2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
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/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/colortab.h"
45 #include "main/condrender.h"
46 #include "main/depth.h"
47 #include "main/enable.h"
48 #include "main/fbobject.h"
49 #include "main/feedback.h"
50 #include "main/formats.h"
51 #include "main/format_unpack.h"
52 #include "main/glformats.h"
53 #include "main/image.h"
54 #include "main/macros.h"
55 #include "main/matrix.h"
56 #include "main/mipmap.h"
57 #include "main/multisample.h"
58 #include "main/objectlabel.h"
59 #include "main/pipelineobj.h"
60 #include "main/pixel.h"
62 #include "main/polygon.h"
63 #include "main/queryobj.h"
64 #include "main/readpix.h"
65 #include "main/scissor.h"
66 #include "main/shaderapi.h"
67 #include "main/shaderobj.h"
68 #include "main/state.h"
69 #include "main/stencil.h"
70 #include "main/texobj.h"
71 #include "main/texenv.h"
72 #include "main/texgetimage.h"
73 #include "main/teximage.h"
74 #include "main/texparam.h"
75 #include "main/texstate.h"
76 #include "main/texstore.h"
77 #include "main/transformfeedback.h"
78 #include "main/uniforms.h"
79 #include "main/varray.h"
80 #include "main/viewport.h"
81 #include "main/samplerobj.h"
82 #include "program/program.h"
83 #include "swrast/swrast.h"
84 #include "drivers/common/meta.h"
85 #include "main/enums.h"
86 #include "main/glformats.h"
87 #include "util/ralloc.h"
89 /** Return offset in bytes of the field within a vertex struct */
90 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
93 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
95 static struct blit_shader
*
96 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
98 static void cleanup_temp_texture(struct temp_texture
*tex
);
99 static void meta_glsl_clear_cleanup(struct clear_state
*clear
);
100 static void meta_decompress_cleanup(struct decompress_state
*decompress
);
101 static void meta_drawpix_cleanup(struct drawpix_state
*drawpix
);
104 _mesa_meta_bind_fbo_image(GLenum fboTarget
, GLenum attachment
,
105 struct gl_texture_image
*texImage
, GLuint layer
)
107 struct gl_texture_object
*texObj
= texImage
->TexObject
;
108 int level
= texImage
->Level
;
109 GLenum texTarget
= texObj
->Target
;
113 _mesa_FramebufferTexture1D(fboTarget
,
119 case GL_TEXTURE_1D_ARRAY
:
120 case GL_TEXTURE_2D_ARRAY
:
121 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
122 case GL_TEXTURE_CUBE_MAP_ARRAY
:
124 _mesa_FramebufferTextureLayer(fboTarget
,
130 default: /* 2D / cube */
131 if (texTarget
== GL_TEXTURE_CUBE_MAP
)
132 texTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
134 _mesa_FramebufferTexture2D(fboTarget
,
143 _mesa_meta_compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
,
144 const GLcharARB
*source
)
150 shader
= _mesa_CreateShader(target
);
151 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
152 _mesa_CompileShader(shader
);
154 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
158 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
160 _mesa_DeleteShader(shader
);
166 _mesa_DeleteShader(shader
);
170 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
172 "meta program compile failed:\n%s\n"
177 _mesa_DeleteShader(shader
);
183 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
188 _mesa_LinkProgram(program
);
190 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
194 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
202 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
203 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
211 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
212 const char *vs_source
,
213 const char *fs_source
,
217 GLuint vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
219 GLuint fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
222 *program
= _mesa_CreateProgram();
223 _mesa_ObjectLabel(GL_PROGRAM
, *program
, -1, name
);
224 _mesa_AttachShader(*program
, fs
);
225 _mesa_DeleteShader(fs
);
226 _mesa_AttachShader(*program
, vs
);
227 _mesa_DeleteShader(vs
);
228 _mesa_BindAttribLocation(*program
, 0, "position");
229 _mesa_BindAttribLocation(*program
, 1, "texcoords");
230 _mesa_meta_link_program_with_debug(ctx
, *program
);
232 _mesa_UseProgram(*program
);
236 * Generate a generic shader to blit from a texture to a framebuffer
238 * \param ctx Current GL context
239 * \param texTarget Texture target that will be the source of the blit
241 * \returns a handle to a shader program on success or zero on failure.
244 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
246 struct blit_shader_table
*table
)
248 char *vs_source
, *fs_source
;
249 void *const mem_ctx
= ralloc_context(NULL
);
250 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
251 const char *vs_input
, *vs_output
, *fs_input
, *vs_preprocess
, *fs_preprocess
;
253 if (ctx
->Const
.GLSLVersion
< 130) {
255 vs_input
= "attribute";
256 vs_output
= "varying";
257 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
258 fs_input
= "varying";
260 vs_preprocess
= "#version 130";
263 fs_preprocess
= "#version 130";
265 shader
->func
= "texture";
268 assert(shader
!= NULL
);
270 if (shader
->shader_prog
!= 0) {
271 _mesa_UseProgram(shader
->shader_prog
);
275 vs_source
= ralloc_asprintf(mem_ctx
,
277 "%s vec2 position;\n"
278 "%s vec4 textureCoords;\n"
279 "%s vec4 texCoords;\n"
282 " texCoords = textureCoords;\n"
283 " gl_Position = vec4(position, 0.0, 1.0);\n"
285 vs_preprocess
, vs_input
, vs_input
, vs_output
);
287 fs_source
= ralloc_asprintf(mem_ctx
,
289 "#extension GL_ARB_texture_cube_map_array: enable\n"
290 "uniform %s texSampler;\n"
291 "%s vec4 texCoords;\n"
294 " gl_FragColor = %s(texSampler, %s);\n"
295 " gl_FragDepth = gl_FragColor.x;\n"
297 fs_preprocess
, shader
->type
, fs_input
,
298 shader
->func
, shader
->texcoords
);
300 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
301 ralloc_asprintf(mem_ctx
, "%s blit",
303 &shader
->shader_prog
);
304 ralloc_free(mem_ctx
);
308 * Configure vertex buffer and vertex array objects for tests
310 * Regardless of whether a new VAO and new VBO are created, the objects
311 * referenced by \c VAO and \c VBO will be bound into the GL state vector
312 * when this function terminates.
314 * \param VAO Storage for vertex array object handle. If 0, a new VAO
316 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
317 * will be created. The new VBO will have storage for 4
318 * \c vertex structures.
319 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
320 * or should traditional, fixed-function color and texture
321 * coordinate be used?
322 * \param vertex_size Number of components for attribute 0 / vertex.
323 * \param texcoord_size Number of components for attribute 1 / texture
324 * coordinate. If this is 0, attribute 1 will not be set or
326 * \param color_size Number of components for attribute 1 / primary color.
327 * If this is 0, attribute 1 will not be set or enabled.
329 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
330 * Use \c texcoord_size instead.
333 _mesa_meta_setup_vertex_objects(GLuint
*VAO
, GLuint
*VBO
,
334 bool use_generic_attributes
,
335 unsigned vertex_size
, unsigned texcoord_size
,
341 /* create vertex array object */
342 _mesa_GenVertexArrays(1, VAO
);
343 _mesa_BindVertexArray(*VAO
);
345 /* create vertex array buffer */
346 _mesa_GenBuffers(1, VBO
);
347 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
348 _mesa_BufferData(GL_ARRAY_BUFFER
, 4 * sizeof(struct vertex
), NULL
,
351 /* setup vertex arrays */
352 if (use_generic_attributes
) {
353 assert(color_size
== 0);
355 _mesa_VertexAttribPointer(0, vertex_size
, GL_FLOAT
, GL_FALSE
,
356 sizeof(struct vertex
), OFFSET(x
));
357 _mesa_EnableVertexAttribArray(0);
359 if (texcoord_size
> 0) {
360 _mesa_VertexAttribPointer(1, texcoord_size
, GL_FLOAT
, GL_FALSE
,
361 sizeof(struct vertex
), OFFSET(tex
));
362 _mesa_EnableVertexAttribArray(1);
365 _mesa_VertexPointer(vertex_size
, GL_FLOAT
, sizeof(struct vertex
),
367 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
369 if (texcoord_size
> 0) {
370 _mesa_TexCoordPointer(texcoord_size
, GL_FLOAT
,
371 sizeof(struct vertex
), OFFSET(tex
));
372 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
375 if (color_size
> 0) {
376 _mesa_ColorPointer(color_size
, GL_FLOAT
,
377 sizeof(struct vertex
), OFFSET(r
));
378 _mesa_EnableClientState(GL_COLOR_ARRAY
);
382 _mesa_BindVertexArray(*VAO
);
383 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
388 * Initialize meta-ops for a context.
389 * To be called once during context creation.
392 _mesa_meta_init(struct gl_context
*ctx
)
396 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
400 gl_buffer_index_to_drawbuffers_enum(gl_buffer_index bufindex
)
402 assert(bufindex
< BUFFER_COUNT
);
404 if (bufindex
>= BUFFER_COLOR0
)
405 return GL_COLOR_ATTACHMENT0
+ bufindex
- BUFFER_COLOR0
;
406 else if (bufindex
== BUFFER_FRONT_LEFT
)
407 return GL_FRONT_LEFT
;
408 else if (bufindex
== BUFFER_FRONT_RIGHT
)
409 return GL_FRONT_RIGHT
;
410 else if (bufindex
== BUFFER_BACK_LEFT
)
412 else if (bufindex
== BUFFER_BACK_RIGHT
)
413 return GL_BACK_RIGHT
;
419 * Free context meta-op state.
420 * To be called once during context destruction.
423 _mesa_meta_free(struct gl_context
*ctx
)
425 GET_CURRENT_CONTEXT(old_context
);
426 _mesa_make_current(ctx
, NULL
, NULL
);
427 _mesa_meta_glsl_blit_cleanup(&ctx
->Meta
->Blit
);
428 meta_glsl_clear_cleanup(&ctx
->Meta
->Clear
);
429 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx
->Meta
->Mipmap
);
430 cleanup_temp_texture(&ctx
->Meta
->TempTex
);
431 meta_decompress_cleanup(&ctx
->Meta
->Decompress
);
432 meta_drawpix_cleanup(&ctx
->Meta
->DrawPix
);
434 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
436 _mesa_make_current(NULL
, NULL
, NULL
);
443 * Enter meta state. This is like a light-weight version of glPushAttrib
444 * but it also resets most GL state back to default values.
