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/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/framebuffer.h"
52 #include "main/glformats.h"
53 #include "main/image.h"
54 #include "main/macros.h"
55 #include "main/matrix.h"
56 #include "main/mipmap.h"
57 #include "main/multisample.h"
58 #include "main/objectlabel.h"
59 #include "main/pipelineobj.h"
60 #include "main/pixel.h"
62 #include "main/polygon.h"
63 #include "main/queryobj.h"
64 #include "main/readpix.h"
65 #include "main/renderbuffer.h"
66 #include "main/scissor.h"
67 #include "main/shaderapi.h"
68 #include "main/shaderobj.h"
69 #include "main/state.h"
70 #include "main/stencil.h"
71 #include "main/texobj.h"
72 #include "main/texenv.h"
73 #include "main/texgetimage.h"
74 #include "main/teximage.h"
75 #include "main/texparam.h"
76 #include "main/texstate.h"
77 #include "main/texstore.h"
78 #include "main/transformfeedback.h"
79 #include "main/uniforms.h"
80 #include "main/varray.h"
81 #include "main/viewport.h"
82 #include "main/samplerobj.h"
83 #include "program/program.h"
84 #include "swrast/swrast.h"
85 #include "drivers/common/meta.h"
86 #include "main/enums.h"
87 #include "main/glformats.h"
88 #include "util/bitscan.h"
89 #include "util/ralloc.h"
90 #include "compiler/nir/nir.h"
92 /** Return offset in bytes of the field within a vertex struct */
93 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
96 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
98 static struct blit_shader
*
99 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
101 static void cleanup_temp_texture(struct gl_context
*ctx
,
102 struct temp_texture
*tex
);
103 static void meta_glsl_clear_cleanup(struct gl_context
*ctx
,
104 struct clear_state
*clear
);
105 static void meta_decompress_cleanup(struct gl_context
*ctx
,
106 struct decompress_state
*decompress
);
107 static void meta_drawpix_cleanup(struct gl_context
*ctx
,
108 struct drawpix_state
*drawpix
);
111 _mesa_meta_framebuffer_texture_image(struct gl_context
*ctx
,
112 struct gl_framebuffer
*fb
,
114 struct gl_texture_image
*texImage
,
117 struct gl_texture_object
*texObj
= texImage
->TexObject
;
118 int level
= texImage
->Level
;
119 const GLenum texTarget
= texObj
->Target
== GL_TEXTURE_CUBE_MAP
120 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
123 struct gl_renderbuffer_attachment
*att
=
124 _mesa_get_and_validate_attachment(ctx
, fb
, attachment
, __func__
);
127 _mesa_framebuffer_texture(ctx
, fb
, attachment
, att
, texObj
, texTarget
,
128 level
, layer
, false);
131 static struct gl_shader
*
132 meta_compile_shader_with_debug(struct gl_context
*ctx
, gl_shader_stage stage
,
133 const GLcharARB
*source
)
135 const GLuint name
= ~0;
136 struct gl_shader
*sh
;
138 sh
= _mesa_new_shader(name
, stage
);
139 sh
->Source
= strdup(source
);
140 sh
->CompileStatus
= compile_failure
;
141 _mesa_compile_shader(ctx
, sh
);
143 if (!sh
->CompileStatus
) {
146 "meta program compile failed:\n%s\nsource:\n%s\n",
147 sh
->InfoLog
, source
);
150 _mesa_reference_shader(ctx
, &sh
, NULL
);
157 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
,
158 struct gl_shader_program
*sh_prog
)
160 _mesa_link_program(ctx
, sh_prog
);
162 if (!sh_prog
->data
->LinkStatus
) {
163 _mesa_problem(ctx
, "meta program link failed:\n%s",
164 sh_prog
->data
->InfoLog
);
169 _mesa_meta_use_program(struct gl_context
*ctx
,
170 struct gl_shader_program
*sh_prog
)
172 /* Attach shader state to the binding point */
173 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
, &ctx
->Shader
);
175 /* Update the program */
176 _mesa_use_shader_program(ctx
, sh_prog
);
180 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
181 const char *vs_source
,
182 const char *fs_source
,
184 struct gl_shader_program
**out_sh_prog
)
186 struct gl_shader_program
*sh_prog
;
187 const GLuint id
= ~0;
189 sh_prog
= _mesa_new_shader_program(id
);
190 sh_prog
->Label
= strdup(name
);
191 sh_prog
->NumShaders
= 2;
192 sh_prog
->Shaders
= malloc(2 * sizeof(struct gl_shader
*));
193 sh_prog
->Shaders
[0] =
194 meta_compile_shader_with_debug(ctx
, MESA_SHADER_VERTEX
, vs_source
);
195 sh_prog
->Shaders
[1] =
196 meta_compile_shader_with_debug(ctx
, MESA_SHADER_FRAGMENT
, fs_source
);
198 _mesa_meta_link_program_with_debug(ctx
, sh_prog
);
200 struct gl_program
*fp
=
201 sh_prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
;
203 /* texelFetch() can break GL_SKIP_DECODE_EXT, but many meta passes want
204 * to use both together; pretend that we're not using texelFetch to hack
205 * around this bad interaction. This is a bit fragile as it may break
206 * if you re-run the pass that gathers this info, but we probably won't...
208 fp
->info
.textures_used_by_txf
= 0;
210 fp
->nir
->info
.textures_used_by_txf
= 0;
212 _mesa_meta_use_program(ctx
, sh_prog
);
214 *out_sh_prog
= sh_prog
;
218 * Generate a generic shader to blit from a texture to a framebuffer
220 * \param ctx Current GL context
221 * \param texTarget Texture target that will be the source of the blit
223 * \returns a handle to a shader program on success or zero on failure.
226 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
229 struct blit_shader_table
*table
)
231 char *vs_source
, *fs_source
;
232 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
233 const char *fs_input
, *vs_preprocess
, *fs_preprocess
;
236 if (ctx
->Const
.GLSLVersion
< 130) {
238 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
239 fs_input
= "varying";
241 vs_preprocess
= "#version 130";
242 fs_preprocess
= "#version 130";
244 shader
->func
= "texture";
247 assert(shader
!= NULL
);
249 if (shader
->shader_prog
!= NULL
) {
250 _mesa_meta_use_program(ctx
, shader
->shader_prog
);
254 mem_ctx
= ralloc_context(NULL
);
256 vs_source
= ralloc_asprintf(mem_ctx
,
258 "#extension GL_ARB_explicit_attrib_location: enable\n"
259 "layout(location = 0) in vec2 position;\n"
260 "layout(location = 1) in vec4 textureCoords;\n"
261 "out vec4 texCoords;\n"
264 " texCoords = textureCoords;\n"
265 " gl_Position = vec4(position, 0.0, 1.0);\n"
269 fs_source
= ralloc_asprintf(mem_ctx
,
271 "#extension GL_ARB_texture_cube_map_array: enable\n"
272 "uniform %s texSampler;\n"
273 "%s vec4 texCoords;\n"
276 " gl_FragColor = %s(texSampler, %s);\n"
279 fs_preprocess
, shader
->type
, fs_input
,
280 shader
->func
, shader
->texcoords
,
281 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
283 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
284 ralloc_asprintf(mem_ctx
, "%s blit",
286 &shader
->shader_prog
);
287 ralloc_free(mem_ctx
);
291 * Configure vertex buffer and vertex array objects for tests
293 * Regardless of whether a new VAO is created, the object referenced by \c VAO
294 * will be bound into the GL state vector when this function terminates. The
295 * object referenced by \c VBO will \b not be bound.
297 * \param VAO Storage for vertex array object handle. If 0, a new VAO
299 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
300 * will be created. The new VBO will have storage for 4
301 * \c vertex structures.
302 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
303 * or should traditional, fixed-function color and texture
304 * coordinate be used?
305 * \param vertex_size Number of components for attribute 0 / vertex.
306 * \param texcoord_size Number of components for attribute 1 / texture
307 * coordinate. If this is 0, attribute 1 will not be set or
309 * \param color_size Number of components for attribute 1 / primary color.
310 * If this is 0, attribute 1 will not be set or enabled.
312 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
313 * Use \c texcoord_size instead.
316 _mesa_meta_setup_vertex_objects(struct gl_context
*ctx
,
317 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
318 bool use_generic_attributes
,
319 unsigned vertex_size
, unsigned texcoord_size
,
323 struct gl_vertex_array_object
*array_obj
;
324 assert(*buf_obj
== NULL
);
326 /* create vertex array object */
327 _mesa_GenVertexArrays(1, VAO
);
328 _mesa_BindVertexArray(*VAO
);
330 array_obj
= _mesa_lookup_vao(ctx
, *VAO
);
331 assert(array_obj
!= NULL
);
333 /* create vertex array buffer */
334 *buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
335 if (*buf_obj
== NULL
)
338 _mesa_buffer_data(ctx
, *buf_obj
, GL_NONE
, 4 * sizeof(struct vertex
), NULL
,
339 GL_DYNAMIC_DRAW
, __func__
);
341 /* setup vertex arrays */
342 FLUSH_VERTICES(ctx
, 0);
343 if (use_generic_attributes
) {
344 assert(color_size
== 0);
346 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
347 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
349 offsetof(struct vertex
, x
));
350 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
351 *buf_obj
, 0, sizeof(struct vertex
));
352 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
353 VERT_ATTRIB_GENERIC(0));
354 if (texcoord_size
> 0) {
355 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
356 texcoord_size
, GL_FLOAT
, GL_RGBA
,
357 GL_FALSE
, GL_FALSE
, GL_FALSE
,
358 offsetof(struct vertex
, tex
));
359 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
360 *buf_obj
, 0, sizeof(struct vertex
));
361 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
362 VERT_ATTRIB_GENERIC(1));
365 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
366 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
368 offsetof(struct vertex
, x
));
369 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
370 *buf_obj
, 0, sizeof(struct vertex
));
371 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
373 if (texcoord_size
> 0) {
374 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
375 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
377 offsetof(struct vertex
, tex
));
378 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
379 *buf_obj
, 0, sizeof(struct vertex
));
380 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_TEX(0));
383 if (color_size
> 0) {
384 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
385 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
387 offsetof(struct vertex
, r
));
388 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
389 *buf_obj
, 0, sizeof(struct vertex
));
390 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_COLOR0
);
394 _mesa_BindVertexArray(*VAO
);
399 * Initialize meta-ops for a context.
