 "out vec4 out_color;\n"
275 "\n"
276 "void main()\n"
277 "{\n"
278 " out_color = texture(texSampler, %s);\n"
279 " gl_FragDepth = out_color.x;\n"
280 "}\n",
281 shader->type,
282 shader->texcoords);
283 }
284
285 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
286 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
287
288 shader->shader_prog = _mesa_CreateProgram();
289 _mesa_AttachShader(shader->shader_prog, fs);
290 _mesa_DeleteShader(fs);
291 _mesa_AttachShader(shader->shader_prog, vs);
292 _mesa_DeleteShader(vs);
293 _mesa_BindAttribLocation(shader->shader_prog, 0, "position");
294 _mesa_BindAttribLocation(shader->shader_prog, 1, "texcoords");
295 _mesa_meta_link_program_with_debug(ctx, shader->shader_prog);
296 name = ralloc_asprintf(mem_ctx, "%s blit", shader->type);
297 _mesa_ObjectLabel(GL_PROGRAM, shader->shader_prog, -1, name);
298 ralloc_free(mem_ctx);
299
300 _mesa_UseProgram(shader->shader_prog);
301 }
302
303 /**
304 * Configure vertex buffer and vertex array objects for tests
305 *
306 * Regardless of whether a new VAO and new VBO are created, the objects
307 * referenced by \c VAO and \c VBO will be bound into the GL state vector
308 * when this function terminates.
309 *
310 * \param VAO Storage for vertex array object handle. If 0, a new VAO
311 * will be created.
312 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
313 * will be created. The new VBO will have storage for 4
314 * \c vertex structures.
315 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
316 * or should traditional, fixed-function color and texture
317 * coordinate be used?
318 * \param vertex_size Number of components for attribute 0 / vertex.
319 * \param texcoord_size Number of components for attribute 1 / texture
320 * coordinate. If this is 0, attribute 1 will not be set or
321 * enabled.
322 * \param color_size Number of components for attribute 1 / primary color.
323 * If this is 0, attribute 1 will not be set or enabled.
324 *
325 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
326 * Use \c texcoord_size instead.
327 */
328 void
329 _mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
330 bool use_generic_attributes,
331 unsigned vertex_size, unsigned texcoord_size,
332 unsigned color_size)
333 {
334 if (*VAO == 0) {
335 assert(*VBO == 0);
336
337 /* create vertex array object */
338 _mesa_GenVertexArrays(1, VAO);
339 _mesa_BindVertexArray(*VAO);
340
341 /* create vertex array buffer */
342 _mesa_GenBuffers(1, VBO);
343 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
344 _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL,
345 GL_DYNAMIC_DRAW);
346
347 /* setup vertex arrays */
348 if (use_generic_attributes) {
349 assert(color_size == 0);
350
351 _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
352 sizeof(struct vertex), OFFSET(x));
353 _mesa_EnableVertexAttribArray(0);
354
355 if (texcoord_size > 0) {
356 _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE,
357 sizeof(struct vertex), OFFSET(tex));
358 _mesa_EnableVertexAttribArray(1);
359 }
360 } else {
361 _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
362 OFFSET(x));
363 _mesa_EnableClientState(GL_VERTEX_ARRAY);
364
365 if (texcoord_size > 0) {
366 _mesa_TexCoordPointer(texcoord_size, GL_FLOAT,
367 sizeof(struct vertex), OFFSET(tex));
368 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
369 }
370
371 if (color_size > 0) {
372 _mesa_ColorPointer(color_size, GL_FLOAT,
373 sizeof(struct vertex), OFFSET(r));
374 _mesa_EnableClientState(GL_COLOR_ARRAY);
375 }
376 }
377 } else {
378 _mesa_BindVertexArray(*VAO);
379 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
380 }
381 }
382
383 /**
384 * Initialize meta-ops for a context.
385 * To be called once during context creation.
386 */
387 void
388 _mesa_meta_init(struct gl_context *ctx)
389 {
390 ASSERT(!ctx->Meta);
391
392 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
393 }
394
395 static GLenum
396 gl_buffer_index_to_drawbuffers_enum(gl_buffer_index bufindex)
397 {
398 assert(bufindex < BUFFER_COUNT);
399
400 if (bufindex >= BUFFER_COLOR0)
401 return GL_COLOR_ATTACHMENT0 + bufindex - BUFFER_COLOR0;
402 else if (bufindex == BUFFER_FRONT_LEFT)
403 return GL_FRONT_LEFT;
404 else if (bufindex == BUFFER_FRONT_RIGHT)
405 return GL_FRONT_RIGHT;
406 else if (bufindex == BUFFER_BACK_LEFT)
407 return GL_BACK_LEFT;
408 else if (bufindex == BUFFER_BACK_RIGHT)
409 return GL_BACK_RIGHT;
410
411 return GL_NONE;
412 }
413
414 /**
415 * Free context meta-op state.
416 * To be called once during context destruction.
417 */
418 void
419 _mesa_meta_free(struct gl_context *ctx)
420 {
421 GET_CURRENT_CONTEXT(old_context);
422 _mesa_make_current(ctx, NULL, NULL);
423 _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit);
424 meta_glsl_clear_cleanup(&ctx->Meta->Clear);
425 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap);
426 cleanup_temp_texture(&ctx->Meta->TempTex);
427 meta_decompress_cleanup(&ctx->Meta->Decompress);
428 meta_drawpix_cleanup(&ctx->Meta->DrawPix);
429 if (old_context)
430 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
431 else
432 _mesa_make_current(NULL, NULL, NULL);
433 free(ctx->Meta);
434 ctx->Meta = NULL;
435 }
436
437
438 /**
439 * Enter meta state. This is like a light-weight version of glPushAttrib
440 * but it also resets most GL state back to default values.
441 *
442 * \param state bitmask of MESA_META_* flags indicating which attribute groups
443 * to save and reset to their defaults
444 */
445 void
446 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
447 {
448 struct save_state *save;
449
450 /* hope MAX_META_OPS_DEPTH is large enough */
451 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
452
453 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
454 memset(save, 0, sizeof(*save));
455 save->SavedState = state;
456
457 /* We always push into desktop GL mode and pop out at the end. No sense in
458 * writing our shaders varying based on the user's context choice, when
459 * Mesa can handle either.
460 */
461 save->API = ctx->API;
462 ctx->API = API_OPENGL_COMPAT;
463
464 /* Pausing transform feedback needs to be done early, or else we won't be
465 * able to change other state.
466 */
467 save->TransformFeedbackNeedsResume =
468 _mesa_is_xfb_active_and_unpaused(ctx);
469 if (save->TransformFeedbackNeedsResume)
470 _mesa_PauseTransformFeedback();
471
472 /* After saving the current occlusion object, call EndQuery so that no
473 * occlusion querying will be active during the meta-operation.
474 */
475 if (state & MESA_META_OCCLUSION_QUERY) {
476 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
477 if (save->CurrentOcclusionObject)
478 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
479 }
480
481 if (state & MESA_META_ALPHA_TEST) {
482 save->AlphaEnabled = ctx->Color.AlphaEnabled;
483 save->AlphaFunc = ctx->Color.AlphaFunc;
484 save->AlphaRef = ctx->Color.AlphaRef;
485 if (ctx->Color.AlphaEnabled)
486 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
487 }
488
489 if (state & MESA_META_BLEND) {
490 save->BlendEnabled = ctx->Color.BlendEnabled;
491 if (ctx->Color.BlendEnabled) {
492 if (ctx->Extensions.EXT_draw_buffers2) {
493 GLuint i;
494 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
495 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
496 }
497 }
498 else {
499 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
500 }
501 }
502 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
503 if (ctx->Color.ColorLogicOpEnabled)
504 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
505 }
506
507 if (state & MESA_META_COLOR_MASK) {
508 memcpy(save->ColorMask, ctx->Color.ColorMask,
509 sizeof(ctx->Color.ColorMask));
510 if (!ctx->Color.ColorMask[0][0] ||
511 !ctx->Color.ColorMask[0][1] ||
512 !ctx->Color.ColorMask[0][2] ||
513 !ctx->Color.ColorMask[0][3])
514 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
515 }
516
517 if (state & MESA_META_DEPTH_TEST) {
518 save->Depth = ctx->Depth; /* struct copy */
519 if (ctx->Depth.Test)
520 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
521 }
522
523 if (state & MESA_META_FOG) {
524 save->Fog = ctx->Fog.Enabled;
525 if (ctx->Fog.Enabled)
526 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
527 }
528
529 if (state & MESA_META_PIXEL_STORE) {
530 save->Pack = ctx->Pack;
531 save->Unpack = ctx->Unpack;
532 ctx->Pack = ctx->DefaultPacking;
533 ctx->Unpack = ctx->DefaultPacking;
534 }
535
536 if (state & MESA_META_PIXEL_TRANSFER) {
537 save->RedScale = ctx->Pixel.RedScale;
538 save->RedBias = ctx->Pixel.RedBias;
539 save->GreenScale = ctx->Pixel.GreenScale;
540 save->GreenBias = ctx->Pixel.GreenBias;
541 save->BlueScale = ctx->Pixel.BlueScale;
542 save->BlueBias = ctx->Pixel.BlueBias;
543 save->AlphaScale = ctx->Pixel.AlphaScale;
544 save->AlphaBias = ctx->Pixel.AlphaBias;
545 save->MapColorFlag = ctx->Pixel.MapColorFlag;
546 ctx->Pixel.RedScale = 1.0F;
547 ctx->Pixel.RedBias = 0.0F;
548 ctx->Pixel.GreenScale = 1.0F;
549 ctx->Pixel.GreenBias = 0.0F;
550 ctx->Pixel.BlueScale = 1.0F;
551 ctx->Pixel.BlueBias = 0.0F;
552 ctx->Pixel.AlphaScale = 1.0F;
553 ctx->Pixel.AlphaBias = 0.0F;
554 ctx->Pixel.MapColorFlag = GL_FALSE;
555 /* XXX more state */
556 ctx->NewState |=_NEW_PIXEL;
557 }
558
559 if (state & MESA_META_RASTERIZATION) {
560 save->FrontPolygonMode = ctx->Polygon.FrontMode;
561 save->BackPolygonMode = ctx->Polygon.BackMode;
562 save->PolygonOffset = ctx->Polygon.OffsetFill;
563 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
564 save->PolygonStipple = ctx->Polygon.StippleFlag;
565 save->PolygonCull = ctx->Polygon.CullFlag;
566 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
567 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
568 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
569 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
570 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
571 }
572
573 if (state & MESA_META_SCISSOR) {
574 save->Scissor = ctx->Scissor; /* struct copy */
575 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
576 }
577
578 if (state & MESA_META_SHADER) {
579 int i;
580
581 if (ctx->Extensions.ARB_vertex_program) {
582 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
583 _mesa_reference_vertprog(ctx, &save->VertexProgram,
584 ctx->VertexProgram.Current);
585 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
586 }
587
588 if (ctx->Extensions.ARB_fragment_program) {
589 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
590 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
591 ctx->FragmentProgram.Current);
592 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
593 }
594
595 if (ctx->Extensions.ATI_fragment_shader) {
596 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
597 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
598 }
599
600 if (ctx->Pipeline.Current) {
601 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
602 ctx->Pipeline.Current);
603 _mesa_BindProgramPipeline(0);
604 }
605
606 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
607 * that we don't have to worry about the current pipeline state.
