meta: Don't save or restore the VBO binding
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/glformats.h"
52 #include "main/image.h"
53 #include "main/macros.h"
54 #include "main/matrix.h"
55 #include "main/mipmap.h"
56 #include "main/multisample.h"
57 #include "main/objectlabel.h"
58 #include "main/pipelineobj.h"
59 #include "main/pixel.h"
60 #include "main/pbo.h"
61 #include "main/polygon.h"
62 #include "main/queryobj.h"
63 #include "main/readpix.h"
64 #include "main/scissor.h"
65 #include "main/shaderapi.h"
66 #include "main/shaderobj.h"
67 #include "main/state.h"
68 #include "main/stencil.h"
69 #include "main/texobj.h"
70 #include "main/texenv.h"
71 #include "main/texgetimage.h"
72 #include "main/teximage.h"
73 #include "main/texparam.h"
74 #include "main/texstate.h"
75 #include "main/texstore.h"
76 #include "main/transformfeedback.h"
77 #include "main/uniforms.h"
78 #include "main/varray.h"
79 #include "main/viewport.h"
80 #include "main/samplerobj.h"
81 #include "program/program.h"
82 #include "swrast/swrast.h"
83 #include "drivers/common/meta.h"
84 #include "main/enums.h"
85 #include "main/glformats.h"
86 #include "util/ralloc.h"
87
88 /** Return offset in bytes of the field within a vertex struct */
89 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
90
91 static void
92 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
93
94 static struct blit_shader *
95 choose_blit_shader(GLenum target, struct blit_shader_table *table);
96
97 static void cleanup_temp_texture(struct temp_texture *tex);
98 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
99 struct clear_state *clear);
100 static void meta_decompress_cleanup(struct gl_context *ctx,
101 struct decompress_state *decompress);
102 static void meta_drawpix_cleanup(struct gl_context *ctx,
103 struct drawpix_state *drawpix);
104
105 void
106 _mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
107 struct gl_texture_image *texImage, GLuint layer)
108 {
109 struct gl_texture_object *texObj = texImage->TexObject;
110 int level = texImage->Level;
111 GLenum texTarget = texObj->Target;
112
113 switch (texTarget) {
114 case GL_TEXTURE_1D:
115 _mesa_FramebufferTexture1D(fboTarget,
116 attachment,
117 texTarget,
118 texObj->Name,
119 level);
120 break;
121 case GL_TEXTURE_1D_ARRAY:
122 case GL_TEXTURE_2D_ARRAY:
123 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
124 case GL_TEXTURE_CUBE_MAP_ARRAY:
125 case GL_TEXTURE_3D:
126 _mesa_FramebufferTextureLayer(fboTarget,
127 attachment,
128 texObj->Name,
129 level,
130 layer);
131 break;
132 default: /* 2D / cube */
133 if (texTarget == GL_TEXTURE_CUBE_MAP)
134 texTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
135
136 _mesa_FramebufferTexture2D(fboTarget,
137 attachment,
138 texTarget,
139 texObj->Name,
140 level);
141 }
142 }
143
144 GLuint
145 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
146 const GLcharARB *source)
147 {
148 GLuint shader;
149 GLint ok, size;
150 GLchar *info;
151
152 shader = _mesa_CreateShader(target);
153 _mesa_ShaderSource(shader, 1, &source, NULL);
154 _mesa_CompileShader(shader);
155
156 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
157 if (ok)
158 return shader;
159
160 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
161 if (size == 0) {
162 _mesa_DeleteShader(shader);
163 return 0;
164 }
165
166 info = malloc(size);
167 if (!info) {
168 _mesa_DeleteShader(shader);
169 return 0;
170 }
171
172 _mesa_GetShaderInfoLog(shader, size, NULL, info);
173 _mesa_problem(ctx,
174 "meta program compile failed:\n%s\n"
175 "source:\n%s\n",
176 info, source);
177
178 free(info);
179 _mesa_DeleteShader(shader);
180
181 return 0;
182 }
183
184 GLuint
185 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
186 {
187 GLint ok, size;