446 * \param state bitmask of MESA_META_* flags indicating which attribute groups
447 * to save and reset to their defaults
450 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
452 struct save_state
*save
;
454 /* hope MAX_META_OPS_DEPTH is large enough */
455 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
457 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
458 memset(save
, 0, sizeof(*save
));
459 save
->SavedState
= state
;
461 /* We always push into desktop GL mode and pop out at the end. No sense in
462 * writing our shaders varying based on the user's context choice, when
463 * Mesa can handle either.
465 save
->API
= ctx
->API
;
466 ctx
->API
= API_OPENGL_COMPAT
;
468 /* Pausing transform feedback needs to be done early, or else we won't be
469 * able to change other state.
471 save
->TransformFeedbackNeedsResume
=
472 _mesa_is_xfb_active_and_unpaused(ctx
);
473 if (save
->TransformFeedbackNeedsResume
)
474 _mesa_PauseTransformFeedback();
476 /* After saving the current occlusion object, call EndQuery so that no
477 * occlusion querying will be active during the meta-operation.
479 if (state
& MESA_META_OCCLUSION_QUERY
) {
480 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
481 if (save
->CurrentOcclusionObject
)
482 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
485 if (state
& MESA_META_ALPHA_TEST
) {
486 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
487 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
488 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
489 if (ctx
->Color
.AlphaEnabled
)
490 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
493 if (state
& MESA_META_BLEND
) {
494 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
495 if (ctx
->Color
.BlendEnabled
) {
496 if (ctx
->Extensions
.EXT_draw_buffers2
) {
498 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
499 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
503 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
506 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
507 if (ctx
->Color
.ColorLogicOpEnabled
)
508 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
511 if (state
& MESA_META_DITHER
) {
512 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
513 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
516 if (state
& MESA_META_COLOR_MASK
) {
517 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
518 sizeof(ctx
->Color
.ColorMask
));
519 if (!ctx
->Color
.ColorMask
[0][0] ||
520 !ctx
->Color
.ColorMask
[0][1] ||
521 !ctx
->Color
.ColorMask
[0][2] ||
522 !ctx
->Color
.ColorMask
[0][3])
523 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
526 if (state
& MESA_META_DEPTH_TEST
) {
527 save
->Depth
= ctx
->Depth
; /* struct copy */
529 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
532 if (state
& MESA_META_FOG
) {
533 save
->Fog
= ctx
->Fog
.Enabled
;
534 if (ctx
->Fog
.Enabled
)
535 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
538 if (state
& MESA_META_PIXEL_STORE
) {
539 save
->Pack
= ctx
->Pack
;
540 save
->Unpack
= ctx
->Unpack
;
541 ctx
->Pack
= ctx
->DefaultPacking
;
542 ctx
->Unpack
= ctx
->DefaultPacking
;
545 if (state
& MESA_META_PIXEL_TRANSFER
) {
546 save
->RedScale
= ctx
->Pixel
.RedScale
;
547 save
->RedBias
= ctx
->Pixel
.RedBias
;
548 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
549 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
550 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
551 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
552 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
553 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
554 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
555 ctx
->Pixel
.RedScale
= 1.0F
;
556 ctx
->Pixel
.RedBias
= 0.0F
;
557 ctx
->Pixel
.GreenScale
= 1.0F
;
558 ctx
->Pixel
.GreenBias
= 0.0F
;
559 ctx
->Pixel
.BlueScale
= 1.0F
;
560 ctx
->Pixel
.BlueBias
= 0.0F
;
561 ctx
->Pixel
.AlphaScale
= 1.0F
;
562 ctx
->Pixel
.AlphaBias
= 0.0F
;
563 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
565 ctx
->NewState
|=_NEW_PIXEL
;
568 if (state
& MESA_META_RASTERIZATION
) {
569 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
570 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
571 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
572 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
573 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
574 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
575 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
576 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
577 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
578 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
579 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
582 if (state
& MESA_META_SCISSOR
) {
583 save
->Scissor
= ctx
->Scissor
; /* struct copy */
584 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
587 if (state
& MESA_META_SHADER
) {
590 if (ctx
->Extensions
.ARB_vertex_program
) {
591 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
592 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
593 ctx
->VertexProgram
.Current
);
594 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
597 if (ctx
->Extensions
.ARB_fragment_program
) {
598 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
599 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
600 ctx
->FragmentProgram
.Current
);
601 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
604 if (ctx
->Extensions
.ATI_fragment_shader
) {
605 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
606 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
609 if (ctx
->Pipeline
.Current
) {
610 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
611 ctx
->Pipeline
.Current
);
612 _mesa_BindProgramPipeline(0);
615 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
616 * that we don't have to worry about the current pipeline state.
618 for (i
= 0; i
<= MESA_SHADER_FRAGMENT
; i
++) {
619 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
620 ctx
->Shader
.CurrentProgram
[i
]);
622 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
623 ctx
->Shader
.ActiveProgram
);
628 if (state
& MESA_META_STENCIL_TEST
) {
629 save
->Stencil
= ctx
->Stencil
; /* struct copy */
630 if (ctx
->Stencil
.Enabled
)
631 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
632 /* NOTE: other stencil state not reset */
635 if (state
& MESA_META_TEXTURE
) {
638 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
639 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
640 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
642 /* Disable all texture units */
643 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
644 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
645 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
646 if (ctx
->Texture
.Unit
[u
].Enabled
||
647 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
648 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
649 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
650 if (ctx
->Extensions
.ARB_texture_cube_map
)
651 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
653 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
654 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
655 if (ctx
->Extensions
.NV_texture_rectangle
)
656 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
657 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
658 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
659 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
660 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
664 /* save current texture objects for unit[0] only */
665 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
666 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
667 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
670 /* set defaults for unit[0] */
671 _mesa_ActiveTexture(GL_TEXTURE0
);
672 _mesa_ClientActiveTexture(GL_TEXTURE0
);
673 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
676 if (state
& MESA_META_TRANSFORM
) {
677 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
678 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
679 16 * sizeof(GLfloat
));
680 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
681 16 * sizeof(GLfloat
));
682 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
683 16 * sizeof(GLfloat
));
684 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
685 /* set 1:1 vertex:pixel coordinate transform */
686 _mesa_ActiveTexture(GL_TEXTURE0
);
687 _mesa_MatrixMode(GL_TEXTURE
);
688 _mesa_LoadIdentity();
689 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
690 _mesa_MatrixMode(GL_MODELVIEW
);
691 _mesa_LoadIdentity();
692 _mesa_MatrixMode(GL_PROJECTION
);
693 _mesa_LoadIdentity();
695 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
696 * This can occur when there is no draw buffer.
698 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
699 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
700 0.0, ctx
->DrawBuffer
->Height
,
704 if (state
& MESA_META_CLIP
) {
705 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
706 if (ctx
->Transform
.ClipPlanesEnabled
) {
708 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
709 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
714 if (state
& MESA_META_VERTEX
) {
715 /* save vertex array object state */
716 _mesa_reference_vao(ctx
, &save
->VAO
,
718 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
719 ctx
->Array
.ArrayBufferObj
);
720 /* set some default state? */
723 if (state
& MESA_META_VIEWPORT
) {
724 /* save viewport state */
725 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
726 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
727 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
728 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
729 /* set viewport to match window size */
730 if (ctx
->ViewportArray
[0].X
!= 0 ||
731 ctx
->ViewportArray
[0].Y
!= 0 ||
732 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
733 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
734 _mesa_set_viewport(ctx
, 0, 0, 0,
735 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
737 /* save depth range state */
738 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
739 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
740 /* set depth range to default */
741 _mesa_DepthRange(0.0, 1.0);
744 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
745 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
747 /* Generally in here we want to do clamping according to whether
748 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
749 * regardless of the internal implementation of the metaops.
751 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
752 ctx
->Extensions
.ARB_color_buffer_float
)
753 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
756 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
757 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
759 /* Generally in here we never want vertex color clamping --
760 * result clamping is only dependent on fragment clamping.
762 if (ctx
->Extensions
.ARB_color_buffer_float
)
763 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
766 if (state
& MESA_META_CONDITIONAL_RENDER
) {
767 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
768 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
770 if (ctx
->Query
.CondRenderQuery
)
771 _mesa_EndConditionalRender();
774 if (state
& MESA_META_SELECT_FEEDBACK
) {
775 save
->RenderMode
= ctx
->RenderMode
;
776 if (ctx
->RenderMode
== GL_SELECT
) {
777 save
->Select
= ctx
->Select
; /* struct copy */
778 _mesa_RenderMode(GL_RENDER
);
779 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
780 save
->Feedback
= ctx
->Feedback
; /* struct copy */
781 _mesa_RenderMode(GL_RENDER
);
785 if (state
& MESA_META_MULTISAMPLE
) {
786 save
->Multisample
= ctx
->Multisample
; /* struct copy */
788 if (ctx
->Multisample
.Enabled
)
789 _mesa_set_multisample(ctx
, GL_FALSE
);
790 if (ctx
->Multisample
.SampleCoverage
)
791 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, GL_FALSE
);
792 if (ctx
->Multisample
.SampleAlphaToCoverage
)
793 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, GL_FALSE
);
794 if (ctx
->Multisample
.SampleAlphaToOne
)
795 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, GL_FALSE
);
796 if (ctx
->Multisample
.SampleShading
)
797 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, GL_FALSE
);
798 if (ctx
->Multisample
.SampleMask
)
799 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, GL_FALSE
);
802 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
803 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
804 if (ctx
->Color
.sRGBEnabled
)
805 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
808 if (state
& MESA_META_DRAW_BUFFERS
) {
809 int buf
, real_color_buffers
= 0;
810 memset(save
->ColorDrawBuffers
, 0, sizeof(save
->ColorDrawBuffers
));
812 for (buf
= 0; buf
< ctx
->Const
.MaxDrawBuffers
; buf
++) {
813 int buf_index
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[buf
];
817 save
->ColorDrawBuffers
[buf
] =
818 gl_buffer_index_to_drawbuffers_enum(buf_index
);
820 if (++real_color_buffers
>= ctx
->DrawBuffer
->_NumColorDrawBuffers
)
827 save
->Lighting
= ctx
->Light
.Enabled
;
828 if (ctx
->Light
.Enabled
)
829 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
830 save
->RasterDiscard
= ctx
->RasterDiscard
;
831 if (ctx
->RasterDiscard
)
832 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
834 save
->DrawBufferName
= ctx
->DrawBuffer
->Name
;
835 save
->ReadBufferName
= ctx
->ReadBuffer
->Name
;
836 save
->RenderbufferName
= (ctx
->CurrentRenderbuffer
?