608 */
609 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
610 _mesa_reference_shader_program(ctx, &save->Shader[i],
611 ctx->Shader.CurrentProgram[i]);
612 }
613 _mesa_reference_shader_program(ctx, &save->ActiveShader,
614 ctx->Shader.ActiveProgram);
615
616 _mesa_UseProgram(0);
617 }
618
619 if (state & MESA_META_STENCIL_TEST) {
620 save->Stencil = ctx->Stencil; /* struct copy */
621 if (ctx->Stencil.Enabled)
622 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
623 /* NOTE: other stencil state not reset */
624 }
625
626 if (state & MESA_META_TEXTURE) {
627 GLuint u, tgt;
628
629 save->ActiveUnit = ctx->Texture.CurrentUnit;
630 save->ClientActiveUnit = ctx->Array.ActiveTexture;
631 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
632
633 /* Disable all texture units */
634 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
635 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
636 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
637 if (ctx->Texture.Unit[u].Enabled ||
638 ctx->Texture.Unit[u].TexGenEnabled) {
639 _mesa_ActiveTexture(GL_TEXTURE0 + u);
640 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
641 if (ctx->Extensions.ARB_texture_cube_map)
642 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
643
644 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
645 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
646 if (ctx->Extensions.NV_texture_rectangle)
647 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
648 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
649 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
650 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
651 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
652 }
653 }
654
655 /* save current texture objects for unit[0] only */
656 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
657 _mesa_reference_texobj(&save->CurrentTexture[tgt],
658 ctx->Texture.Unit[0].CurrentTex[tgt]);
659 }
660
661 /* set defaults for unit[0] */
662 _mesa_ActiveTexture(GL_TEXTURE0);
663 _mesa_ClientActiveTexture(GL_TEXTURE0);
664 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
665 }
666
667 if (state & MESA_META_TRANSFORM) {
668 GLuint activeTexture = ctx->Texture.CurrentUnit;
669 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
670 16 * sizeof(GLfloat));
671 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
672 16 * sizeof(GLfloat));
673 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
674 16 * sizeof(GLfloat));
675 save->MatrixMode = ctx->Transform.MatrixMode;
676 /* set 1:1 vertex:pixel coordinate transform */
677 _mesa_ActiveTexture(GL_TEXTURE0);
678 _mesa_MatrixMode(GL_TEXTURE);
679 _mesa_LoadIdentity();
680 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
681 _mesa_MatrixMode(GL_MODELVIEW);
682 _mesa_LoadIdentity();
683 _mesa_MatrixMode(GL_PROJECTION);
684 _mesa_LoadIdentity();
685
686 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
687 * This can occur when there is no draw buffer.
688 */
689 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
690 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
691 0.0, ctx->DrawBuffer->Height,
692 -1.0, 1.0);
693 }
694
695 if (state & MESA_META_CLIP) {
696 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
697 if (ctx->Transform.ClipPlanesEnabled) {
698 GLuint i;
699 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
700 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
701 }
702 }
703 }
704
705 if (state & MESA_META_VERTEX) {
706 /* save vertex array object state */
707 _mesa_reference_vao(ctx, &save->VAO,
708 ctx->Array.VAO);
709 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
710 ctx->Array.ArrayBufferObj);
711 /* set some default state? */
712 }
713
714 if (state & MESA_META_VIEWPORT) {
715 /* save viewport state */
716 save->ViewportX = ctx->ViewportArray[0].X;
717 save->ViewportY = ctx->ViewportArray[0].Y;
718 save->ViewportW = ctx->ViewportArray[0].Width;
719 save->ViewportH = ctx->ViewportArray[0].Height;
720 /* set viewport to match window size */
721 if (ctx->ViewportArray[0].X != 0 ||
722 ctx->ViewportArray[0].Y != 0 ||
723 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
724 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
725 _mesa_set_viewport(ctx, 0, 0, 0,
726 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
727 }
728 /* save depth range state */
729 save->DepthNear = ctx->ViewportArray[0].Near;
730 save->DepthFar = ctx->ViewportArray[0].Far;
731 /* set depth range to default */
732 _mesa_DepthRange(0.0, 1.0);
733 }
734
735 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
736 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
737
738 /* Generally in here we want to do clamping according to whether
739 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
740 * regardless of the internal implementation of the metaops.
741 */
742 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
743 ctx->Extensions.ARB_color_buffer_float)
744 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
745 }
746
747 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
748 save->ClampVertexColor = ctx->Light.ClampVertexColor;
749
750 /* Generally in here we never want vertex color clamping --
751 * result clamping is only dependent on fragment clamping.
752 */
753 if (ctx->Extensions.ARB_color_buffer_float)
754 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
755 }
756
757 if (state & MESA_META_CONDITIONAL_RENDER) {
758 save->CondRenderQuery = ctx->Query.CondRenderQuery;
759 save->CondRenderMode = ctx->Query.CondRenderMode;
760
761 if (ctx->Query.CondRenderQuery)
762 _mesa_EndConditionalRender();
763 }
764
765 if (state & MESA_META_SELECT_FEEDBACK) {
766 save->RenderMode = ctx->RenderMode;
767 if (ctx->RenderMode == GL_SELECT) {
768 save->Select = ctx->Select; /* struct copy */
769 _mesa_RenderMode(GL_RENDER);
770 } else if (ctx->RenderMode == GL_FEEDBACK) {
771 save->Feedback = ctx->Feedback; /* struct copy */
772 _mesa_RenderMode(GL_RENDER);
773 }
774 }
775
776 if (state & MESA_META_MULTISAMPLE) {
777 save->Multisample = ctx->Multisample; /* struct copy */
778
779 if (ctx->Multisample.Enabled)
780 _mesa_set_multisample(ctx, GL_FALSE);
781 if (ctx->Multisample.SampleCoverage)
782 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
783 if (ctx->Multisample.SampleAlphaToCoverage)
784 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
785 if (ctx->Multisample.SampleAlphaToOne)
786 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
787 if (ctx->Multisample.SampleShading)
788 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
789 if (ctx->Multisample.SampleMask)
790 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
791 }
792
793 if (state & MESA_META_FRAMEBUFFER_SRGB) {
794 save->sRGBEnabled = ctx->Color.sRGBEnabled;
795 if (ctx->Color.sRGBEnabled)
796 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
797 }
798
799 if (state & MESA_META_DRAW_BUFFERS) {
800 int buf, real_color_buffers = 0;
801 memset(save->ColorDrawBuffers, 0, sizeof(save->ColorDrawBuffers));
802
803 for (buf = 0; buf < MAX_DRAW_BUFFERS; buf++) {
804 int buf_index = ctx->DrawBuffer->_ColorDrawBufferIndexes[buf];
805 if (buf_index == -1)
806 continue;
807
808 save->ColorDrawBuffers[buf] =
809 gl_buffer_index_to_drawbuffers_enum(buf_index);
810
811 if (++real_color_buffers >= ctx->DrawBuffer->_NumColorDrawBuffers)
812 break;
813 }
814 }
815
816 /* misc */
817 {
818 save->Lighting = ctx->Light.Enabled;
819 if (ctx->Light.Enabled)
820 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
821 save->RasterDiscard = ctx->RasterDiscard;
822 if (ctx->RasterDiscard)
823 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
824
825 save->DrawBufferName = ctx->DrawBuffer->Name;
826 save->ReadBufferName = ctx->ReadBuffer->Name;
827 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
828 ctx->CurrentRenderbuffer->Name : 0);
829 }
830 }
831
832
833 /**
834 * Leave meta state. This is like a light-weight version of glPopAttrib().
835 */
836 void
837 _mesa_meta_end(struct gl_context *ctx)
838 {
839 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
840 const GLbitfield state = save->SavedState;
841 int i;
842
843 /* After starting a new occlusion query, initialize the results to the
844 * values saved previously. The driver will then continue to increment
845 * these values.
846 */
847 if (state & MESA_META_OCCLUSION_QUERY) {
848 if (save->CurrentOcclusionObject) {
849 _mesa_BeginQuery(save->CurrentOcclusionObject->Target,
850 save->CurrentOcclusionObject->Id);
851 ctx->Query.CurrentOcclusionObject->Result = save->CurrentOcclusionObject->Result;
852 }
853 }
854
855 if (state & MESA_META_ALPHA_TEST) {
856 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
857 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
858 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
859 }
860
861 if (state & MESA_META_BLEND) {
862 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
863 if (ctx->Extensions.EXT_draw_buffers2) {
864 GLuint i;
865 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
866 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
867 }
868 }
869 else {
870 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
871 }
872 }
873 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
874 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
875 }
876
877 if (state & MESA_META_COLOR_MASK) {
878 GLuint i;
879 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
880 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
881 if (i == 0) {
882 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
883 save->ColorMask[i][2], save->ColorMask[i][3]);
884 }
885 else {
886 _mesa_ColorMaski(i,
887 save->ColorMask[i][0],
888 save->ColorMask[i][1],
889 save->ColorMask[i][2],
890 save->ColorMask[i][3]);
891 }
892 }
893 }
894 }
895
896 if (state & MESA_META_DEPTH_TEST) {
897 if (ctx->Depth.Test != save->Depth.Test)
898 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
899 _mesa_DepthFunc(save->Depth.Func);
900 _mesa_DepthMask(save->Depth.Mask);
901 }
902
903 if (state & MESA_META_FOG) {
904 _mesa_set_enable(ctx, GL_FOG, save->Fog);
905 }
906
907 if (state & MESA_META_PIXEL_STORE) {
908 ctx->Pack = save->Pack;
909 ctx->Unpack = save->Unpack;
910 }
911
912 if (state & MESA_META_PIXEL_TRANSFER) {
913 ctx->Pixel.RedScale = save->RedScale;
914 ctx->Pixel.RedBias = save->RedBias;
915 ctx->Pixel.GreenScale = save->GreenScale;
916 ctx->Pixel.GreenBias = save->GreenBias;
917 ctx->Pixel.BlueScale = save->BlueScale;
918 ctx->Pixel.BlueBias = save->BlueBias;
919 ctx->Pixel.AlphaScale = save->AlphaScale;
920 ctx->Pixel.AlphaBias = save->AlphaBias;
921 ctx->Pixel.MapColorFlag = save->MapColorFlag;
922 /* XXX more state */
923 ctx->NewState |=_NEW_PIXEL;
924 }
925
926 if (state & MESA_META_RASTERIZATION) {
927 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
928 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
929 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
930 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
931 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
932 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
933 }
934
935 if (state & MESA_META_SCISSOR) {
936 unsigned i;
937
938 for (i = 0; i < ctx->Const.MaxViewports; i++) {
939 _mesa_set_scissor(ctx, i,
940 save->Scissor.ScissorArray[i].X,
941 save->Scissor.ScissorArray[i].Y,
942 save->Scissor.ScissorArray[i].Width,
943 save->Scissor.ScissorArray[i].Height);
944 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
945 (save->Scissor.EnableFlags >> i) & 1);
946 }
947 }
948
949 if (state & MESA_META_SHADER) {
950 static const GLenum targets[] = {
951 GL_VERTEX_SHADER,
952 GL_GEOMETRY_SHADER,
953 GL_FRAGMENT_SHADER,
954 };
955
956 bool any_shader;
957
958 if (ctx->Extensions.ARB_vertex_program) {
959 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
960 save->VertexProgramEnabled);
961 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
962 save->VertexProgram);
963 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
964 }
965
966 if (ctx->Extensions.ARB_fragment_program) {
967 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
968 save->FragmentProgramEnabled);
969 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
970 save->FragmentProgram);
971 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
972 }
973
974 if (ctx->Extensions.ATI_fragment_shader) {
975 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
976 save->ATIFragmentShaderEnabled);
977 }
978
979 any_shader = false;
980 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
981 /* It is safe to call _mesa_use_shader_program even if the extension
982 * necessary for that program state is not supported. In that case,
983 * the saved program object must be NULL and the currently bound
984 * program object must be NULL. _mesa_use_shader_program is a no-op
985 * in that case.
986 */
987 _mesa_use_shader_program(ctx, targets[i],
988 save->Shader[i],
989 &ctx->Shader);
990
991 /* Do this *before* killing the reference. :)
992 */
993 if (save->Shader[i] != NULL)
994 any_shader = true;
995
996 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
997 }
998
999 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1000 save->ActiveShader);
1001 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1002
1003 /* If there were any stages set with programs, use ctx->Shader as the
1004 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1005 * hasn't been restored yet, and that may modify ctx->_Shader further.