188 GLchar *info;
189
190 _mesa_LinkProgram(program);
191
192 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
193 if (ok)
194 return program;
195
196 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
197 if (size == 0)
198 return 0;
199
200 info = malloc(size);
201 if (!info)
202 return 0;
203
204 _mesa_GetProgramInfoLog(program, size, NULL, info);
205 _mesa_problem(ctx, "meta program link failed:\n%s", info);
206
207 free(info);
208
209 return 0;
210 }
211
212 void
213 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
214 const char *vs_source,
215 const char *fs_source,
216 const char *name,
217 GLuint *program)
218 {
219 GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
220 vs_source);
221 GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
222 fs_source);
223
224 *program = _mesa_CreateProgram();
225 _mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
226 _mesa_AttachShader(*program, fs);
227 _mesa_DeleteShader(fs);
228 _mesa_AttachShader(*program, vs);
229 _mesa_DeleteShader(vs);
230 _mesa_BindAttribLocation(*program, 0, "position");
231 _mesa_BindAttribLocation(*program, 1, "texcoords");
232 _mesa_meta_link_program_with_debug(ctx, *program);
233
234 _mesa_UseProgram(*program);
235 }
236
237 /**
238 * Generate a generic shader to blit from a texture to a framebuffer
239 *
240 * \param ctx Current GL context
241 * \param texTarget Texture target that will be the source of the blit
242 *
243 * \returns a handle to a shader program on success or zero on failure.
244 */
245 void
246 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
247 GLenum target,
248 bool do_depth,
249 struct blit_shader_table *table)
250 {
251 char *vs_source, *fs_source;
252 struct blit_shader *shader = choose_blit_shader(target, table);
253 const char *vs_input, *vs_output, *fs_input, *vs_preprocess, *fs_preprocess;
254 void *mem_ctx;
255
256 if (ctx->Const.GLSLVersion < 130) {
257 vs_preprocess = "";
258 vs_input = "attribute";
259 vs_output = "varying";
260 fs_preprocess = "#extension GL_EXT_texture_array : enable";
261 fs_input = "varying";
262 } else {
263 vs_preprocess = "#version 130";
264 vs_input = "in";
265 vs_output = "out";
266 fs_preprocess = "#version 130";
267 fs_input = "in";
268 shader->func = "texture";
269 }
270
271 assert(shader != NULL);
272
273 if (shader->shader_prog != 0) {
274 _mesa_UseProgram(shader->shader_prog);
275 return;
276 }
277
278 mem_ctx = ralloc_context(NULL);
279
280 vs_source = ralloc_asprintf(mem_ctx,
281 "%s\n"
282 "%s vec2 position;\n"
283 "%s vec4 textureCoords;\n"
284 "%s vec4 texCoords;\n"
285 "void main()\n"
286 "{\n"
287 " texCoords = textureCoords;\n"
288 " gl_Position = vec4(position, 0.0, 1.0);\n"
289 "}\n",
290 vs_preprocess, vs_input, vs_input, vs_output);
291
292 fs_source = ralloc_asprintf(mem_ctx,
293 "%s\n"
294 "#extension GL_ARB_texture_cube_map_array: enable\n"
295 "uniform %s texSampler;\n"
296 "%s vec4 texCoords;\n"
297 "void main()\n"
298 "{\n"
299 " gl_FragColor = %s(texSampler, %s);\n"
300 "%s"
301 "}\n",
302 fs_preprocess, shader->type, fs_input,
303 shader->func, shader->texcoords,
304 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
305
306 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
307 ralloc_asprintf(mem_ctx, "%s blit",
308 shader->type),
309 &shader->shader_prog);
310 ralloc_free(mem_ctx);
311 }
312
313 /**
314 * Configure vertex buffer and vertex array objects for tests
315 *
316 * Regardless of whether a new VAO is created, the object referenced by \c VAO
317 * will be bound into the GL state vector when this function terminates. The
318 * object referenced by \c VBO will \b not be bound.
319 *
320 * \param VAO Storage for vertex array object handle. If 0, a new VAO
321 * will be created.
