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