837 ctx
->CurrentRenderbuffer
->Name
: 0);
843 * Leave meta state. This is like a light-weight version of glPopAttrib().
846 _mesa_meta_end(struct gl_context
*ctx
)
848 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
849 const GLbitfield state
= save
->SavedState
;
852 /* After starting a new occlusion query, initialize the results to the
853 * values saved previously. The driver will then continue to increment
856 if (state
& MESA_META_OCCLUSION_QUERY
) {
857 if (save
->CurrentOcclusionObject
) {
858 _mesa_BeginQuery(save
->CurrentOcclusionObject
->Target
,
859 save
->CurrentOcclusionObject
->Id
);
860 ctx
->Query
.CurrentOcclusionObject
->Result
= save
->CurrentOcclusionObject
->Result
;
864 if (state
& MESA_META_ALPHA_TEST
) {
865 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
866 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
867 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
870 if (state
& MESA_META_BLEND
) {
871 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
872 if (ctx
->Extensions
.EXT_draw_buffers2
) {
874 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
875 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
879 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
882 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
883 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
886 if (state
& MESA_META_DITHER
)
887 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
889 if (state
& MESA_META_COLOR_MASK
) {
891 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
892 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
894 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
895 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
899 save
->ColorMask
[i
][0],
900 save
->ColorMask
[i
][1],
901 save
->ColorMask
[i
][2],
902 save
->ColorMask
[i
][3]);
908 if (state
& MESA_META_DEPTH_TEST
) {
909 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
910 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
911 _mesa_DepthFunc(save
->Depth
.Func
);
912 _mesa_DepthMask(save
->Depth
.Mask
);
915 if (state
& MESA_META_FOG
) {
916 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
919 if (state
& MESA_META_PIXEL_STORE
) {
920 ctx
->Pack
= save
->Pack
;
921 ctx
->Unpack
= save
->Unpack
;
924 if (state
& MESA_META_PIXEL_TRANSFER
) {
925 ctx
->Pixel
.RedScale
= save
->RedScale
;
926 ctx
->Pixel
.RedBias
= save
->RedBias
;
927 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
928 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
929 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
930 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
931 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
932 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
933 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
935 ctx
->NewState
|=_NEW_PIXEL
;
938 if (state
& MESA_META_RASTERIZATION
) {
939 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
940 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
941 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
942 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
943 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
944 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
947 if (state
& MESA_META_SCISSOR
) {
950 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
951 _mesa_set_scissor(ctx
, i
,
952 save
->Scissor
.ScissorArray
[i
].X
,
953 save
->Scissor
.ScissorArray
[i
].Y
,
954 save
->Scissor
.ScissorArray
[i
].Width
,
955 save
->Scissor
.ScissorArray
[i
].Height
);
956 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
957 (save
->Scissor
.EnableFlags
>> i
) & 1);
961 if (state
& MESA_META_SHADER
) {
962 static const GLenum targets
[] = {
970 if (ctx
->Extensions
.ARB_vertex_program
) {
971 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
972 save
->VertexProgramEnabled
);
973 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
974 save
->VertexProgram
);
975 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
978 if (ctx
->Extensions
.ARB_fragment_program
) {
979 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
980 save
->FragmentProgramEnabled
);
981 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
982 save
->FragmentProgram
);
983 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
986 if (ctx
->Extensions
.ATI_fragment_shader
) {
987 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
988 save
->ATIFragmentShaderEnabled
);
992 for (i
= 0; i
<= MESA_SHADER_FRAGMENT
; i
++) {
993 /* It is safe to call _mesa_use_shader_program even if the extension
994 * necessary for that program state is not supported. In that case,
995 * the saved program object must be NULL and the currently bound
996 * program object must be NULL. _mesa_use_shader_program is a no-op
999 _mesa_use_shader_program(ctx
, targets
[i
],
1003 /* Do this *before* killing the reference. :)
1005 if (save
->Shader
[i
] != NULL
)
1008 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
1011 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1012 save
->ActiveShader
);
1013 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
1015 /* If there were any stages set with programs, use ctx->Shader as the
1016 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1017 * hasn't been restored yet, and that may modify ctx->_Shader further.
1020 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1023 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1024 ctx
->Pipeline
.Default
);
1026 if (save
->Pipeline
) {
1027 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1029 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1033 if (state
& MESA_META_STENCIL_TEST
) {
1034 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1036 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1037 _mesa_ClearStencil(stencil
->Clear
);
1038 if (ctx
->Extensions
.EXT_stencil_two_side
) {
1039 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1040 stencil
->TestTwoSide
);
1041 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1042 ? GL_BACK
: GL_FRONT
);
1045 _mesa_StencilFuncSeparate(GL_FRONT
,
1046 stencil
->Function
[0],
1048 stencil
->ValueMask
[0]);
1049 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1050 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1051 stencil
->ZFailFunc
[0],
1052 stencil
->ZPassFunc
[0]);
1054 _mesa_StencilFuncSeparate(GL_BACK
,
1055 stencil
->Function
[1],
1057 stencil
->ValueMask
[1]);
1058 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1059 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1060 stencil
->ZFailFunc
[1],
1061 stencil
->ZPassFunc
[1]);
1064 if (state
& MESA_META_TEXTURE
) {
1067 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1069 /* restore texenv for unit[0] */
1070 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1072 /* restore texture objects for unit[0] only */
1073 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1074 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1075 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1076 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1077 save
->CurrentTexture
[tgt
]);
1079 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1082 /* Restore fixed function texture enables, texgen */
1083 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1084 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1085 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1086 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1089 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1090 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1091 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1095 /* restore current unit state */
1096 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1097 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1100 if (state
& MESA_META_TRANSFORM
) {
1101 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1102 _mesa_ActiveTexture(GL_TEXTURE0
);
1103 _mesa_MatrixMode(GL_TEXTURE
);
1104 _mesa_LoadMatrixf(save
->TextureMatrix
);
1105 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1107 _mesa_MatrixMode(GL_MODELVIEW
);
1108 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1110 _mesa_MatrixMode(GL_PROJECTION
);
1111 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1113 _mesa_MatrixMode(save
->MatrixMode
);
1116 if (state
& MESA_META_CLIP
) {
1117 if (save
->ClipPlanesEnabled
) {
1119 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1120 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1121 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1127 if (state
& MESA_META_VERTEX
) {
1128 /* restore vertex buffer object */
1129 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1130 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1132 /* restore vertex array object */
1133 _mesa_BindVertexArray(save
->VAO
->Name
);
1134 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1137 if (state
& MESA_META_VIEWPORT
) {
1138 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1139 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1140 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1141 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1142 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1143 save
->ViewportW
, save
->ViewportH
);
1145 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1148 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1149 ctx
->Extensions
.ARB_color_buffer_float
) {
1150 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1153 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1154 ctx
->Extensions
.ARB_color_buffer_float
) {
1155 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1158 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1159 if (save
->CondRenderQuery
)
1160 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1161 save
->CondRenderMode
);
1164 if (state
& MESA_META_SELECT_FEEDBACK
) {
1165 if (save
->RenderMode
== GL_SELECT
) {
1166 _mesa_RenderMode(GL_SELECT
);
1167 ctx
->Select
= save
->Select
;
1168 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1169 _mesa_RenderMode(GL_FEEDBACK
);
1170 ctx
->Feedback
= save
->Feedback
;
1174 if (state
& MESA_META_MULTISAMPLE
) {
1175 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1176 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
1178 if (ctx_ms
->Enabled
!= save_ms
->Enabled
)
1179 _mesa_set_multisample(ctx
, save_ms
->Enabled
);
1180 if (ctx_ms
->SampleCoverage
!= save_ms
->SampleCoverage
)
1181 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, save_ms
->SampleCoverage
);
1182 if (ctx_ms
->SampleAlphaToCoverage
!= save_ms
->SampleAlphaToCoverage
)
1183 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, save_ms
->SampleAlphaToCoverage
);
1184 if (ctx_ms
->SampleAlphaToOne
!= save_ms
->SampleAlphaToOne
)
1185 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, save_ms
->SampleAlphaToOne
);
1186 if (ctx_ms
->SampleCoverageValue
!= save_ms
->SampleCoverageValue
||
1187 ctx_ms
->SampleCoverageInvert
!= save_ms
->SampleCoverageInvert
) {
1188 _mesa_SampleCoverage(save_ms
->SampleCoverageValue
,
1189 save_ms
->SampleCoverageInvert
);
1191 if (ctx_ms
->SampleShading
!= save_ms
->SampleShading
)
1192 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, save_ms
->SampleShading
);
1193 if (ctx_ms
->SampleMask
!= save_ms
->SampleMask
)
1194 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, save_ms
->SampleMask
);
1195 if (ctx_ms
->SampleMaskValue
!= save_ms
->SampleMaskValue
)
1196 _mesa_SampleMaski(0, save_ms
->SampleMaskValue
);
1197 if (ctx_ms
->MinSampleShadingValue
!= save_ms
->MinSampleShadingValue
)
1198 _mesa_MinSampleShading(save_ms
->MinSampleShadingValue
);
1201 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1202 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1203 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1207 if (save
->Lighting
) {
1208 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1210 if (save
->RasterDiscard
) {
1211 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1213 if (save
->TransformFeedbackNeedsResume
)
1214 _mesa_ResumeTransformFeedback();
1216 if (ctx
->DrawBuffer
->Name
!= save
->DrawBufferName
)
1217 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, save
->DrawBufferName
);
1219 if (ctx
->ReadBuffer
->Name
!= save
->ReadBufferName
)
1220 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER
, save
->ReadBufferName
);
1222 if (!ctx
->CurrentRenderbuffer
||
1223 ctx
->CurrentRenderbuffer
->Name
!= save
->RenderbufferName
)
1224 _mesa_BindRenderbuffer(GL_RENDERBUFFER
, save
->RenderbufferName
);
1226 if (state
& MESA_META_DRAW_BUFFERS
) {
1227 _mesa_DrawBuffers(ctx
->Const
.MaxDrawBuffers
, save
->ColorDrawBuffers
);
1230 ctx
->Meta
->SaveStackDepth
--;
1232 ctx
->API
= save
->API
;
1237 * Determine whether Mesa is currently in a meta state.