322 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
323 * will be created. The new VBO will have storage for 4
324 * \c vertex structures.
325 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
326 * or should traditional, fixed-function color and texture
327 * coordinate be used?
328 * \param vertex_size Number of components for attribute 0 / vertex.
329 * \param texcoord_size Number of components for attribute 1 / texture
330 * coordinate. If this is 0, attribute 1 will not be set or
331 * enabled.
332 * \param color_size Number of components for attribute 1 / primary color.
333 * If this is 0, attribute 1 will not be set or enabled.
334 *
335 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
336 * Use \c texcoord_size instead.
337 */
338 void
339 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
340 GLuint *VAO, struct gl_buffer_object **buf_obj,
341 bool use_generic_attributes,
342 unsigned vertex_size, unsigned texcoord_size,
343 unsigned color_size)
344 {
345 if (*VAO == 0) {
346 struct gl_vertex_array_object *array_obj;
347 assert(*buf_obj == NULL);
348
349 /* create vertex array object */
350 _mesa_GenVertexArrays(1, VAO);
351 _mesa_BindVertexArray(*VAO);
352
353 array_obj = _mesa_lookup_vao(ctx, *VAO);
354 assert(array_obj != NULL);
355
356 /* create vertex array buffer */
357 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
358 if (*buf_obj == NULL)
359 return;
360
361 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
362 GL_DYNAMIC_DRAW, __func__);
363
364 /* setup vertex arrays */
365 if (use_generic_attributes) {
366 assert(color_size == 0);
367
368 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
369 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
370 GL_FALSE, GL_FALSE,
371 offsetof(struct vertex, x), true);
372 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
373 *buf_obj, 0, sizeof(struct vertex));
374 _mesa_enable_vertex_array_attrib(ctx, array_obj,
375 VERT_ATTRIB_GENERIC(0));
376 if (texcoord_size > 0) {
377 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
378 texcoord_size, GL_FLOAT, GL_RGBA,
379 GL_FALSE, GL_FALSE, GL_FALSE,
380 offsetof(struct vertex, tex), false);
381 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
382 *buf_obj, 0, sizeof(struct vertex));
383 _mesa_enable_vertex_array_attrib(ctx, array_obj,
384 VERT_ATTRIB_GENERIC(1));
385 }
386 } else {
387 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
388 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
389 GL_FALSE, GL_FALSE,
390 offsetof(struct vertex, x), true);
391 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
392 *buf_obj, 0, sizeof(struct vertex));
393 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
394
395 if (texcoord_size > 0) {
396 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
397 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
398 GL_FALSE, GL_FALSE,
399 offsetof(struct vertex, tex), false);
400 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
401 *buf_obj, 0, sizeof(struct vertex));
402 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
403 }
404
405 if (color_size > 0) {
406 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
407 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
408 GL_FALSE, GL_FALSE,
409 offsetof(struct vertex, r), false);
410 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
411 *buf_obj, 0, sizeof(struct vertex));
412 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
413 }
414 }
415 } else {
416 _mesa_BindVertexArray(*VAO);
417 }
418 }
419
420 /**
421 * Initialize meta-ops for a context.
422 * To be called once during context creation.
423 */
424 void
425 _mesa_meta_init(struct gl_context *ctx)
426 {
427 assert(!ctx->Meta);
428
429 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
430 }
431
432 /**
433 * Free context meta-op state.
434 * To be called once during context destruction.
435 */
436 void
437 _mesa_meta_free(struct gl_context *ctx)
438 {
439 GET_CURRENT_CONTEXT(old_context);
440 _mesa_make_current(ctx, NULL, NULL);
441 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
442 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
443 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
444 cleanup_temp_texture(&ctx->Meta->TempTex);
445 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
446 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
447 if (old_context)
448 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
449 else
450 _mesa_make_current(NULL, NULL, NULL);
451 free(ctx->Meta);
452 ctx->Meta = NULL;
453 }
454
455
456 /**
457 * Enter meta state. This is like a light-weight version of glPushAttrib
458 * but it also resets most GL state back to default values.