400 * To be called once during context creation.
403 _mesa_meta_init(struct gl_context
*ctx
)
407 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
411 * Free context meta-op state.
412 * To be called once during context destruction.
415 _mesa_meta_free(struct gl_context
*ctx
)
417 GET_CURRENT_CONTEXT(old_context
);
418 _mesa_make_current(ctx
, NULL
, NULL
);
419 _mesa_meta_glsl_blit_cleanup(ctx
, &ctx
->Meta
->Blit
);
420 meta_glsl_clear_cleanup(ctx
, &ctx
->Meta
->Clear
);
421 _mesa_meta_glsl_generate_mipmap_cleanup(ctx
, &ctx
->Meta
->Mipmap
);
422 cleanup_temp_texture(ctx
, &ctx
->Meta
->TempTex
);
423 meta_decompress_cleanup(ctx
, &ctx
->Meta
->Decompress
);
424 meta_drawpix_cleanup(ctx
, &ctx
->Meta
->DrawPix
);
426 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
428 _mesa_make_current(NULL
, NULL
, NULL
);
435 * Enter meta state. This is like a light-weight version of glPushAttrib
436 * but it also resets most GL state back to default values.
438 * \param state bitmask of MESA_META_* flags indicating which attribute groups
439 * to save and reset to their defaults
442 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
444 struct save_state
*save
;
446 /* hope MAX_META_OPS_DEPTH is large enough */
447 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
449 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
450 memset(save
, 0, sizeof(*save
));
451 save
->SavedState
= state
;
453 /* We always push into desktop GL mode and pop out at the end. No sense in
454 * writing our shaders varying based on the user's context choice, when
455 * Mesa can handle either.
457 save
->API
= ctx
->API
;
458 ctx
->API
= API_OPENGL_COMPAT
;
460 /* Mesa's extension helper functions use the current context's API to look up
461 * the version required by an extension as a step in determining whether or
462 * not it has been advertised. Since meta aims to only be restricted by the
463 * driver capability (and not by whether or not an extension has been
464 * advertised), set the helper functions' Version variable to a value that
465 * will make the checks on the context API and version unconditionally pass.
467 save
->ExtensionsVersion
= ctx
->Extensions
.Version
;
468 ctx
->Extensions
.Version
= ~0;
470 /* Pausing transform feedback needs to be done early, or else we won't be
471 * able to change other state.
473 save
->TransformFeedbackNeedsResume
=
474 _mesa_is_xfb_active_and_unpaused(ctx
);
475 if (save
->TransformFeedbackNeedsResume
)
476 _mesa_PauseTransformFeedback();
478 /* After saving the current occlusion object, call EndQuery so that no
479 * occlusion querying will be active during the meta-operation.
481 if (state
& MESA_META_OCCLUSION_QUERY
) {
482 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
483 if (save
->CurrentOcclusionObject
)
484 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
487 if (state
& MESA_META_ALPHA_TEST
) {
488 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
489 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
490 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
491 if (ctx
->Color
.AlphaEnabled
)
492 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
495 if (state
& MESA_META_BLEND
) {
496 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
497 if (ctx
->Color
.BlendEnabled
) {
498 if (ctx
->Extensions
.EXT_draw_buffers2
) {
500 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
501 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
505 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
508 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
509 if (ctx
->Color
.ColorLogicOpEnabled
)
510 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
513 if (state
& MESA_META_DITHER
) {
514 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
515 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
518 if (state
& MESA_META_COLOR_MASK
) {
519 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
520 sizeof(ctx
->Color
.ColorMask
));
523 if (state
& MESA_META_DEPTH_TEST
) {
524 save
->Depth
= ctx
->Depth
; /* struct copy */
526 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
529 if (state
& MESA_META_FOG
) {
530 save
->Fog
= ctx
->Fog
.Enabled
;
531 if (ctx
->Fog
.Enabled
)
532 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
535 if (state
& MESA_META_PIXEL_STORE
) {
536 save
->Pack
= ctx
->Pack
;
537 save
->Unpack
= ctx
->Unpack
;
538 ctx
->Pack
= ctx
->DefaultPacking
;
539 ctx
->Unpack
= ctx
->DefaultPacking
;
542 if (state
& MESA_META_PIXEL_TRANSFER
) {
543 save
->RedScale
= ctx
->Pixel
.RedScale
;
544 save
->RedBias
= ctx
->Pixel
.RedBias
;
545 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
546 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
547 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
548 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
549 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
550 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
551 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
552 ctx
->Pixel
.RedScale
= 1.0F
;
553 ctx
->Pixel
.RedBias
= 0.0F
;
554 ctx
->Pixel
.GreenScale
= 1.0F
;
555 ctx
->Pixel
.GreenBias
= 0.0F
;
556 ctx
->Pixel
.BlueScale
= 1.0F
;
557 ctx
->Pixel
.BlueBias
= 0.0F
;
558 ctx
->Pixel
.AlphaScale
= 1.0F
;
559 ctx
->Pixel
.AlphaBias
= 0.0F
;
560 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
562 ctx
->NewState
|=_NEW_PIXEL
;
565 if (state
& MESA_META_RASTERIZATION
) {
566 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
567 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
568 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
569 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
570 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
571 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
572 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
573 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
574 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
575 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
576 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
579 if (state
& MESA_META_SCISSOR
) {
580 save
->Scissor
= ctx
->Scissor
; /* struct copy */
581 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
584 if (state
& MESA_META_SHADER
) {
587 if (ctx
->Extensions
.ARB_vertex_program
) {
588 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
589 _mesa_reference_program(ctx
, &save
->VertexProgram
,
590 ctx
->VertexProgram
.Current
);
591 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
594 if (ctx
->Extensions
.ARB_fragment_program
) {
595 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
596 _mesa_reference_program(ctx
, &save
->FragmentProgram
,
597 ctx
->FragmentProgram
.Current
);
598 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
601 if (ctx
->Extensions
.ATI_fragment_shader
) {
602 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
603 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
606 if (ctx
->Pipeline
.Current
) {
607 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
608 ctx
->Pipeline
.Current
);
609 _mesa_BindProgramPipeline(0);
612 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
613 * that we don't have to worry about the current pipeline state.
615 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
616 _mesa_reference_program(ctx
, &save
->Program
[i
],
617 ctx
->Shader
.CurrentProgram
[i
]);
619 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
620 ctx
->Shader
.ActiveProgram
);
625 if (state
& MESA_META_STENCIL_TEST
) {
626 save
->Stencil
= ctx
->Stencil
; /* struct copy */
627 if (ctx
->Stencil
.Enabled
)
628 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
629 /* NOTE: other stencil state not reset */
632 if (state
& MESA_META_TEXTURE
) {
635 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
636 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
638 /* Disable all texture units */
639 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
640 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
641 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
642 if (ctx
->Texture
.Unit
[u
].Enabled
||
643 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
644 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
645 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
646 if (ctx
->Extensions
.ARB_texture_cube_map
)
647 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
649 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
650 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
651 if (ctx
->Extensions
.NV_texture_rectangle
)
652 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
653 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
654 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
655 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
656 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
660 /* save current texture objects for unit[0] only */
661 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
662 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
663 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
666 /* set defaults for unit[0] */
667 _mesa_ActiveTexture(GL_TEXTURE0
);
668 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
671 if (state
& MESA_META_TRANSFORM
) {
672 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
673 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
674 16 * sizeof(GLfloat
));
675 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
676 16 * sizeof(GLfloat
));
677 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
678 16 * sizeof(GLfloat
));
679 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
680 /* set 1:1 vertex:pixel coordinate transform */
681 _mesa_ActiveTexture(GL_TEXTURE0
);
682 _mesa_MatrixMode(GL_TEXTURE
);
683 _mesa_LoadIdentity();
684 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
685 _mesa_MatrixMode(GL_MODELVIEW
);
686 _mesa_LoadIdentity();
687 _mesa_MatrixMode(GL_PROJECTION
);
688 _mesa_LoadIdentity();
690 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
691 * This can occur when there is no draw buffer.
693 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
694 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
695 0.0, ctx
->DrawBuffer
->Height
,
698 if (ctx
->Extensions
.ARB_clip_control
) {
699 save
->ClipOrigin
= ctx
->Transform
.ClipOrigin
;
700 save
->ClipDepthMode
= ctx
->Transform
.ClipDepthMode
;
701 _mesa_ClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
);
705 if (state
& MESA_META_CLIP
) {
707 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
708 mask
= ctx
->Transform
.ClipPlanesEnabled
;
710 const int i
= u_bit_scan(&mask
);
711 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
715 if (state
& MESA_META_VERTEX
) {
716 /* save vertex array object state */
717 _mesa_reference_vao(ctx
, &save
->VAO
,
719 /* set some default state? */
722 if (state
& MESA_META_VIEWPORT
) {
723 /* save viewport state */
724 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
725 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
726 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
727 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
728 /* set viewport to match window size */
729 if (ctx
->ViewportArray
[0].X
!= 0 ||
730 ctx
->ViewportArray
[0].Y
!= 0 ||
731 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
732 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
733 _mesa_set_viewport(ctx
, 0, 0, 0,
734 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
736 /* save depth range state */
737 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
738 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
739 /* set depth range to default */
740 _mesa_set_depth_range(ctx
, 0, 0.0, 1.0);
743 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
744 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
746 /* Generally in here we want to do clamping according to whether
747 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
748 * regardless of the internal implementation of the metaops.
750 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
751 ctx
->Extensions
.ARB_color_buffer_float
)
752 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
755 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
756 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
758 /* Generally in here we never want vertex color clamping --
759 * result clamping is only dependent on fragment clamping.
