2 * Mesa 3-D graphics library
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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.
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/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/image.h"
50 #include "main/macros.h"
51 #include "main/matrix.h"
52 #include "main/mipmap.h"
53 #include "main/pixel.h"
55 #include "main/polygon.h"
56 #include "main/readpix.h"
57 #include "main/scissor.h"
58 #include "main/shaderapi.h"
59 #include "main/shaderobj.h"
60 #include "main/state.h"
61 #include "main/stencil.h"
62 #include "main/texobj.h"
63 #include "main/texenv.h"
64 #include "main/texgetimage.h"
65 #include "main/teximage.h"
66 #include "main/texparam.h"
67 #include "main/texstate.h"
68 #include "main/transformfeedback.h"
69 #include "main/uniforms.h"
70 #include "main/varray.h"
71 #include "main/viewport.h"
72 #include "program/program.h"
73 #include "swrast/swrast.h"
74 #include "drivers/common/meta.h"
77 /** Return offset in bytes of the field within a vertex struct */
78 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
81 * State which we may save/restore across meta ops.
82 * XXX this may be incomplete...
86 GLbitfield SavedState
; /**< bitmask of MESA_META_* flags */
88 /** MESA_META_ALPHA_TEST */
89 GLboolean AlphaEnabled
;
93 /** MESA_META_BLEND */
94 GLbitfield BlendEnabled
;
95 GLboolean ColorLogicOpEnabled
;
97 /** MESA_META_COLOR_MASK */
98 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4];
100 /** MESA_META_DEPTH_TEST */
101 struct gl_depthbuffer_attrib Depth
;
106 /** MESA_META_PIXEL_STORE */
107 struct gl_pixelstore_attrib Pack
, Unpack
;
109 /** MESA_META_PIXEL_TRANSFER */
110 GLfloat RedBias
, RedScale
;
111 GLfloat GreenBias
, GreenScale
;
112 GLfloat BlueBias
, BlueScale
;
113 GLfloat AlphaBias
, AlphaScale
;
114 GLfloat DepthBias
, DepthScale
;
115 GLboolean MapColorFlag
;
117 /** MESA_META_RASTERIZATION */
118 GLenum FrontPolygonMode
, BackPolygonMode
;
119 GLboolean PolygonOffset
;
120 GLboolean PolygonSmooth
;
121 GLboolean PolygonStipple
;
122 GLboolean PolygonCull
;
124 /** MESA_META_SCISSOR */
125 struct gl_scissor_attrib Scissor
;
127 /** MESA_META_SHADER */
128 GLboolean VertexProgramEnabled
;
129 struct gl_vertex_program
*VertexProgram
;
130 GLboolean FragmentProgramEnabled
;
131 struct gl_fragment_program
*FragmentProgram
;
132 struct gl_shader_program
*VertexShader
;
133 struct gl_shader_program
*GeometryShader
;
134 struct gl_shader_program
*FragmentShader
;
135 struct gl_shader_program
*ActiveShader
;
137 /** MESA_META_STENCIL_TEST */
138 struct gl_stencil_attrib Stencil
;
140 /** MESA_META_TRANSFORM */
142 GLfloat ModelviewMatrix
[16];
143 GLfloat ProjectionMatrix
[16];
144 GLfloat TextureMatrix
[16];
146 /** MESA_META_CLIP */
147 GLbitfield ClipPlanesEnabled
;
149 /** MESA_META_TEXTURE */
151 GLuint ClientActiveUnit
;
152 /** for unit[0] only */
153 struct gl_texture_object
*CurrentTexture
[NUM_TEXTURE_TARGETS
];
154 /** mask of TEXTURE_2D_BIT, etc */
155 GLbitfield TexEnabled
[MAX_TEXTURE_UNITS
];
156 GLbitfield TexGenEnabled
[MAX_TEXTURE_UNITS
];
157 GLuint EnvMode
; /* unit[0] only */
159 /** MESA_META_VERTEX */
160 struct gl_array_object
*ArrayObj
;
161 struct gl_buffer_object
*ArrayBufferObj
;
163 /** MESA_META_VIEWPORT */
164 GLint ViewportX
, ViewportY
, ViewportW
, ViewportH
;
165 GLclampd DepthNear
, DepthFar
;
167 /** MESA_META_CLAMP_FRAGMENT_COLOR */
168 GLenum ClampFragmentColor
;
170 /** MESA_META_CLAMP_VERTEX_COLOR */
171 GLenum ClampVertexColor
;
173 /** MESA_META_CONDITIONAL_RENDER */
174 struct gl_query_object
*CondRenderQuery
;
175 GLenum CondRenderMode
;
177 /** MESA_META_SELECT_FEEDBACK */
179 struct gl_selection Select
;
180 struct gl_feedback Feedback
;
182 /** Miscellaneous (always disabled) */
184 GLboolean RasterDiscard
;
185 GLboolean TransformFeedbackNeedsResume
;
189 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
190 * This is currently shared by all the meta ops. But we could create a
191 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
196 GLenum Target
; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
197 GLsizei MinSize
; /**< Min texture size to allocate */
198 GLsizei MaxSize
; /**< Max possible texture size */
199 GLboolean NPOT
; /**< Non-power of two size OK? */
200 GLsizei Width
, Height
; /**< Current texture size */
202 GLfloat Sright
, Ttop
; /**< right, top texcoords */
207 * State for glBlitFramebufer()
218 * State for glClear()
227 GLuint IntegerShaderProg
;
228 GLint IntegerColorLocation
;
233 * State for glCopyPixels()
243 * State for glDrawPixels()
249 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
250 GLuint DepthFP
; /**< Fragment program for drawing depth images */
255 * State for glBitmap()
261 struct temp_texture Tex
; /**< separate texture from other meta ops */
266 * State for _mesa_meta_generate_mipmap()
268 struct gen_mipmap_state
277 * State for texture decompression
279 struct decompress_state
282 GLuint VBO
, FBO
, RBO
;
287 * State for glDrawTex()
295 #define MAX_META_OPS_DEPTH 8
297 * All per-context meta state.
301 /** Stack of state saved during meta-ops */
302 struct save_state Save
[MAX_META_OPS_DEPTH
];
303 /** Save stack depth */
304 GLuint SaveStackDepth
;
306 struct temp_texture TempTex
;
308 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
309 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
310 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
311 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
312 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
313 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
314 struct decompress_state Decompress
; /**< For texture decompression */
315 struct drawtex_state DrawTex
; /**< For _mesa_meta_DrawTex() */
319 compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
, const GLcharARB
*source
)
325 shader
= _mesa_CreateShaderObjectARB(target
);
326 _mesa_ShaderSourceARB(shader
, 1, &source
, NULL
);
327 _mesa_CompileShaderARB(shader
);
329 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
333 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
341 _mesa_GetProgramInfoLog(shader
, size
, NULL
, info
);
343 "meta program compile failed:\n%s\n"
353 link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
358 _mesa_LinkProgramARB(program
);
360 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
364 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
372 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
373 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
381 * Initialize meta-ops for a context.
382 * To be called once during context creation.
385 _mesa_meta_init(struct gl_context
*ctx
)
389 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
394 * Free context meta-op state.
395 * To be called once during context destruction.
398 _mesa_meta_free(struct gl_context
*ctx
)
400 /* Note: Any textures, VBOs, etc, that we allocate should get
401 * freed by the normal context destruction code. But this would be
402 * the place to free other meta data someday.
410 * Enter meta state. This is like a light-weight version of glPushAttrib
411 * but it also resets most GL state back to default values.
413 * \param state bitmask of MESA_META_* flags indicating which attribute groups
414 * to save and reset to their defaults
417 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
419 struct save_state
*save
;
421 /* hope MAX_META_OPS_DEPTH is large enough */
422 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
424 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
425 memset(save
, 0, sizeof(*save
));
426 save
->SavedState
= state
;
428 /* Pausing transform feedback needs to be done early, or else we won't be
429 * able to change other state.