1240 _mesa_meta_in_progress(struct gl_context
*ctx
)
1242 return ctx
->Meta
->SaveStackDepth
!= 0;
1247 * Convert Z from a normalized value in the range [0, 1] to an object-space
1248 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1249 * default/identity ortho projection results in the original Z value.
1250 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1251 * value comes from the clear value or raster position.
1253 static INLINE GLfloat
1254 invert_z(GLfloat normZ
)
1256 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1262 * One-time init for a temp_texture object.
1263 * Choose tex target, compute max tex size, etc.
1266 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1268 /* prefer texture rectangle */
1269 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1270 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1271 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1272 tex
->NPOT
= GL_TRUE
;
1275 /* use 2D texture, NPOT if possible */
1276 tex
->Target
= GL_TEXTURE_2D
;
1277 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1278 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1280 tex
->MinSize
= 16; /* 16 x 16 at least */
1281 assert(tex
->MaxSize
> 0);
1283 _mesa_GenTextures(1, &tex
->TexObj
);
1287 cleanup_temp_texture(struct temp_texture
*tex
)
1291 _mesa_DeleteTextures(1, &tex
->TexObj
);
1297 * Return pointer to temp_texture info for non-bitmap ops.
1298 * This does some one-time init if needed.
1300 struct temp_texture
*
1301 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1303 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1306 init_temp_texture(ctx
, tex
);
1314 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1315 * We use a separate texture for bitmaps to reduce texture
1316 * allocation/deallocation.
1318 static struct temp_texture
*
1319 get_bitmap_temp_texture(struct gl_context
*ctx
)
1321 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1324 init_temp_texture(ctx
, tex
);
1331 * Return pointer to depth temp_texture.
1332 * This does some one-time init if needed.
1334 struct temp_texture
*
1335 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1337 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1340 init_temp_texture(ctx
, tex
);
1347 * Compute the width/height of texture needed to draw an image of the
1348 * given size. Return a flag indicating whether the current texture
1349 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1350 * allocated (glTexImage2D).
1351 * Also, compute s/t texcoords for drawing.
1353 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1356 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1357 GLsizei width
, GLsizei height
, GLenum intFormat
)
1359 GLboolean newTex
= GL_FALSE
;
1361 ASSERT(width
<= tex
->MaxSize
);
1362 ASSERT(height
<= tex
->MaxSize
);
1364 if (width
> tex
->Width
||
1365 height
> tex
->Height
||
1366 intFormat
!= tex
->IntFormat
) {
1367 /* alloc new texture (larger or different format) */
1370 /* use non-power of two size */
1371 tex
->Width
= MAX2(tex
->MinSize
, width
);
1372 tex
->Height
= MAX2(tex
->MinSize
, height
);
1375 /* find power of two size */
1377 w
= h
= tex
->MinSize
;
1386 tex
->IntFormat
= intFormat
;
1391 /* compute texcoords */
1392 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1393 tex
->Sright
= (GLfloat
) width
;
1394 tex
->Ttop
= (GLfloat
) height
;
1397 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1398 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1406 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1409 _mesa_meta_setup_copypix_texture(struct gl_context
*ctx
,
1410 struct temp_texture
*tex
,
1411 GLint srcX
, GLint srcY
,
1412 GLsizei width
, GLsizei height
,
1418 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1419 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1420 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1421 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1423 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1425 /* copy framebuffer image to texture */
1427 /* create new tex image */
1428 if (tex
->Width
== width
&& tex
->Height
== height
) {
1429 /* create new tex with framebuffer data */
1430 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1431 srcX
, srcY
, width
, height
, 0);
1434 /* create empty texture */
1435 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1436 tex
->Width
, tex
->Height
, 0,
1437 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1439 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1440 0, 0, srcX
, srcY
, width
, height
);
1444 /* replace existing tex image */
1445 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1446 0, 0, srcX
, srcY
, width
, height
);
1452 * Setup/load texture for glDrawPixels.
1455 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1456 struct temp_texture
*tex
,
1458 GLsizei width
, GLsizei height
,
1459 GLenum format
, GLenum type
,
1460 const GLvoid
*pixels
)
1462 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1463 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1464 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1465 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1467 /* copy pixel data to texture */
1469 /* create new tex image */
1470 if (tex
->Width
== width
&& tex
->Height
== height
) {
1471 /* create new tex and load image data */
1472 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1473 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1476 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1478 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1479 ctx
->Unpack
.BufferObj
);
1480 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1481 /* create empty texture */
1482 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1483 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1484 if (save_unpack_obj
!= NULL
)
1485 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1486 save_unpack_obj
->Name
);
1488 _mesa_TexSubImage2D(tex
->Target
, 0,
1489 0, 0, width
, height
, format
, type
, pixels
);
1493 /* replace existing tex image */
1494 _mesa_TexSubImage2D(tex
->Target
, 0,
1495 0, 0, width
, height
, format
, type
, pixels
);
1500 _mesa_meta_setup_ff_tnl_for_blit(GLuint
*VAO
, GLuint
*VBO
,
1501 unsigned texcoord_size
)
1503 _mesa_meta_setup_vertex_objects(VAO
, VBO
, false, 2, texcoord_size
, 0);
1505 /* setup projection matrix */
1506 _mesa_MatrixMode(GL_PROJECTION
);
1507 _mesa_LoadIdentity();
1511 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1514 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1516 meta_clear(ctx
, buffers
, false);
1520 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1522 meta_clear(ctx
, buffers
, true);
1526 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1528 const char *vs_source
=
1529 "#extension GL_AMD_vertex_shader_layer : enable\n"
1530 "attribute vec4 position;\n"
1531 "uniform int layer;\n"
1534 "#ifdef GL_AMD_vertex_shader_layer\n"
1535 " gl_Layer = layer;\n"
1537 " gl_Position = position;\n"
1539 const char *fs_source
=
1540 "uniform vec4 color;\n"
1543 " gl_FragColor = color;\n"
1546 bool has_integer_textures
;
1548 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, true, 3, 0, 0);
1550 if (clear
->ShaderProg
!= 0)
1553 vs
= _mesa_CreateShader(GL_VERTEX_SHADER
);
1554 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
1555 _mesa_CompileShader(vs
);
1557 fs
= _mesa_CreateShader(GL_FRAGMENT_SHADER
);
1558 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
1559 _mesa_CompileShader(fs
);
1561 clear
->ShaderProg
= _mesa_CreateProgram();
1562 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1563 _mesa_DeleteShader(fs
);
1564 _mesa_AttachShader(clear
->ShaderProg
, vs
);
1565 _mesa_DeleteShader(vs
);
1566 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
1567 _mesa_ObjectLabel(GL_PROGRAM
, clear
->ShaderProg
, -1, "meta clear");
1568 _mesa_LinkProgram(clear
->ShaderProg
);
1570 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
, "color");
1571 clear
->LayerLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
, "layer");
1573 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1574 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
1576 if (has_integer_textures
) {
1577 void *shader_source_mem_ctx
= ralloc_context(NULL
);
1578 const char *vs_int_source
=
1579 ralloc_asprintf(shader_source_mem_ctx
,
1581 "#extension GL_AMD_vertex_shader_layer : enable\n"
1582 "in vec4 position;\n"
1583 "uniform int layer;\n"
1586 "#ifdef GL_AMD_vertex_shader_layer\n"
1587 " gl_Layer = layer;\n"
1589 " gl_Position = position;\n"
1591 const char *fs_int_source
=
1592 ralloc_asprintf(shader_source_mem_ctx
,
1594 "uniform ivec4 color;\n"
1595 "out ivec4 out_color;\n"
1599 " out_color = color;\n"
1602 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
1604 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
1606 ralloc_free(shader_source_mem_ctx
);
1608 clear
->IntegerShaderProg
= _mesa_CreateProgram();
1609 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1610 _mesa_DeleteShader(fs
);
1611 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1612 _mesa_DeleteShader(vs
);
1613 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
1615 /* Note that user-defined out attributes get automatically assigned
1616 * locations starting from 0, so we don't need to explicitly
1617 * BindFragDataLocation to 0.
1620 _mesa_ObjectLabel(GL_PROGRAM
, clear
->IntegerShaderProg
, -1,
1622 _mesa_meta_link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1624 clear
->IntegerColorLocation
=
1625 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
1626 clear
->IntegerLayerLocation
=
1627 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "layer");
1632 meta_glsl_clear_cleanup(struct clear_state
*clear
)
1634 if (clear
->VAO
== 0)
1636 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1638 _mesa_DeleteBuffers(1, &clear
->VBO
);
1640 _mesa_DeleteProgram(clear
->ShaderProg
);
1641 clear
->ShaderProg
= 0;
1643 if (clear
->IntegerShaderProg
) {
1644 _mesa_DeleteProgram(clear
->IntegerShaderProg
);
1645 clear
->IntegerShaderProg
= 0;
1650 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1651 * set GL to only draw to those buffers.
1653 * Since the bitfield has no associated order, the assignment of draw buffer
1654 * indices to color attachment indices is rather arbitrary.