761 if (ctx
->Extensions
.ARB_color_buffer_float
)
762 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
765 if (state
& MESA_META_CONDITIONAL_RENDER
) {
766 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
767 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
769 if (ctx
->Query
.CondRenderQuery
)
770 _mesa_EndConditionalRender();
773 if (state
& MESA_META_SELECT_FEEDBACK
) {
774 save
->RenderMode
= ctx
->RenderMode
;
775 if (ctx
->RenderMode
== GL_SELECT
) {
776 save
->Select
= ctx
->Select
; /* struct copy */
777 _mesa_RenderMode(GL_RENDER
);
778 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
779 save
->Feedback
= ctx
->Feedback
; /* struct copy */
780 _mesa_RenderMode(GL_RENDER
);
784 if (state
& MESA_META_MULTISAMPLE
) {
785 save
->Multisample
= ctx
->Multisample
; /* struct copy */
787 if (ctx
->Multisample
.Enabled
)
788 _mesa_set_multisample(ctx
, GL_FALSE
);
789 if (ctx
->Multisample
.SampleCoverage
)
790 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, GL_FALSE
);
791 if (ctx
->Multisample
.SampleAlphaToCoverage
)
792 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, GL_FALSE
);
793 if (ctx
->Multisample
.SampleAlphaToOne
)
794 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, GL_FALSE
);
795 if (ctx
->Multisample
.SampleShading
)
796 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, GL_FALSE
);
797 if (ctx
->Multisample
.SampleMask
)
798 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, GL_FALSE
);
801 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
802 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
803 if (ctx
->Color
.sRGBEnabled
)
804 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
807 if (state
& MESA_META_DRAW_BUFFERS
) {
808 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
809 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
810 sizeof(save
->ColorDrawBuffers
));
815 save
->Lighting
= ctx
->Light
.Enabled
;
816 if (ctx
->Light
.Enabled
)
817 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
818 save
->RasterDiscard
= ctx
->RasterDiscard
;
819 if (ctx
->RasterDiscard
)
820 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
822 _mesa_reference_framebuffer(&save
->DrawBuffer
, ctx
->DrawBuffer
);
823 _mesa_reference_framebuffer(&save
->ReadBuffer
, ctx
->ReadBuffer
);
829 * Leave meta state. This is like a light-weight version of glPopAttrib().
832 _mesa_meta_end(struct gl_context
*ctx
)
834 assert(ctx
->Meta
->SaveStackDepth
> 0);
836 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
837 const GLbitfield state
= save
->SavedState
;
840 /* Grab the result of the old occlusion query before starting it again. The
841 * old result is added to the result of the new query so the driver will
842 * continue adding where it left off. */
843 if (state
& MESA_META_OCCLUSION_QUERY
) {
844 if (save
->CurrentOcclusionObject
) {
845 struct gl_query_object
*q
= save
->CurrentOcclusionObject
;
848 ctx
->Driver
.WaitQuery(ctx
, q
);
850 _mesa_BeginQuery(q
->Target
, q
->Id
);
851 ctx
->Query
.CurrentOcclusionObject
->Result
+= result
;
855 if (state
& MESA_META_ALPHA_TEST
) {
856 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
857 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
858 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
861 if (state
& MESA_META_BLEND
) {
862 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
863 if (ctx
->Extensions
.EXT_draw_buffers2
) {
865 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
866 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
870 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
873 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
874 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
877 if (state
& MESA_META_DITHER
)
878 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
880 if (state
& MESA_META_COLOR_MASK
) {
882 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
883 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
885 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
886 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
890 save
->ColorMask
[i
][0],
891 save
->ColorMask
[i
][1],
892 save
->ColorMask
[i
][2],
893 save
->ColorMask
[i
][3]);
899 if (state
& MESA_META_DEPTH_TEST
) {
900 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
901 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
902 _mesa_DepthFunc(save
->Depth
.Func
);
903 _mesa_DepthMask(save
->Depth
.Mask
);
906 if (state
& MESA_META_FOG
) {
907 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
910 if (state
& MESA_META_PIXEL_STORE
) {
911 ctx
->Pack
= save
->Pack
;
912 ctx
->Unpack
= save
->Unpack
;
915 if (state
& MESA_META_PIXEL_TRANSFER
) {
916 ctx
->Pixel
.RedScale
= save
->RedScale
;
917 ctx
->Pixel
.RedBias
= save
->RedBias
;
918 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
919 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
920 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
921 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
922 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
923 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
924 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
926 ctx
->NewState
|=_NEW_PIXEL
;
929 if (state
& MESA_META_RASTERIZATION
) {
930 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
931 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
932 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
933 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
934 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
935 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
938 if (state
& MESA_META_SCISSOR
) {
941 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
942 _mesa_set_scissor(ctx
, i
,
943 save
->Scissor
.ScissorArray
[i
].X
,
944 save
->Scissor
.ScissorArray
[i
].Y
,
945 save
->Scissor
.ScissorArray
[i
].Width
,
946 save
->Scissor
.ScissorArray
[i
].Height
);
947 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
948 (save
->Scissor
.EnableFlags
>> i
) & 1);
952 if (state
& MESA_META_SHADER
) {
955 if (ctx
->Extensions
.ARB_vertex_program
) {
956 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
957 save
->VertexProgramEnabled
);
958 _mesa_reference_program(ctx
, &ctx
->VertexProgram
.Current
,
959 save
->VertexProgram
);
960 _mesa_reference_program(ctx
, &save
->VertexProgram
, NULL
);
963 if (ctx
->Extensions
.ARB_fragment_program
) {
964 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
965 save
->FragmentProgramEnabled
);
966 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
.Current
,
967 save
->FragmentProgram
);
968 _mesa_reference_program(ctx
, &save
->FragmentProgram
, NULL
);
971 if (ctx
->Extensions
.ATI_fragment_shader
) {
972 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
973 save
->ATIFragmentShaderEnabled
);
977 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
978 /* It is safe to call _mesa_use_program even if the extension
979 * necessary for that program state is not supported. In that case,
980 * the saved program object must be NULL and the currently bound
981 * program object must be NULL. _mesa_use_program is a no-op
984 _mesa_use_program(ctx
, i
, NULL
, save
->Program
[i
], &ctx
->Shader
);
986 /* Do this *before* killing the reference. :)
988 if (save
->Program
[i
] != NULL
)
991 _mesa_reference_program(ctx
, &save
->Program
[i
], NULL
);
994 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
996 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
998 /* If there were any stages set with programs, use ctx->Shader as the
999 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1000 * hasn't been restored yet, and that may modify ctx->_Shader further.
1003 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1006 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1007 ctx
->Pipeline
.Default
);
1009 if (save
->Pipeline
) {
1010 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1012 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1016 if (state
& MESA_META_STENCIL_TEST
) {
1017 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1019 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1020 _mesa_ClearStencil(stencil
->Clear
);
1021 if (ctx
->Extensions
.EXT_stencil_two_side
) {
1022 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1023 stencil
->TestTwoSide
);
1024 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1025 ? GL_BACK
: GL_FRONT
);
1028 _mesa_StencilFuncSeparate(GL_FRONT
,
1029 stencil
->Function
[0],
1031 stencil
->ValueMask
[0]);
1032 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1033 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1034 stencil
->ZFailFunc
[0],
1035 stencil
->ZPassFunc
[0]);
1037 _mesa_StencilFuncSeparate(GL_BACK
,
1038 stencil
->Function
[1],
1040 stencil
->ValueMask
[1]);
1041 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1042 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1043 stencil
->ZFailFunc
[1],
1044 stencil
->ZPassFunc
[1]);
1047 if (state
& MESA_META_TEXTURE
) {
1050 assert(ctx
->Texture
.CurrentUnit
== 0);
1052 /* restore texenv for unit[0] */
1053 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1055 /* restore texture objects for unit[0] only */
1056 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1057 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1058 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1059 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1060 save
->CurrentTexture
[tgt
]);
1062 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1065 /* Restore fixed function texture enables, texgen */
1066 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1067 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1068 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1069 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1072 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1073 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1074 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1078 /* restore current unit state */
1079 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1082 if (state
& MESA_META_TRANSFORM
) {
1083 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1084 _mesa_ActiveTexture(GL_TEXTURE0
);
1085 _mesa_MatrixMode(GL_TEXTURE
);
1086 _mesa_LoadMatrixf(save
->TextureMatrix
);
1087 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1089 _mesa_MatrixMode(GL_MODELVIEW
);
1090 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1092 _mesa_MatrixMode(GL_PROJECTION
);
1093 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1095 _mesa_MatrixMode(save
->MatrixMode
);
1097 if (ctx
->Extensions
.ARB_clip_control
)
1098 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1101 if (state
& MESA_META_CLIP
) {
1102 GLbitfield mask
= save
->ClipPlanesEnabled
;
1104 const int i
= u_bit_scan(&mask
);
1105 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1109 if (state
& MESA_META_VERTEX
) {
1110 /* restore vertex array object */
1111 _mesa_BindVertexArray(save
->VAO
->Name
);
1112 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1115 if (state
& MESA_META_VIEWPORT
) {
1116 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1117 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1118 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1119 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1120 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1121 save
->ViewportW
, save
->ViewportH
);
1123 _mesa_set_depth_range(ctx
, 0, save
->DepthNear
, save
->DepthFar
);
1126 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1127 ctx
->Extensions
.ARB_color_buffer_float
) {
1128 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1131 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1132 ctx
->Extensions
.ARB_color_buffer_float
) {
1133 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1136 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1137 if (save
->CondRenderQuery
)
1138 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1139 save
->CondRenderMode
);
1142 if (state
& MESA_META_SELECT_FEEDBACK
) {
1143 if (save
->RenderMode
== GL_SELECT
) {
1144 _mesa_RenderMode(GL_SELECT
);
1145 ctx
->Select
= save
->Select
;
1146 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1147 _mesa_RenderMode(GL_FEEDBACK
);
1148 ctx
->Feedback
= save
->Feedback
;
1152 if (state
& MESA_META_MULTISAMPLE
) {
1153 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1154 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
1156 if (ctx_ms
->Enabled
!= save_ms
->Enabled
)
1157 _mesa_set_multisample(ctx
, save_ms
->Enabled
);
1158 if (ctx_ms
->SampleCoverage
!= save_ms
->SampleCoverage
)
1159 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, save_ms
->SampleCoverage
);
1160 if (ctx_ms
->SampleAlphaToCoverage
!= save_ms
->SampleAlphaToCoverage
)
1161 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, save_ms
->SampleAlphaToCoverage
);
1162 if (ctx_ms
->SampleAlphaToOne
!= save_ms
->SampleAlphaToOne
)
1163 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, save_ms
->SampleAlphaToOne
);
1164 if (ctx_ms
->SampleCoverageValue
!= save_ms
->SampleCoverageValue
||
1165 ctx_ms
->SampleCoverageInvert
!= save_ms
->SampleCoverageInvert
) {
1166 _mesa_SampleCoverage(save_ms
->SampleCoverageValue
,
1167 save_ms
->SampleCoverageInvert
);
1169 if (ctx_ms
->SampleShading
!= save_ms
->SampleShading
)
1170 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, save_ms
->SampleShading
);
1171 if (ctx_ms
->SampleMask
!= save_ms
->SampleMask
)
1172 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, save_ms
->SampleMask
);
1173 if (ctx_ms
->SampleMaskValue
!= save_ms
->SampleMaskValue
)
1174 _mesa_SampleMaski(0, save_ms
->SampleMaskValue
);
1175 if (ctx_ms
->MinSampleShadingValue
!= save_ms
->MinSampleShadingValue
)
1176 _mesa_MinSampleShading(save_ms
->MinSampleShadingValue
);
1179 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1180 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1181 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1185 if (save
->Lighting
) {
1186 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1188 if (save
->RasterDiscard
) {
1189 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1191 if (save
->TransformFeedbackNeedsResume
)
1192 _mesa_ResumeTransformFeedback();
1194 _mesa_bind_framebuffers(ctx
, save
->DrawBuffer
, save
->ReadBuffer
);
1195 _mesa_reference_framebuffer(&save
->DrawBuffer
, NULL
);
1196 _mesa_reference_framebuffer(&save
->ReadBuffer
, NULL
);
1198 if (state
& MESA_META_DRAW_BUFFERS
) {
1199 _mesa_drawbuffers(ctx
, ctx
->DrawBuffer
, ctx
->Const
.MaxDrawBuffers
,
1200 save
->ColorDrawBuffers
, NULL
);
1203 ctx
->Meta
->SaveStackDepth
--;
1205 ctx
->API
= save
->API
;
1206 ctx
->Extensions
.Version
= save
->ExtensionsVersion
;
1211 * Convert Z from a normalized value in the range [0, 1] to an object-space
1212 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1213 * default/identity ortho projection results in the original Z value.