431 save
->TransformFeedbackNeedsResume
=
432 ctx
->TransformFeedback
.CurrentObject
->Active
&&
433 !ctx
->TransformFeedback
.CurrentObject
->Paused
;
434 if (save
->TransformFeedbackNeedsResume
)
435 _mesa_PauseTransformFeedback();
437 if (state
& MESA_META_ALPHA_TEST
) {
438 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
439 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
440 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
441 if (ctx
->Color
.AlphaEnabled
)
442 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
445 if (state
& MESA_META_BLEND
) {
446 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
447 if (ctx
->Color
.BlendEnabled
) {
448 if (ctx
->Extensions
.EXT_draw_buffers2
) {
450 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
451 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
455 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
458 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
459 if (ctx
->Color
.ColorLogicOpEnabled
)
460 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
463 if (state
& MESA_META_COLOR_MASK
) {
464 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
465 sizeof(ctx
->Color
.ColorMask
));
466 if (!ctx
->Color
.ColorMask
[0][0] ||
467 !ctx
->Color
.ColorMask
[0][1] ||
468 !ctx
->Color
.ColorMask
[0][2] ||
469 !ctx
->Color
.ColorMask
[0][3])
470 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
473 if (state
& MESA_META_DEPTH_TEST
) {
474 save
->Depth
= ctx
->Depth
; /* struct copy */
476 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
479 if (state
& MESA_META_FOG
) {
480 save
->Fog
= ctx
->Fog
.Enabled
;
481 if (ctx
->Fog
.Enabled
)
482 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
485 if (state
& MESA_META_PIXEL_STORE
) {
486 save
->Pack
= ctx
->Pack
;
487 save
->Unpack
= ctx
->Unpack
;
488 ctx
->Pack
= ctx
->DefaultPacking
;
489 ctx
->Unpack
= ctx
->DefaultPacking
;
492 if (state
& MESA_META_PIXEL_TRANSFER
) {
493 save
->RedScale
= ctx
->Pixel
.RedScale
;
494 save
->RedBias
= ctx
->Pixel
.RedBias
;
495 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
496 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
497 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
498 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
499 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
500 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
501 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
502 ctx
->Pixel
.RedScale
= 1.0F
;
503 ctx
->Pixel
.RedBias
= 0.0F
;
504 ctx
->Pixel
.GreenScale
= 1.0F
;
505 ctx
->Pixel
.GreenBias
= 0.0F
;
506 ctx
->Pixel
.BlueScale
= 1.0F
;
507 ctx
->Pixel
.BlueBias
= 0.0F
;
508 ctx
->Pixel
.AlphaScale
= 1.0F
;
509 ctx
->Pixel
.AlphaBias
= 0.0F
;
510 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
512 ctx
->NewState
|=_NEW_PIXEL
;
515 if (state
& MESA_META_RASTERIZATION
) {
516 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
517 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
518 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
519 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
520 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
521 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
522 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
523 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
524 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
525 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
526 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
529 if (state
& MESA_META_SCISSOR
) {
530 save
->Scissor
= ctx
->Scissor
; /* struct copy */
531 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
534 if (state
& MESA_META_SHADER
) {
535 if (ctx
->Extensions
.ARB_vertex_program
) {
536 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
537 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
538 ctx
->VertexProgram
.Current
);
539 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
542 if (ctx
->Extensions
.ARB_fragment_program
) {
543 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
544 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
545 ctx
->FragmentProgram
.Current
);
546 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
549 if (ctx
->Extensions
.ARB_shader_objects
) {
550 _mesa_reference_shader_program(ctx
, &save
->VertexShader
,
551 ctx
->Shader
.CurrentVertexProgram
);
552 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
,
553 ctx
->Shader
.CurrentGeometryProgram
);
554 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
,
555 ctx
->Shader
.CurrentFragmentProgram
);
556 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
557 ctx
->Shader
.ActiveProgram
);
559 _mesa_UseProgramObjectARB(0);
563 if (state
& MESA_META_STENCIL_TEST
) {
564 save
->Stencil
= ctx
->Stencil
; /* struct copy */
565 if (ctx
->Stencil
.Enabled
)
566 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
567 /* NOTE: other stencil state not reset */
570 if (state
& MESA_META_TEXTURE
) {
573 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
574 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
575 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
577 /* Disable all texture units */
578 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
579 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
580 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
581 if (ctx
->Texture
.Unit
[u
].Enabled
||
582 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
583 _mesa_ActiveTextureARB(GL_TEXTURE0
+ u
);
584 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
585 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
586 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
587 if (ctx
->Extensions
.ARB_texture_cube_map
)
588 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
589 if (ctx
->Extensions
.NV_texture_rectangle
)
590 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
591 if (ctx
->Extensions
.OES_EGL_image_external
)
592 _mesa_set_enable(ctx
, GL_TEXTURE_EXTERNAL_OES
, GL_FALSE
);
593 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
594 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
595 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
596 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
600 /* save current texture objects for unit[0] only */
601 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
602 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
603 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
606 /* set defaults for unit[0] */
607 _mesa_ActiveTextureARB(GL_TEXTURE0
);
608 _mesa_ClientActiveTextureARB(GL_TEXTURE0
);
609 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
612 if (state
& MESA_META_TRANSFORM
) {
613 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
614 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
615 16 * sizeof(GLfloat
));
616 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
617 16 * sizeof(GLfloat
));
618 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
619 16 * sizeof(GLfloat
));
620 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
621 /* set 1:1 vertex:pixel coordinate transform */
622 _mesa_ActiveTextureARB(GL_TEXTURE0
);
623 _mesa_MatrixMode(GL_TEXTURE
);
624 _mesa_LoadIdentity();
625 _mesa_ActiveTextureARB(GL_TEXTURE0
+ activeTexture
);
626 _mesa_MatrixMode(GL_MODELVIEW
);
627 _mesa_LoadIdentity();
628 _mesa_MatrixMode(GL_PROJECTION
);
629 _mesa_LoadIdentity();
630 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
631 0.0, ctx
->DrawBuffer
->Height
,
635 if (state
& MESA_META_CLIP
) {
636 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
637 if (ctx
->Transform
.ClipPlanesEnabled
) {
639 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
640 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
645 if (state
& MESA_META_VERTEX
) {
646 /* save vertex array object state */
647 _mesa_reference_array_object(ctx
, &save
->ArrayObj
,
648 ctx
->Array
.ArrayObj
);
649 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
650 ctx
->Array
.ArrayBufferObj
);
651 /* set some default state? */
654 if (state
& MESA_META_VIEWPORT
) {
655 /* save viewport state */
656 save
->ViewportX
= ctx
->Viewport
.X
;
657 save
->ViewportY
= ctx
->Viewport
.Y
;
658 save
->ViewportW
= ctx
->Viewport
.Width
;
659 save
->ViewportH
= ctx
->Viewport
.Height
;
660 /* set viewport to match window size */
661 if (ctx
->Viewport
.X
!= 0 ||
662 ctx
->Viewport
.Y
!= 0 ||
663 ctx
->Viewport
.Width
!= ctx
->DrawBuffer
->Width
||
664 ctx
->Viewport
.Height
!= ctx
->DrawBuffer
->Height
) {
665 _mesa_set_viewport(ctx
, 0, 0,
666 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
668 /* save depth range state */
669 save
->DepthNear
= ctx
->Viewport
.Near
;
670 save
->DepthFar
= ctx
->Viewport
.Far
;
671 /* set depth range to default */
672 _mesa_DepthRange(0.0, 1.0);
675 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
676 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
678 /* Generally in here we want to do clamping according to whether
679 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
680 * regardless of the internal implementation of the metaops.
682 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
)
683 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
686 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
687 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
689 /* Generally in here we never want vertex color clamping --
690 * result clamping is only dependent on fragment clamping.
692 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
695 if (state
& MESA_META_CONDITIONAL_RENDER
) {
696 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
697 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
699 if (ctx
->Query
.CondRenderQuery
)
700 _mesa_EndConditionalRender();
703 if (state
& MESA_META_SELECT_FEEDBACK
) {
704 save
->RenderMode
= ctx
->RenderMode
;
705 if (ctx
->RenderMode
== GL_SELECT
) {
706 save
->Select
= ctx
->Select
; /* struct copy */
707 _mesa_RenderMode(GL_RENDER
);
708 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
709 save
->Feedback
= ctx
->Feedback
; /* struct copy */
710 _mesa_RenderMode(GL_RENDER
);
716 save
->Lighting
= ctx
->Light
.Enabled
;
717 if (ctx
->Light
.Enabled
)
718 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
719 save
->RasterDiscard
= ctx
->RasterDiscard
;
720 if (ctx
->RasterDiscard
)
721 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
727 * Leave meta state. This is like a light-weight version of glPopAttrib().
730 _mesa_meta_end(struct gl_context
*ctx
)
732 struct save_state
*save
= &ctx
->Meta
->Save
[--ctx
->Meta
->SaveStackDepth
];
733 const GLbitfield state
= save
->SavedState
;
735 if (state
& MESA_META_ALPHA_TEST
) {
736 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
737 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
738 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
741 if (state
& MESA_META_BLEND
) {
742 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
743 if (ctx
->Extensions
.EXT_draw_buffers2
) {
745 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
746 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
750 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
753 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
754 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
757 if (state
& MESA_META_COLOR_MASK
) {
759 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
760 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
762 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
763 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
766 _mesa_ColorMaskIndexed(i
,
767 save
->ColorMask
[i
][0],
768 save
->ColorMask
[i
][1],
769 save
->ColorMask
[i
][2],
770 save
->ColorMask
[i
][3]);
776 if (state
& MESA_META_DEPTH_TEST
) {
777 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
778 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
779 _mesa_DepthFunc(save
->Depth
.Func
);
780 _mesa_DepthMask(save
->Depth
.Mask
);
783 if (state
& MESA_META_FOG
) {
784 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
787 if (state
& MESA_META_PIXEL_STORE
) {
788 ctx
->Pack
= save
->Pack
;
789 ctx
->Unpack
= save
->Unpack
;
792 if (state
& MESA_META_PIXEL_TRANSFER
) {
793 ctx
->Pixel
.RedScale
= save
->RedScale
;
794 ctx
->Pixel
.RedBias
= save
->RedBias
;
795 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
796 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
797 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
798 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
799 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
800 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
801 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
803 ctx
->NewState
|=_NEW_PIXEL
;
806 if (state
& MESA_META_RASTERIZATION
) {
807 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
808 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
809 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
810 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
811 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