1657 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1659 GLenum enums
[MAX_DRAW_BUFFERS
];
1663 /* This function is only legal for color buffer bitfields. */
1664 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1666 /* Make sure we don't overflow any arrays. */
1667 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1671 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1672 enums
[i
++] = GL_FRONT_LEFT
;
1674 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1675 enums
[i
++] = GL_FRONT_RIGHT
;
1677 if (bits
& BUFFER_BIT_BACK_LEFT
)
1678 enums
[i
++] = GL_BACK_LEFT
;
1680 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1681 enums
[i
++] = GL_BACK_RIGHT
;
1683 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1684 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1685 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1688 _mesa_DrawBuffers(i
, enums
);
1692 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1695 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
1697 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1698 GLbitfield metaSave
;
1699 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1700 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1701 float x0
, y0
, x1
, y1
, z
;
1702 struct vertex verts
[4];
1705 metaSave
= (MESA_META_ALPHA_TEST
|
1707 MESA_META_DEPTH_TEST
|
1708 MESA_META_RASTERIZATION
|
1710 MESA_META_STENCIL_TEST
|
1712 MESA_META_VIEWPORT
|
1714 MESA_META_CLAMP_FRAGMENT_COLOR
|
1715 MESA_META_MULTISAMPLE
|
1716 MESA_META_OCCLUSION_QUERY
);
1719 metaSave
|= MESA_META_FOG
|
1720 MESA_META_PIXEL_TRANSFER
|
1721 MESA_META_TRANSFORM
|
1723 MESA_META_CLAMP_VERTEX_COLOR
|
1724 MESA_META_SELECT_FEEDBACK
;
1727 if (buffers
& BUFFER_BITS_COLOR
) {
1728 metaSave
|= MESA_META_DRAW_BUFFERS
;
1730 /* We'll use colormask to disable color writes. Otherwise,
1731 * respect color mask
1733 metaSave
|= MESA_META_COLOR_MASK
;
1736 _mesa_meta_begin(ctx
, metaSave
);
1739 meta_glsl_clear_init(ctx
, clear
);
1741 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1742 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1743 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1744 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1745 z
= -invert_z(ctx
->Depth
.Clear
);
1747 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, false, 3, 0, 4);
1749 x0
= (float) fb
->_Xmin
;
1750 y0
= (float) fb
->_Ymin
;
1751 x1
= (float) fb
->_Xmax
;
1752 y1
= (float) fb
->_Ymax
;
1753 z
= invert_z(ctx
->Depth
.Clear
);
1756 if (fb
->_IntegerColor
) {
1758 _mesa_UseProgram(clear
->IntegerShaderProg
);
1759 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
1760 ctx
->Color
.ClearColor
.i
);
1762 _mesa_UseProgram(clear
->ShaderProg
);
1763 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
1764 ctx
->Color
.ClearColor
.f
);
1767 /* GL_COLOR_BUFFER_BIT */
1768 if (buffers
& BUFFER_BITS_COLOR
) {
1769 /* Only draw to the buffers we were asked to clear. */
1770 _mesa_meta_drawbuffers_from_bitfield(buffers
& BUFFER_BITS_COLOR
);
1772 /* leave colormask state as-is */
1774 /* Clears never have the color clamped. */
1775 if (ctx
->Extensions
.ARB_color_buffer_float
)
1776 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1779 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1780 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1783 /* GL_DEPTH_BUFFER_BIT */
1784 if (buffers
& BUFFER_BIT_DEPTH
) {
1785 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1786 _mesa_DepthFunc(GL_ALWAYS
);
1787 _mesa_DepthMask(GL_TRUE
);
1790 assert(!ctx
->Depth
.Test
);
1793 /* GL_STENCIL_BUFFER_BIT */
1794 if (buffers
& BUFFER_BIT_STENCIL
) {
1795 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1796 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1797 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1798 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1799 ctx
->Stencil
.Clear
& stencilMax
,
1800 ctx
->Stencil
.WriteMask
[0]);
1803 assert(!ctx
->Stencil
.Enabled
);
1806 /* vertex positions */
1821 for (i
= 0; i
< 4; i
++) {
1822 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1823 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1824 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1825 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1829 /* upload new vertex data */
1830 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1831 GL_DYNAMIC_DRAW_ARB
);
1834 if (fb
->MaxNumLayers
> 0) {
1836 assert(glsl
&& clear
->LayerLocation
!= -1);
1837 for (layer
= 0; layer
< fb
->MaxNumLayers
; layer
++) {
1838 if (fb
->_IntegerColor
)
1839 _mesa_Uniform1i(clear
->IntegerLayerLocation
, layer
);
1841 _mesa_Uniform1i(clear
->LayerLocation
, layer
);
1842 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1845 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1848 _mesa_meta_end(ctx
);
1852 * Meta implementation of ctx->Driver.CopyPixels() in terms
1853 * of texture mapping and polygon rendering and GLSL shaders.
1856 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1857 GLsizei width
, GLsizei height
,
1858 GLint dstX
, GLint dstY
, GLenum type
)
1860 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1861 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1862 struct vertex verts
[4];
1864 if (type
!= GL_COLOR
||
1865 ctx
->_ImageTransferState
||
1867 width
> tex
->MaxSize
||
1868 height
> tex
->MaxSize
) {
1869 /* XXX avoid this fallback */
1870 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1874 /* Most GL state applies to glCopyPixels, but a there's a few things
1875 * we need to override:
1877 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1880 MESA_META_TRANSFORM
|
1883 MESA_META_VIEWPORT
));
1885 _mesa_meta_setup_vertex_objects(©pix
->VAO
, ©pix
->VBO
, false,
1888 /* Silence valgrind warnings about reading uninitialized stack. */
1889 memset(verts
, 0, sizeof(verts
));
1891 /* Alloc/setup texture */
1892 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1893 GL_RGBA
, GL_NEAREST
);
1895 /* vertex positions, texcoords (after texture allocation!) */
1897 const GLfloat dstX0
= (GLfloat
) dstX
;
1898 const GLfloat dstY0
= (GLfloat
) dstY
;
1899 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1900 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1901 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1906 verts
[0].tex
[0] = 0.0F
;
1907 verts
[0].tex
[1] = 0.0F
;
1911 verts
[1].tex
[0] = tex
->Sright
;
1912 verts
[1].tex
[1] = 0.0F
;
1916 verts
[2].tex
[0] = tex
->Sright
;
1917 verts
[2].tex
[1] = tex
->Ttop
;
1921 verts
[3].tex
[0] = 0.0F
;
1922 verts
[3].tex
[1] = tex
->Ttop
;
1924 /* upload new vertex data */
1925 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1928 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1930 /* draw textured quad */
1931 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1933 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1935 _mesa_meta_end(ctx
);
1939 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
1941 if (drawpix
->VAO
!= 0) {
1942 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1945 _mesa_DeleteBuffers(1, &drawpix
->VBO
);
1949 if (drawpix
->StencilFP
!= 0) {
1950 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1951 drawpix
->StencilFP
= 0;
1954 if (drawpix
->DepthFP
!= 0) {
1955 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1956 drawpix
->DepthFP
= 0;
1961 * When the glDrawPixels() image size is greater than the max rectangle
1962 * texture size we use this function to break the glDrawPixels() image
1963 * into tiles which fit into the max texture size.
1966 tiled_draw_pixels(struct gl_context
*ctx
,
1968 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
1969 GLenum format
, GLenum type
,
1970 const struct gl_pixelstore_attrib
*unpack
,
1971 const GLvoid
*pixels
)
1973 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1976 if (tileUnpack
.RowLength
== 0)
1977 tileUnpack
.RowLength
= width
;
1979 for (i
= 0; i
< width
; i
+= tileSize
) {
1980 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
1981 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
1983 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
1985 for (j
= 0; j
< height
; j
+= tileSize
) {
1986 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
1987 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
1989 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
1991 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
1992 format
, type
, &tileUnpack
, pixels
);
1999 * One-time init for drawing stencil pixels.
2002 init_draw_stencil_pixels(struct gl_context
*ctx
)
2004 /* This program is run eight times, once for each stencil bit.
2005 * The stencil values to draw are found in an 8-bit alpha texture.
2006 * We read the texture/stencil value and test if bit 'b' is set.
2007 * If the bit is not set, use KIL to kill the fragment.
2008 * Finally, we use the stencil test to update the stencil buffer.
2010 * The basic algorithm for checking if a bit is set is:
2011 * if (is_odd(value / (1 << bit)))
2012 * result is one (or non-zero).
2015 * The program parameter contains three values:
2016 * parm.x = 255 / (1 << bit)
2020 static const char *program
=
2022 "PARAM parm = program.local[0]; \n"
2024 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2025 "# t = t * 255 / bit \n"
2026 "MUL t.x, t.a, parm.x; \n"
2029 "SUB t.x, t.x, t.y; \n"
2031 "MUL t.x, t.x, parm.y; \n"
2032 "# t = fract(t.x) \n"
2033 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2034 "# t.x = (t.x == 0 ? 1 : 0) \n"
2035 "SGE t.x, -t.x, parm.z; \n"
2037 "# for debug only \n"
2038 "#MOV result.color, t.x; \n"
2040 char program2
[1000];
2041 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2042 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2043 const char *texTarget
;
2045 assert(drawpix
->StencilFP
== 0);
2047 /* replace %s with "RECT" or "2D" */
2048 assert(strlen(program
) + 4 < sizeof(program2
));
2049 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2053 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2055 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2056 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2057 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2058 strlen(program2
), (const GLubyte
*) program2
);
2063 * One-time init for drawing depth pixels.
2066 init_draw_depth_pixels(struct gl_context
*ctx
)
2068 static const char *program
=
2070 "PARAM color = program.local[0]; \n"
2071 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2072 "MOV result.color, color; \n"
2075 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2076 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2077 const char *texTarget
;
2079 assert(drawpix
->DepthFP
== 0);
2081 /* replace %s with "RECT" or "2D" */
2082 assert(strlen(program
) + 4 < sizeof(program2
));
2083 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2087 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2089 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2090 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2091 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2092 strlen(program2
), (const GLubyte
*) program2
);
2097 * Meta implementation of ctx->Driver.DrawPixels() in terms
2098 * of texture mapping and polygon rendering.