1214 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1215 * value comes from the clear value or raster position.
1217 static inline GLfloat
1218 invert_z(GLfloat normZ
)
1220 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1226 * One-time init for a temp_texture object.
1227 * Choose tex target, compute max tex size, etc.
1230 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1232 /* prefer texture rectangle */
1233 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1234 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1235 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1236 tex
->NPOT
= GL_TRUE
;
1239 /* use 2D texture, NPOT if possible */
1240 tex
->Target
= GL_TEXTURE_2D
;
1241 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1242 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1244 tex
->MinSize
= 16; /* 16 x 16 at least */
1245 assert(tex
->MaxSize
> 0);
1247 tex
->tex_obj
= ctx
->Driver
.NewTextureObject(ctx
, 0xDEADBEEF, tex
->Target
);
1251 cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1253 _mesa_delete_nameless_texture(ctx
, tex
->tex_obj
);
1254 tex
->tex_obj
= NULL
;
1259 * Return pointer to temp_texture info for non-bitmap ops.
1260 * This does some one-time init if needed.
1262 struct temp_texture
*
1263 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1265 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1267 if (tex
->tex_obj
== NULL
) {
1268 init_temp_texture(ctx
, tex
);
1276 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1277 * We use a separate texture for bitmaps to reduce texture
1278 * allocation/deallocation.
1280 static struct temp_texture
*
1281 get_bitmap_temp_texture(struct gl_context
*ctx
)
1283 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1285 if (tex
->tex_obj
== NULL
) {
1286 init_temp_texture(ctx
, tex
);
1293 * Return pointer to depth temp_texture.
1294 * This does some one-time init if needed.
1296 struct temp_texture
*
1297 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1299 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1301 if (tex
->tex_obj
== NULL
) {
1302 init_temp_texture(ctx
, tex
);
1309 * Compute the width/height of texture needed to draw an image of the
1310 * given size. Return a flag indicating whether the current texture
1311 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1312 * allocated (glTexImage2D).
1313 * Also, compute s/t texcoords for drawing.
1315 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1318 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1319 GLsizei width
, GLsizei height
, GLenum intFormat
)
1321 GLboolean newTex
= GL_FALSE
;
1323 assert(width
<= tex
->MaxSize
);
1324 assert(height
<= tex
->MaxSize
);
1326 if (width
> tex
->Width
||
1327 height
> tex
->Height
||
1328 intFormat
!= tex
->IntFormat
) {
1329 /* alloc new texture (larger or different format) */
1332 /* use non-power of two size */
1333 tex
->Width
= MAX2(tex
->MinSize
, width
);
1334 tex
->Height
= MAX2(tex
->MinSize
, height
);
1337 /* find power of two size */
1339 w
= h
= tex
->MinSize
;
1348 tex
->IntFormat
= intFormat
;
1353 /* compute texcoords */
1354 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1355 tex
->Sright
= (GLfloat
) width
;
1356 tex
->Ttop
= (GLfloat
) height
;
1359 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1360 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1368 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1371 _mesa_meta_setup_copypix_texture(struct gl_context
*ctx
,
1372 struct temp_texture
*tex
,
1373 GLint srcX
, GLint srcY
,
1374 GLsizei width
, GLsizei height
,
1380 _mesa_bind_texture(ctx
, tex
->Target
, tex
->tex_obj
);
1381 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MIN_FILTER
,
1382 (GLint
*) &filter
, false);
1383 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MAG_FILTER
,
1384 (GLint
*) &filter
, false);
1385 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1387 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1389 /* copy framebuffer image to texture */
1391 /* create new tex image */
1392 if (tex
->Width
== width
&& tex
->Height
== height
) {
1393 /* create new tex with framebuffer data */
1394 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1395 srcX
, srcY
, width
, height
, 0);
1398 /* create empty texture */
1399 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1400 tex
->Width
, tex
->Height
, 0,
1401 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1403 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1404 0, 0, srcX
, srcY
, width
, height
);
1408 /* replace existing tex image */
1409 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1410 0, 0, srcX
, srcY
, width
, height
);
1416 * Setup/load texture for glDrawPixels.
1419 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1420 struct temp_texture
*tex
,
1422 GLsizei width
, GLsizei height
,
1423 GLenum format
, GLenum type
,
1424 const GLvoid
*pixels
)
1426 /* GLint so the compiler won't complain about type signedness mismatch in
1427 * the call to _mesa_texture_parameteriv below.
1429 static const GLint filter
= GL_NEAREST
;
1431 _mesa_bind_texture(ctx
, tex
->Target
, tex
->tex_obj
);
1432 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MIN_FILTER
, &filter
,
1434 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MAG_FILTER
, &filter
,
1436 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1438 /* copy pixel data to texture */
1440 /* create new tex image */
1441 if (tex
->Width
== width
&& tex
->Height
== height
) {
1442 /* create new tex and load image data */
1443 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1444 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1447 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1449 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1450 ctx
->Unpack
.BufferObj
);
1451 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1452 /* create empty texture */
1453 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1454 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1455 if (save_unpack_obj
!= NULL
)
1456 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1457 save_unpack_obj
->Name
);
1459 _mesa_TexSubImage2D(tex
->Target
, 0,
1460 0, 0, width
, height
, format
, type
, pixels
);
1464 /* replace existing tex image */
1465 _mesa_TexSubImage2D(tex
->Target
, 0,
1466 0, 0, width
, height
, format
, type
, pixels
);
1471 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context
*ctx
,
1472 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
1473 unsigned texcoord_size
)
1475 _mesa_meta_setup_vertex_objects(ctx
, VAO
, buf_obj
, false, 2, texcoord_size
,
1478 /* setup projection matrix */
1479 _mesa_MatrixMode(GL_PROJECTION
);
1480 _mesa_LoadIdentity();
1484 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1487 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1489 meta_clear(ctx
, buffers
, false);
1493 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1495 meta_clear(ctx
, buffers
, true);
1499 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1501 const char *vs_source
=
1502 "#extension GL_AMD_vertex_shader_layer : enable\n"
1503 "#extension GL_ARB_draw_instanced : enable\n"
1504 "#extension GL_ARB_explicit_attrib_location :enable\n"
1505 "layout(location = 0) in vec4 position;\n"
1508 "#ifdef GL_AMD_vertex_shader_layer\n"
1509 " gl_Layer = gl_InstanceID;\n"
1511 " gl_Position = position;\n"
1513 const char *fs_source
=
1514 "#extension GL_ARB_explicit_attrib_location :enable\n"
1515 "#extension GL_ARB_explicit_uniform_location :enable\n"
1516 "layout(location = 0) uniform vec4 color;\n"
1519 " gl_FragColor = color;\n"
1521 bool has_integer_textures
;
1523 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, true,
1526 if (clear
->ShaderProg
!= 0)
1529 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
, "meta clear",
1530 &clear
->ShaderProg
);
1532 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1533 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
1535 if (has_integer_textures
) {
1536 void *shader_source_mem_ctx
= ralloc_context(NULL
);
1537 const char *vs_int_source
=
1538 ralloc_asprintf(shader_source_mem_ctx
,
1540 "#extension GL_AMD_vertex_shader_layer : enable\n"
1541 "#extension GL_ARB_draw_instanced : enable\n"
1542 "#extension GL_ARB_explicit_attrib_location :enable\n"
1543 "layout(location = 0) in vec4 position;\n"
1546 "#ifdef GL_AMD_vertex_shader_layer\n"
1547 " gl_Layer = gl_InstanceID;\n"
1549 " gl_Position = position;\n"
1551 const char *fs_int_source
=
1552 ralloc_asprintf(shader_source_mem_ctx
,
1554 "#extension GL_ARB_explicit_attrib_location :enable\n"
1555 "#extension GL_ARB_explicit_uniform_location :enable\n"
1556 "layout(location = 0) uniform ivec4 color;\n"
1557 "out ivec4 out_color;\n"
1561 " out_color = color;\n"
1564 _mesa_meta_compile_and_link_program(ctx
, vs_int_source
, fs_int_source
,
1566 &clear
->IntegerShaderProg
);
1567 ralloc_free(shader_source_mem_ctx
);
1569 /* Note that user-defined out attributes get automatically assigned
1570 * locations starting from 0, so we don't need to explicitly
1571 * BindFragDataLocation to 0.