812 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
815 if (state
& MESA_META_SCISSOR
) {
816 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, save
->Scissor
.Enabled
);
817 _mesa_Scissor(save
->Scissor
.X
, save
->Scissor
.Y
,
818 save
->Scissor
.Width
, save
->Scissor
.Height
);
821 if (state
& MESA_META_SHADER
) {
822 if (ctx
->Extensions
.ARB_vertex_program
) {
823 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
824 save
->VertexProgramEnabled
);
825 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
826 save
->VertexProgram
);
827 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
830 if (ctx
->Extensions
.ARB_fragment_program
) {
831 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
832 save
->FragmentProgramEnabled
);
833 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
834 save
->FragmentProgram
);
835 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
838 if (ctx
->Extensions
.ARB_vertex_shader
)
839 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
, save
->VertexShader
);
841 if (ctx
->Extensions
.ARB_geometry_shader4
)
842 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
843 save
->GeometryShader
);
845 if (ctx
->Extensions
.ARB_fragment_shader
)
846 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
847 save
->FragmentShader
);
849 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
852 _mesa_reference_shader_program(ctx
, &save
->VertexShader
, NULL
);
853 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
, NULL
);
854 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
, NULL
);
855 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
858 if (state
& MESA_META_STENCIL_TEST
) {
859 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
861 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
862 _mesa_ClearStencil(stencil
->Clear
);
863 if (ctx
->Extensions
.EXT_stencil_two_side
) {
864 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
865 stencil
->TestTwoSide
);
866 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
867 ? GL_BACK
: GL_FRONT
);
870 _mesa_StencilFuncSeparate(GL_FRONT
,
871 stencil
->Function
[0],
873 stencil
->ValueMask
[0]);
874 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
875 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
876 stencil
->ZFailFunc
[0],
877 stencil
->ZPassFunc
[0]);
879 _mesa_StencilFuncSeparate(GL_BACK
,
880 stencil
->Function
[1],
882 stencil
->ValueMask
[1]);
883 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
884 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
885 stencil
->ZFailFunc
[1],
886 stencil
->ZPassFunc
[1]);
889 if (state
& MESA_META_TEXTURE
) {
892 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
894 /* restore texenv for unit[0] */
895 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
897 /* restore texture objects for unit[0] only */
898 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
899 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
900 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
901 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
902 save
->CurrentTexture
[tgt
]);
904 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
907 /* Restore fixed function texture enables, texgen */
908 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
909 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
910 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
911 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
914 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
915 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
916 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
920 /* restore current unit state */
921 _mesa_ActiveTextureARB(GL_TEXTURE0
+ save
->ActiveUnit
);
922 _mesa_ClientActiveTextureARB(GL_TEXTURE0
+ save
->ClientActiveUnit
);
925 if (state
& MESA_META_TRANSFORM
) {
926 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
927 _mesa_ActiveTextureARB(GL_TEXTURE0
);
928 _mesa_MatrixMode(GL_TEXTURE
);
929 _mesa_LoadMatrixf(save
->TextureMatrix
);
930 _mesa_ActiveTextureARB(GL_TEXTURE0
+ activeTexture
);
932 _mesa_MatrixMode(GL_MODELVIEW
);
933 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
935 _mesa_MatrixMode(GL_PROJECTION
);
936 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
938 _mesa_MatrixMode(save
->MatrixMode
);
941 if (state
& MESA_META_CLIP
) {
942 if (save
->ClipPlanesEnabled
) {
944 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
945 if (save
->ClipPlanesEnabled
& (1 << i
)) {
946 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
952 if (state
& MESA_META_VERTEX
) {
953 /* restore vertex buffer object */
954 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
955 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
957 /* restore vertex array object */
958 _mesa_BindVertexArray(save
->ArrayObj
->Name
);
959 _mesa_reference_array_object(ctx
, &save
->ArrayObj
, NULL
);
962 if (state
& MESA_META_VIEWPORT
) {
963 if (save
->ViewportX
!= ctx
->Viewport
.X
||
964 save
->ViewportY
!= ctx
->Viewport
.Y
||
965 save
->ViewportW
!= ctx
->Viewport
.Width
||
966 save
->ViewportH
!= ctx
->Viewport
.Height
) {
967 _mesa_set_viewport(ctx
, save
->ViewportX
, save
->ViewportY
,
968 save
->ViewportW
, save
->ViewportH
);
970 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
973 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
974 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
977 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
978 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
981 if (state
& MESA_META_CONDITIONAL_RENDER
) {
982 if (save
->CondRenderQuery
)
983 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
984 save
->CondRenderMode
);
987 if (state
& MESA_META_SELECT_FEEDBACK
) {
988 if (save
->RenderMode
== GL_SELECT
) {
989 _mesa_RenderMode(GL_SELECT
);
990 ctx
->Select
= save
->Select
;
991 } else if (save
->RenderMode
== GL_FEEDBACK
) {
992 _mesa_RenderMode(GL_FEEDBACK
);
993 ctx
->Feedback
= save
->Feedback
;
998 if (save
->Lighting
) {
999 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1001 if (save
->RasterDiscard
) {
1002 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1004 if (save
->TransformFeedbackNeedsResume
)
1005 _mesa_ResumeTransformFeedback();
1010 * Determine whether Mesa is currently in a meta state.
1013 _mesa_meta_in_progress(struct gl_context
*ctx
)
1015 return ctx
->Meta
->SaveStackDepth
!= 0;
1020 * Convert Z from a normalized value in the range [0, 1] to an object-space
1021 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1022 * default/identity ortho projection results in the original Z value.
1023 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1024 * value comes from the clear value or raster position.
1026 static INLINE GLfloat
1027 invert_z(GLfloat normZ
)
1029 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1035 * One-time init for a temp_texture object.
1036 * Choose tex target, compute max tex size, etc.
1039 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1041 /* prefer texture rectangle */
1042 if (ctx
->Extensions
.NV_texture_rectangle
) {
1043 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1044 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1045 tex
->NPOT
= GL_TRUE
;
1048 /* use 2D texture, NPOT if possible */
1049 tex
->Target
= GL_TEXTURE_2D
;
1050 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1051 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1053 tex
->MinSize
= 16; /* 16 x 16 at least */
1054 assert(tex
->MaxSize
> 0);
1056 _mesa_GenTextures(1, &tex
->TexObj
);
1061 * Return pointer to temp_texture info for non-bitmap ops.
1062 * This does some one-time init if needed.
1064 static struct temp_texture
*
1065 get_temp_texture(struct gl_context
*ctx
)
1067 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1070 init_temp_texture(ctx
, tex
);
1078 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1079 * We use a separate texture for bitmaps to reduce texture
1080 * allocation/deallocation.
1082 static struct temp_texture
*
1083 get_bitmap_temp_texture(struct gl_context
*ctx
)
1085 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1088 init_temp_texture(ctx
, tex
);
1096 * Compute the width/height of texture needed to draw an image of the
1097 * given size. Return a flag indicating whether the current texture
1098 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1099 * allocated (glTexImage2D).
1100 * Also, compute s/t texcoords for drawing.
1102 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1105 alloc_texture(struct temp_texture
*tex
,
1106 GLsizei width
, GLsizei height
, GLenum intFormat
)
1108 GLboolean newTex
= GL_FALSE
;
1110 ASSERT(width
<= tex
->MaxSize
);
1111 ASSERT(height
<= tex
->MaxSize
);
1113 if (width
> tex
->Width
||
1114 height
> tex
->Height
||
1115 intFormat
!= tex
->IntFormat
) {
1116 /* alloc new texture (larger or different format) */
1119 /* use non-power of two size */
1120 tex
->Width
= MAX2(tex
->MinSize
, width
);
1121 tex
->Height
= MAX2(tex
->MinSize
, height
);
1124 /* find power of two size */
1126 w
= h
= tex
->MinSize
;
1135 tex
->IntFormat
= intFormat
;
1140 /* compute texcoords */
1141 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1142 tex
->Sright
= (GLfloat
) width
;
1143 tex
->Ttop
= (GLfloat
) height
;
1146 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1147 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1155 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1158 setup_copypix_texture(struct temp_texture
*tex
,
1160 GLint srcX
, GLint srcY
,
1161 GLsizei width
, GLsizei height
, GLenum intFormat
,
1164 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1165 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1166 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1167 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1169 /* copy framebuffer image to texture */
1171 /* create new tex image */
1172 if (tex
->Width
== width
&& tex
->Height
== height
) {
1173 /* create new tex with framebuffer data */
1174 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1175 srcX
, srcY
, width
, height
, 0);
1178 /* create empty texture */
1179 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1180 tex
->Width
, tex
->Height
, 0,
1181 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1183 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1184 0, 0, srcX
, srcY
, width
, height
);
1188 /* replace existing tex image */
1189 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1190 0, 0, srcX
, srcY
, width
, height
);
1196 * Setup/load texture for glDrawPixels.
1199 setup_drawpix_texture(struct gl_context
*ctx
,
1200 struct temp_texture
*tex
,
1202 GLenum texIntFormat
,
1203 GLsizei width
, GLsizei height
,
1204 GLenum format
, GLenum type
,
1205 const GLvoid
*pixels
)
1207 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1208 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1209 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1210 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1212 /* copy pixel data to texture */
1214 /* create new tex image */
1215 if (tex
->Width
== width
&& tex
->Height
== height
) {
1216 /* create new tex and load image data */
1217 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1218 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1221 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1223 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1224 ctx
->Unpack
.BufferObj
);
1225 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1226 /* create empty texture */
1227 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1228 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1229 if (save_unpack_obj
!= NULL
)
1230 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
,
1231 save_unpack_obj
->Name
);
1233 _mesa_TexSubImage2D(tex
->Target
, 0,
1234 0, 0, width
, height
, format
, type
, pixels
);
1238 /* replace existing tex image */
1239 _mesa_TexSubImage2D(tex
->Target
, 0,
1240 0, 0, width
, height
, format
, type
, pixels
);
1247 * One-time init for drawing depth pixels.
1250 init_blit_depth_pixels(struct gl_context
*ctx
)
1252 static const char *program
=
1254 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1257 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1258 struct temp_texture
*tex
= get_temp_texture(ctx
);
1259 const char *texTarget
;
1261 assert(blit
->DepthFP
== 0);
1263 /* replace %s with "RECT" or "2D" */
1264 assert(strlen(program
) + 4 < sizeof(program2
));
1265 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1269 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1271 _mesa_GenPrograms(1, &blit
->DepthFP
);
1272 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1273 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1274 strlen(program2
), (const GLubyte
*) program2
);
1279 * Try to do a glBlitFramebuffer using no-copy texturing.
1280 * We can do this when the src renderbuffer is actually a texture.
1281 * But if the src buffer == dst buffer we cannot do this.