1006 */
1007 if (any_shader)
1008 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1009 &ctx->Shader);
1010 else
1011 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1012 ctx->Pipeline.Default);
1013
1014 if (save->Pipeline) {
1015 _mesa_bind_pipeline(ctx, save->Pipeline);
1016
1017 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1018 }
1019 }
1020
1021 if (state & MESA_META_STENCIL_TEST) {
1022 const struct gl_stencil_attrib *stencil = &save->Stencil;
1023
1024 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1025 _mesa_ClearStencil(stencil->Clear);
1026 if (ctx->Extensions.EXT_stencil_two_side) {
1027 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1028 stencil->TestTwoSide);
1029 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1030 ? GL_BACK : GL_FRONT);
1031 }
1032 /* front state */
1033 _mesa_StencilFuncSeparate(GL_FRONT,
1034 stencil->Function[0],
1035 stencil->Ref[0],
1036 stencil->ValueMask[0]);
1037 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1038 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1039 stencil->ZFailFunc[0],
1040 stencil->ZPassFunc[0]);
1041 /* back state */
1042 _mesa_StencilFuncSeparate(GL_BACK,
1043 stencil->Function[1],
1044 stencil->Ref[1],
1045 stencil->ValueMask[1]);
1046 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1047 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1048 stencil->ZFailFunc[1],
1049 stencil->ZPassFunc[1]);
1050 }
1051
1052 if (state & MESA_META_TEXTURE) {
1053 GLuint u, tgt;
1054
1055 ASSERT(ctx->Texture.CurrentUnit == 0);
1056
1057 /* restore texenv for unit[0] */
1058 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1059
1060 /* restore texture objects for unit[0] only */
1061 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1062 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1063 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1064 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1065 save->CurrentTexture[tgt]);
1066 }
1067 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1068 }
1069
1070 /* Restore fixed function texture enables, texgen */
1071 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1072 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1073 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1074 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1075 }
1076
1077 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1078 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1079 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1080 }
1081 }
1082
1083 /* restore current unit state */
1084 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1085 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1086 }
1087
1088 if (state & MESA_META_TRANSFORM) {
1089 GLuint activeTexture = ctx->Texture.CurrentUnit;
1090 _mesa_ActiveTexture(GL_TEXTURE0);
1091 _mesa_MatrixMode(GL_TEXTURE);
1092 _mesa_LoadMatrixf(save->TextureMatrix);
1093 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1094
1095 _mesa_MatrixMode(GL_MODELVIEW);
1096 _mesa_LoadMatrixf(save->ModelviewMatrix);
1097
1098 _mesa_MatrixMode(GL_PROJECTION);
1099 _mesa_LoadMatrixf(save->ProjectionMatrix);
1100
1101 _mesa_MatrixMode(save->MatrixMode);
1102 }
1103
1104 if (state & MESA_META_CLIP) {
1105 if (save->ClipPlanesEnabled) {
1106 GLuint i;
1107 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1108 if (save->ClipPlanesEnabled & (1 << i)) {
1109 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1110 }
1111 }
1112 }
1113 }
1114
1115 if (state & MESA_META_VERTEX) {
1116 /* restore vertex buffer object */
1117 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1118 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1119
1120 /* restore vertex array object */
1121 _mesa_BindVertexArray(save->VAO->Name);
1122 _mesa_reference_vao(ctx, &save->VAO, NULL);
1123 }
1124
1125 if (state & MESA_META_VIEWPORT) {
1126 if (save->ViewportX != ctx->ViewportArray[0].X ||
1127 save->ViewportY != ctx->ViewportArray[0].Y ||
1128 save->ViewportW != ctx->ViewportArray[0].Width ||
1129 save->ViewportH != ctx->ViewportArray[0].Height) {
1130 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1131 save->ViewportW, save->ViewportH);
1132 }
1133 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1134 }
1135
1136 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1137 ctx->Extensions.ARB_color_buffer_float) {
1138 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1139 }
1140
1141 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1142 ctx->Extensions.ARB_color_buffer_float) {
1143 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1144 }
1145
1146 if (state & MESA_META_CONDITIONAL_RENDER) {
1147 if (save->CondRenderQuery)
1148 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1149 save->CondRenderMode);
1150 }
1151
1152 if (state & MESA_META_SELECT_FEEDBACK) {
1153 if (save->RenderMode == GL_SELECT) {
1154 _mesa_RenderMode(GL_SELECT);
1155 ctx->Select = save->Select;
1156 } else if (save->RenderMode == GL_FEEDBACK) {
1157 _mesa_RenderMode(GL_FEEDBACK);
1158 ctx->Feedback = save->Feedback;
1159 }
1160 }
1161
1162 if (state & MESA_META_MULTISAMPLE) {
1163 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1164 struct gl_multisample_attrib *save_ms = &save->Multisample;
1165
1166 if (ctx_ms->Enabled != save_ms->Enabled)
1167 _mesa_set_multisample(ctx, save_ms->Enabled);
1168 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1169 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1170 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1171 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1172 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1173 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1174 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1175 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1176 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1177 save_ms->SampleCoverageInvert);
1178 }
1179 if (ctx_ms->SampleShading != save_ms->SampleShading)
1180 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1181 if (ctx_ms->SampleMask != save_ms->SampleMask)
1182 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1183 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1184 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1185 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1186 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1187 }
1188
1189 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1190 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1191 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1192 }
1193
1194 /* misc */
1195 if (save->Lighting) {
1196 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1197 }
1198 if (save->RasterDiscard) {
1199 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1200 }
1201 if (save->TransformFeedbackNeedsResume)
1202 _mesa_ResumeTransformFeedback();
1203
1204 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1205 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1206
1207 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1208 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1209
1210 if (!ctx->CurrentRenderbuffer ||
1211 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1212 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1213
1214 if (state & MESA_META_DRAW_BUFFERS) {
1215 _mesa_DrawBuffers(MAX_DRAW_BUFFERS, save->ColorDrawBuffers);
1216 }
1217
1218 ctx->Meta->SaveStackDepth--;
1219
1220 ctx->API = save->API;
1221 }
1222
1223
1224 /**
1225 * Determine whether Mesa is currently in a meta state.
1226 */
1227 GLboolean
1228 _mesa_meta_in_progress(struct gl_context *ctx)
1229 {
1230 return ctx->Meta->SaveStackDepth != 0;
1231 }
1232
1233
1234 /**
1235 * Convert Z from a normalized value in the range [0, 1] to an object-space
1236 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1237 * default/identity ortho projection results in the original Z value.
1238 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1239 * value comes from the clear value or raster position.
1240 */
1241 static INLINE GLfloat
1242 invert_z(GLfloat normZ)
1243 {
1244 GLfloat objZ = 1.0f - 2.0f * normZ;
1245 return objZ;
1246 }
1247
1248
1249 /**
1250 * One-time init for a temp_texture object.
1251 * Choose tex target, compute max tex size, etc.
1252 */
1253 static void
1254 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1255 {
1256 /* prefer texture rectangle */
1257 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1258 tex->Target = GL_TEXTURE_RECTANGLE;
1259 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1260 tex->NPOT = GL_TRUE;
1261 }
1262 else {
1263 /* use 2D texture, NPOT if possible */
1264 tex->Target = GL_TEXTURE_2D;
1265 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1266 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1267 }
1268 tex->MinSize = 16; /* 16 x 16 at least */
1269 assert(tex->MaxSize > 0);
1270
1271 _mesa_GenTextures(1, &tex->TexObj);
1272 }
1273
1274 static void
1275 cleanup_temp_texture(struct temp_texture *tex)
1276 {
1277 if (!tex->TexObj)
1278 return;
1279 _mesa_DeleteTextures(1, &tex->TexObj);
1280 tex->TexObj = 0;
1281 }
1282
1283
1284 /**
1285 * Return pointer to temp_texture info for non-bitmap ops.
1286 * This does some one-time init if needed.
1287 */
1288 struct temp_texture *
1289 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1290 {
1291 struct temp_texture *tex = &ctx->Meta->TempTex;
1292
1293 if (!tex->TexObj) {
1294 init_temp_texture(ctx, tex);
1295 }
1296
1297 return tex;
1298 }
1299
1300
1301 /**
1302 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1303 * We use a separate texture for bitmaps to reduce texture
1304 * allocation/deallocation.
1305 */
1306 static struct temp_texture *
1307 get_bitmap_temp_texture(struct gl_context *ctx)
1308 {
1309 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1310
1311 if (!tex->TexObj) {
1312 init_temp_texture(ctx, tex);
1313 }
1314
1315 return tex;
1316 }
1317
1318 /**
1319 * Return pointer to depth temp_texture.
1320 * This does some one-time init if needed.
1321 */
1322 struct temp_texture *
1323 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1324 {
1325 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1326
1327 if (!tex->TexObj) {
1328 init_temp_texture(ctx, tex);
1329 }
1330
1331 return tex;
1332 }
1333
1334 /**
1335 * Compute the width/height of texture needed to draw an image of the
1336 * given size. Return a flag indicating whether the current texture
1337 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1338 * allocated (glTexImage2D).
1339 * Also, compute s/t texcoords for drawing.
1340 *
1341 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1342 */
1343 GLboolean
1344 _mesa_meta_alloc_texture(struct temp_texture *tex,
1345 GLsizei width, GLsizei height, GLenum intFormat)
1346 {
1347 GLboolean newTex = GL_FALSE;
1348
1349 ASSERT(width <= tex->MaxSize);
1350 ASSERT(height <= tex->MaxSize);
1351
1352 if (width > tex->Width ||
1353 height > tex->Height ||
1354 intFormat != tex->IntFormat) {
1355 /* alloc new texture (larger or different format) */
1356
1357 if (tex->NPOT) {
1358 /* use non-power of two size */
1359 tex->Width = MAX2(tex->MinSize, width);
1360 tex->Height = MAX2(tex->MinSize, height);
1361 }
1362 else {
1363 /* find power of two size */
1364 GLsizei w, h;
1365 w = h = tex->MinSize;
1366 while (w < width)
1367 w *= 2;
1368 while (h < height)
1369 h *= 2;
1370 tex->Width = w;
1371 tex->Height = h;
1372 }
1373
1374 tex->IntFormat = intFormat;
1375
1376 newTex = GL_TRUE;
1377 }
1378
1379 /* compute texcoords */
1380 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1381 tex->Sright = (GLfloat) width;
1382 tex->Ttop = (GLfloat) height;
1383 }
1384 else {
1385 tex->Sright = (GLfloat) width / tex->Width;
1386 tex->Ttop = (GLfloat) height / tex->Height;
1387 }
1388
1389 return newTex;
1390 }
1391
1392
1393 /**
1394 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1395 */
1396 void
1397 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1398 struct temp_texture *tex,
1399 GLint srcX, GLint srcY,
1400 GLsizei width, GLsizei height,
1401 GLenum intFormat,
1402 GLenum filter)
1403 {
1404 bool newTex;
1405
1406 _mesa_BindTexture(tex->Target, tex->TexObj);
1407 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1408 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1409 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1410
1411 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1412
1413 /* copy framebuffer image to texture */
1414 if (newTex) {
1415 /* create new tex image */
1416 if (tex->Width == width && tex->Height == height) {
1417 /* create new tex with framebuffer data */
1418 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1419 srcX, srcY, width, height, 0);
1420 }
1421 else {
1422 /* create empty texture */
1423 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1424 tex->Width, tex->Height, 0,
1425 intFormat, GL_UNSIGNED_BYTE, NULL);
1426 /* load image */
1427 _mesa_CopyTexSubImage2D(tex->Target, 0,
1428 0, 0, srcX, srcY, width, height);
1429 }
1430 }
1431 else {
1432 /* replace existing tex image */
1433 _mesa_CopyTexSubImage2D(tex->Target, 0,
1434 0, 0, srcX, srcY, width, height);
1435 }
1436 }
1437
1438
1439 /**
1440 * Setup/load texture for glDrawPixels.