2101 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2102 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2103 GLenum format
, GLenum type
,
2104 const struct gl_pixelstore_attrib
*unpack
,
2105 const GLvoid
*pixels
)
2107 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2108 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2109 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2110 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2111 struct vertex verts
[4];
2112 GLenum texIntFormat
;
2113 GLboolean fallback
, newTex
;
2114 GLbitfield metaExtraSave
= 0x0;
2117 * Determine if we can do the glDrawPixels with texture mapping.
2119 fallback
= GL_FALSE
;
2120 if (ctx
->Fog
.Enabled
) {
2124 if (_mesa_is_color_format(format
)) {
2125 /* use more compact format when possible */
2126 /* XXX disable special case for GL_LUMINANCE for now to work around
2127 * apparent i965 driver bug (see bug #23670).
2129 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2130 texIntFormat
= format
;
2132 texIntFormat
= GL_RGBA
;
2134 /* If we're not supposed to clamp the resulting color, then just
2135 * promote our texture to fully float. We could do better by
2136 * just going for the matching set of channels, in floating
2139 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2140 ctx
->Extensions
.ARB_texture_float
)
2141 texIntFormat
= GL_RGBA32F
;
2143 else if (_mesa_is_stencil_format(format
)) {
2144 if (ctx
->Extensions
.ARB_fragment_program
&&
2145 ctx
->Pixel
.IndexShift
== 0 &&
2146 ctx
->Pixel
.IndexOffset
== 0 &&
2147 type
== GL_UNSIGNED_BYTE
) {
2148 /* We'll store stencil as alpha. This only works for GLubyte
2149 * image data because of how incoming values are mapped to alpha
2152 texIntFormat
= GL_ALPHA
;
2153 metaExtraSave
= (MESA_META_COLOR_MASK
|
2154 MESA_META_DEPTH_TEST
|
2155 MESA_META_PIXEL_TRANSFER
|
2157 MESA_META_STENCIL_TEST
);
2163 else if (_mesa_is_depth_format(format
)) {
2164 if (ctx
->Extensions
.ARB_depth_texture
&&
2165 ctx
->Extensions
.ARB_fragment_program
) {
2166 texIntFormat
= GL_DEPTH_COMPONENT
;
2167 metaExtraSave
= (MESA_META_SHADER
);
2178 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2179 format
, type
, unpack
, pixels
);
2184 * Check image size against max texture size, draw as tiles if needed.
2186 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2187 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2188 format
, type
, unpack
, pixels
);
2192 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2193 * but a there's a few things we need to override:
2195 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2198 MESA_META_TRANSFORM
|
2201 MESA_META_VIEWPORT
|
2204 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2206 _mesa_meta_setup_vertex_objects(&drawpix
->VAO
, &drawpix
->VBO
, false,
2209 /* Silence valgrind warnings about reading uninitialized stack. */
2210 memset(verts
, 0, sizeof(verts
));
2212 /* vertex positions, texcoords (after texture allocation!) */
2214 const GLfloat x0
= (GLfloat
) x
;
2215 const GLfloat y0
= (GLfloat
) y
;
2216 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2217 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2218 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2223 verts
[0].tex
[0] = 0.0F
;
2224 verts
[0].tex
[1] = 0.0F
;
2228 verts
[1].tex
[0] = tex
->Sright
;
2229 verts
[1].tex
[1] = 0.0F
;
2233 verts
[2].tex
[0] = tex
->Sright
;
2234 verts
[2].tex
[1] = tex
->Ttop
;
2238 verts
[3].tex
[0] = 0.0F
;
2239 verts
[3].tex
[1] = tex
->Ttop
;
2242 /* upload new vertex data */
2243 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2244 verts
, GL_DYNAMIC_DRAW_ARB
);
2246 /* set given unpack params */
2247 ctx
->Unpack
= *unpack
;
2249 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2251 if (_mesa_is_stencil_format(format
)) {
2252 /* Drawing stencil */
2255 if (!drawpix
->StencilFP
)
2256 init_draw_stencil_pixels(ctx
);
2258 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2259 GL_ALPHA
, type
, pixels
);
2261 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2263 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2265 /* set all stencil bits to 0 */
2266 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2267 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2268 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2270 /* set stencil bits to 1 where needed */
2271 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2273 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2274 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2276 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2277 const GLuint mask
= 1 << bit
;
2278 if (mask
& origStencilMask
) {
2279 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2280 _mesa_StencilMask(mask
);
2282 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2283 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2285 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2289 else if (_mesa_is_depth_format(format
)) {
2291 if (!drawpix
->DepthFP
)
2292 init_draw_depth_pixels(ctx
);
2294 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2295 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2297 /* polygon color = current raster color */
2298 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2299 ctx
->Current
.RasterColor
);
2301 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2302 format
, type
, pixels
);
2304 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2308 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2309 format
, type
, pixels
);
2310 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2313 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2315 /* restore unpack params */
2316 ctx
->Unpack
= unpackSave
;
2318 _mesa_meta_end(ctx
);
2322 alpha_test_raster_color(struct gl_context
*ctx
)
2324 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2325 GLfloat ref
= ctx
->Color
.AlphaRef
;
2327 switch (ctx
->Color
.AlphaFunc
) {
2333 return alpha
== ref
;
2335 return alpha
<= ref
;
2339 return alpha
!= ref
;
2341 return alpha
>= ref
;
2351 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2352 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2353 * tracker would improve performance a lot.
2356 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2357 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2358 const struct gl_pixelstore_attrib
*unpack
,
2359 const GLubyte
*bitmap1
)
2361 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2362 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2363 const GLenum texIntFormat
= GL_ALPHA
;
2364 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2366 struct vertex verts
[4];
2371 * Check if swrast fallback is needed.
2373 if (ctx
->_ImageTransferState
||
2374 ctx
->FragmentProgram
._Enabled
||
2376 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2377 width
> tex
->MaxSize
||
2378 height
> tex
->MaxSize
) {
2379 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2383 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2386 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2387 * but a there's a few things we need to override:
2389 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2390 MESA_META_PIXEL_STORE
|
2391 MESA_META_RASTERIZATION
|
2394 MESA_META_TRANSFORM
|
2397 MESA_META_VIEWPORT
));
2399 _mesa_meta_setup_vertex_objects(&bitmap
->VAO
, &bitmap
->VBO
, false, 3, 2, 4);
2401 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2403 /* Silence valgrind warnings about reading uninitialized stack. */
2404 memset(verts
, 0, sizeof(verts
));
2406 /* vertex positions, texcoords, colors (after texture allocation!) */
2408 const GLfloat x0
= (GLfloat
) x
;
2409 const GLfloat y0
= (GLfloat
) y
;
2410 const GLfloat x1
= (GLfloat
) (x
+ width
);
2411 const GLfloat y1
= (GLfloat
) (y
+ height
);
2412 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2418 verts
[0].tex
[0] = 0.0F
;
2419 verts
[0].tex
[1] = 0.0F
;
2423 verts
[1].tex
[0] = tex
->Sright
;
2424 verts
[1].tex
[1] = 0.0F
;
2428 verts
[2].tex
[0] = tex
->Sright
;
2429 verts
[2].tex
[1] = tex
->Ttop
;
2433 verts
[3].tex
[0] = 0.0F
;
2434 verts
[3].tex
[1] = tex
->Ttop
;
2436 for (i
= 0; i
< 4; i
++) {
2437 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2438 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2439 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2440 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2443 /* upload new vertex data */
2444 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2447 /* choose different foreground/background alpha values */
2448 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2449 bg
= (fg
> 127 ? 0 : 255);
2451 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2453 _mesa_meta_end(ctx
);
2457 bitmap8
= malloc(width
* height
);
2459 memset(bitmap8
, bg
, width
* height
);
2460 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2461 bitmap8
, width
, fg
);
2463 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2465 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2466 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2468 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2469 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2471 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2473 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2478 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2480 _mesa_meta_end(ctx
);
2484 * Compute the texture coordinates for the four vertices of a quad for
2485 * drawing a 2D texture image or slice of a cube/3D texture.
2486 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2487 * \param slice slice of a 1D/2D array texture or 3D texture
2488 * \param width width of the texture image
2489 * \param height height of the texture image
2490 * \param coords0/1/2/3 returns the computed texcoords
2493 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2503 static const GLfloat st
[4][2] = {
2504 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
2509 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2510 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2512 /* Currently all texture targets want the W component to be 1.0.
2519 switch (faceTarget
) {
2523 case GL_TEXTURE_2D_ARRAY
:
2524 if (faceTarget
== GL_TEXTURE_3D
) {
2525 assert(slice
< depth
);
2527 r
= (slice
+ 0.5f
) / depth
;
2529 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2533 coords0
[0] = 0.0F
; /* s */
2534 coords0
[1] = 0.0F
; /* t */
2535 coords0
[2] = r
; /* r */
2546 case GL_TEXTURE_RECTANGLE_ARB
:
2547 coords0
[0] = 0.0F
; /* s */
2548 coords0
[1] = 0.0F
; /* t */
2549 coords0
[2] = 0.0F
; /* r */
2550 coords1
[0] = (float) width
;
2553 coords2
[0] = (float) width
;
2554 coords2
[1] = (float) height
;
2557 coords3
[1] = (float) height
;
2560 case GL_TEXTURE_1D_ARRAY
:
2561 coords0
[0] = 0.0F
; /* s */
2562 coords0
[1] = (float) slice
; /* t */
2563 coords0
[2] = 0.0F
; /* r */
2565 coords1
[1] = (float) slice
;
2568 coords2
[1] = (float) slice
;
2571 coords3
[1] = (float) slice
;
2575 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2576 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2577 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2578 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2579 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2580 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2581 /* loop over quad verts */
2582 for (i
= 0; i
< 4; i
++) {
2583 /* Compute sc = +/-scale and tc = +/-scale.
2584 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2585 * though that can still sometimes happen with this scale factor...