1283 * \return new buffer mask indicating the buffers left to blit using the
1287 blitframebuffer_texture(struct gl_context
*ctx
,
1288 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1289 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1290 GLbitfield mask
, GLenum filter
)
1292 if (mask
& GL_COLOR_BUFFER_BIT
) {
1293 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1294 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1295 const struct gl_renderbuffer_attachment
*drawAtt
=
1296 &drawFb
->Attachment
[drawFb
->_ColorDrawBufferIndexes
[0]];
1297 const struct gl_renderbuffer_attachment
*readAtt
=
1298 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1300 if (readAtt
&& readAtt
->Texture
) {
1301 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1302 const GLuint srcLevel
= readAtt
->TextureLevel
;
1303 const GLenum minFilterSave
= texObj
->Sampler
.MinFilter
;
1304 const GLenum magFilterSave
= texObj
->Sampler
.MagFilter
;
1305 const GLint baseLevelSave
= texObj
->BaseLevel
;
1306 const GLint maxLevelSave
= texObj
->MaxLevel
;
1307 const GLenum wrapSSave
= texObj
->Sampler
.WrapS
;
1308 const GLenum wrapTSave
= texObj
->Sampler
.WrapT
;
1309 const GLenum srgbSave
= texObj
->Sampler
.sRGBDecode
;
1310 const GLenum fbo_srgb_save
= ctx
->Color
.sRGBEnabled
;
1311 const GLenum target
= texObj
->Target
;
1313 if (drawAtt
->Texture
== readAtt
->Texture
) {
1314 /* Can't use same texture as both the source and dest. We need
1315 * to handle overlapping blits and besides, some hw may not
1321 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1322 /* Can't handle other texture types at this time */
1327 printf("Blit from texture!\n");
1328 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1329 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1332 /* Prepare src texture state */
1333 _mesa_BindTexture(target
, texObj
->Name
);
1334 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, filter
);
1335 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, filter
);
1336 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1337 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1338 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1340 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1341 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1343 /* Always do our blits with no sRGB decode or encode.*/
1344 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1345 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
1346 GL_SKIP_DECODE_EXT
);
1348 if (ctx
->Extensions
.EXT_framebuffer_sRGB
) {
1349 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_FALSE
);
1352 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1353 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1355 /* Prepare vertex data (the VBO was previously created and bound) */
1360 struct vertex verts
[4];
1361 GLfloat s0
, t0
, s1
, t1
;
1363 if (target
== GL_TEXTURE_2D
) {
1364 const struct gl_texture_image
*texImage
1365 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1366 s0
= srcX0
/ (float) texImage
->Width
;
1367 s1
= srcX1
/ (float) texImage
->Width
;
1368 t0
= srcY0
/ (float) texImage
->Height
;
1369 t1
= srcY1
/ (float) texImage
->Height
;
1372 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1379 verts
[0].x
= (GLfloat
) dstX0
;
1380 verts
[0].y
= (GLfloat
) dstY0
;
1381 verts
[1].x
= (GLfloat
) dstX1
;
1382 verts
[1].y
= (GLfloat
) dstY0
;
1383 verts
[2].x
= (GLfloat
) dstX1
;
1384 verts
[2].y
= (GLfloat
) dstY1
;
1385 verts
[3].x
= (GLfloat
) dstX0
;
1386 verts
[3].y
= (GLfloat
) dstY1
;
1397 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1400 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1402 /* Restore texture object state, the texture binding will
1403 * be restored by _mesa_meta_end().
1405 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, minFilterSave
);
1406 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, magFilterSave
);
1407 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1408 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1409 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1411 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, wrapSSave
);
1412 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, wrapTSave
);
1413 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1414 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, srgbSave
);
1416 if (ctx
->Extensions
.EXT_framebuffer_sRGB
&& fbo_srgb_save
) {
1417 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_TRUE
);
1420 /* Done with color buffer */
1421 mask
&= ~GL_COLOR_BUFFER_BIT
;
1430 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1431 * of texture mapping and polygon rendering.
1434 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1435 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1436 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1437 GLbitfield mask
, GLenum filter
)
1439 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1440 struct temp_texture
*tex
= get_temp_texture(ctx
);
1441 const GLsizei maxTexSize
= tex
->MaxSize
;
1442 const GLint srcX
= MIN2(srcX0
, srcX1
);
1443 const GLint srcY
= MIN2(srcY0
, srcY1
);
1444 const GLint srcW
= abs(srcX1
- srcX0
);
1445 const GLint srcH
= abs(srcY1
- srcY0
);
1446 const GLboolean srcFlipX
= srcX1
< srcX0
;
1447 const GLboolean srcFlipY
= srcY1
< srcY0
;
1451 struct vertex verts
[4];
1454 /* In addition to falling back if the blit size is larger than the maximum
1455 * texture size, fallback if the source is multisampled. This fallback can
1456 * be removed once Mesa gets support ARB_texture_multisample.
1458 if (srcW
> maxTexSize
|| srcH
> maxTexSize
1459 || ctx
->ReadBuffer
->Visual
.samples
> 0) {
1460 /* XXX avoid this fallback */
1461 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1462 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1478 /* only scissor effects blit so save/clear all other relevant state */
1479 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1481 if (blit
->ArrayObj
== 0) {
1482 /* one-time setup */
1484 /* create vertex array object */
1485 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1486 _mesa_BindVertexArray(blit
->ArrayObj
);
1488 /* create vertex array buffer */
1489 _mesa_GenBuffersARB(1, &blit
->VBO
);
1490 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1491 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1492 NULL
, GL_DYNAMIC_DRAW_ARB
);
1494 /* setup vertex arrays */
1495 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1496 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1497 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1498 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1501 _mesa_BindVertexArray(blit
->ArrayObj
);
1502 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1505 /* Try faster, direct texture approach first */
1506 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1507 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1509 _mesa_meta_end(ctx
);
1513 /* Continue with "normal" approach which involves copying the src rect
1514 * into a temporary texture and is "blitted" by drawing a textured quad.
1517 newTex
= alloc_texture(tex
, srcW
, srcH
, GL_RGBA
);
1519 /* vertex positions/texcoords (after texture allocation!) */
1521 verts
[0].x
= (GLfloat
) dstX0
;
1522 verts
[0].y
= (GLfloat
) dstY0
;
1523 verts
[1].x
= (GLfloat
) dstX1
;
1524 verts
[1].y
= (GLfloat
) dstY0
;
1525 verts
[2].x
= (GLfloat
) dstX1
;
1526 verts
[2].y
= (GLfloat
) dstY1
;
1527 verts
[3].x
= (GLfloat
) dstX0
;
1528 verts
[3].y
= (GLfloat
) dstY1
;
1532 verts
[1].s
= tex
->Sright
;
1534 verts
[2].s
= tex
->Sright
;
1535 verts
[2].t
= tex
->Ttop
;
1537 verts
[3].t
= tex
->Ttop
;
1539 /* upload new vertex data */
1540 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1543 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1545 if (mask
& GL_COLOR_BUFFER_BIT
) {
1546 setup_copypix_texture(tex
, newTex
, srcX
, srcY
, srcW
, srcH
,
1548 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1549 mask
&= ~GL_COLOR_BUFFER_BIT
;
1552 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1553 GLuint
*tmp
= (GLuint
*) malloc(srcW
* srcH
* sizeof(GLuint
));
1556 init_blit_depth_pixels(ctx
);
1558 /* maybe change tex format here */
1559 newTex
= alloc_texture(tex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
1561 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
,
1562 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, tmp
);
1564 setup_drawpix_texture(ctx
, tex
, newTex
, GL_DEPTH_COMPONENT
, srcW
, srcH
,
1565 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, tmp
);
1567 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1568 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
1569 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1570 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1571 _mesa_DepthFunc(GL_ALWAYS
);
1572 _mesa_DepthMask(GL_TRUE
);
1574 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1575 mask
&= ~GL_DEPTH_BUFFER_BIT
;
1581 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1582 /* XXX can't easily do stencil */
1585 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1587 _mesa_meta_end(ctx
);
1590 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1591 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1597 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1600 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1602 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1604 GLfloat x
, y
, z
, r
, g
, b
, a
;
1606 struct vertex verts
[4];
1607 /* save all state but scissor, pixel pack/unpack */
1608 GLbitfield metaSave
= (MESA_META_ALL
-
1610 MESA_META_PIXEL_STORE
-
1611 MESA_META_CONDITIONAL_RENDER
);
1612 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1614 if (buffers
& BUFFER_BITS_COLOR
) {
1615 /* if clearing color buffers, don't save/restore colormask */
1616 metaSave
-= MESA_META_COLOR_MASK
;
1619 _mesa_meta_begin(ctx
, metaSave
);
1621 if (clear
->ArrayObj
== 0) {
1622 /* one-time setup */
1624 /* create vertex array object */
1625 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
1626 _mesa_BindVertexArray(clear
->ArrayObj
);
1628 /* create vertex array buffer */
1629 _mesa_GenBuffersARB(1, &clear
->VBO
);
1630 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1632 /* setup vertex arrays */
1633 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1634 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
1635 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1636 _mesa_EnableClientState(GL_COLOR_ARRAY
);
1639 _mesa_BindVertexArray(clear
->ArrayObj
);
1640 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1643 /* GL_COLOR_BUFFER_BIT */
1644 if (buffers
& BUFFER_BITS_COLOR
) {
1645 /* leave colormask, glDrawBuffer state as-is */
1647 /* Clears never have the color clamped. */
1648 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1651 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1652 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1655 /* GL_DEPTH_BUFFER_BIT */
1656 if (buffers
& BUFFER_BIT_DEPTH
) {
1657 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1658 _mesa_DepthFunc(GL_ALWAYS
);
1659 _mesa_DepthMask(GL_TRUE
);
1662 assert(!ctx
->Depth
.Test
);
1665 /* GL_STENCIL_BUFFER_BIT */
1666 if (buffers
& BUFFER_BIT_STENCIL
) {
1667 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1668 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1669 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1670 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1671 ctx
->Stencil
.Clear
& stencilMax
,
1672 ctx
->Stencil
.WriteMask
[0]);
1675 assert(!ctx
->Stencil
.Enabled
);
1678 /* vertex positions/colors */
1680 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
1681 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
1682 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
1683 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
1684 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
1701 for (i
= 0; i
< 4; i
++) {
1702 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1703 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1704 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1705 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1708 /* upload new vertex data */
1709 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1710 GL_DYNAMIC_DRAW_ARB
);
1714 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1716 _mesa_meta_end(ctx
);
1720 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1722 const char *vs_source
=
1723 "attribute vec4 position;\n"
1726 " gl_Position = position;\n"
1728 const char *fs_source
=
1729 "uniform vec4 color;\n"
1732 " gl_FragColor = color;\n"
1734 const char *vs_int_source
=
1736 "attribute vec4 position;\n"
1739 " gl_Position = position;\n"
1741 const char *fs_int_source
=
1743 "uniform ivec4 color;\n"
1744 "out ivec4 out_color;\n"
1748 " out_color = color;\n"
1752 if (clear
->ArrayObj
!= 0)
1755 /* create vertex array object */
1756 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
1757 _mesa_BindVertexArray(clear
->ArrayObj
);
1759 /* create vertex array buffer */
1760 _mesa_GenBuffersARB(1, &clear
->VBO
);
1761 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1763 /* setup vertex arrays */
1764 _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT
, GL_FALSE
, 0, (void *)0);
1765 _mesa_EnableVertexAttribArrayARB(0);
1767 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
1768 _mesa_ShaderSourceARB(vs
, 1, &vs_source
, NULL
);
1769 _mesa_CompileShaderARB(vs
);
1771 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
1772 _mesa_ShaderSourceARB(fs
, 1, &fs_source
, NULL
);
1773 _mesa_CompileShaderARB(fs
);
1775 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
1776 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1777 _mesa_AttachShader(clear
->ShaderProg
, vs
);
1778 _mesa_BindAttribLocationARB(clear
->ShaderProg
, 0, "position");
1779 _mesa_LinkProgramARB(clear
->ShaderProg
);
1781 clear
->ColorLocation
= _mesa_GetUniformLocationARB(clear
->ShaderProg
,
1784 if (ctx
->Const
.GLSLVersion
>= 130) {
1785 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_int_source
);
1786 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_int_source
);
1788 clear
->IntegerShaderProg
= _mesa_CreateProgramObjectARB();
1789 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1790 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1791 _mesa_BindAttribLocationARB(clear
->IntegerShaderProg
, 0, "position");
1793 /* Note that user-defined out attributes get automatically assigned
1794 * locations starting from 0, so we don't need to explicitly
1795 * BindFragDataLocation to 0.