1577 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
1579 if (clear
->VAO
== 0)
1581 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1583 _mesa_reference_buffer_object(ctx
, &clear
->buf_obj
, NULL
);
1584 _mesa_reference_shader_program(ctx
, &clear
->ShaderProg
, NULL
);
1586 if (clear
->IntegerShaderProg
) {
1587 _mesa_reference_shader_program(ctx
, &clear
->IntegerShaderProg
, NULL
);
1592 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1593 * set GL to only draw to those buffers.
1595 * Since the bitfield has no associated order, the assignment of draw buffer
1596 * indices to color attachment indices is rather arbitrary.
1599 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1601 GLenum enums
[MAX_DRAW_BUFFERS
];
1605 /* This function is only legal for color buffer bitfields. */
1606 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1608 /* Make sure we don't overflow any arrays. */
1609 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1613 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1614 enums
[i
++] = GL_FRONT_LEFT
;
1616 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1617 enums
[i
++] = GL_FRONT_RIGHT
;
1619 if (bits
& BUFFER_BIT_BACK_LEFT
)
1620 enums
[i
++] = GL_BACK_LEFT
;
1622 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1623 enums
[i
++] = GL_BACK_RIGHT
;
1625 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1626 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1627 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1630 _mesa_DrawBuffers(i
, enums
);
1634 * Return if all of the color channels are masked.
1636 static inline GLboolean
1637 is_color_disabled(struct gl_context
*ctx
, int i
)
1639 return !ctx
->Color
.ColorMask
[i
][0] &&
1640 !ctx
->Color
.ColorMask
[i
][1] &&
1641 !ctx
->Color
.ColorMask
[i
][2] &&
1642 !ctx
->Color
.ColorMask
[i
][3];
1646 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1647 * set GL to only draw to those buffers. Also, update color masks to
1648 * reflect the new draw buffer ordering.
1651 _mesa_meta_drawbuffers_and_colormask(struct gl_context
*ctx
, GLbitfield mask
)
1653 GLenum enums
[MAX_DRAW_BUFFERS
];
1654 GLubyte colormask
[MAX_DRAW_BUFFERS
][4];
1657 /* This function is only legal for color buffer bitfields. */
1658 assert((mask
& ~BUFFER_BITS_COLOR
) == 0);
1660 /* Make sure we don't overflow any arrays. */
1661 assert(_mesa_bitcount(mask
) <= MAX_DRAW_BUFFERS
);
1665 for (int i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1666 gl_buffer_index b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1667 int colormask_idx
= ctx
->Extensions
.EXT_draw_buffers2
? i
: 0;
1669 if (b
< 0 || !(mask
& (1 << b
)) || is_color_disabled(ctx
, colormask_idx
))
1673 case BUFFER_FRONT_LEFT
:
1674 enums
[num_bufs
] = GL_FRONT_LEFT
;
1676 case BUFFER_FRONT_RIGHT
:
1677 enums
[num_bufs
] = GL_FRONT_RIGHT
;
1679 case BUFFER_BACK_LEFT
:
1680 enums
[num_bufs
] = GL_BACK_LEFT
;
1682 case BUFFER_BACK_RIGHT
:
1683 enums
[num_bufs
] = GL_BACK_RIGHT
;
1686 assert(b
>= BUFFER_COLOR0
&& b
<= BUFFER_COLOR7
);
1687 enums
[num_bufs
] = GL_COLOR_ATTACHMENT0
+ (b
- BUFFER_COLOR0
);
1691 for (int k
= 0; k
< 4; k
++)
1692 colormask
[num_bufs
][k
] = ctx
->Color
.ColorMask
[colormask_idx
][k
];
1697 _mesa_DrawBuffers(num_bufs
, enums
);
1699 for (int i
= 0; i
< num_bufs
; i
++) {
1700 _mesa_ColorMaski(i
, colormask
[i
][0], colormask
[i
][1],
1701 colormask
[i
][2], colormask
[i
][3]);
1707 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1710 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
1712 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1713 GLbitfield metaSave
;
1714 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1715 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1716 float x0
, y0
, x1
, y1
, z
;
1717 struct vertex verts
[4];
1720 metaSave
= (MESA_META_ALPHA_TEST
|
1722 MESA_META_COLOR_MASK
|
1723 MESA_META_DEPTH_TEST
|
1724 MESA_META_RASTERIZATION
|
1726 MESA_META_STENCIL_TEST
|
1728 MESA_META_VIEWPORT
|
1730 MESA_META_CLAMP_FRAGMENT_COLOR
|
1731 MESA_META_MULTISAMPLE
|
1732 MESA_META_OCCLUSION_QUERY
);
1735 metaSave
|= MESA_META_FOG
|
1736 MESA_META_PIXEL_TRANSFER
|
1737 MESA_META_TRANSFORM
|
1739 MESA_META_CLAMP_VERTEX_COLOR
|
1740 MESA_META_SELECT_FEEDBACK
;
1743 if (buffers
& BUFFER_BITS_COLOR
) {
1744 metaSave
|= MESA_META_DRAW_BUFFERS
;
1747 _mesa_meta_begin(ctx
, metaSave
);
1750 meta_glsl_clear_init(ctx
, clear
);
1752 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1753 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1754 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1755 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1756 z
= -invert_z(ctx
->Depth
.Clear
);
1758 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, false,
1761 x0
= (float) fb
->_Xmin
;
1762 y0
= (float) fb
->_Ymin
;
1763 x1
= (float) fb
->_Xmax
;
1764 y1
= (float) fb
->_Ymax
;
1765 z
= invert_z(ctx
->Depth
.Clear
);
1768 if (fb
->_IntegerBuffers
) {
1770 _mesa_meta_use_program(ctx
, clear
->IntegerShaderProg
);
1771 _mesa_Uniform4iv(0, 1, ctx
->Color
.ClearColor
.i
);
1773 _mesa_meta_use_program(ctx
, clear
->ShaderProg
);
1774 _mesa_Uniform4fv(0, 1, ctx
->Color
.ClearColor
.f
);
1777 /* GL_COLOR_BUFFER_BIT */
1778 if (buffers
& BUFFER_BITS_COLOR
) {
1779 /* Only draw to the buffers we were asked to clear. */
1780 _mesa_meta_drawbuffers_and_colormask(ctx
, buffers
& BUFFER_BITS_COLOR
);
1782 /* leave colormask state as-is */
1784 /* Clears never have the color clamped. */
1785 if (ctx
->Extensions
.ARB_color_buffer_float
)
1786 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1789 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1792 /* GL_DEPTH_BUFFER_BIT */
1793 if (buffers
& BUFFER_BIT_DEPTH
) {
1794 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1795 _mesa_DepthFunc(GL_ALWAYS
);
1796 _mesa_DepthMask(GL_TRUE
);
1799 assert(!ctx
->Depth
.Test
);
1802 /* GL_STENCIL_BUFFER_BIT */
1803 if (buffers
& BUFFER_BIT_STENCIL
) {
1804 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1805 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1806 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1807 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1808 ctx
->Stencil
.Clear
& stencilMax
,
1809 ctx
->Stencil
.WriteMask
[0]);
1812 assert(!ctx
->Stencil
.Enabled
);
1815 /* vertex positions */
1830 for (i
= 0; i
< 4; i
++) {
1831 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1832 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1833 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1834 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1838 /* upload new vertex data */
1839 _mesa_buffer_data(ctx
, clear
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
1840 GL_DYNAMIC_DRAW
, __func__
);
1843 if (fb
->MaxNumLayers
> 0) {
1844 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1846 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1849 _mesa_meta_end(ctx
);
1853 * Meta implementation of ctx->Driver.CopyPixels() in terms
1854 * of texture mapping and polygon rendering and GLSL shaders.