1441 */
1442 void
1443 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1444 struct temp_texture *tex,
1445 GLboolean newTex,
1446 GLsizei width, GLsizei height,
1447 GLenum format, GLenum type,
1448 const GLvoid *pixels)
1449 {
1450 _mesa_BindTexture(tex->Target, tex->TexObj);
1451 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1452 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1453 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1454
1455 /* copy pixel data to texture */
1456 if (newTex) {
1457 /* create new tex image */
1458 if (tex->Width == width && tex->Height == height) {
1459 /* create new tex and load image data */
1460 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1461 tex->Width, tex->Height, 0, format, type, pixels);
1462 }
1463 else {
1464 struct gl_buffer_object *save_unpack_obj = NULL;
1465
1466 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1467 ctx->Unpack.BufferObj);
1468 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1469 /* create empty texture */
1470 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1471 tex->Width, tex->Height, 0, format, type, NULL);
1472 if (save_unpack_obj != NULL)
1473 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1474 save_unpack_obj->Name);
1475 /* load image */
1476 _mesa_TexSubImage2D(tex->Target, 0,
1477 0, 0, width, height, format, type, pixels);
1478 }
1479 }
1480 else {
1481 /* replace existing tex image */
1482 _mesa_TexSubImage2D(tex->Target, 0,
1483 0, 0, width, height, format, type, pixels);
1484 }
1485 }
1486
1487 void
1488 _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
1489 unsigned texcoord_size)
1490 {
1491 _mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0);
1492
1493 /* setup projection matrix */
1494 _mesa_MatrixMode(GL_PROJECTION);
1495 _mesa_LoadIdentity();
1496 }
1497
1498 /**
1499 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1500 */
1501 void
1502 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1503 {
1504 meta_clear(ctx, buffers, false);
1505 }
1506
1507 void
1508 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1509 {
1510 meta_clear(ctx, buffers, true);
1511 }
1512
1513 static void
1514 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1515 {
1516 const char *vs_source =
1517 "attribute vec4 position;\n"
1518 "void main()\n"
1519 "{\n"
1520 " gl_Position = position;\n"
1521 "}\n";
1522 const char *gs_source =
1523 "#version 150\n"
1524 "layout(triangles) in;\n"
1525 "layout(triangle_strip, max_vertices = 4) out;\n"
1526 "uniform int layer;\n"
1527 "void main()\n"
1528 "{\n"
1529 " for (int i = 0; i < 3; i++) {\n"
1530 " gl_Layer = layer;\n"
1531 " gl_Position = gl_in[i].gl_Position;\n"
1532 " EmitVertex();\n"
1533 " }\n"
1534 "}\n";
1535 const char *fs_source =
1536 "uniform vec4 color;\n"
1537 "void main()\n"
1538 "{\n"
1539 " gl_FragColor = color;\n"
1540 "}\n";
1541 GLuint vs, gs = 0, fs;
1542 bool has_integer_textures;
1543
1544 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0);
1545
1546 if (clear->ShaderProg != 0)
1547 return;
1548
1549 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1550 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1551 _mesa_CompileShader(vs);
1552
1553 if (_mesa_has_geometry_shaders(ctx)) {
1554 gs = _mesa_CreateShader(GL_GEOMETRY_SHADER);
1555 _mesa_ShaderSource(gs, 1, &gs_source, NULL);
1556 _mesa_CompileShader(gs);
1557 }
1558
1559 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1560 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1561 _mesa_CompileShader(fs);
1562
1563 clear->ShaderProg = _mesa_CreateProgram();
1564 _mesa_AttachShader(clear->ShaderProg, fs);
1565 _mesa_DeleteShader(fs);
1566 if (gs != 0)
1567 _mesa_AttachShader(clear->ShaderProg, gs);
1568 _mesa_AttachShader(clear->ShaderProg, vs);
1569 _mesa_DeleteShader(vs);
1570 _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
1571 _mesa_LinkProgram(clear->ShaderProg);
1572
1573 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg,
1574 "color");
1575 if (gs != 0) {
1576 clear->LayerLocation = _mesa_GetUniformLocation(clear->ShaderProg,
1577 "layer");
1578 }
1579
1580 has_integer_textures = _mesa_is_gles3(ctx) ||
1581 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1582
1583 if (has_integer_textures) {
1584 void *shader_source_mem_ctx = ralloc_context(NULL);
1585 const char *vs_int_source =
1586 ralloc_asprintf(shader_source_mem_ctx,
1587 "#version 130\n"
1588 "in vec4 position;\n"
1589 "void main()\n"
1590 "{\n"
1591 " gl_Position = position;\n"
1592 "}\n");
1593 const char *fs_int_source =
1594 ralloc_asprintf(shader_source_mem_ctx,
1595 "#version 130\n"
1596 "uniform ivec4 color;\n"
1597 "out ivec4 out_color;\n"
1598 "\n"
1599 "void main()\n"
1600 "{\n"
1601 " out_color = color;\n"
1602 "}\n");
1603
1604 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1605 vs_int_source);
1606 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1607 fs_int_source);
1608 ralloc_free(shader_source_mem_ctx);
1609
1610 clear->IntegerShaderProg = _mesa_CreateProgram();
1611 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1612 _mesa_DeleteShader(fs);
1613 if (gs != 0)
1614 _mesa_AttachShader(clear->IntegerShaderProg, gs);
1615 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1616 _mesa_DeleteShader(vs);
1617 _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
1618
1619 /* Note that user-defined out attributes get automatically assigned
1620 * locations starting from 0, so we don't need to explicitly
1621 * BindFragDataLocation to 0.
1622 */
1623
1624 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1625 "integer clear");
1626 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1627
1628 clear->IntegerColorLocation =
1629 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
1630 if (gs != 0) {
1631 clear->IntegerLayerLocation =
1632 _mesa_GetUniformLocation(clear->IntegerShaderProg, "layer");
1633 }
1634 }
1635 if (gs != 0)
1636 _mesa_DeleteShader(gs);
1637 }
1638
1639 static void
1640 meta_glsl_clear_cleanup(struct clear_state *clear)
1641 {
1642 if (clear->VAO == 0)
1643 return;
1644 _mesa_DeleteVertexArrays(1, &clear->VAO);
1645 clear->VAO = 0;
1646 _mesa_DeleteBuffers(1, &clear->VBO);
1647 clear->VBO = 0;
1648 _mesa_DeleteProgram(clear->ShaderProg);
1649 clear->ShaderProg = 0;
1650
1651 if (clear->IntegerShaderProg) {
1652 _mesa_DeleteProgram(clear->IntegerShaderProg);
1653 clear->IntegerShaderProg = 0;
1654 }
1655 }
1656
1657 /**
1658 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1659 * set GL to only draw to those buffers.
1660 *
1661 * Since the bitfield has no associated order, the assignment of draw buffer
1662 * indices to color attachment indices is rather arbitrary.
1663 */
1664 static void
1665 drawbuffers_from_bitfield(GLbitfield bits)
1666 {
1667 GLenum enums[MAX_DRAW_BUFFERS];
1668 int i = 0;
1669 int n;
1670
1671 /* This function is only legal for color buffer bitfields. */
1672 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1673
1674 /* Make sure we don't overflow any arrays. */
1675 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1676
1677 enums[0] = GL_NONE;
1678
1679 if (bits & BUFFER_BIT_FRONT_LEFT)
1680 enums[i++] = GL_FRONT_LEFT;
1681
1682 if (bits & BUFFER_BIT_FRONT_RIGHT)
1683 enums[i++] = GL_FRONT_RIGHT;
1684
1685 if (bits & BUFFER_BIT_BACK_LEFT)
1686 enums[i++] = GL_BACK_LEFT;
1687
1688 if (bits & BUFFER_BIT_BACK_RIGHT)
1689 enums[i++] = GL_BACK_RIGHT;
1690
1691 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1692 if (bits & (1 << (BUFFER_COLOR0 + n)))
1693 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1694 }
1695
1696 _mesa_DrawBuffers(i, enums);
1697 }
1698
1699 /**
1700 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1701 */
1702 static void
1703 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1704 {
1705 struct clear_state *clear = &ctx->Meta->Clear;
1706 GLbitfield metaSave;
1707 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1708 struct gl_framebuffer *fb = ctx->DrawBuffer;
1709 float x0, y0, x1, y1, z;
1710 struct vertex verts[4];
1711 int i;
1712
1713 metaSave = (MESA_META_ALPHA_TEST |
1714 MESA_META_BLEND |
1715 MESA_META_DEPTH_TEST |
1716 MESA_META_RASTERIZATION |
1717 MESA_META_SHADER |
1718 MESA_META_STENCIL_TEST |
1719 MESA_META_VERTEX |
1720 MESA_META_VIEWPORT |
1721 MESA_META_CLIP |
1722 MESA_META_CLAMP_FRAGMENT_COLOR |
1723 MESA_META_MULTISAMPLE |
1724 MESA_META_OCCLUSION_QUERY);
1725
1726 if (!glsl) {
1727 metaSave |= MESA_META_FOG |
1728 MESA_META_PIXEL_TRANSFER |
1729 MESA_META_TRANSFORM |
1730 MESA_META_TEXTURE |
1731 MESA_META_CLAMP_VERTEX_COLOR |
1732 MESA_META_SELECT_FEEDBACK;
1733 }
1734
1735 if (buffers & BUFFER_BITS_COLOR) {
1736 metaSave |= MESA_META_DRAW_BUFFERS;
1737 } else {
1738 /* We'll use colormask to disable color writes. Otherwise,
1739 * respect color mask
1740 */
1741 metaSave |= MESA_META_COLOR_MASK;
1742 }
1743
1744 _mesa_meta_begin(ctx, metaSave);
1745
1746 if (glsl) {
1747 meta_glsl_clear_init(ctx, clear);
1748
1749 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1750 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1751 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1752 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1753 z = -invert_z(ctx->Depth.Clear);
1754 } else {
1755 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
1756
1757 x0 = (float) fb->_Xmin;
1758 y0 = (float) fb->_Ymin;
1759 x1 = (float) fb->_Xmax;
1760 y1 = (float) fb->_Ymax;
1761 z = invert_z(ctx->Depth.Clear);
1762 }
1763
1764 if (fb->_IntegerColor) {
1765 assert(glsl);
1766 _mesa_UseProgram(clear->IntegerShaderProg);
1767 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
1768 ctx->Color.ClearColor.i);
1769 } else if (glsl) {
1770 _mesa_UseProgram(clear->ShaderProg);
1771 _mesa_Uniform4fv(clear->ColorLocation, 1,
1772 ctx->Color.ClearColor.f);
1773 }
1774
1775 /* GL_COLOR_BUFFER_BIT */
1776 if (buffers & BUFFER_BITS_COLOR) {
1777 /* Only draw to the buffers we were asked to clear. */
1778 drawbuffers_from_bitfield(buffers & BUFFER_BITS_COLOR);
1779
1780 /* leave colormask state as-is */
1781
1782 /* Clears never have the color clamped. */
1783 if (ctx->Extensions.ARB_color_buffer_float)
1784 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1785 }
1786 else {
1787 ASSERT(metaSave & MESA_META_COLOR_MASK);
1788 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1789 }
1790
1791 /* GL_DEPTH_BUFFER_BIT */
1792 if (buffers & BUFFER_BIT_DEPTH) {
1793 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1794 _mesa_DepthFunc(GL_ALWAYS);
1795 _mesa_DepthMask(GL_TRUE);
1796 }
1797 else {
1798 assert(!ctx->Depth.Test);
1799 }
1800
1801 /* GL_STENCIL_BUFFER_BIT */
1802 if (buffers & BUFFER_BIT_STENCIL) {
1803 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1804 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1805 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1806 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1807 ctx->Stencil.Clear & stencilMax,
1808 ctx->Stencil.WriteMask[0]);
1809 }
1810 else {
1811 assert(!ctx->Stencil.Enabled);
1812 }
1813
1814 /* vertex positions */
1815 verts[0].x = x0;
1816 verts[0].y = y0;
1817 verts[0].z = z;
1818 verts[1].x = x1;
1819 verts[1].y = y0;
1820 verts[1].z = z;
1821 verts[2].x = x1;
1822 verts[2].y = y1;
1823 verts[2].z = z;
1824 verts[3].x = x0;
1825 verts[3].y = y1;
1826 verts[3].z = z;
1827
1828 if (!glsl) {
1829 for (i = 0; i < 4; i++) {
1830 verts[i].r = ctx->Color.ClearColor.f[0];
1831 verts[i].g = ctx->Color.ClearColor.f[1];
1832 verts[i].b = ctx->Color.ClearColor.f[2];
1833 verts[i].a = ctx->Color.ClearColor.f[3];
1834 }
1835 }
1836
1837 /* upload new vertex data */
1838 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1839 GL_DYNAMIC_DRAW_ARB);
1840
1841 /* draw quad(s) */
1842 if (fb->MaxNumLayers > 0) {
1843 unsigned layer;
1844 assert(glsl);
1845 for (layer = 0; layer < fb->MaxNumLayers; layer++) {
1846 if (fb->_IntegerColor)
1847 _mesa_Uniform1i(clear->IntegerLayerLocation, layer);
1848 else
1849 _mesa_Uniform1i(clear->LayerLocation, layer);
1850 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1851 }
1852 } else {
1853 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1854 }
1855
1856 _mesa_meta_end(ctx);
1857 }
1858
1859 /**
1860 * Meta implementation of ctx->Driver.CopyPixels() in terms
1861 * of texture mapping and polygon rendering and GLSL shaders.