1798 link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1800 clear
->IntegerColorLocation
=
1801 _mesa_GetUniformLocationARB(clear
->IntegerShaderProg
, "color");
1806 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1809 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1811 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1812 GLbitfield metaSave
;
1813 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1814 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1815 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1816 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1817 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1818 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1819 const float z
= -invert_z(ctx
->Depth
.Clear
);
1824 metaSave
= (MESA_META_ALPHA_TEST
|
1826 MESA_META_DEPTH_TEST
|
1827 MESA_META_RASTERIZATION
|
1829 MESA_META_STENCIL_TEST
|
1831 MESA_META_VIEWPORT
|
1833 MESA_META_CLAMP_FRAGMENT_COLOR
);
1835 if (!(buffers
& BUFFER_BITS_COLOR
)) {
1836 /* We'll use colormask to disable color writes. Otherwise,
1837 * respect color mask
1839 metaSave
|= MESA_META_COLOR_MASK
;
1842 _mesa_meta_begin(ctx
, metaSave
);
1844 meta_glsl_clear_init(ctx
, clear
);
1846 if (fb
->_IntegerColor
) {
1847 _mesa_UseProgramObjectARB(clear
->IntegerShaderProg
);
1848 _mesa_Uniform4ivARB(clear
->IntegerColorLocation
, 1,
1849 ctx
->Color
.ClearColor
.i
);
1851 _mesa_UseProgramObjectARB(clear
->ShaderProg
);
1852 _mesa_Uniform4fvARB(clear
->ColorLocation
, 1,
1853 ctx
->Color
.ClearColor
.f
);
1856 _mesa_BindVertexArray(clear
->ArrayObj
);
1857 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1859 /* GL_COLOR_BUFFER_BIT */
1860 if (buffers
& BUFFER_BITS_COLOR
) {
1861 /* leave colormask, glDrawBuffer state as-is */
1863 /* Clears never have the color clamped. */
1864 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1867 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1868 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1871 /* GL_DEPTH_BUFFER_BIT */
1872 if (buffers
& BUFFER_BIT_DEPTH
) {
1873 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1874 _mesa_DepthFunc(GL_ALWAYS
);
1875 _mesa_DepthMask(GL_TRUE
);
1878 assert(!ctx
->Depth
.Test
);
1881 /* GL_STENCIL_BUFFER_BIT */
1882 if (buffers
& BUFFER_BIT_STENCIL
) {
1883 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1884 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1885 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1886 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1887 ctx
->Stencil
.Clear
& stencilMax
,
1888 ctx
->Stencil
.WriteMask
[0]);
1891 assert(!ctx
->Stencil
.Enabled
);
1894 /* vertex positions */
1908 /* upload new vertex data */
1909 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1910 GL_DYNAMIC_DRAW_ARB
);
1913 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1915 _mesa_meta_end(ctx
);
1919 * Meta implementation of ctx->Driver.CopyPixels() in terms
1920 * of texture mapping and polygon rendering and GLSL shaders.
1923 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1924 GLsizei width
, GLsizei height
,
1925 GLint dstX
, GLint dstY
, GLenum type
)
1927 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1928 struct temp_texture
*tex
= get_temp_texture(ctx
);
1930 GLfloat x
, y
, z
, s
, t
;
1932 struct vertex verts
[4];
1934 GLenum intFormat
= GL_RGBA
;
1936 if (type
!= GL_COLOR
||
1937 ctx
->_ImageTransferState
||
1939 width
> tex
->MaxSize
||
1940 height
> tex
->MaxSize
) {
1941 /* XXX avoid this fallback */
1942 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1946 /* Most GL state applies to glCopyPixels, but a there's a few things
1947 * we need to override:
1949 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1952 MESA_META_TRANSFORM
|
1955 MESA_META_VIEWPORT
));
1957 if (copypix
->ArrayObj
== 0) {
1958 /* one-time setup */
1960 /* create vertex array object */
1961 _mesa_GenVertexArrays(1, ©pix
->ArrayObj
);
1962 _mesa_BindVertexArray(copypix
->ArrayObj
);
1964 /* create vertex array buffer */
1965 _mesa_GenBuffersARB(1, ©pix
->VBO
);
1966 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
1967 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1968 NULL
, GL_DYNAMIC_DRAW_ARB
);
1970 /* setup vertex arrays */
1971 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1972 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1973 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1974 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1977 _mesa_BindVertexArray(copypix
->ArrayObj
);
1978 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
1981 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
1983 /* vertex positions, texcoords (after texture allocation!) */
1985 const GLfloat dstX0
= (GLfloat
) dstX
;
1986 const GLfloat dstY0
= (GLfloat
) dstY
;
1987 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1988 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1989 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1999 verts
[1].s
= tex
->Sright
;
2004 verts
[2].s
= tex
->Sright
;
2005 verts
[2].t
= tex
->Ttop
;
2010 verts
[3].t
= tex
->Ttop
;
2012 /* upload new vertex data */
2013 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2016 /* Alloc/setup texture */
2017 setup_copypix_texture(tex
, newTex
, srcX
, srcY
, width
, height
,
2018 GL_RGBA
, GL_NEAREST
);
2020 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2022 /* draw textured quad */
2023 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2025 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2027 _mesa_meta_end(ctx
);
2033 * When the glDrawPixels() image size is greater than the max rectangle
2034 * texture size we use this function to break the glDrawPixels() image
2035 * into tiles which fit into the max texture size.
2038 tiled_draw_pixels(struct gl_context
*ctx
,
2040 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2041 GLenum format
, GLenum type
,
2042 const struct gl_pixelstore_attrib
*unpack
,
2043 const GLvoid
*pixels
)
2045 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2048 if (tileUnpack
.RowLength
== 0)
2049 tileUnpack
.RowLength
= width
;
2051 for (i
= 0; i
< width
; i
+= tileSize
) {
2052 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2053 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2055 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2057 for (j
= 0; j
< height
; j
+= tileSize
) {
2058 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2059 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2061 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2063 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2064 format
, type
, &tileUnpack
, pixels
);
2071 * One-time init for drawing stencil pixels.
2074 init_draw_stencil_pixels(struct gl_context
*ctx
)
2076 /* This program is run eight times, once for each stencil bit.
2077 * The stencil values to draw are found in an 8-bit alpha texture.
2078 * We read the texture/stencil value and test if bit 'b' is set.
2079 * If the bit is not set, use KIL to kill the fragment.
2080 * Finally, we use the stencil test to update the stencil buffer.
2082 * The basic algorithm for checking if a bit is set is:
2083 * if (is_odd(value / (1 << bit)))
2084 * result is one (or non-zero).
2087 * The program parameter contains three values:
2088 * parm.x = 255 / (1 << bit)
2092 static const char *program
=
2094 "PARAM parm = program.local[0]; \n"
2096 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2097 "# t = t * 255 / bit \n"
2098 "MUL t.x, t.a, parm.x; \n"
2101 "SUB t.x, t.x, t.y; \n"
2103 "MUL t.x, t.x, parm.y; \n"
2104 "# t = fract(t.x) \n"
2105 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2106 "# t.x = (t.x == 0 ? 1 : 0) \n"
2107 "SGE t.x, -t.x, parm.z; \n"
2109 "# for debug only \n"
2110 "#MOV result.color, t.x; \n"
2112 char program2
[1000];
2113 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2114 struct temp_texture
*tex
= get_temp_texture(ctx
);
2115 const char *texTarget
;
2117 assert(drawpix
->StencilFP
== 0);
2119 /* replace %s with "RECT" or "2D" */
2120 assert(strlen(program
) + 4 < sizeof(program2
));
2121 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2125 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2127 _mesa_GenPrograms(1, &drawpix
->StencilFP
);
2128 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2129 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2130 strlen(program2
), (const GLubyte
*) program2
);
2135 * One-time init for drawing depth pixels.
2138 init_draw_depth_pixels(struct gl_context
*ctx
)
2140 static const char *program
=
2142 "PARAM color = program.local[0]; \n"
2143 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2144 "MOV result.color, color; \n"
2147 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2148 struct temp_texture
*tex
= get_temp_texture(ctx
);
2149 const char *texTarget
;
2151 assert(drawpix
->DepthFP
== 0);
2153 /* replace %s with "RECT" or "2D" */
2154 assert(strlen(program
) + 4 < sizeof(program2
));
2155 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2159 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2161 _mesa_GenPrograms(1, &drawpix
->DepthFP
);
2162 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2163 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2164 strlen(program2
), (const GLubyte
*) program2
);
2169 * Meta implementation of ctx->Driver.DrawPixels() in terms
2170 * of texture mapping and polygon rendering.
2173 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2174 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2175 GLenum format
, GLenum type
,
2176 const struct gl_pixelstore_attrib
*unpack
,
2177 const GLvoid
*pixels
)
2179 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2180 struct temp_texture
*tex
= get_temp_texture(ctx
);
2181 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2182 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2184 GLfloat x
, y
, z
, s
, t
;
2186 struct vertex verts
[4];
2187 GLenum texIntFormat
;
2188 GLboolean fallback
, newTex
;
2189 GLbitfield metaExtraSave
= 0x0;
2193 * Determine if we can do the glDrawPixels with texture mapping.