2587 const GLfloat scale
= 0.9999f
;
2588 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2589 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2606 unreachable("not reached");
2609 coord
[3] = (float) (slice
/ 6);
2611 switch (faceTarget
) {
2612 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2617 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2622 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2627 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2632 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2637 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2648 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2652 static struct blit_shader
*
2653 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2657 table
->sampler_1d
.type
= "sampler1D";
2658 table
->sampler_1d
.func
= "texture1D";
2659 table
->sampler_1d
.texcoords
= "texCoords.x";
2660 return &table
->sampler_1d
;
2662 table
->sampler_2d
.type
= "sampler2D";
2663 table
->sampler_2d
.func
= "texture2D";
2664 table
->sampler_2d
.texcoords
= "texCoords.xy";
2665 return &table
->sampler_2d
;
2666 case GL_TEXTURE_RECTANGLE
:
2667 table
->sampler_rect
.type
= "sampler2DRect";
2668 table
->sampler_rect
.func
= "texture2DRect";
2669 table
->sampler_rect
.texcoords
= "texCoords.xy";
2670 return &table
->sampler_rect
;
2672 /* Code for mipmap generation with 3D textures is not used yet.
2673 * It's a sw fallback.
2675 table
->sampler_3d
.type
= "sampler3D";
2676 table
->sampler_3d
.func
= "texture3D";
2677 table
->sampler_3d
.texcoords
= "texCoords.xyz";
2678 return &table
->sampler_3d
;
2679 case GL_TEXTURE_CUBE_MAP
:
2680 table
->sampler_cubemap
.type
= "samplerCube";
2681 table
->sampler_cubemap
.func
= "textureCube";
2682 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
2683 return &table
->sampler_cubemap
;
2684 case GL_TEXTURE_1D_ARRAY
:
2685 table
->sampler_1d_array
.type
= "sampler1DArray";
2686 table
->sampler_1d_array
.func
= "texture1DArray";
2687 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
2688 return &table
->sampler_1d_array
;
2689 case GL_TEXTURE_2D_ARRAY
:
2690 table
->sampler_2d_array
.type
= "sampler2DArray";
2691 table
->sampler_2d_array
.func
= "texture2DArray";
2692 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
2693 return &table
->sampler_2d_array
;
2694 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2695 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
2696 table
->sampler_cubemap_array
.func
= "textureCubeArray";
2697 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
2698 return &table
->sampler_cubemap_array
;
2700 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2701 " setup_texture_sampler()\n", target
);
2707 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table
*table
)
2709 _mesa_DeleteProgram(table
->sampler_1d
.shader_prog
);
2710 _mesa_DeleteProgram(table
->sampler_2d
.shader_prog
);
2711 _mesa_DeleteProgram(table
->sampler_3d
.shader_prog
);
2712 _mesa_DeleteProgram(table
->sampler_rect
.shader_prog
);
2713 _mesa_DeleteProgram(table
->sampler_cubemap
.shader_prog
);
2714 _mesa_DeleteProgram(table
->sampler_1d_array
.shader_prog
);
2715 _mesa_DeleteProgram(table
->sampler_2d_array
.shader_prog
);
2716 _mesa_DeleteProgram(table
->sampler_cubemap_array
.shader_prog
);
2718 table
->sampler_1d
.shader_prog
= 0;
2719 table
->sampler_2d
.shader_prog
= 0;
2720 table
->sampler_3d
.shader_prog
= 0;
2721 table
->sampler_rect
.shader_prog
= 0;
2722 table
->sampler_cubemap
.shader_prog
= 0;
2723 table
->sampler_1d_array
.shader_prog
= 0;
2724 table
->sampler_2d_array
.shader_prog
= 0;
2725 table
->sampler_cubemap_array
.shader_prog
= 0;
2729 * Determine the GL data type to use for the temporary image read with
2730 * ReadPixels() and passed to Tex[Sub]Image().
2733 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2735 const GLenum baseFormat
= _mesa_get_format_base_format(format
);
2736 const GLenum datatype
= _mesa_get_format_datatype(format
);
2737 const GLint format_red_bits
= _mesa_get_format_bits(format
, GL_RED_BITS
);
2739 switch (baseFormat
) {
2746 case GL_LUMINANCE_ALPHA
:
2748 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2750 } else if (format_red_bits
<= 8) {
2751 return GL_UNSIGNED_BYTE
;
2752 } else if (format_red_bits
<= 16) {
2753 return GL_UNSIGNED_SHORT
;
2756 case GL_DEPTH_COMPONENT
:
2757 if (datatype
== GL_FLOAT
)
2760 return GL_UNSIGNED_INT
;
2761 case GL_DEPTH_STENCIL
:
2762 if (datatype
== GL_FLOAT
)
2763 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
2765 return GL_UNSIGNED_INT_24_8
;
2767 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2774 * Attempts to wrap the destination texture in an FBO and use
2775 * glBlitFramebuffer() to implement glCopyTexSubImage().
2778 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2779 struct gl_texture_image
*texImage
,
2783 struct gl_renderbuffer
*rb
,
2785 GLsizei width
, GLsizei height
)
2787 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2789 bool success
= false;
2793 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2796 _mesa_unlock_texture(ctx
, texObj
);
2798 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2800 _mesa_GenFramebuffers(1, &fbo
);
2801 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
2803 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2804 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2805 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
2807 mask
= GL_DEPTH_BUFFER_BIT
;
2809 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2810 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2811 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
2813 mask
|= GL_STENCIL_BUFFER_BIT
;
2815 _mesa_DrawBuffer(GL_NONE
);
2817 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
2819 mask
= GL_COLOR_BUFFER_BIT
;
2820 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2823 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
2824 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2827 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2829 /* Since we've bound a new draw framebuffer, we need to update
2830 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2833 _mesa_update_state(ctx
);
2835 /* We skip the core BlitFramebuffer checks for format consistency, which
2836 * are too strict for CopyTexImage. We know meta will be fine with format
2839 mask
= _mesa_meta_BlitFramebuffer(ctx
, x
, y
,
2840 x
+ width
, y
+ height
,
2842 xoffset
+ width
, yoffset
+ height
,
2844 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2845 success
= mask
== 0x0;
2848 _mesa_lock_texture(ctx
, texObj
);
2849 _mesa_DeleteFramebuffers(1, &fbo
);
2850 _mesa_meta_end(ctx
);
2855 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2856 * Have to be careful with locking and meta state for pixel transfer.
2859 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
2860 struct gl_texture_image
*texImage
,
2861 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2862 struct gl_renderbuffer
*rb
,
2864 GLsizei width
, GLsizei height
)
2866 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2867 GLenum format
, type
;
2871 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2873 xoffset
, yoffset
, zoffset
,
2880 /* Choose format/type for temporary image buffer */
2881 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2882 if (format
== GL_LUMINANCE
||
2883 format
== GL_LUMINANCE_ALPHA
||
2884 format
== GL_INTENSITY
) {
2885 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2886 * temp image buffer because glReadPixels will do L=R+G+B which is
2887 * not what we want (should be L=R).
2892 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
2893 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
2894 format
= _mesa_base_format_to_integer_format(format
);
2896 bpp
= _mesa_bytes_per_pixel(format
, type
);
2898 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2903 * Alloc image buffer (XXX could use a PBO)
2905 buf
= malloc(width
* height
* bpp
);
2907 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2911 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
2914 * Read image from framebuffer (disable pixel transfer ops)
2916 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2917 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2918 format
, type
, &ctx
->Pack
, buf
);
2919 _mesa_meta_end(ctx
);
2921 _mesa_update_state(ctx
); /* to update pixel transfer state */
2924 * Store texture data (with pixel transfer ops)
2926 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2928 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
2929 assert(yoffset
== 0);
2930 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2931 xoffset
, zoffset
, 0, width
, 1, 1,
2932 format
, type
, buf
, &ctx
->Unpack
);
2934 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2935 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2936 format
, type
, buf
, &ctx
->Unpack
);
2939 _mesa_meta_end(ctx
);
2941 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
2947 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2949 if (decompress_fbo
->FBO
!= 0) {
2950 _mesa_DeleteFramebuffers(1, &decompress_fbo
->FBO
);
2951 _mesa_DeleteRenderbuffers(1, &decompress_fbo
->RBO
);
2954 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2958 meta_decompress_cleanup(struct decompress_state
*decompress
)
2960 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2961 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2963 if (decompress
->VAO
!= 0) {
2964 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2965 _mesa_DeleteBuffers(1, &decompress
->VBO
);
2968 if (decompress
->Sampler
!= 0)
2969 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
2971 memset(decompress
, 0, sizeof(*decompress
));
2975 * Decompress a texture image by drawing a quad with the compressed
2976 * texture and reading the pixels out of the color buffer.