1862 */
1863 void
1864 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1865 GLsizei width, GLsizei height,
1866 GLint dstX, GLint dstY, GLenum type)
1867 {
1868 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1869 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1870 struct vertex verts[4];
1871
1872 if (type != GL_COLOR ||
1873 ctx->_ImageTransferState ||
1874 ctx->Fog.Enabled ||
1875 width > tex->MaxSize ||
1876 height > tex->MaxSize) {
1877 /* XXX avoid this fallback */
1878 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1879 return;
1880 }
1881
1882 /* Most GL state applies to glCopyPixels, but a there's a few things
1883 * we need to override:
1884 */
1885 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1886 MESA_META_SHADER |
1887 MESA_META_TEXTURE |
1888 MESA_META_TRANSFORM |
1889 MESA_META_CLIP |
1890 MESA_META_VERTEX |
1891 MESA_META_VIEWPORT));
1892
1893 _mesa_meta_setup_vertex_objects(&copypix->VAO, &copypix->VBO, false,
1894 3, 2, 0);
1895
1896 /* Silence valgrind warnings about reading uninitialized stack. */
1897 memset(verts, 0, sizeof(verts));
1898
1899 /* Alloc/setup texture */
1900 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1901 GL_RGBA, GL_NEAREST);
1902
1903 /* vertex positions, texcoords (after texture allocation!) */
1904 {
1905 const GLfloat dstX0 = (GLfloat) dstX;
1906 const GLfloat dstY0 = (GLfloat) dstY;
1907 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1908 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1909 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1910
1911 verts[0].x = dstX0;
1912 verts[0].y = dstY0;
1913 verts[0].z = z;
1914 verts[0].tex[0] = 0.0F;
1915 verts[0].tex[1] = 0.0F;
1916 verts[1].x = dstX1;
1917 verts[1].y = dstY0;
1918 verts[1].z = z;
1919 verts[1].tex[0] = tex->Sright;
1920 verts[1].tex[1] = 0.0F;
1921 verts[2].x = dstX1;
1922 verts[2].y = dstY1;
1923 verts[2].z = z;
1924 verts[2].tex[0] = tex->Sright;
1925 verts[2].tex[1] = tex->Ttop;
1926 verts[3].x = dstX0;
1927 verts[3].y = dstY1;
1928 verts[3].z = z;
1929 verts[3].tex[0] = 0.0F;
1930 verts[3].tex[1] = tex->Ttop;
1931
1932 /* upload new vertex data */
1933 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1934 }
1935
1936 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1937
1938 /* draw textured quad */
1939 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1940
1941 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1942
1943 _mesa_meta_end(ctx);
1944 }
1945
1946 static void
1947 meta_drawpix_cleanup(struct drawpix_state *drawpix)
1948 {
1949 if (drawpix->VAO != 0) {
1950 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1951 drawpix->VAO = 0;
1952
1953 _mesa_DeleteBuffers(1, &drawpix->VBO);
1954 drawpix->VBO = 0;
1955 }
1956
1957 if (drawpix->StencilFP != 0) {
1958 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1959 drawpix->StencilFP = 0;
1960 }
1961
1962 if (drawpix->DepthFP != 0) {
1963 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1964 drawpix->DepthFP = 0;
1965 }
1966 }
1967
1968 /**
1969 * When the glDrawPixels() image size is greater than the max rectangle
1970 * texture size we use this function to break the glDrawPixels() image
1971 * into tiles which fit into the max texture size.
1972 */
1973 static void
1974 tiled_draw_pixels(struct gl_context *ctx,
1975 GLint tileSize,
1976 GLint x, GLint y, GLsizei width, GLsizei height,
1977 GLenum format, GLenum type,
1978 const struct gl_pixelstore_attrib *unpack,
1979 const GLvoid *pixels)
1980 {
1981 struct gl_pixelstore_attrib tileUnpack = *unpack;
1982 GLint i, j;
1983
1984 if (tileUnpack.RowLength == 0)
1985 tileUnpack.RowLength = width;
1986
1987 for (i = 0; i < width; i += tileSize) {
1988 const GLint tileWidth = MIN2(tileSize, width - i);
1989 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1990
1991 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1992
1993 for (j = 0; j < height; j += tileSize) {
1994 const GLint tileHeight = MIN2(tileSize, height - j);
1995 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1996
1997 tileUnpack.SkipRows = unpack->SkipRows + j;
1998
1999 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2000 format, type, &tileUnpack, pixels);
2001 }
2002 }
2003 }
2004
2005
2006 /**
2007 * One-time init for drawing stencil pixels.
2008 */
2009 static void
2010 init_draw_stencil_pixels(struct gl_context *ctx)
2011 {
2012 /* This program is run eight times, once for each stencil bit.
2013 * The stencil values to draw are found in an 8-bit alpha texture.
2014 * We read the texture/stencil value and test if bit 'b' is set.
2015 * If the bit is not set, use KIL to kill the fragment.
2016 * Finally, we use the stencil test to update the stencil buffer.
2017 *
2018 * The basic algorithm for checking if a bit is set is:
2019 * if (is_odd(value / (1 << bit)))
2020 * result is one (or non-zero).
2021 * else
2022 * result is zero.
2023 * The program parameter contains three values:
2024 * parm.x = 255 / (1 << bit)
2025 * parm.y = 0.5
2026 * parm.z = 0.0
2027 */
2028 static const char *program =
2029 "!!ARBfp1.0\n"
2030 "PARAM parm = program.local[0]; \n"
2031 "TEMP t; \n"
2032 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2033 "# t = t * 255 / bit \n"
2034 "MUL t.x, t.a, parm.x; \n"
2035 "# t = (int) t \n"
2036 "FRC t.y, t.x; \n"
2037 "SUB t.x, t.x, t.y; \n"
2038 "# t = t * 0.5 \n"
2039 "MUL t.x, t.x, parm.y; \n"
2040 "# t = fract(t.x) \n"
2041 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2042 "# t.x = (t.x == 0 ? 1 : 0) \n"
2043 "SGE t.x, -t.x, parm.z; \n"
2044 "KIL -t.x; \n"
2045 "# for debug only \n"
2046 "#MOV result.color, t.x; \n"
2047 "END \n";
2048 char program2[1000];
2049 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2050 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2051 const char *texTarget;
2052
2053 assert(drawpix->StencilFP == 0);
2054
2055 /* replace %s with "RECT" or "2D" */
2056 assert(strlen(program) + 4 < sizeof(program2));
2057 if (tex->Target == GL_TEXTURE_RECTANGLE)
2058 texTarget = "RECT";
2059 else
2060 texTarget = "2D";
2061 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2062
2063 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2064 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2065 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2066 strlen(program2), (const GLubyte *) program2);
2067 }
2068
2069
2070 /**
2071 * One-time init for drawing depth pixels.
2072 */
2073 static void
2074 init_draw_depth_pixels(struct gl_context *ctx)
2075 {
2076 static const char *program =
2077 "!!ARBfp1.0\n"
2078 "PARAM color = program.local[0]; \n"
2079 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2080 "MOV result.color, color; \n"
2081 "END \n";
2082 char program2[200];
2083 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2084 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2085 const char *texTarget;
2086
2087 assert(drawpix->DepthFP == 0);
2088
2089 /* replace %s with "RECT" or "2D" */
2090 assert(strlen(program) + 4 < sizeof(program2));
2091 if (tex->Target == GL_TEXTURE_RECTANGLE)
2092 texTarget = "RECT";
2093 else
2094 texTarget = "2D";
2095 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2096
2097 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2098 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2099 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2100 strlen(program2), (const GLubyte *) program2);
2101 }
2102
2103
2104 /**
2105 * Meta implementation of ctx->Driver.DrawPixels() in terms
2106 * of texture mapping and polygon rendering.
2107 */
2108 void
2109 _mesa_meta_DrawPixels(struct gl_context *ctx,
2110 GLint x, GLint y, GLsizei width, GLsizei height,
2111 GLenum format, GLenum type,
2112 const struct gl_pixelstore_attrib *unpack,
2113 const GLvoid *pixels)
2114 {
2115 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2116 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2117 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2118 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2119 struct vertex verts[4];
2120 GLenum texIntFormat;
2121 GLboolean fallback, newTex;
2122 GLbitfield metaExtraSave = 0x0;
2123
2124 /*
2125 * Determine if we can do the glDrawPixels with texture mapping.
2126 */
2127 fallback = GL_FALSE;
2128 if (ctx->Fog.Enabled) {
2129 fallback = GL_TRUE;
2130 }
2131
2132 if (_mesa_is_color_format(format)) {
2133 /* use more compact format when possible */
2134 /* XXX disable special case for GL_LUMINANCE for now to work around
2135 * apparent i965 driver bug (see bug #23670).
2136 */
2137 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2138 texIntFormat = format;
2139 else
2140 texIntFormat = GL_RGBA;
2141
2142 /* If we're not supposed to clamp the resulting color, then just
2143 * promote our texture to fully float. We could do better by
2144 * just going for the matching set of channels, in floating
2145 * point.
2146 */
2147 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2148 ctx->Extensions.ARB_texture_float)
2149 texIntFormat = GL_RGBA32F;
2150 }
2151 else if (_mesa_is_stencil_format(format)) {
2152 if (ctx->Extensions.ARB_fragment_program &&
2153 ctx->Pixel.IndexShift == 0 &&
2154 ctx->Pixel.IndexOffset == 0 &&
2155 type == GL_UNSIGNED_BYTE) {
2156 /* We'll store stencil as alpha. This only works for GLubyte
2157 * image data because of how incoming values are mapped to alpha
2158 * in [0,1].
2159 */
2160 texIntFormat = GL_ALPHA;
2161 metaExtraSave = (MESA_META_COLOR_MASK |
2162 MESA_META_DEPTH_TEST |
2163 MESA_META_PIXEL_TRANSFER |
2164 MESA_META_SHADER |
2165 MESA_META_STENCIL_TEST);
2166 }
2167 else {
2168 fallback = GL_TRUE;
2169 }
2170 }
2171 else if (_mesa_is_depth_format(format)) {
2172 if (ctx->Extensions.ARB_depth_texture &&
2173 ctx->Extensions.ARB_fragment_program) {
2174 texIntFormat = GL_DEPTH_COMPONENT;
2175 metaExtraSave = (MESA_META_SHADER);
2176 }
2177 else {
2178 fallback = GL_TRUE;
2179 }
2180 }
2181 else {
2182 fallback = GL_TRUE;
2183 }
2184
2185 if (fallback) {
2186 _swrast_DrawPixels(ctx, x, y, width, height,
2187 format, type, unpack, pixels);
2188 return;
2189 }
2190
2191 /*
2192 * Check image size against max texture size, draw as tiles if needed.