2195 fallback
= GL_FALSE
;
2196 if (ctx
->_ImageTransferState
||
2201 if (_mesa_is_color_format(format
)) {
2202 /* use more compact format when possible */
2203 /* XXX disable special case for GL_LUMINANCE for now to work around
2204 * apparent i965 driver bug (see bug #23670).
2206 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2207 texIntFormat
= format
;
2209 texIntFormat
= GL_RGBA
;
2211 /* If we're not supposed to clamp the resulting color, then just
2212 * promote our texture to fully float. We could do better by
2213 * just going for the matching set of channels, in floating
2216 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2217 ctx
->Extensions
.ARB_texture_float
)
2218 texIntFormat
= GL_RGBA32F
;
2220 else if (_mesa_is_stencil_format(format
)) {
2221 if (ctx
->Extensions
.ARB_fragment_program
&&
2222 ctx
->Pixel
.IndexShift
== 0 &&
2223 ctx
->Pixel
.IndexOffset
== 0 &&
2224 type
== GL_UNSIGNED_BYTE
) {
2225 /* We'll store stencil as alpha. This only works for GLubyte
2226 * image data because of how incoming values are mapped to alpha
2229 texIntFormat
= GL_ALPHA
;
2230 metaExtraSave
= (MESA_META_COLOR_MASK
|
2231 MESA_META_DEPTH_TEST
|
2233 MESA_META_STENCIL_TEST
);
2239 else if (_mesa_is_depth_format(format
)) {
2240 if (ctx
->Extensions
.ARB_depth_texture
&&
2241 ctx
->Extensions
.ARB_fragment_program
) {
2242 texIntFormat
= GL_DEPTH_COMPONENT
;
2243 metaExtraSave
= (MESA_META_SHADER
);
2254 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2255 format
, type
, unpack
, pixels
);
2260 * Check image size against max texture size, draw as tiles if needed.
2262 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2263 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2264 format
, type
, unpack
, pixels
);
2268 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2269 * but a there's a few things we need to override:
2271 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2274 MESA_META_TRANSFORM
|
2277 MESA_META_VIEWPORT
|
2278 MESA_META_CLAMP_FRAGMENT_COLOR
|
2281 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2283 /* vertex positions, texcoords (after texture allocation!) */
2285 const GLfloat x0
= (GLfloat
) x
;
2286 const GLfloat y0
= (GLfloat
) y
;
2287 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2288 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2289 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2299 verts
[1].s
= tex
->Sright
;
2304 verts
[2].s
= tex
->Sright
;
2305 verts
[2].t
= tex
->Ttop
;
2310 verts
[3].t
= tex
->Ttop
;
2313 if (drawpix
->ArrayObj
== 0) {
2314 /* one-time setup: create vertex array object */
2315 _mesa_GenVertexArrays(1, &drawpix
->ArrayObj
);
2317 _mesa_BindVertexArray(drawpix
->ArrayObj
);
2319 /* create vertex array buffer */
2320 _mesa_GenBuffersARB(1, &vbo
);
2321 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, vbo
);
2322 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2323 verts
, GL_DYNAMIC_DRAW_ARB
);
2325 /* setup vertex arrays */
2326 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2327 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2328 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2329 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2331 /* set given unpack params */
2332 ctx
->Unpack
= *unpack
;
2334 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2336 if (_mesa_is_stencil_format(format
)) {
2337 /* Drawing stencil */
2340 if (!drawpix
->StencilFP
)
2341 init_draw_stencil_pixels(ctx
);
2343 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2344 GL_ALPHA
, type
, pixels
);
2346 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2348 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2350 /* set all stencil bits to 0 */
2351 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2352 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2353 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2355 /* set stencil bits to 1 where needed */
2356 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2358 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2359 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2361 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2362 const GLuint mask
= 1 << bit
;
2363 if (mask
& origStencilMask
) {
2364 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2365 _mesa_StencilMask(mask
);
2367 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2368 255.0 / mask
, 0.5, 0.0, 0.0);
2370 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2374 else if (_mesa_is_depth_format(format
)) {
2376 if (!drawpix
->DepthFP
)
2377 init_draw_depth_pixels(ctx
);
2379 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2380 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2382 /* polygon color = current raster color */
2383 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2384 ctx
->Current
.RasterColor
);
2386 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2387 format
, type
, pixels
);
2389 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2393 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2394 format
, type
, pixels
);
2395 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2398 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2400 _mesa_DeleteBuffersARB(1, &vbo
);
2402 /* restore unpack params */
2403 ctx
->Unpack
= unpackSave
;
2405 _mesa_meta_end(ctx
);
2409 alpha_test_raster_color(struct gl_context
*ctx
)
2411 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2412 GLfloat ref
= ctx
->Color
.AlphaRef
;
2414 switch (ctx
->Color
.AlphaFunc
) {
2420 return alpha
== ref
;
2422 return alpha
<= ref
;
2426 return alpha
!= ref
;
2428 return alpha
>= ref
;
2438 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2439 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2440 * tracker would improve performance a lot.
2443 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2444 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2445 const struct gl_pixelstore_attrib
*unpack
,
2446 const GLubyte
*bitmap1
)
2448 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2449 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2450 const GLenum texIntFormat
= GL_ALPHA
;
2451 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2454 GLfloat x
, y
, z
, s
, t
, r
, g
, b
, a
;
2456 struct vertex verts
[4];
2461 * Check if swrast fallback is needed.
2463 if (ctx
->_ImageTransferState
||
2464 ctx
->FragmentProgram
._Enabled
||
2466 ctx
->Texture
._EnabledUnits
||
2467 width
> tex
->MaxSize
||
2468 height
> tex
->MaxSize
) {
2469 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2473 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2476 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2477 * but a there's a few things we need to override:
2479 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2480 MESA_META_PIXEL_STORE
|
2481 MESA_META_RASTERIZATION
|
2484 MESA_META_TRANSFORM
|
2487 MESA_META_VIEWPORT
));
2489 if (bitmap
->ArrayObj
== 0) {
2490 /* one-time setup */
2492 /* create vertex array object */
2493 _mesa_GenVertexArraysAPPLE(1, &bitmap
->ArrayObj
);
2494 _mesa_BindVertexArrayAPPLE(bitmap
->ArrayObj
);
2496 /* create vertex array buffer */
2497 _mesa_GenBuffersARB(1, &bitmap
->VBO
);
2498 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2499 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2500 NULL
, GL_DYNAMIC_DRAW_ARB
);
2502 /* setup vertex arrays */
2503 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2504 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2505 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2506 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2507 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2508 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2511 _mesa_BindVertexArray(bitmap
->ArrayObj
);
2512 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2515 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2517 /* vertex positions, texcoords, colors (after texture allocation!) */
2519 const GLfloat x0
= (GLfloat
) x
;
2520 const GLfloat y0
= (GLfloat
) y
;
2521 const GLfloat x1
= (GLfloat
) (x
+ width
);
2522 const GLfloat y1
= (GLfloat
) (y
+ height
);
2523 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2534 verts
[1].s
= tex
->Sright
;
2539 verts
[2].s
= tex
->Sright
;
2540 verts
[2].t
= tex
->Ttop
;
2545 verts
[3].t
= tex
->Ttop
;
2547 for (i
= 0; i
< 4; i
++) {
2548 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2549 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2550 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2551 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2554 /* upload new vertex data */
2555 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2558 /* choose different foreground/background alpha values */
2559 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2560 bg
= (fg
> 127 ? 0 : 255);
2562 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2564 _mesa_meta_end(ctx
);
2568 bitmap8
= (GLubyte
*) malloc(width
* height
);
2570 memset(bitmap8
, bg
, width
* height
);
2571 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2572 bitmap8
, width
, fg
);
2574 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2576 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2577 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2579 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2580 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2582 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2584 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2589 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2591 _mesa_meta_end(ctx
);
2596 * Check if the call to _mesa_meta_GenerateMipmap() will require a
2597 * software fallback. The fallback path will require that the texture
2598 * images are mapped.
2599 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
2602 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
2603 struct gl_texture_object
*texObj
)
2605 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
2606 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
2607 struct gl_texture_image
*baseImage
;
2611 /* check for fallbacks */
2612 if (!ctx
->Extensions
.EXT_framebuffer_object
||
2613 target
== GL_TEXTURE_3D
||
2614 target
== GL_TEXTURE_1D_ARRAY
||
2615 target
== GL_TEXTURE_2D_ARRAY
) {
2619 srcLevel
= texObj
->BaseLevel
;
2620 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
2621 if (!baseImage
|| _mesa_is_format_compressed(baseImage
->TexFormat
)) {
2625 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
2626 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
2627 /* The texture format is sRGB but we can't turn off sRGB->linear
2628 * texture sample conversion. So we won't be able to generate the
2629 * right colors when rendering. Need to use a fallback.
2635 * Test that we can actually render in the texture's format.
2638 _mesa_GenFramebuffersEXT(1, &mipmap
->FBO
);
2639 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
2641 if (target
== GL_TEXTURE_1D
) {
2642 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT
,
2643 GL_COLOR_ATTACHMENT0_EXT
,
2644 target
, texObj
->Name
, srcLevel
);
2647 /* other work is needed to enable 3D mipmap generation */
2648 else if (target
== GL_TEXTURE_3D
) {
2650 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT
,
2651 GL_COLOR_ATTACHMENT0_EXT
,
2652 target
, texObj
->Name
, srcLevel
, zoffset
);
2657 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
,
2658 GL_COLOR_ATTACHMENT0_EXT
,
2659 target
, texObj
->Name
, srcLevel
);
2662 status
= _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
);
2664 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fboSave
);
2666 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
2675 * Compute the texture coordinates for the four vertices of a quad for
2676 * drawing a 2D texture image or slice of a cube/3D texture.