2977 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2978 * \param destFormat format, ala glReadPixels
2979 * \param destType type, ala glReadPixels
2980 * \param dest destination buffer
2981 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2984 decompress_texture_image(struct gl_context
*ctx
,
2985 struct gl_texture_image
*texImage
,
2987 GLenum destFormat
, GLenum destType
,
2990 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
2991 struct decompress_fbo_state
*decompress_fbo
;
2992 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2993 const GLint width
= texImage
->Width
;
2994 const GLint height
= texImage
->Height
;
2995 const GLint depth
= texImage
->Height
;
2996 const GLenum target
= texObj
->Target
;
2999 struct vertex verts
[4];
3002 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3003 ctx
->Extensions
.ARB_fragment_shader
;
3005 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
3007 decompress_fbo
= &decompress
->floatFBO
;
3008 rbFormat
= GL_RGBA32F
;
3010 case GL_UNSIGNED_NORMALIZED
:
3011 decompress_fbo
= &decompress
->byteFBO
;
3019 assert(target
== GL_TEXTURE_3D
||
3020 target
== GL_TEXTURE_2D_ARRAY
||
3021 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3026 case GL_TEXTURE_1D_ARRAY
:
3027 assert(!"No compressed 1D textures.");
3031 assert(!"No compressed 3D textures.");
3034 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3035 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3038 case GL_TEXTURE_CUBE_MAP
:
3039 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3043 faceTarget
= target
;
3047 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3048 MESA_META_DRAW_BUFFERS
));
3050 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3051 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3053 /* Create/bind FBO/renderbuffer */
3054 if (decompress_fbo
->FBO
== 0) {
3055 _mesa_GenFramebuffers(1, &decompress_fbo
->FBO
);
3056 _mesa_GenRenderbuffers(1, &decompress_fbo
->RBO
);
3057 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
3058 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress_fbo
->RBO
);
3059 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3060 GL_COLOR_ATTACHMENT0_EXT
,
3061 GL_RENDERBUFFER_EXT
,
3062 decompress_fbo
->RBO
);
3065 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
3068 /* alloc dest surface */
3069 if (width
> decompress_fbo
->Width
|| height
> decompress_fbo
->Height
) {
3070 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress_fbo
->RBO
);
3071 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, rbFormat
,
3073 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3074 if (status
!= GL_FRAMEBUFFER_COMPLETE
) {
3075 /* If the framebuffer isn't complete then we'll leave
3076 * decompress_fbo->Width as zero so that it will fail again next time
3078 _mesa_meta_end(ctx
);
3081 decompress_fbo
->Width
= width
;
3082 decompress_fbo
->Height
= height
;
3085 if (use_glsl_version
) {
3086 _mesa_meta_setup_vertex_objects(&decompress
->VAO
, &decompress
->VBO
, true,
3089 _mesa_meta_setup_blit_shader(ctx
, target
, &decompress
->shaders
);
3091 _mesa_meta_setup_ff_tnl_for_blit(&decompress
->VAO
, &decompress
->VBO
, 3);
3094 if (!decompress
->Sampler
) {
3095 _mesa_GenSamplers(1, &decompress
->Sampler
);
3096 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3097 /* nearest filtering */
3098 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3099 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3100 /* No sRGB decode or encode.*/
3101 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3102 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3103 GL_SKIP_DECODE_EXT
);
3107 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3110 /* Silence valgrind warnings about reading uninitialized stack. */
3111 memset(verts
, 0, sizeof(verts
));
3113 _mesa_meta_setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
3119 /* setup vertex positions */
3129 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3131 /* upload new vertex data */
3132 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3134 /* setup texture state */
3135 _mesa_BindTexture(target
, texObj
->Name
);
3137 if (!use_glsl_version
)
3138 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3141 /* save texture object state */
3142 const GLint baseLevelSave
= texObj
->BaseLevel
;
3143 const GLint maxLevelSave
= texObj
->MaxLevel
;
3145 /* restrict sampling to the texture level of interest */
3146 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3147 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
3148 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
3151 /* render quad w/ texture into renderbuffer */
3152 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3154 /* Restore texture object state, the texture binding will
3155 * be restored by _mesa_meta_end().
3157 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3158 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
3159 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3164 /* read pixels from renderbuffer */
3166 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3167 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
3169 /* The pixel transfer state will be set to default values at this point
3170 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3171 * turned off (as required by glGetTexImage) but we need to handle some
3172 * special cases. In particular, single-channel texture values are
3173 * returned as red and two-channel texture values are returned as
3176 if ((baseTexFormat
== GL_LUMINANCE
||
3177 baseTexFormat
== GL_LUMINANCE_ALPHA
||
3178 baseTexFormat
== GL_INTENSITY
) ||
3179 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3180 * luminance then we need to return L=tex(R).
3182 ((baseTexFormat
== GL_RGBA
||
3183 baseTexFormat
== GL_RGB
||
3184 baseTexFormat
== GL_RG
) &&
3185 (destBaseFormat
== GL_LUMINANCE
||
3186 destBaseFormat
== GL_LUMINANCE_ALPHA
||
3187 destBaseFormat
== GL_LUMINANCE_INTEGER_EXT
||
3188 destBaseFormat
== GL_LUMINANCE_ALPHA_INTEGER_EXT
))) {
3189 /* Green and blue must be zero */
3190 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3191 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3194 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3197 /* disable texture unit */
3198 if (!use_glsl_version
)
3199 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3201 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3203 _mesa_meta_end(ctx
);
3210 * This is just a wrapper around _mesa_get_tex_image() and
3211 * decompress_texture_image(). Meta functions should not be directly called
3215 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
3216 GLenum format
, GLenum type
, GLvoid
*pixels
,
3217 struct gl_texture_image
*texImage
)
3219 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3220 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3224 /* Need to unlock the texture here to prevent deadlock... */
3225 _mesa_unlock_texture(ctx
, texObj
);
3226 for (slice
= 0; slice
< texImage
->Depth
; slice
++) {
3228 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
3229 || texImage
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
) {
3230 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3231 * in the decompress_texture_image() function's call to
3232 * glReadPixels but we need to compute the dest slice's address
3233 * here (according to SkipImages and ImageHeight).
3235 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
3236 packing
.SkipPixels
= 0;
3237 packing
.SkipRows
= 0;
3238 dst
= _mesa_image_address3d(&packing
, pixels
, texImage
->Width
,
3239 texImage
->Height
, format
, type
,
3245 result
= decompress_texture_image(ctx
, texImage
, slice
,
3250 /* ... and relock it */
3251 _mesa_lock_texture(ctx
, texObj
);
3257 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
3262 * Meta implementation of ctx->Driver.DrawTex() in terms
3263 * of polygon rendering.
3266 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3267 GLfloat width
, GLfloat height
)
3269 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3271 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3273 struct vertex verts
[4];
3276 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3278 MESA_META_TRANSFORM
|
3280 MESA_META_VIEWPORT
));
3282 if (drawtex
->VAO
== 0) {
3283 /* one-time setup */
3284 GLint active_texture
;
3286 /* create vertex array object */
3287 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3288 _mesa_BindVertexArray(drawtex
->VAO
);
3290 /* create vertex array buffer */
3291 _mesa_GenBuffers(1, &drawtex
->VBO
);
3292 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3293 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3294 NULL
, GL_DYNAMIC_DRAW_ARB
);
3296 /* client active texture is not part of the array object */
3297 active_texture
= ctx
->Array
.ActiveTexture
;
3299 /* setup vertex arrays */
3300 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3301 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3302 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3303 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
3304 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
3305 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3308 /* restore client active texture */
3309 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
3312 _mesa_BindVertexArray(drawtex
->VAO
);
3313 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3316 /* vertex positions, texcoords */
3318 const GLfloat x1
= x
+ width
;
3319 const GLfloat y1
= y
+ height
;
3321 z
= CLAMP(z
, 0.0f
, 1.0f
);
3340 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3341 const struct gl_texture_object
*texObj
;
3342 const struct gl_texture_image
*texImage
;
3343 GLfloat s
, t
, s1
, t1
;
3346 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3348 for (j
= 0; j
< 4; j
++) {
3349 verts
[j
].st
[i
][0] = 0.0f
;
3350 verts
[j
].st
[i
][1] = 0.0f
;
3355 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3356 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3357 tw
= texImage
->Width2
;
3358 th
= texImage
->Height2
;
3360 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3361 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3362 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3363 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3365 verts
[0].st
[i
][0] = s
;
3366 verts
[0].st
[i
][1] = t
;
3368 verts
[1].st
[i
][0] = s1
;
3369 verts
[1].st
[i
][1] = t
;
3371 verts
[2].st
[i
][0] = s1
;
3372 verts
[2].st
[i
][1] = t1
;
3374 verts
[3].st
[i
][0] = s
;
3375 verts
[3].st
[i
][1] = t1
;
3378 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3381 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3383 _mesa_meta_end(ctx
);
3387 cleartexsubimage_color(struct gl_context
*ctx
,
3388 struct gl_texture_image
*texImage
,
3389 const GLvoid
*clearValue
,
3393 union gl_color_union colorValue
;
3397 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
3400 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3401 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3404 /* We don't want to apply an sRGB conversion so override the format */
3405 format
= _mesa_get_srgb_format_linear(texImage
->TexFormat
);
3406 datatype
= _mesa_get_format_datatype(format
);
3409 case GL_UNSIGNED_INT
:
3412 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3413 (GLuint (*)[4]) colorValue
.ui
);
3415 memset(&colorValue
, 0, sizeof colorValue
);
3416 if (datatype
== GL_INT
)
3417 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3419 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3423 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3424 (GLfloat (*)[4]) colorValue
.f
);
3426 memset(&colorValue
, 0, sizeof colorValue
);
3427 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3435 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3436 struct gl_texture_image
*texImage
,
3437 const GLvoid
*clearValue
,
3444 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
3447 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3448 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
3451 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3452 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3456 GLuint depthStencilValue
[2];
3458 /* Convert the clearValue from whatever format it's in to a floating
3459 * point value for the depth and an integer value for the stencil index
3461 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
3465 /* We need a memcpy here instead of a cast because we need to
3466 * reinterpret the bytes as a float rather than converting it
3468 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3469 stencilValue
= depthStencilValue
[1] & 0xff;
3475 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3476 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3478 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3484 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3485 struct gl_texture_image
*texImage
,
3487 const GLvoid
*clearValue
)
3492 _mesa_GenFramebuffers(1, &fbo
);
3493 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
3495 switch(texImage
->_BaseFormat
) {
3496 case GL_DEPTH_STENCIL
:
3497 case GL_DEPTH_COMPONENT
:
3498 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3499 clearValue
, zoffset
);
3502 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3506 _mesa_DeleteFramebuffers(1, &fbo
);
3512 cleartexsubimage_using_fbo(struct gl_context
*ctx
,
3513 struct gl_texture_image
*texImage
,
3514 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3515 GLsizei width
, GLsizei height
, GLsizei depth
,
3516 const GLvoid
*clearValue
)
3518 bool success
= true;
3521 _mesa_meta_begin(ctx
,
3523 MESA_META_COLOR_MASK
|
3525 MESA_META_FRAMEBUFFER_SRGB
);
3527 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3529 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3530 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3532 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3533 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3539 _mesa_meta_end(ctx
);
3545 _mesa_meta_ClearTexSubImage(struct gl_context
*ctx
,
3546 struct gl_texture_image
*texImage
,
3547 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3548 GLsizei width
, GLsizei height
, GLsizei depth
,
3549 const GLvoid
*clearValue
)
3553 _mesa_unlock_texture(ctx
, texImage
->TexObject
);
3555 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3556 xoffset
, yoffset
, zoffset
,
3557 width
, height
, depth
,
3560 _mesa_lock_texture(ctx
, texImage
->TexObject
);
3566 "Falling back to mapping the texture in "
3567 "glClearTexSubImage\n");
3569 _mesa_store_cleartexsubimage(ctx
, texImage
,
3570 xoffset
, yoffset
, zoffset
,
3571 width
, height
, depth
,