2193 */
2194 if (width > tex->MaxSize || height > tex->MaxSize) {
2195 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2196 format, type, unpack, pixels);
2197 return;
2198 }
2199
2200 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2201 * but a there's a few things we need to override:
2202 */
2203 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2204 MESA_META_SHADER |
2205 MESA_META_TEXTURE |
2206 MESA_META_TRANSFORM |
2207 MESA_META_CLIP |
2208 MESA_META_VERTEX |
2209 MESA_META_VIEWPORT |
2210 metaExtraSave));
2211
2212 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2213
2214 _mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false,
2215 3, 2, 0);
2216
2217 /* Silence valgrind warnings about reading uninitialized stack. */
2218 memset(verts, 0, sizeof(verts));
2219
2220 /* vertex positions, texcoords (after texture allocation!) */
2221 {
2222 const GLfloat x0 = (GLfloat) x;
2223 const GLfloat y0 = (GLfloat) y;
2224 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2225 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2226 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2227
2228 verts[0].x = x0;
2229 verts[0].y = y0;
2230 verts[0].z = z;
2231 verts[0].tex[0] = 0.0F;
2232 verts[0].tex[1] = 0.0F;
2233 verts[1].x = x1;
2234 verts[1].y = y0;
2235 verts[1].z = z;
2236 verts[1].tex[0] = tex->Sright;
2237 verts[1].tex[1] = 0.0F;
2238 verts[2].x = x1;
2239 verts[2].y = y1;
2240 verts[2].z = z;
2241 verts[2].tex[0] = tex->Sright;
2242 verts[2].tex[1] = tex->Ttop;
2243 verts[3].x = x0;
2244 verts[3].y = y1;
2245 verts[3].z = z;
2246 verts[3].tex[0] = 0.0F;
2247 verts[3].tex[1] = tex->Ttop;
2248 }
2249
2250 /* upload new vertex data */
2251 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2252 verts, GL_DYNAMIC_DRAW_ARB);
2253
2254 /* set given unpack params */
2255 ctx->Unpack = *unpack;
2256
2257 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2258
2259 if (_mesa_is_stencil_format(format)) {
2260 /* Drawing stencil */
2261 GLint bit;
2262
2263 if (!drawpix->StencilFP)
2264 init_draw_stencil_pixels(ctx);
2265
2266 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2267 GL_ALPHA, type, pixels);
2268
2269 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2270
2271 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2272
2273 /* set all stencil bits to 0 */
2274 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2275 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2276 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2277
2278 /* set stencil bits to 1 where needed */
2279 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2280
2281 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2282 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2283
2284 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2285 const GLuint mask = 1 << bit;
2286 if (mask & origStencilMask) {
2287 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2288 _mesa_StencilMask(mask);
2289
2290 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2291 255.0f / mask, 0.5f, 0.0f, 0.0f);
2292
2293 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2294 }
2295 }
2296 }
2297 else if (_mesa_is_depth_format(format)) {
2298 /* Drawing depth */
2299 if (!drawpix->DepthFP)
2300 init_draw_depth_pixels(ctx);
2301
2302 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2303 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2304
2305 /* polygon color = current raster color */
2306 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2307 ctx->Current.RasterColor);
2308
2309 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2310 format, type, pixels);
2311
2312 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2313 }
2314 else {
2315 /* Drawing RGBA */
2316 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2317 format, type, pixels);
2318 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2319 }
2320
2321 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2322
2323 /* restore unpack params */
2324 ctx->Unpack = unpackSave;
2325
2326 _mesa_meta_end(ctx);
2327 }
2328
2329 static GLboolean
2330 alpha_test_raster_color(struct gl_context *ctx)
2331 {
2332 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2333 GLfloat ref = ctx->Color.AlphaRef;
2334
2335 switch (ctx->Color.AlphaFunc) {
2336 case GL_NEVER:
2337 return GL_FALSE;
2338 case GL_LESS:
2339 return alpha < ref;
2340 case GL_EQUAL:
2341 return alpha == ref;
2342 case GL_LEQUAL:
2343 return alpha <= ref;
2344 case GL_GREATER:
2345 return alpha > ref;
2346 case GL_NOTEQUAL:
2347 return alpha != ref;
2348 case GL_GEQUAL:
2349 return alpha >= ref;
2350 case GL_ALWAYS:
2351 return GL_TRUE;
2352 default:
2353 assert(0);
2354 return GL_FALSE;
2355 }
2356 }
2357
2358 /**
2359 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2360 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2361 * tracker would improve performance a lot.
2362 */
2363 void
2364 _mesa_meta_Bitmap(struct gl_context *ctx,
2365 GLint x, GLint y, GLsizei width, GLsizei height,
2366 const struct gl_pixelstore_attrib *unpack,
2367 const GLubyte *bitmap1)
2368 {
2369 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2370 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2371 const GLenum texIntFormat = GL_ALPHA;
2372 const struct gl_pixelstore_attrib unpackSave = *unpack;
2373 GLubyte fg, bg;
2374 struct vertex verts[4];
2375 GLboolean newTex;
2376 GLubyte *bitmap8;
2377
2378 /*
2379 * Check if swrast fallback is needed.
2380 */
2381 if (ctx->_ImageTransferState ||
2382 ctx->FragmentProgram._Enabled ||
2383 ctx->Fog.Enabled ||
2384 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2385 width > tex->MaxSize ||
2386 height > tex->MaxSize) {
2387 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2388 return;
2389 }
2390
2391 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2392 return;
2393
2394 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2395 * but a there's a few things we need to override:
2396 */
2397 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2398 MESA_META_PIXEL_STORE |
2399 MESA_META_RASTERIZATION |
2400 MESA_META_SHADER |
2401 MESA_META_TEXTURE |
2402 MESA_META_TRANSFORM |
2403 MESA_META_CLIP |
2404 MESA_META_VERTEX |
2405 MESA_META_VIEWPORT));
2406
2407 _mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4);
2408
2409 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2410
2411 /* Silence valgrind warnings about reading uninitialized stack. */
2412 memset(verts, 0, sizeof(verts));
2413
2414 /* vertex positions, texcoords, colors (after texture allocation!) */
2415 {
2416 const GLfloat x0 = (GLfloat) x;
2417 const GLfloat y0 = (GLfloat) y;
2418 const GLfloat x1 = (GLfloat) (x + width);
2419 const GLfloat y1 = (GLfloat) (y + height);
2420 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2421 GLuint i;
2422
2423 verts[0].x = x0;
2424 verts[0].y = y0;
2425 verts[0].z = z;
2426 verts[0].tex[0] = 0.0F;
2427 verts[0].tex[1] = 0.0F;
2428 verts[1].x = x1;
2429 verts[1].y = y0;
2430 verts[1].z = z;
2431 verts[1].tex[0] = tex->Sright;
2432 verts[1].tex[1] = 0.0F;
2433 verts[2].x = x1;
2434 verts[2].y = y1;
2435 verts[2].z = z;
2436 verts[2].tex[0] = tex->Sright;
2437 verts[2].tex[1] = tex->Ttop;
2438 verts[3].x = x0;
2439 verts[3].y = y1;
2440 verts[3].z = z;
2441 verts[3].tex[0] = 0.0F;
2442 verts[3].tex[1] = tex->Ttop;
2443
2444 for (i = 0; i < 4; i++) {
2445 verts[i].r = ctx->Current.RasterColor[0];
2446 verts[i].g = ctx->Current.RasterColor[1];
2447 verts[i].b = ctx->Current.RasterColor[2];
2448 verts[i].a = ctx->Current.RasterColor[3];
2449 }
2450
2451 /* upload new vertex data */
2452 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2453 }
2454
2455 /* choose different foreground/background alpha values */
2456 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2457 bg = (fg > 127 ? 0 : 255);
2458
2459 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2460 if (!bitmap1) {
2461 _mesa_meta_end(ctx);
2462 return;
2463 }
2464
2465 bitmap8 = malloc(width * height);
2466 if (bitmap8) {
2467 memset(bitmap8, bg, width * height);
2468 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2469 bitmap8, width, fg);
2470
2471 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2472
2473 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2474 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2475
2476 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2477 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2478
2479 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2480
2481 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2482
2483 free(bitmap8);
2484 }
2485
2486 _mesa_unmap_pbo_source(ctx, &unpackSave);
2487
2488 _mesa_meta_end(ctx);
2489 }
2490
2491 /**
2492 * Compute the texture coordinates for the four vertices of a quad for
2493 * drawing a 2D texture image or slice of a cube/3D texture.
2494 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2495 * \param slice slice of a 1D/2D array texture or 3D texture
2496 * \param width width of the texture image
2497 * \param height height of the texture image
2498 * \param coords0/1/2/3 returns the computed texcoords
2499 */
2500 void
2501 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2502 GLint slice,
2503 GLint width,
2504 GLint height,
2505 GLint depth,
2506 GLfloat coords0[4],
2507 GLfloat coords1[4],
2508 GLfloat coords2[4],
2509 GLfloat coords3[4])
2510 {
2511 static const GLfloat st[4][2] = {
2512 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2513 };
2514 GLuint i;
2515 GLfloat r;
2516
2517 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2518 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2519
2520 /* Currently all texture targets want the W component to be 1.0.
2521 */
2522 coords0[3] = 1.0F;
2523 coords1[3] = 1.0F;
2524 coords2[3] = 1.0F;
2525 coords3[3] = 1.0F;
2526
2527 switch (faceTarget) {
2528 case GL_TEXTURE_1D:
2529 case GL_TEXTURE_2D:
2530 case GL_TEXTURE_3D:
2531 case GL_TEXTURE_2D_ARRAY:
2532 if (faceTarget == GL_TEXTURE_3D) {
2533 assert(slice < depth);
2534 assert(depth >= 1);
2535 r = (slice + 0.5f) / depth;
2536 }
2537 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2538 r = (float) slice;
2539 else
2540 r = 0.0F;
2541 coords0[0] = 0.0F; /* s */
2542 coords0[1] = 0.0F; /* t */
2543 coords0[2] = r; /* r */
2544 coords1[0] = 1.0F;
2545 coords1[1] = 0.0F;
2546 coords1[2] = r;
2547 coords2[0] = 1.0F;
2548 coords2[1] = 1.0F;
2549 coords2[2] = r;
2550 coords3[0] = 0.0F;
2551 coords3[1] = 1.0F;
2552 coords3[2] = r;
2553 break;
2554 case GL_TEXTURE_RECTANGLE_ARB:
2555 coords0[0] = 0.0F; /* s */
2556 coords0[1] = 0.0F; /* t */
2557 coords0[2] = 0.0F; /* r */
2558 coords1[0] = (float) width;
2559 coords1[1] = 0.0F;
2560 coords1[2] = 0.0F;
2561 coords2[0] = (float) width;
2562 coords2[1] = (float) height;
2563 coords2[2] = 0.0F;
2564 coords3[0] = 0.0F;
2565 coords3[1] = (float) height;
2566 coords3[2] = 0.0F;
2567 break;
2568 case GL_TEXTURE_1D_ARRAY:
2569 coords0[0] = 0.0F; /* s */
2570 coords0[1] = (float) slice; /* t */
2571 coords0[2] = 0.0F; /* r */
2572 coords1[0] = 1.0f;
2573 coords1[1] = (float) slice;
2574 coords1[2] = 0.0F;
2575 coords2[0] = 1.0F;
2576 coords2[1] = (float) slice;
2577 coords2[2] = 0.0F;
2578 coords3[0] = 0.0F;
2579 coords3[1] = (float) slice;
2580 coords3[2] = 0.0F;
2581 break;
2582
2583 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2584 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2585 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2586 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2587 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2588 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2589 /* loop over quad verts */
2590 for (i = 0; i < 4; i++) {
2591 /* Compute sc = +/-scale and tc = +/-scale.
2592 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2593 * though that can still sometimes happen with this scale factor...