2677 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2678 * \param slice slice of a 1D/2D array texture or 3D texture
2679 * \param width width of the texture image
2680 * \param height height of the texture image
2681 * \param coords0/1/2/3 returns the computed texcoords
2684 setup_texture_coords(GLenum faceTarget
,
2693 static const GLfloat st
[4][2] = {
2694 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
2699 switch (faceTarget
) {
2703 case GL_TEXTURE_2D_ARRAY
:
2704 if (faceTarget
== GL_TEXTURE_3D
)
2706 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2710 coords0
[0] = 0.0F
; /* s */
2711 coords0
[1] = 0.0F
; /* t */
2712 coords0
[2] = r
; /* r */
2723 case GL_TEXTURE_RECTANGLE_ARB
:
2724 coords0
[0] = 0.0F
; /* s */
2725 coords0
[1] = 0.0F
; /* t */
2726 coords0
[2] = 0.0F
; /* r */
2731 coords2
[1] = height
;
2734 coords3
[1] = height
;
2737 case GL_TEXTURE_1D_ARRAY
:
2738 coords0
[0] = 0.0F
; /* s */
2739 coords0
[1] = slice
; /* t */
2740 coords0
[2] = 0.0F
; /* r */
2752 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2753 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2754 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2755 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2756 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2757 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2758 /* loop over quad verts */
2759 for (i
= 0; i
< 4; i
++) {
2760 /* Compute sc = +/-scale and tc = +/-scale.
2761 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2762 * though that can still sometimes happen with this scale factor...
2764 const GLfloat scale
= 0.9999f
;
2765 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2766 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2786 switch (faceTarget
) {
2787 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2792 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2797 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2802 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2807 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2812 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2823 assert(0 && "unexpected target in meta setup_texture_coords()");
2829 * Called via ctx->Driver.GenerateMipmap()
2830 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
2834 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
2835 struct gl_texture_object
*texObj
)
2837 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
2839 GLfloat x
, y
, tex
[3];
2841 struct vertex verts
[4];
2842 const GLuint baseLevel
= texObj
->BaseLevel
;
2843 const GLuint maxLevel
= texObj
->MaxLevel
;
2844 const GLenum minFilterSave
= texObj
->Sampler
.MinFilter
;
2845 const GLenum magFilterSave
= texObj
->Sampler
.MagFilter
;
2846 const GLint maxLevelSave
= texObj
->MaxLevel
;
2847 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
2848 const GLenum wrapSSave
= texObj
->Sampler
.WrapS
;
2849 const GLenum wrapTSave
= texObj
->Sampler
.WrapT
;
2850 const GLenum wrapRSave
= texObj
->Sampler
.WrapR
;
2851 const GLenum srgbDecodeSave
= texObj
->Sampler
.sRGBDecode
;
2852 const GLenum srgbBufferSave
= ctx
->Color
.sRGBEnabled
;
2853 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
2854 const GLuint original_active_unit
= ctx
->Texture
.CurrentUnit
;
2857 const GLuint border
= 0;
2858 const GLint slice
= 0;
2860 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
2861 _mesa_generate_mipmap(ctx
, target
, texObj
);
2865 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
2866 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
2867 faceTarget
= target
;
2868 target
= GL_TEXTURE_CUBE_MAP
;
2871 faceTarget
= target
;
2874 _mesa_meta_begin(ctx
, MESA_META_ALL
);
2876 if (original_active_unit
!= 0)
2877 _mesa_BindTexture(target
, texObj
->Name
);
2879 if (mipmap
->ArrayObj
== 0) {
2880 /* one-time setup */
2882 /* create vertex array object */
2883 _mesa_GenVertexArraysAPPLE(1, &mipmap
->ArrayObj
);
2884 _mesa_BindVertexArrayAPPLE(mipmap
->ArrayObj
);
2886 /* create vertex array buffer */
2887 _mesa_GenBuffersARB(1, &mipmap
->VBO
);
2888 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
2889 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2890 NULL
, GL_DYNAMIC_DRAW_ARB
);
2892 /* setup vertex arrays */
2893 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2894 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
2895 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2896 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2899 _mesa_BindVertexArray(mipmap
->ArrayObj
);
2900 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
2904 _mesa_GenFramebuffersEXT(1, &mipmap
->FBO
);
2906 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
2908 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR_MIPMAP_LINEAR
);
2909 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2910 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
2911 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2912 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2913 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2915 /* We don't want to encode or decode sRGB values; treat them as linear */
2916 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
2917 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
2918 GL_SKIP_DECODE_EXT
);
2920 if (ctx
->Extensions
.EXT_framebuffer_sRGB
) {
2921 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_FALSE
);
2924 _mesa_set_enable(ctx
, target
, GL_TRUE
);
2926 /* setup texcoords (XXX what about border?) */
2927 setup_texture_coords(faceTarget
,
2929 0, 0, /* width, height never used here */
2935 /* setup vertex positions */
2945 /* upload new vertex data */
2946 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2948 /* setup projection matrix */
2949 _mesa_MatrixMode(GL_PROJECTION
);
2950 _mesa_LoadIdentity();
2951 _mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
2953 /* texture is already locked, unlock now */
2954 _mesa_unlock_texture(ctx
, texObj
);
2956 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
2957 const struct gl_texture_image
*srcImage
;
2958 const GLuint srcLevel
= dstLevel
- 1;
2959 GLsizei srcWidth
, srcHeight
, srcDepth
;
2960 GLsizei dstWidth
, dstHeight
, dstDepth
;
2963 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
2964 assert(srcImage
->Border
== 0); /* XXX we can fix this */
2966 /* src size w/out border */
2967 srcWidth
= srcImage
->Width
- 2 * border
;
2968 srcHeight
= srcImage
->Height
- 2 * border
;
2969 srcDepth
= srcImage
->Depth
- 2 * border
;
2971 /* new dst size w/ border */
2972 dstWidth
= MAX2(1, srcWidth
/ 2) + 2 * border
;
2973 dstHeight
= MAX2(1, srcHeight
/ 2) + 2 * border
;
2974 dstDepth
= MAX2(1, srcDepth
/ 2) + 2 * border
;
2976 if (dstWidth
== srcImage
->Width
&&
2977 dstHeight
== srcImage
->Height
&&
2978 dstDepth
== srcImage
->Depth
) {
2983 /* Allocate storage for the destination mipmap image(s) */
2985 /* Set MaxLevel large enough to hold the new level when we allocate it */
2986 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
2988 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
2989 dstWidth
, dstHeight
, dstDepth
,
2991 srcImage
->InternalFormat
,
2992 srcImage
->TexFormat
)) {
2993 /* All done. We either ran out of memory or we would go beyond the
2994 * last valid level of an immutable texture if we continued.
2999 /* limit minification to src level */
3000 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
3002 /* Set to draw into the current dstLevel */
3003 if (target
== GL_TEXTURE_1D
) {
3004 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT
,
3005 GL_COLOR_ATTACHMENT0_EXT
,
3010 else if (target
== GL_TEXTURE_3D
) {
3011 GLint zoffset
= 0; /* XXX unfinished */
3012 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT
,
3013 GL_COLOR_ATTACHMENT0_EXT
,
3020 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
,
3021 GL_COLOR_ATTACHMENT0_EXT
,
3027 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
3030 status
= _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
);
3031 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3036 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
3037 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
3039 /* setup viewport */
3040 _mesa_set_viewport(ctx
, 0, 0, dstWidth
, dstHeight
);
3042 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3045 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3046 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
3049 if (ctx
->Extensions
.EXT_framebuffer_sRGB
&& srgbBufferSave
) {
3050 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_TRUE
);
3053 _mesa_lock_texture(ctx
, texObj
); /* relock */
3055 _mesa_meta_end(ctx
);
3057 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, minFilterSave
);
3058 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, magFilterSave
);
3059 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3060 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
3061 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, wrapSSave
);
3062 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, wrapTSave
);
3063 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_R
, wrapRSave
);
3065 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fboSave
);
3070 * Determine the GL data type to use for the temporary image read with
3071 * ReadPixels() and passed to Tex[Sub]Image().
3074 get_temp_image_type(struct gl_context
*ctx
, GLenum baseFormat
)
3076 switch (baseFormat
) {
3083 case GL_LUMINANCE_ALPHA
:
3085 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8)
3086 return GL_UNSIGNED_BYTE
;
3087 else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16)
3088 return GL_UNSIGNED_SHORT
;
3091 case GL_DEPTH_COMPONENT
:
3092 return GL_UNSIGNED_INT
;
3093 case GL_DEPTH_STENCIL
:
3094 return GL_UNSIGNED_INT_24_8
;
3096 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
3104 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3105 * Have to be careful with locking and meta state for pixel transfer.
3108 copy_tex_sub_image(struct gl_context
*ctx
,
3110 struct gl_texture_image
*texImage
,
3111 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3112 struct gl_renderbuffer
*rb
,
3114 GLsizei width
, GLsizei height
)
3116 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3117 const GLenum target
= texObj
->Target
;
3118 GLenum format
, type
;
3122 /* Choose format/type for temporary image buffer */
3123 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
3124 if (format
== GL_LUMINANCE
||
3125 format
== GL_LUMINANCE_ALPHA
||
3126 format
== GL_INTENSITY
) {
3127 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3128 * temp image buffer because glReadPixels will do L=R+G+B which is
3129 * not what we want (should be L=R).
3134 type
= get_temp_image_type(ctx
, format
);
3135 bpp
= _mesa_bytes_per_pixel(format
, type
);
3137 _mesa_problem(ctx
, "Bad bpp in meta copy_tex_sub_image()");
3142 * Alloc image buffer (XXX could use a PBO)
3144 buf
= malloc(width
* height
* bpp
);
3146 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
3150 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
3153 * Read image from framebuffer (disable pixel transfer ops)
3155 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
3156 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
3157 format
, type
, &ctx
->Pack
, buf
);
3158 _mesa_meta_end(ctx
);
3160 _mesa_update_state(ctx
); /* to update pixel transfer state */
3163 * Store texture data (with pixel transfer ops)
3165 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
3166 if (target
== GL_TEXTURE_1D
) {
3167 ctx
->Driver
.TexSubImage1D(ctx
, texImage
,
3169 format
, type
, buf
, &ctx
->Unpack
);
3171 else if (target
== GL_TEXTURE_3D
) {
3172 ctx
->Driver
.TexSubImage3D(ctx
, texImage
,
3173 xoffset
, yoffset
, zoffset
, width
, height
, 1,
3174 format
, type
, buf
, &ctx
->Unpack
);
3177 ctx
->Driver
.TexSubImage2D(ctx
, texImage
,
3178 xoffset
, yoffset
, width
, height
,
3179 format
, type
, buf
, &ctx
->Unpack
);
3181 _mesa_meta_end(ctx
);
3183 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
3190 _mesa_meta_CopyTexSubImage1D(struct gl_context
*ctx
,
3191 struct gl_texture_image
*texImage
,
3193 struct gl_renderbuffer
*rb
,
3194 GLint x
, GLint y
, GLsizei width
)
3196 copy_tex_sub_image(ctx
, 1, texImage
, xoffset
, 0, 0,
3197 rb
, x
, y
, width
, 1);
3202 _mesa_meta_CopyTexSubImage2D(struct gl_context
*ctx
,
3203 struct gl_texture_image
*texImage
,
3204 GLint xoffset
, GLint yoffset
,
3205 struct gl_renderbuffer
*rb
,
3207 GLsizei width
, GLsizei height
)
3209 copy_tex_sub_image(ctx
, 2, texImage
, xoffset
, yoffset
, 0,
3210 rb
, x
, y
, width
, height
);
3215 _mesa_meta_CopyTexSubImage3D(struct gl_context
*ctx
,
3216 struct gl_texture_image
*texImage
,
3217 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3218 struct gl_renderbuffer
*rb
,
3220 GLsizei width
, GLsizei height
)
3222 copy_tex_sub_image(ctx
, 3, texImage
, xoffset
, yoffset
, zoffset
,
3223 rb
, x
, y
, width
, height
);
3228 * Decompress a texture image by drawing a quad with the compressed
3229 * texture and reading the pixels out of the color buffer.