1857 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1858 GLsizei width
, GLsizei height
,
1859 GLint dstX
, GLint dstY
, GLenum type
)
1861 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1862 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1863 struct vertex verts
[4];
1865 if (type
!= GL_COLOR
||
1866 ctx
->_ImageTransferState
||
1868 width
> tex
->MaxSize
||
1869 height
> tex
->MaxSize
) {
1870 /* XXX avoid this fallback */
1871 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1875 /* Most GL state applies to glCopyPixels, but a there's a few things
1876 * we need to override:
1878 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1881 MESA_META_TRANSFORM
|
1884 MESA_META_VIEWPORT
));
1886 _mesa_meta_setup_vertex_objects(ctx
, ©pix
->VAO
, ©pix
->buf_obj
, false,
1889 /* Silence valgrind warnings about reading uninitialized stack. */
1890 memset(verts
, 0, sizeof(verts
));
1892 /* Alloc/setup texture */
1893 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1894 GL_RGBA
, GL_NEAREST
);
1896 /* vertex positions, texcoords (after texture allocation!) */
1898 const GLfloat dstX0
= (GLfloat
) dstX
;
1899 const GLfloat dstY0
= (GLfloat
) dstY
;
1900 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1901 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1902 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1907 verts
[0].tex
[0] = 0.0F
;
1908 verts
[0].tex
[1] = 0.0F
;
1912 verts
[1].tex
[0] = tex
->Sright
;
1913 verts
[1].tex
[1] = 0.0F
;
1917 verts
[2].tex
[0] = tex
->Sright
;
1918 verts
[2].tex
[1] = tex
->Ttop
;
1922 verts
[3].tex
[0] = 0.0F
;
1923 verts
[3].tex
[1] = tex
->Ttop
;
1925 /* upload new vertex data */
1926 _mesa_buffer_sub_data(ctx
, copypix
->buf_obj
, 0, sizeof(verts
), verts
);
1929 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1931 /* draw textured quad */
1932 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1934 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1936 _mesa_meta_end(ctx
);
1940 meta_drawpix_cleanup(struct gl_context
*ctx
, struct drawpix_state
*drawpix
)
1942 if (drawpix
->VAO
!= 0) {
1943 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1946 _mesa_reference_buffer_object(ctx
, &drawpix
->buf_obj
, NULL
);
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(ctx
, &drawpix
->VAO
, &drawpix
->buf_obj
, 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_buffer_data(ctx
, drawpix
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
2244 GL_DYNAMIC_DRAW
, __func__
);
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 _mesa_arb_fragment_program_enabled(ctx
) ||
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(ctx
, &bitmap
->VAO
, &bitmap
->buf_obj
, false,
2402 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2404 /* Silence valgrind warnings about reading uninitialized stack. */
2405 memset(verts
, 0, sizeof(verts
));
2407 /* vertex positions, texcoords, colors (after texture allocation!) */
2409 const GLfloat x0
= (GLfloat
) x
;
2410 const GLfloat y0
= (GLfloat
) y
;
2411 const GLfloat x1
= (GLfloat
) (x
+ width
);
2412 const GLfloat y1
= (GLfloat
) (y
+ height
);
2413 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2419 verts
[0].tex
[0] = 0.0F
;
2420 verts
[0].tex
[1] = 0.0F
;
2424 verts
[1].tex
[0] = tex
->Sright
;
2425 verts
[1].tex
[1] = 0.0F
;
2429 verts
[2].tex
[0] = tex
->Sright
;
2430 verts
[2].tex
[1] = tex
->Ttop
;
2434 verts
[3].tex
[0] = 0.0F
;
2435 verts
[3].tex
[1] = tex
->Ttop
;
2437 for (i
= 0; i
< 4; i
++) {
2438 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2439 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2440 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2441 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2444 /* upload new vertex data */
2445 _mesa_buffer_sub_data(ctx
, bitmap
->buf_obj
, 0, sizeof(verts
), verts
);
2448 /* choose different foreground/background alpha values */
2449 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2450 bg
= (fg
> 127 ? 0 : 255);
2452 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2454 _mesa_meta_end(ctx
);
2458 bitmap8
= malloc(width
* height
);
2460 memset(bitmap8
, bg
, width
* height
);
2461 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2462 bitmap8
, width
, fg
);
2464 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2466 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2467 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2469 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2470 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2472 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2474 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2479 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2481 _mesa_meta_end(ctx
);
2485 * Compute the texture coordinates for the four vertices of a quad for
2486 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2487 * and width, height specify a sub-region of the 2D image.
2489 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2490 * \param slice slice of a 1D/2D array texture or 3D texture
2491 * \param xoffset X position of sub texture
2492 * \param yoffset Y position of sub texture
2493 * \param width width of the sub texture image
2494 * \param height height of the sub texture image
2495 * \param total_width total width of the texture image
2496 * \param total_height total height of the texture image
2497 * \param total_depth total depth of the texture image
2498 * \param coords0/1/2/3 returns the computed texcoords
2501 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2517 const float s0
= (float) xoffset
/ (float) total_width
;
2518 const float s1
= (float) (xoffset
+ width
) / (float) total_width
;
2519 const float t0
= (float) yoffset
/ (float) total_height
;
2520 const float t1
= (float) (yoffset
+ height
) / (float) total_height
;
2523 /* setup the reference texcoords */
2533 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2534 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2536 /* Currently all texture targets want the W component to be 1.0.
2543 switch (faceTarget
) {
2547 case GL_TEXTURE_2D_ARRAY
:
2548 if (faceTarget
== GL_TEXTURE_3D
) {
2549 assert(slice
< total_depth
);
2550 assert(total_depth
>= 1);
2551 r
= (slice
+ 0.5f
) / total_depth
;
2553 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2557 coords0
[0] = st
[0][0]; /* s */
2558 coords0
[1] = st
[0][1]; /* t */
2559 coords0
[2] = r
; /* r */
2560 coords1
[0] = st
[1][0];
2561 coords1
[1] = st
[1][1];
2563 coords2
[0] = st
[2][0];
2564 coords2
[1] = st
[2][1];
2566 coords3
[0] = st
[3][0];
2567 coords3
[1] = st
[3][1];
2570 case GL_TEXTURE_RECTANGLE_ARB
:
2571 coords0
[0] = (float) xoffset
; /* s */
2572 coords0
[1] = (float) yoffset
; /* t */
2573 coords0
[2] = 0.0F
; /* r */
2574 coords1
[0] = (float) (xoffset
+ width
);
2575 coords1
[1] = (float) yoffset
;
2577 coords2
[0] = (float) (xoffset
+ width
);
2578 coords2
[1] = (float) (yoffset
+ height
);
2580 coords3
[0] = (float) xoffset
;
2581 coords3
[1] = (float) (yoffset
+ height
);
2584 case GL_TEXTURE_1D_ARRAY
:
2585 coords0
[0] = st
[0][0]; /* s */
2586 coords0
[1] = (float) slice
; /* t */
2587 coords0
[2] = 0.0F
; /* r */
2588 coords1
[0] = st
[1][0];
2589 coords1
[1] = (float) slice
;
2591 coords2
[0] = st
[2][0];
2592 coords2
[1] = (float) slice
;
2594 coords3
[0] = st
[3][0];
2595 coords3
[1] = (float) slice
;
2599 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2600 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2601 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2602 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2603 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2604 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2605 /* loop over quad verts */
2606 for (i
= 0; i
< 4; i
++) {
2607 /* Compute sc = +/-scale and tc = +/-scale.
2608 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2609 * though that can still sometimes happen with this scale factor...
2611 const GLfloat scale
= 0.9999f
;
2612 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2613 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2630 unreachable("not reached");
2633 coord
[3] = (float) (slice
/ 6);
2635 switch (faceTarget
) {
2636 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2641 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2646 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2651 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2656 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2661 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2672 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2676 static struct blit_shader
*
2677 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2681 table
->sampler_1d
.type
= "sampler1D";
2682 table
->sampler_1d
.func
= "texture1D";
2683 table
->sampler_1d
.texcoords
= "texCoords.x";
2684 return &table
->sampler_1d
;
2686 table
->sampler_2d
.type
= "sampler2D";
2687 table
->sampler_2d
.func
= "texture2D";
2688 table
->sampler_2d
.texcoords
= "texCoords.xy";
2689 return &table
->sampler_2d
;
2690 case GL_TEXTURE_RECTANGLE
:
2691 table
->sampler_rect
.type
= "sampler2DRect";
2692 table
->sampler_rect
.func
= "texture2DRect";
2693 table
->sampler_rect
.texcoords
= "texCoords.xy";
2694 return &table
->sampler_rect
;
2696 /* Code for mipmap generation with 3D textures is not used yet.
2697 * It's a sw fallback.
2699 table
->sampler_3d
.type
= "sampler3D";
2700 table
->sampler_3d
.func
= "texture3D";
2701 table
->sampler_3d
.texcoords
= "texCoords.xyz";
2702 return &table
->sampler_3d
;
2703 case GL_TEXTURE_CUBE_MAP
:
2704 table
->sampler_cubemap
.type
= "samplerCube";
2705 table
->sampler_cubemap
.func
= "textureCube";
2706 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
2707 return &table
->sampler_cubemap
;
2708 case GL_TEXTURE_1D_ARRAY
:
2709 table
->sampler_1d_array
.type
= "sampler1DArray";
2710 table
->sampler_1d_array
.func
= "texture1DArray";
2711 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
2712 return &table
->sampler_1d_array
;
2713 case GL_TEXTURE_2D_ARRAY
:
2714 table
->sampler_2d_array
.type
= "sampler2DArray";
2715 table
->sampler_2d_array
.func
= "texture2DArray";
2716 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
2717 return &table
->sampler_2d_array
;
2718 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2719 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
2720 table
->sampler_cubemap_array
.func
= "textureCubeArray";
2721 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
2722 return &table
->sampler_cubemap_array
;
2724 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2725 " setup_texture_sampler()\n", target
);
2731 _mesa_meta_blit_shader_table_cleanup(struct gl_context
*ctx
,
2732 struct blit_shader_table
*table
)
2734 _mesa_reference_shader_program(ctx
, &table
->sampler_1d
.shader_prog
, NULL
);
2735 _mesa_reference_shader_program(ctx
, &table
->sampler_2d
.shader_prog
, NULL
);
2736 _mesa_reference_shader_program(ctx
, &table
->sampler_3d
.shader_prog
, NULL
);
2737 _mesa_reference_shader_program(ctx
, &table
->sampler_rect
.shader_prog
, NULL
);
2738 _mesa_reference_shader_program(ctx
, &table
->sampler_cubemap
.shader_prog
, NULL
);
2739 _mesa_reference_shader_program(ctx
, &table
->sampler_1d_array
.shader_prog
, NULL
);
2740 _mesa_reference_shader_program(ctx
, &table
->sampler_2d_array
.shader_prog
, NULL
);
2741 _mesa_reference_shader_program(ctx
, &table
->sampler_cubemap_array
.shader_prog
, NULL
);
2745 * Determine the GL data type to use for the temporary image read with
2746 * ReadPixels() and passed to Tex[Sub]Image().