2594 */
2595 const GLfloat scale = 0.9999f;
2596 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2597 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2598 GLfloat *coord;
2599
2600 switch (i) {
2601 case 0:
2602 coord = coords0;
2603 break;
2604 case 1:
2605 coord = coords1;
2606 break;
2607 case 2:
2608 coord = coords2;
2609 break;
2610 case 3:
2611 coord = coords3;
2612 break;
2613 default:
2614 assert(0);
2615 }
2616
2617 coord[3] = (float) (slice / 6);
2618
2619 switch (faceTarget) {
2620 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2621 coord[0] = 1.0f;
2622 coord[1] = -tc;
2623 coord[2] = -sc;
2624 break;
2625 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2626 coord[0] = -1.0f;
2627 coord[1] = -tc;
2628 coord[2] = sc;
2629 break;
2630 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2631 coord[0] = sc;
2632 coord[1] = 1.0f;
2633 coord[2] = tc;
2634 break;
2635 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2636 coord[0] = sc;
2637 coord[1] = -1.0f;
2638 coord[2] = -tc;
2639 break;
2640 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2641 coord[0] = sc;
2642 coord[1] = -tc;
2643 coord[2] = 1.0f;
2644 break;
2645 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2646 coord[0] = -sc;
2647 coord[1] = -tc;
2648 coord[2] = -1.0f;
2649 break;
2650 default:
2651 assert(0);
2652 }
2653 }
2654 break;
2655 default:
2656 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2657 }
2658 }
2659
2660 static struct blit_shader *
2661 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2662 {
2663 switch(target) {
2664 case GL_TEXTURE_1D:
2665 table->sampler_1d.type = "sampler1D";
2666 table->sampler_1d.func = "texture1D";
2667 table->sampler_1d.texcoords = "texCoords.x";
2668 return &table->sampler_1d;
2669 case GL_TEXTURE_2D:
2670 table->sampler_2d.type = "sampler2D";
2671 table->sampler_2d.func = "texture2D";
2672 table->sampler_2d.texcoords = "texCoords.xy";
2673 return &table->sampler_2d;
2674 case GL_TEXTURE_RECTANGLE:
2675 table->sampler_rect.type = "sampler2DRect";
2676 table->sampler_rect.func = "texture2DRect";
2677 table->sampler_rect.texcoords = "texCoords.xy";
2678 return &table->sampler_rect;
2679 case GL_TEXTURE_3D:
2680 /* Code for mipmap generation with 3D textures is not used yet.
2681 * It's a sw fallback.
2682 */
2683 table->sampler_3d.type = "sampler3D";
2684 table->sampler_3d.func = "texture3D";
2685 table->sampler_3d.texcoords = "texCoords.xyz";
2686 return &table->sampler_3d;
2687 case GL_TEXTURE_CUBE_MAP:
2688 table->sampler_cubemap.type = "samplerCube";
2689 table->sampler_cubemap.func = "textureCube";
2690 table->sampler_cubemap.texcoords = "texCoords.xyz";
2691 return &table->sampler_cubemap;
2692 case GL_TEXTURE_1D_ARRAY:
2693 table->sampler_1d_array.type = "sampler1DArray";
2694 table->sampler_1d_array.func = "texture1DArray";
2695 table->sampler_1d_array.texcoords = "texCoords.xy";
2696 return &table->sampler_1d_array;
2697 case GL_TEXTURE_2D_ARRAY:
2698 table->sampler_2d_array.type = "sampler2DArray";
2699 table->sampler_2d_array.func = "texture2DArray";
2700 table->sampler_2d_array.texcoords = "texCoords.xyz";
2701 return &table->sampler_2d_array;
2702 case GL_TEXTURE_CUBE_MAP_ARRAY:
2703 table->sampler_cubemap_array.type = "samplerCubeArray";
2704 table->sampler_cubemap_array.func = "textureCubeArray";
2705 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2706 return &table->sampler_cubemap_array;
2707 default:
2708 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2709 " setup_texture_sampler()\n", target);
2710 return NULL;
2711 }
2712 }
2713
2714 void
2715 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2716 {
2717 _mesa_DeleteProgram(table->sampler_1d.shader_prog);
2718 _mesa_DeleteProgram(table->sampler_2d.shader_prog);
2719 _mesa_DeleteProgram(table->sampler_3d.shader_prog);
2720 _mesa_DeleteProgram(table->sampler_rect.shader_prog);
2721 _mesa_DeleteProgram(table->sampler_cubemap.shader_prog);
2722 _mesa_DeleteProgram(table->sampler_1d_array.shader_prog);
2723 _mesa_DeleteProgram(table->sampler_2d_array.shader_prog);
2724 _mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog);
2725
2726 table->sampler_1d.shader_prog = 0;
2727 table->sampler_2d.shader_prog = 0;
2728 table->sampler_3d.shader_prog = 0;
2729 table->sampler_rect.shader_prog = 0;
2730 table->sampler_cubemap.shader_prog = 0;
2731 table->sampler_1d_array.shader_prog = 0;
2732 table->sampler_2d_array.shader_prog = 0;
2733 table->sampler_cubemap_array.shader_prog = 0;
2734 }
2735
2736 /**
2737 * Determine the GL data type to use for the temporary image read with
2738 * ReadPixels() and passed to Tex[Sub]Image().
2739 */
2740 static GLenum
2741 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2742 {
2743 GLenum baseFormat;
2744
2745 baseFormat = _mesa_get_format_base_format(format);
2746
2747 switch (baseFormat) {
2748 case GL_RGBA:
2749 case GL_RGB:
2750 case GL_RG:
2751 case GL_RED:
2752 case GL_ALPHA:
2753 case GL_LUMINANCE:
2754 case GL_LUMINANCE_ALPHA:
2755 case GL_INTENSITY:
2756 if (ctx->DrawBuffer->Visual.redBits <= 8) {
2757 return GL_UNSIGNED_BYTE;
2758 } else if (ctx->DrawBuffer->Visual.redBits <= 16) {
2759 return GL_UNSIGNED_SHORT;
2760 } else {
2761 GLenum datatype = _mesa_get_format_datatype(format);
2762 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT)
2763 return datatype;
2764 return GL_FLOAT;
2765 }
2766 case GL_DEPTH_COMPONENT: {
2767 GLenum datatype = _mesa_get_format_datatype(format);
2768 if (datatype == GL_FLOAT)
2769 return GL_FLOAT;
2770 else
2771 return GL_UNSIGNED_INT;
2772 }
2773 case GL_DEPTH_STENCIL: {
2774 GLenum datatype = _mesa_get_format_datatype(format);
2775 if (datatype == GL_FLOAT)
2776 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2777 else
2778 return GL_UNSIGNED_INT_24_8;
2779 }
2780 default:
2781 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2782 baseFormat);
2783 return 0;
2784 }
2785 }
2786
2787 /**
2788 * Attempts to wrap the destination texture in an FBO and use
2789 * glBlitFramebuffer() to implement glCopyTexSubImage().
2790 */
2791 static bool
2792 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2793 struct gl_texture_image *texImage,
2794 GLint xoffset,
2795 GLint yoffset,
2796 GLint zoffset,
2797 struct gl_renderbuffer *rb,
2798 GLint x, GLint y,
2799 GLsizei width, GLsizei height)
2800 {
2801 struct gl_texture_object *texObj = texImage->TexObject;
2802 GLuint fbo;
2803 bool success = false;
2804 GLbitfield mask;
2805 GLenum status;
2806
2807 if (!ctx->Extensions.ARB_framebuffer_object)
2808 return false;
2809
2810 _mesa_unlock_texture(ctx, texObj);
2811
2812 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2813
2814 _mesa_GenFramebuffers(1, &fbo);
2815 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2816
2817 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2818 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2819 _mesa_meta_bind_fbo_image(GL_DEPTH_ATTACHMENT, texImage, zoffset);
2820 mask = GL_DEPTH_BUFFER_BIT;
2821
2822 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2823 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2824 _mesa_meta_bind_fbo_image(GL_STENCIL_ATTACHMENT, texImage, zoffset);
2825 mask |= GL_STENCIL_BUFFER_BIT;
2826 }
2827 _mesa_DrawBuffer(GL_NONE);
2828 } else {
2829 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0, texImage, zoffset);
2830 mask = GL_COLOR_BUFFER_BIT;
2831 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2832 }
2833
2834 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2835 if (status != GL_FRAMEBUFFER_COMPLETE)
2836 goto out;
2837
2838 ctx->Meta->Blit.no_ctsi_fallback = true;
2839
2840 /* Since we've bound a new draw framebuffer, we need to update
2841 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2842 * be correct.
2843 */
2844 _mesa_update_state(ctx);
2845
2846 /* We skip the core BlitFramebuffer checks for format consistency, which
2847 * are too strict for CopyTexImage. We know meta will be fine with format
2848 * changes.
2849 */
2850 _mesa_meta_BlitFramebuffer(ctx, x, y,
2851 x + width, y + height,
2852 xoffset, yoffset,
2853 xoffset + width, yoffset + height,
2854 mask, GL_NEAREST);
2855 ctx->Meta->Blit.no_ctsi_fallback = false;
2856 success = true;
2857
2858 out:
2859 _mesa_lock_texture(ctx, texObj);
2860 _mesa_DeleteFramebuffers(1, &fbo);
2861 _mesa_meta_end(ctx);
2862 return success;
2863 }
2864
2865 /**
2866 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2867 * Have to be careful with locking and meta state for pixel transfer.
2868 */
2869 void
2870 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2871 struct gl_texture_image *texImage,
2872 GLint xoffset, GLint yoffset, GLint zoffset,
2873 struct gl_renderbuffer *rb,
2874 GLint x, GLint y,
2875 GLsizei width, GLsizei height)
2876 {
2877 struct gl_texture_object *texObj = texImage->TexObject;
2878 GLenum format, type;
2879 GLint bpp;
2880 void *buf;
2881
2882 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2883 texImage,
2884 xoffset, yoffset, zoffset,
2885 rb,
2886 x, y,
2887 width, height)) {
2888 return;
2889 }
2890
2891 /* Choose format/type for temporary image buffer */
2892 format = _mesa_get_format_base_format(texImage->TexFormat);
2893 if (format == GL_LUMINANCE ||
2894 format == GL_LUMINANCE_ALPHA ||
2895 format == GL_INTENSITY) {
2896 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2897 * temp image buffer because glReadPixels will do L=R+G+B which is
2898 * not what we want (should be L=R).
2899 */
2900 format = GL_RGBA;
2901 }
2902
2903 type = get_temp_image_type(ctx, texImage->TexFormat);
2904 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2905 format = _mesa_base_format_to_integer_format(format);
2906 }
2907 bpp = _mesa_bytes_per_pixel(format, type);
2908 if (bpp <= 0) {
2909 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2910 return;
2911 }
2912
2913 /*
2914 * Alloc image buffer (XXX could use a PBO)
2915 */
2916 buf = malloc(width * height * bpp);
2917 if (!buf) {
2918 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2919 return;
2920 }
2921
2922 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
2923
2924 /*
2925 * Read image from framebuffer (disable pixel transfer ops)
2926 */
2927 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2928 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2929 format, type, &ctx->Pack, buf);
2930 _mesa_meta_end(ctx);
2931
2932 _mesa_update_state(ctx); /* to update pixel transfer state */
2933
2934 /*
2935 * Store texture data (with pixel transfer ops)
2936 */
2937 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2938
2939 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2940 assert(yoffset == 0);
2941 ctx->Driver.TexSubImage(ctx, dims, texImage,
2942 xoffset, zoffset, 0, width, 1, 1,
2943 format, type, buf, &ctx->Unpack);
2944 } else {
2945 ctx->Driver.TexSubImage(ctx, dims, texImage,
2946 xoffset, yoffset, zoffset, width, height, 1,
2947 format, type, buf, &ctx->Unpack);
2948 }
2949
2950 _mesa_meta_end(ctx);
2951
2952 _mesa_lock_texture(ctx, texObj); /* re-lock */
2953
2954 free(buf);
2955 }
2956
2957
2958 static void
2959 meta_decompress_cleanup(struct decompress_state *decompress)
2960 {
2961 if (decompress->FBO != 0) {
2962 _mesa_DeleteFramebuffers(1, &decompress->FBO);
2963 _mesa_DeleteRenderbuffers(1, &decompress->RBO);
2964 }
2965
2966 if (decompress->VAO != 0) {
2967 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2968 _mesa_DeleteBuffers(1, &decompress->VBO);
2969 }
2970
2971 if (decompress->Sampler != 0)
2972 _mesa_DeleteSamplers(1, &decompress->Sampler);
2973
2974 memset(decompress, 0, sizeof(*decompress));
2975 }
2976
2977 /**
2978 * Decompress a texture image by drawing a quad with the compressed
2979 * texture and reading the pixels out of the color buffer.