3230 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3231 * \param destFormat format, ala glReadPixels
3232 * \param destType type, ala glReadPixels
3233 * \param dest destination buffer
3234 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3237 decompress_texture_image(struct gl_context
*ctx
,
3238 struct gl_texture_image
*texImage
,
3240 GLenum destFormat
, GLenum destType
,
3241 GLvoid
*dest
, GLint destRowLength
)
3243 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3244 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3245 const GLint width
= texImage
->Width
;
3246 const GLint height
= texImage
->Height
;
3247 const GLenum target
= texObj
->Target
;
3250 GLfloat x
, y
, tex
[3];
3252 struct vertex verts
[4];
3253 GLuint fboDrawSave
, fboReadSave
;
3256 assert(target
== GL_TEXTURE_3D
||
3257 target
== GL_TEXTURE_2D_ARRAY
);
3260 if (target
== GL_TEXTURE_CUBE_MAP
) {
3261 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3264 faceTarget
= target
;
3267 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3268 fboDrawSave
= ctx
->DrawBuffer
->Name
;
3269 fboReadSave
= ctx
->ReadBuffer
->Name
;
3271 _mesa_meta_begin(ctx
, MESA_META_ALL
);
3273 /* Create/bind FBO/renderbuffer */
3274 if (decompress
->FBO
== 0) {
3275 _mesa_GenFramebuffersEXT(1, &decompress
->FBO
);
3276 _mesa_GenRenderbuffersEXT(1, &decompress
->RBO
);
3277 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3278 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3279 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
,
3280 GL_COLOR_ATTACHMENT0_EXT
,
3281 GL_RENDERBUFFER_EXT
,
3285 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3288 /* alloc dest surface */
3289 if (width
!= decompress
->Width
|| height
!= decompress
->Height
) {
3290 _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT
, GL_RGBA
,
3292 decompress
->Width
= width
;
3293 decompress
->Height
= height
;
3296 /* setup VBO data */
3297 if (decompress
->ArrayObj
== 0) {
3298 /* create vertex array object */
3299 _mesa_GenVertexArrays(1, &decompress
->ArrayObj
);
3300 _mesa_BindVertexArray(decompress
->ArrayObj
);
3302 /* create vertex array buffer */
3303 _mesa_GenBuffersARB(1, &decompress
->VBO
);
3304 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3305 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3306 NULL
, GL_DYNAMIC_DRAW_ARB
);
3308 /* setup vertex arrays */
3309 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3310 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3311 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3312 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3315 _mesa_BindVertexArray(decompress
->ArrayObj
);
3316 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3319 setup_texture_coords(faceTarget
, slice
, width
, height
,
3325 /* setup vertex positions */
3331 verts
[2].y
= height
;
3333 verts
[3].y
= height
;
3335 /* upload new vertex data */
3336 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3338 /* setup texture state */
3339 _mesa_BindTexture(target
, texObj
->Name
);
3340 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3343 /* save texture object state */
3344 const GLenum minFilterSave
= texObj
->Sampler
.MinFilter
;
3345 const GLenum magFilterSave
= texObj
->Sampler
.MagFilter
;
3346 const GLint baseLevelSave
= texObj
->BaseLevel
;
3347 const GLint maxLevelSave
= texObj
->MaxLevel
;
3348 const GLenum wrapSSave
= texObj
->Sampler
.WrapS
;
3349 const GLenum wrapTSave
= texObj
->Sampler
.WrapT
;
3350 const GLenum srgbSave
= texObj
->Sampler
.sRGBDecode
;
3352 /* restrict sampling to the texture level of interest */
3353 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
3354 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
3355 /* nearest filtering */
3356 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3357 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3359 /* No sRGB decode or encode.*/
3360 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3361 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
3362 GL_SKIP_DECODE_EXT
);
3364 if (ctx
->Extensions
.EXT_framebuffer_sRGB
) {
3365 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_FALSE
);
3368 /* render quad w/ texture into renderbuffer */
3369 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3371 /* Restore texture object state, the texture binding will
3372 * be restored by _mesa_meta_end().
3374 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, minFilterSave
);
3375 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, magFilterSave
);
3376 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3377 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
3378 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3380 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, wrapSSave
);
3381 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, wrapTSave
);
3382 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3383 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, srgbSave
);
3387 /* read pixels from renderbuffer */
3389 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3391 /* The pixel transfer state will be set to default values at this point
3392 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3393 * turned off (as required by glGetTexImage) but we need to handle some
3394 * special cases. In particular, single-channel texture values are
3395 * returned as red and two-channel texture values are returned as
3398 if (baseTexFormat
== GL_LUMINANCE
||
3399 baseTexFormat
== GL_LUMINANCE_ALPHA
||
3400 baseTexFormat
== GL_INTENSITY
) {
3401 /* Green and blue must be zero */
3402 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3403 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3406 ctx
->Pack
.RowLength
= destRowLength
;
3407 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3410 /* disable texture unit */
3411 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3413 _mesa_meta_end(ctx
);
3415 /* restore fbo bindings */
3416 if (fboDrawSave
== fboReadSave
) {
3417 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fboDrawSave
);
3420 _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT
, fboDrawSave
);
3421 _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT
, fboReadSave
);
3427 * This is just a wrapper around _mesa_get_tex_image() and
3428 * decompress_texture_image(). Meta functions should not be directly called
3432 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
3433 GLenum format
, GLenum type
, GLvoid
*pixels
,
3434 struct gl_texture_image
*texImage
)
3436 /* We can only use the decompress-with-blit method here if the texels are
3437 * unsigned, normalized values. We could handle signed and unnormalized
3438 * with floating point renderbuffers...
3440 if (_mesa_is_format_compressed(texImage
->TexFormat
) &&
3441 _mesa_get_format_datatype(texImage
->TexFormat
)
3442 == GL_UNSIGNED_NORMALIZED
) {
3443 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3444 const GLuint slice
= 0; /* only 2D compressed textures for now */
3445 /* Need to unlock the texture here to prevent deadlock... */
3446 _mesa_unlock_texture(ctx
, texObj
);
3447 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, pixels
,
3448 ctx
->Pack
.RowLength
);
3449 /* ... and relock it */
3450 _mesa_lock_texture(ctx
, texObj
);
3453 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
3459 * Meta implementation of ctx->Driver.DrawTex() in terms
3460 * of polygon rendering.
3463 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3464 GLfloat width
, GLfloat height
)
3466 #if FEATURE_OES_draw_texture
3467 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3469 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3471 struct vertex verts
[4];
3474 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3476 MESA_META_TRANSFORM
|
3478 MESA_META_VIEWPORT
));
3480 if (drawtex
->ArrayObj
== 0) {
3481 /* one-time setup */
3482 GLint active_texture
;
3484 /* create vertex array object */
3485 _mesa_GenVertexArrays(1, &drawtex
->ArrayObj
);
3486 _mesa_BindVertexArray(drawtex
->ArrayObj
);
3488 /* create vertex array buffer */
3489 _mesa_GenBuffersARB(1, &drawtex
->VBO
);
3490 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3491 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3492 NULL
, GL_DYNAMIC_DRAW_ARB
);
3494 /* client active texture is not part of the array object */
3495 active_texture
= ctx
->Array
.ActiveTexture
;
3497 /* setup vertex arrays */
3498 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3499 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3500 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3501 _mesa_ClientActiveTextureARB(GL_TEXTURE0
+ i
);
3502 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
3503 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3506 /* restore client active texture */
3507 _mesa_ClientActiveTextureARB(GL_TEXTURE0
+ active_texture
);
3510 _mesa_BindVertexArray(drawtex
->ArrayObj
);
3511 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3514 /* vertex positions, texcoords */
3516 const GLfloat x1
= x
+ width
;
3517 const GLfloat y1
= y
+ height
;
3519 z
= CLAMP(z
, 0.0, 1.0);
3538 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3539 const struct gl_texture_object
*texObj
;
3540 const struct gl_texture_image
*texImage
;
3541 GLfloat s
, t
, s1
, t1
;
3544 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
3546 for (j
= 0; j
< 4; j
++) {
3547 verts
[j
].st
[i
][0] = 0.0f
;
3548 verts
[j
].st
[i
][1] = 0.0f
;
3553 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3554 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3555 tw
= texImage
->Width2
;
3556 th
= texImage
->Height2
;
3558 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3559 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3560 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3561 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3563 verts
[0].st
[i
][0] = s
;
3564 verts
[0].st
[i
][1] = t
;
3566 verts
[1].st
[i
][0] = s1
;
3567 verts
[1].st
[i
][1] = t
;
3569 verts
[2].st
[i
][0] = s1
;
3570 verts
[2].st
[i
][1] = t1
;
3572 verts
[3].st
[i
][0] = s
;
3573 verts
[3].st
[i
][1] = t1
;
3576 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3579 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3581 _mesa_meta_end(ctx
);
3582 #endif /* FEATURE_OES_draw_texture */