2749 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2751 const GLenum baseFormat
= _mesa_get_format_base_format(format
);
2752 const GLenum datatype
= _mesa_get_format_datatype(format
);
2753 const GLint format_red_bits
= _mesa_get_format_bits(format
, GL_RED_BITS
);
2755 switch (baseFormat
) {
2762 case GL_LUMINANCE_ALPHA
:
2764 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2766 } else if (format_red_bits
<= 8) {
2767 return GL_UNSIGNED_BYTE
;
2768 } else if (format_red_bits
<= 16) {
2769 return GL_UNSIGNED_SHORT
;
2772 case GL_DEPTH_COMPONENT
:
2773 if (datatype
== GL_FLOAT
)
2776 return GL_UNSIGNED_INT
;
2777 case GL_DEPTH_STENCIL
:
2778 if (datatype
== GL_FLOAT
)
2779 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
2781 return GL_UNSIGNED_INT_24_8
;
2783 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2790 * Attempts to wrap the destination texture in an FBO and use
2791 * glBlitFramebuffer() to implement glCopyTexSubImage().
2794 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
,
2795 struct gl_texture_image
*texImage
,
2799 struct gl_renderbuffer
*rb
,
2801 GLsizei width
, GLsizei height
)
2803 struct gl_framebuffer
*drawFb
;
2804 bool success
= false;
2808 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2811 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
2815 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2816 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
2818 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2819 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2820 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2821 GL_DEPTH_ATTACHMENT
,
2823 mask
= GL_DEPTH_BUFFER_BIT
;
2825 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2826 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2827 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2828 GL_STENCIL_ATTACHMENT
,
2830 mask
|= GL_STENCIL_BUFFER_BIT
;
2832 _mesa_DrawBuffer(GL_NONE
);
2834 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2835 GL_COLOR_ATTACHMENT0
,
2837 mask
= GL_COLOR_BUFFER_BIT
;
2838 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2841 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
2842 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2845 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2847 /* Since we've bound a new draw framebuffer, we need to update
2848 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2851 _mesa_update_state(ctx
);
2853 /* We skip the core BlitFramebuffer checks for format consistency, which
2854 * are too strict for CopyTexImage. We know meta will be fine with format
2857 mask
= _mesa_meta_BlitFramebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
,
2859 x
+ width
, y
+ height
,
2861 xoffset
+ width
, yoffset
+ height
,
2863 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2864 success
= mask
== 0x0;
2867 _mesa_reference_framebuffer(&drawFb
, NULL
);
2868 _mesa_meta_end(ctx
);
2873 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2874 * Have to be careful with locking and meta state for pixel transfer.
2877 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
2878 struct gl_texture_image
*texImage
,
2879 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2880 struct gl_renderbuffer
*rb
,
2882 GLsizei width
, GLsizei height
)
2884 GLenum format
, type
;
2888 if (copytexsubimage_using_blit_framebuffer(ctx
,
2890 xoffset
, yoffset
, zoffset
,
2897 /* Choose format/type for temporary image buffer */
2898 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2899 if (format
== GL_LUMINANCE
||
2900 format
== GL_LUMINANCE_ALPHA
||
2901 format
== GL_INTENSITY
) {
2902 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2903 * temp image buffer because glReadPixels will do L=R+G+B which is
2904 * not what we want (should be L=R).
2909 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
2910 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
2911 format
= _mesa_base_format_to_integer_format(format
);
2913 bpp
= _mesa_bytes_per_pixel(format
, type
);
2915 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2920 * Alloc image buffer (XXX could use a PBO)
2922 buf
= malloc(width
* height
* bpp
);
2924 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2929 * Read image from framebuffer (disable pixel transfer ops)
2931 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2932 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2933 format
, type
, &ctx
->Pack
, buf
);
2934 _mesa_meta_end(ctx
);
2936 _mesa_update_state(ctx
); /* to update pixel transfer state */
2939 * Store texture data (with pixel transfer ops)
2941 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2943 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
2944 assert(yoffset
== 0);
2945 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2946 xoffset
, zoffset
, 0, width
, 1, 1,
2947 format
, type
, buf
, &ctx
->Unpack
);
2949 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2950 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2951 format
, type
, buf
, &ctx
->Unpack
);
2954 _mesa_meta_end(ctx
);
2960 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2962 if (decompress_fbo
->fb
!= NULL
) {
2963 _mesa_reference_framebuffer(&decompress_fbo
->fb
, NULL
);
2964 _mesa_reference_renderbuffer(&decompress_fbo
->rb
, NULL
);
2967 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2971 meta_decompress_cleanup(struct gl_context
*ctx
,
2972 struct decompress_state
*decompress
)
2974 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2975 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2977 if (decompress
->VAO
!= 0) {
2978 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2979 _mesa_reference_buffer_object(ctx
, &decompress
->buf_obj
, NULL
);
2982 _mesa_reference_sampler_object(ctx
, &decompress
->samp_obj
, NULL
);
2984 memset(decompress
, 0, sizeof(*decompress
));
2988 * Decompress a texture image by drawing a quad with the compressed
2989 * texture and reading the pixels out of the color buffer.
2990 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2991 * \param destFormat format, ala glReadPixels
2992 * \param destType type, ala glReadPixels
2993 * \param dest destination buffer
2994 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2997 decompress_texture_image(struct gl_context
*ctx
,
2998 struct gl_texture_image
*texImage
,
3000 GLint xoffset
, GLint yoffset
,
3001 GLsizei width
, GLsizei height
,
3002 GLenum destFormat
, GLenum destType
,
3005 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3006 struct decompress_fbo_state
*decompress_fbo
;
3007 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3008 const GLenum target
= texObj
->Target
;
3011 struct vertex verts
[4];
3012 struct gl_sampler_object
*samp_obj_save
= NULL
;
3014 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3015 ctx
->Extensions
.ARB_fragment_shader
;
3017 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
3019 decompress_fbo
= &decompress
->floatFBO
;
3020 rbFormat
= GL_RGBA32F
;
3022 case GL_UNSIGNED_NORMALIZED
:
3023 decompress_fbo
= &decompress
->byteFBO
;
3031 assert(target
== GL_TEXTURE_3D
||
3032 target
== GL_TEXTURE_2D_ARRAY
||
3033 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3038 case GL_TEXTURE_1D_ARRAY
:
3039 assert(!"No compressed 1D textures.");
3042 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3043 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3046 case GL_TEXTURE_CUBE_MAP
:
3047 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3051 faceTarget
= target
;
3055 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3056 MESA_META_DRAW_BUFFERS
));
3057 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3059 _mesa_reference_sampler_object(ctx
, &samp_obj_save
,
3060 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
);
3062 /* Create/bind FBO/renderbuffer */
3063 if (decompress_fbo
->fb
== NULL
) {
3064 decompress_fbo
->rb
= ctx
->Driver
.NewRenderbuffer(ctx
, 0xDEADBEEF);
3065 if (decompress_fbo
->rb
== NULL
) {
3066 _mesa_meta_end(ctx
);
3070 decompress_fbo
->fb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3071 if (decompress_fbo
->fb
== NULL
) {
3072 _mesa_meta_end(ctx
);
3076 _mesa_bind_framebuffers(ctx
, decompress_fbo
->fb
, decompress_fbo
->fb
);
3077 _mesa_framebuffer_renderbuffer(ctx
, ctx
->DrawBuffer
, GL_COLOR_ATTACHMENT0
,
3078 decompress_fbo
->rb
);
3081 _mesa_bind_framebuffers(ctx
, decompress_fbo
->fb
, decompress_fbo
->fb
);
3084 /* alloc dest surface */
3085 if (width
> decompress_fbo
->Width
|| height
> decompress_fbo
->Height
) {
3086 _mesa_renderbuffer_storage(ctx
, decompress_fbo
->rb
, rbFormat
,
3089 /* Do the full completeness check to recompute
3090 * ctx->DrawBuffer->Width/Height.
3092 ctx
->DrawBuffer
->_Status
= GL_FRAMEBUFFER_UNDEFINED
;
3093 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3094 if (status
!= GL_FRAMEBUFFER_COMPLETE
) {
3095 /* If the framebuffer isn't complete then we'll leave
3096 * decompress_fbo->Width as zero so that it will fail again next time
3098 _mesa_meta_end(ctx
);
3101 decompress_fbo
->Width
= width
;
3102 decompress_fbo
->Height
= height
;
3105 if (use_glsl_version
) {
3106 _mesa_meta_setup_vertex_objects(ctx
, &decompress
->VAO
,
3107 &decompress
->buf_obj
, true,
3110 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3112 _mesa_meta_setup_ff_tnl_for_blit(ctx
, &decompress
->VAO
,
3113 &decompress
->buf_obj
, 3);
3116 if (decompress
->samp_obj
== NULL
) {
3117 decompress
->samp_obj
= ctx
->Driver
.NewSamplerObject(ctx
, 0xDEADBEEF);
3118 if (decompress
->samp_obj
== NULL
) {
3119 _mesa_meta_end(ctx
);
3121 /* This is a bit lazy. Flag out of memory, and then don't bother to
3122 * clean up. Once out of memory is flagged, the only realistic next
3123 * move is to destroy the context. That will trigger all the right
3126 * Returning true prevents other GetTexImage methods from attempting
3127 * anything since they will likely fail too.