2980 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2981 * \param destFormat format, ala glReadPixels
2982 * \param destType type, ala glReadPixels
2983 * \param dest destination buffer
2984 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2985 */
2986 static void
2987 decompress_texture_image(struct gl_context *ctx,
2988 struct gl_texture_image *texImage,
2989 GLuint slice,
2990 GLenum destFormat, GLenum destType,
2991 GLvoid *dest)
2992 {
2993 struct decompress_state *decompress = &ctx->Meta->Decompress;
2994 struct gl_texture_object *texObj = texImage->TexObject;
2995 const GLint width = texImage->Width;
2996 const GLint height = texImage->Height;
2997 const GLint depth = texImage->Height;
2998 const GLenum target = texObj->Target;
2999 GLenum faceTarget;
3000 struct vertex verts[4];
3001 GLuint samplerSave;
3002 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3003 ctx->Extensions.ARB_fragment_shader;
3004
3005 if (slice > 0) {
3006 assert(target == GL_TEXTURE_3D ||
3007 target == GL_TEXTURE_2D_ARRAY ||
3008 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3009 }
3010
3011 switch (target) {
3012 case GL_TEXTURE_1D:
3013 case GL_TEXTURE_1D_ARRAY:
3014 assert(!"No compressed 1D textures.");
3015 return;
3016
3017 case GL_TEXTURE_3D:
3018 assert(!"No compressed 3D textures.");
3019 return;
3020
3021 case GL_TEXTURE_CUBE_MAP_ARRAY:
3022 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3023 break;
3024
3025 case GL_TEXTURE_CUBE_MAP:
3026 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3027 break;
3028
3029 default:
3030 faceTarget = target;
3031 break;
3032 }
3033
3034 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3035 MESA_META_DRAW_BUFFERS));
3036
3037 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3038 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3039
3040 /* Create/bind FBO/renderbuffer */
3041 if (decompress->FBO == 0) {
3042 _mesa_GenFramebuffers(1, &decompress->FBO);
3043 _mesa_GenRenderbuffers(1, &decompress->RBO);
3044 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3045 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
3046 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
3047 GL_COLOR_ATTACHMENT0_EXT,
3048 GL_RENDERBUFFER_EXT,
3049 decompress->RBO);
3050 }
3051 else {
3052 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3053 }
3054
3055 /* alloc dest surface */
3056 if (width > decompress->Width || height > decompress->Height) {
3057 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
3058 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, GL_RGBA,
3059 width, height);
3060 decompress->Width = width;
3061 decompress->Height = height;
3062 }
3063
3064 if (use_glsl_version) {
3065 _mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
3066 2, 4, 0);
3067
3068 _mesa_meta_setup_blit_shader(ctx, target, &decompress->shaders);
3069 } else {
3070 _mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
3071 }
3072
3073 if (!decompress->Sampler) {
3074 _mesa_GenSamplers(1, &decompress->Sampler);
3075 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3076 /* nearest filtering */
3077 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3078 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3079 /* No sRGB decode or encode.*/
3080 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3081 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3082 GL_SKIP_DECODE_EXT);
3083 }
3084
3085 } else {
3086 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3087 }
3088
3089 /* Silence valgrind warnings about reading uninitialized stack. */
3090 memset(verts, 0, sizeof(verts));
3091
3092 _mesa_meta_setup_texture_coords(faceTarget, slice, width, height, depth,
3093 verts[0].tex,
3094 verts[1].tex,
3095 verts[2].tex,
3096 verts[3].tex);
3097
3098 /* setup vertex positions */
3099 verts[0].x = -1.0F;
3100 verts[0].y = -1.0F;
3101 verts[1].x = 1.0F;
3102 verts[1].y = -1.0F;
3103 verts[2].x = 1.0F;
3104 verts[2].y = 1.0F;
3105 verts[3].x = -1.0F;
3106 verts[3].y = 1.0F;
3107
3108 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3109
3110 /* upload new vertex data */
3111 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3112
3113 /* setup texture state */
3114 _mesa_BindTexture(target, texObj->Name);
3115
3116 if (!use_glsl_version)
3117 _mesa_set_enable(ctx, target, GL_TRUE);
3118
3119 {
3120 /* save texture object state */
3121 const GLint baseLevelSave = texObj->BaseLevel;
3122 const GLint maxLevelSave = texObj->MaxLevel;
3123
3124 /* restrict sampling to the texture level of interest */
3125 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3126 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3127 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3128 }
3129
3130 /* render quad w/ texture into renderbuffer */
3131 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3132
3133 /* Restore texture object state, the texture binding will
3134 * be restored by _mesa_meta_end().
3135 */
3136 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3137 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3138 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3139 }
3140
3141 }
3142
3143 /* read pixels from renderbuffer */
3144 {
3145 GLenum baseTexFormat = texImage->_BaseFormat;
3146 GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
3147
3148 /* The pixel transfer state will be set to default values at this point
3149 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3150 * turned off (as required by glGetTexImage) but we need to handle some
3151 * special cases. In particular, single-channel texture values are
3152 * returned as red and two-channel texture values are returned as
3153 * red/alpha.
3154 */
3155 if ((baseTexFormat == GL_LUMINANCE ||
3156 baseTexFormat == GL_LUMINANCE_ALPHA ||
3157 baseTexFormat == GL_INTENSITY) ||
3158 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3159 * luminance then we need to return L=tex(R).
3160 */
3161 ((baseTexFormat == GL_RGBA ||
3162 baseTexFormat == GL_RGB ||
3163 baseTexFormat == GL_RG) &&
3164 (destBaseFormat == GL_LUMINANCE ||
3165 destBaseFormat == GL_LUMINANCE_ALPHA ||
3166 destBaseFormat == GL_LUMINANCE_INTEGER_EXT ||
3167 destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT))) {
3168 /* Green and blue must be zero */
3169 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3170 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3171 }
3172
3173 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3174 }
3175
3176 /* disable texture unit */
3177 if (!use_glsl_version)
3178 _mesa_set_enable(ctx, target, GL_FALSE);
3179
3180 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3181
3182 _mesa_meta_end(ctx);
3183 }
3184
3185
3186 /**
3187 * This is just a wrapper around _mesa_get_tex_image() and
3188 * decompress_texture_image(). Meta functions should not be directly called
3189 * from core Mesa.
3190 */
3191 void
3192 _mesa_meta_GetTexImage(struct gl_context *ctx,
3193 GLenum format, GLenum type, GLvoid *pixels,
3194 struct gl_texture_image *texImage)
3195 {
3196 /* We can only use the decompress-with-blit method here if the texels are
3197 * unsigned, normalized values. We could handle signed and unnormalized
3198 * with floating point renderbuffers...
3199 */
3200 if (_mesa_is_format_compressed(texImage->TexFormat) &&
3201 _mesa_get_format_datatype(texImage->TexFormat)
3202 == GL_UNSIGNED_NORMALIZED) {
3203 struct gl_texture_object *texObj = texImage->TexObject;
3204 GLuint slice;
3205 /* Need to unlock the texture here to prevent deadlock... */
3206 _mesa_unlock_texture(ctx, texObj);
3207 for (slice = 0; slice < texImage->Depth; slice++) {
3208 void *dst;
3209 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
3210 || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
3211 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3212 * in the decompress_texture_image() function's call to
3213 * glReadPixels but we need to compute the dest slice's address
3214 * here (according to SkipImages and ImageHeight).
3215 */
3216 struct gl_pixelstore_attrib packing = ctx->Pack;
3217 packing.SkipPixels = 0;
3218 packing.SkipRows = 0;
3219 dst = _mesa_image_address3d(&packing, pixels, texImage->Width,
3220 texImage->Height, format, type,
3221 slice, 0, 0);
3222 }
3223 else {
3224 dst = pixels;
3225 }
3226 decompress_texture_image(ctx, texImage, slice, format, type, dst);
3227 }
3228 /* ... and relock it */
3229 _mesa_lock_texture(ctx, texObj);
3230 }
3231 else {
3232 _mesa_get_teximage(ctx, format, type, pixels, texImage);
3233 }
3234 }
3235
3236
3237 /**
3238 * Meta implementation of ctx->Driver.DrawTex() in terms
3239 * of polygon rendering.
3240 */
3241 void
3242 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3243 GLfloat width, GLfloat height)
3244 {
3245 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3246 struct vertex {
3247 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3248 };
3249 struct vertex verts[4];
3250 GLuint i;
3251
3252 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3253 MESA_META_SHADER |
3254 MESA_META_TRANSFORM |
3255 MESA_META_VERTEX |
3256 MESA_META_VIEWPORT));
3257
3258 if (drawtex->VAO == 0) {
3259 /* one-time setup */
3260 GLint active_texture;
3261
3262 /* create vertex array object */
3263 _mesa_GenVertexArrays(1, &drawtex->VAO);
3264 _mesa_BindVertexArray(drawtex->VAO);
3265
3266 /* create vertex array buffer */
3267 _mesa_GenBuffers(1, &drawtex->VBO);
3268 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3269 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3270 NULL, GL_DYNAMIC_DRAW_ARB);
3271
3272 /* client active texture is not part of the array object */
3273 active_texture = ctx->Array.ActiveTexture;
3274
3275 /* setup vertex arrays */
3276 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3277 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3278 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3279 _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
3280 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3281 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3282 }
3283
3284 /* restore client active texture */
3285 _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
3286 }
3287 else {
3288 _mesa_BindVertexArray(drawtex->VAO);
3289 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3290 }
3291
3292 /* vertex positions, texcoords */
3293 {
3294 const GLfloat x1 = x + width;
3295 const GLfloat y1 = y + height;
3296
3297 z = CLAMP(z, 0.0f, 1.0f);
3298 z = invert_z(z);
3299
3300 verts[0].x = x;
3301 verts[0].y = y;
3302 verts[0].z = z;
3303
3304 verts[1].x = x1;
3305 verts[1].y = y;
3306 verts[1].z = z;
3307
3308 verts[2].x = x1;
3309 verts[2].y = y1;
3310 verts[2].z = z;
3311
3312 verts[3].x = x;
3313 verts[3].y = y1;
3314 verts[3].z = z;
3315
3316 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3317 const struct gl_texture_object *texObj;
3318 const struct gl_texture_image *texImage;
3319 GLfloat s, t, s1, t1;
3320 GLuint tw, th;
3321
3322 if (!ctx->Texture.Unit[i]._Current) {
3323 GLuint j;
3324 for (j = 0; j < 4; j++) {
3325 verts[j].st[i][0] = 0.0f;
3326 verts[j].st[i][1] = 0.0f;
3327 }
3328 continue;
3329 }
3330
3331 texObj = ctx->Texture.Unit[i]._Current;
3332 texImage = texObj->Image[0][texObj->BaseLevel];
3333 tw = texImage->Width2;
3334 th = texImage->Height2;
3335
3336 s = (GLfloat) texObj->CropRect[0] / tw;
3337 t = (GLfloat) texObj->CropRect[1] / th;
3338 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3339 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3340
3341 verts[0].st[i][0] = s;
3342 verts[0].st[i][1] = t;
3343
3344 verts[1].st[i][0] = s1;
3345 verts[1].st[i][1] = t;
3346
3347 verts[2].st[i][0] = s1;
3348 verts[2].st[i][1] = t1;
3349
3350 verts[3].st[i][0] = s;
3351 verts[3].st[i][1] = t1;
3352 }
3353
3354 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3355 }
3356
3357 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3358
3359 _mesa_meta_end(ctx);
3360 }