3129 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGetTexImage");
3133 /* nearest filtering */
3134 _mesa_set_sampler_filters(ctx
, decompress
->samp_obj
, GL_NEAREST
, GL_NEAREST
);
3136 /* We don't want to encode or decode sRGB values; treat them as linear. */
3137 _mesa_set_sampler_srgb_decode(ctx
, decompress
->samp_obj
, GL_SKIP_DECODE_EXT
);
3140 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, decompress
->samp_obj
);
3142 /* Silence valgrind warnings about reading uninitialized stack. */
3143 memset(verts
, 0, sizeof(verts
));
3145 _mesa_meta_setup_texture_coords(faceTarget
, slice
,
3146 xoffset
, yoffset
, width
, height
,
3147 texImage
->Width
, texImage
->Height
,
3154 /* setup vertex positions */
3164 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3166 /* upload new vertex data */
3167 _mesa_buffer_sub_data(ctx
, decompress
->buf_obj
, 0, sizeof(verts
), verts
);
3169 /* setup texture state */
3170 _mesa_bind_texture(ctx
, target
, texObj
);
3172 if (!use_glsl_version
)
3173 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3176 /* save texture object state */
3177 const GLint baseLevelSave
= texObj
->BaseLevel
;
3178 const GLint maxLevelSave
= texObj
->MaxLevel
;
3180 /* restrict sampling to the texture level of interest */
3181 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3182 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3183 (GLint
*) &texImage
->Level
, false);
3184 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3185 (GLint
*) &texImage
->Level
, false);
3188 /* render quad w/ texture into renderbuffer */
3189 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3191 /* Restore texture object state, the texture binding will
3192 * be restored by _mesa_meta_end().
3194 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3195 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3196 &baseLevelSave
, false);
3197 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3198 &maxLevelSave
, false);
3203 /* read pixels from renderbuffer */
3205 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3206 GLenum destBaseFormat
= _mesa_unpack_format_to_base_format(destFormat
);
3208 /* The pixel transfer state will be set to default values at this point
3209 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3210 * turned off (as required by glGetTexImage) but we need to handle some
3211 * special cases. In particular, single-channel texture values are
3212 * returned as red and two-channel texture values are returned as
3215 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat
,
3217 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3218 * luminance then we need to return L=tex(R).
3220 _mesa_need_rgb_to_luminance_conversion(baseTexFormat
,
3222 /* Green and blue must be zero */
3223 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3224 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3227 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3230 /* disable texture unit */
3231 if (!use_glsl_version
)
3232 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3234 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, samp_obj_save
);
3235 _mesa_reference_sampler_object(ctx
, &samp_obj_save
, NULL
);
3237 _mesa_meta_end(ctx
);
3244 * This is just a wrapper around _mesa_get_tex_image() and
3245 * decompress_texture_image(). Meta functions should not be directly called
3249 _mesa_meta_GetTexSubImage(struct gl_context
*ctx
,
3250 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3251 GLsizei width
, GLsizei height
, GLsizei depth
,
3252 GLenum format
, GLenum type
, GLvoid
*pixels
,
3253 struct gl_texture_image
*texImage
)
3255 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3259 for (slice
= 0; slice
< depth
; slice
++) {
3261 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
3263 * "For three-dimensional, two-dimensional array, cube map array,
3264 * and cube map textures pixel storage operations are applied as
3265 * if the image were two-dimensional, except that the additional
3266 * pixel storage state values PACK_IMAGE_HEIGHT and
3267 * PACK_SKIP_IMAGES are applied. The correspondence of texels to
3268 * memory locations is as defined for TexImage3D in section 8.5."
3270 switch (texImage
->TexObject
->Target
) {
3272 case GL_TEXTURE_2D_ARRAY
:
3273 case GL_TEXTURE_CUBE_MAP
:
3274 case GL_TEXTURE_CUBE_MAP_ARRAY
: {
3275 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3276 * in the decompress_texture_image() function's call to
3277 * glReadPixels but we need to compute the dest slice's address
3278 * here (according to SkipImages and ImageHeight).
3280 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
3281 packing
.SkipPixels
= 0;
3282 packing
.SkipRows
= 0;
3283 dst
= _mesa_image_address3d(&packing
, pixels
, width
, height
,
3284 format
, type
, slice
, 0, 0);
3291 result
= decompress_texture_image(ctx
, texImage
, slice
,
3292 xoffset
, yoffset
, width
, height
,
3302 _mesa_GetTexSubImage_sw(ctx
, xoffset
, yoffset
, zoffset
,
3303 width
, height
, depth
, format
, type
, pixels
, texImage
);
3308 * Meta implementation of ctx->Driver.DrawTex() in terms
3309 * of polygon rendering.
3312 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3313 GLfloat width
, GLfloat height
)
3315 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3317 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3319 struct vertex verts
[4];
3322 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3324 MESA_META_TRANSFORM
|
3326 MESA_META_VIEWPORT
));
3328 if (drawtex
->VAO
== 0) {
3329 /* one-time setup */
3330 struct gl_vertex_array_object
*array_obj
;
3332 /* create vertex array object */
3333 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3334 _mesa_BindVertexArray(drawtex
->VAO
);
3336 array_obj
= _mesa_lookup_vao(ctx
, drawtex
->VAO
);
3337 assert(array_obj
!= NULL
);
3339 /* create vertex array buffer */
3340 drawtex
->buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
3341 if (drawtex
->buf_obj
== NULL
)
3344 _mesa_buffer_data(ctx
, drawtex
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
3345 GL_DYNAMIC_DRAW
, __func__
);
3347 /* setup vertex arrays */
3348 FLUSH_VERTICES(ctx
, 0);
3349 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
3350 3, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3352 offsetof(struct vertex
, x
));
3353 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
3354 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3355 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
3358 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3359 FLUSH_VERTICES(ctx
, 0);
3360 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3361 2, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3363 offsetof(struct vertex
, st
[i
]));
3364 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3365 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3366 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_TEX(i
));
3370 _mesa_BindVertexArray(drawtex
->VAO
);
3373 /* vertex positions, texcoords */
3375 const GLfloat x1
= x
+ width
;
3376 const GLfloat y1
= y
+ height
;
3378 z
= CLAMP(z
, 0.0f
, 1.0f
);
3397 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3398 const struct gl_texture_object
*texObj
;
3399 const struct gl_texture_image
*texImage
;
3400 GLfloat s
, t
, s1
, t1
;
3403 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3405 for (j
= 0; j
< 4; j
++) {
3406 verts
[j
].st
[i
][0] = 0.0f
;
3407 verts
[j
].st
[i
][1] = 0.0f
;
3412 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3413 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3414 tw
= texImage
->Width2
;
3415 th
= texImage
->Height2
;
3417 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3418 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3419 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3420 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3422 verts
[0].st
[i
][0] = s
;
3423 verts
[0].st
[i
][1] = t
;
3425 verts
[1].st
[i
][0] = s1
;
3426 verts
[1].st
[i
][1] = t
;
3428 verts
[2].st
[i
][0] = s1
;
3429 verts
[2].st
[i
][1] = t1
;
3431 verts
[3].st
[i
][0] = s
;
3432 verts
[3].st
[i
][1] = t1
;
3435 _mesa_buffer_sub_data(ctx
, drawtex
->buf_obj
, 0, sizeof(verts
), verts
);
3438 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3440 _mesa_meta_end(ctx
);
3444 cleartexsubimage_color(struct gl_context
*ctx
,
3445 struct gl_texture_image
*texImage
,
3446 const GLvoid
*clearValue
,
3450 union gl_color_union colorValue
;
3454 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3455 GL_COLOR_ATTACHMENT0
,
3458 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3459 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3462 /* We don't want to apply an sRGB conversion so override the format */
3463 format
= _mesa_get_srgb_format_linear(texImage
->TexFormat
);
3464 datatype
= _mesa_get_format_datatype(format
);
3467 case GL_UNSIGNED_INT
:
3470 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3471 (GLuint (*)[4]) colorValue
.ui
);
3473 memset(&colorValue
, 0, sizeof colorValue
);
3474 if (datatype
== GL_INT
)
3475 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3477 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3481 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3482 (GLfloat (*)[4]) colorValue
.f
);
3484 memset(&colorValue
, 0, sizeof colorValue
);
3485 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3493 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3494 struct gl_texture_image
*texImage
,
3495 const GLvoid
*clearValue
,
3498 GLint stencilValue
= 0;
3499 GLfloat depthValue
= 0.0f
;
3502 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3503 GL_DEPTH_ATTACHMENT
,
3506 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3507 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3508 GL_STENCIL_ATTACHMENT
,
3511 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3512 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3516 GLuint depthStencilValue
[2];
3518 /* Convert the clearValue from whatever format it's in to a floating
3519 * point value for the depth and an integer value for the stencil index
3521 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
3522 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
3526 /* We need a memcpy here instead of a cast because we need to
3527 * reinterpret the bytes as a float rather than converting it
3529 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3530 stencilValue
= depthStencilValue
[1] & 0xff;
3532 _mesa_unpack_float_z_row(texImage
->TexFormat
, 1 /* n */,
3533 clearValue
, &depthValue
);
3537 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3538 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3540 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3546 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3547 struct gl_texture_image
*texImage
,
3549 const GLvoid
*clearValue
)
3551 struct gl_framebuffer
*drawFb
;
3554 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3558 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
3560 switch(texImage
->_BaseFormat
) {
3561 case GL_DEPTH_STENCIL
:
3562 case GL_DEPTH_COMPONENT
:
3563 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3564 clearValue
, zoffset
);
3567 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3571 _mesa_reference_framebuffer(&drawFb
, NULL
);
3577 cleartexsubimage_using_fbo(struct gl_context
*ctx
,
3578 struct gl_texture_image
*texImage
,
3579 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3580 GLsizei width
, GLsizei height
, GLsizei depth
,
3581 const GLvoid
*clearValue
)
3583 bool success
= true;
3586 _mesa_meta_begin(ctx
,
3588 MESA_META_COLOR_MASK
|
3590 MESA_META_FRAMEBUFFER_SRGB
);
3592 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3593 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3595 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3596 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3598 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3599 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3605 _mesa_meta_end(ctx
);
3611 _mesa_meta_ClearTexSubImage(struct gl_context
*ctx
,
3612 struct gl_texture_image
*texImage
,
3613 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3614 GLsizei width
, GLsizei height
, GLsizei depth
,
3615 const GLvoid
*clearValue
)
3619 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3620 xoffset
, yoffset
, zoffset
,
3621 width
, height
, depth
,
3628 "Falling back to mapping the texture in "
3629 "glClearTexSubImage\n");
3631 _mesa_store_cleartexsubimage(ctx
, texImage
,
3632 xoffset
, yoffset
, zoffset
,
3633 width
, height
, depth
,