459 *
460 * \param state bitmask of MESA_META_* flags indicating which attribute groups
461 * to save and reset to their defaults
462 */
463 void
464 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
465 {
466 struct save_state *save;
467
468 /* hope MAX_META_OPS_DEPTH is large enough */
469 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
470
471 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
472 memset(save, 0, sizeof(*save));
473 save->SavedState = state;
474
475 /* We always push into desktop GL mode and pop out at the end. No sense in
476 * writing our shaders varying based on the user's context choice, when
477 * Mesa can handle either.
478 */
479 save->API = ctx->API;
480 ctx->API = API_OPENGL_COMPAT;
481
482 /* Mesa's extension helper functions use the current context's API to look up
483 * the version required by an extension as a step in determining whether or
484 * not it has been advertised. Since meta aims to only be restricted by the
485 * driver capability (and not by whether or not an extension has been
486 * advertised), set the helper functions' Version variable to a value that
487 * will make the checks on the context API and version unconditionally pass.
488 */
489 save->ExtensionsVersion = ctx->Extensions.Version;
490 ctx->Extensions.Version = ~0;
491
492 /* Pausing transform feedback needs to be done early, or else we won't be
493 * able to change other state.
494 */
495 save->TransformFeedbackNeedsResume =
496 _mesa_is_xfb_active_and_unpaused(ctx);
497 if (save->TransformFeedbackNeedsResume)
498 _mesa_PauseTransformFeedback();
499
500 /* After saving the current occlusion object, call EndQuery so that no
501 * occlusion querying will be active during the meta-operation.
502 */
503 if (state & MESA_META_OCCLUSION_QUERY) {
504 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
505 if (save->CurrentOcclusionObject)
506 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
507 }
508
509 if (state & MESA_META_ALPHA_TEST) {
510 save->AlphaEnabled = ctx->Color.AlphaEnabled;
511 save->AlphaFunc = ctx->Color.AlphaFunc;
512 save->AlphaRef = ctx->Color.AlphaRef;
513 if (ctx->Color.AlphaEnabled)
514 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
515 }
516
517 if (state & MESA_META_BLEND) {
518 save->BlendEnabled = ctx->Color.BlendEnabled;
519 if (ctx->Color.BlendEnabled) {
520 if (ctx->Extensions.EXT_draw_buffers2) {
521 GLuint i;
522 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
523 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
524 }
525 }
526 else {
527 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
528 }
529 }
530 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
531 if (ctx->Color.ColorLogicOpEnabled)
532 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
533 }
534
535 if (state & MESA_META_DITHER) {
536 save->DitherFlag = ctx->Color.DitherFlag;
537 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
538 }
539
540 if (state & MESA_META_COLOR_MASK) {
541 memcpy(save->ColorMask, ctx->Color.ColorMask,
542 sizeof(ctx->Color.ColorMask));
543 if (!ctx->Color.ColorMask[0][0] ||
544 !ctx->Color.ColorMask[0][1] ||
545 !ctx->Color.ColorMask[0][2] ||
546 !ctx->Color.ColorMask[0][3])
547 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
548 }
549
550 if (state & MESA_META_DEPTH_TEST) {
551 save->Depth = ctx->Depth; /* struct copy */
552 if (ctx->Depth.Test)
553 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
554 }
555
556 if (state & MESA_META_FOG) {
557 save->Fog = ctx->Fog.Enabled;
558 if (ctx->Fog.Enabled)
559 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
560 }
561
562 if (state & MESA_META_PIXEL_STORE) {
563 save->Pack = ctx->Pack;
564 save->Unpack = ctx->Unpack;
565 ctx->Pack = ctx->DefaultPacking;
566 ctx->Unpack = ctx->DefaultPacking;
567 }
568
569 if (state & MESA_META_PIXEL_TRANSFER) {
570 save->RedScale = ctx->Pixel.RedScale;
571 save->RedBias = ctx->Pixel.RedBias;
572 save->GreenScale = ctx->Pixel.GreenScale;
573 save->GreenBias = ctx->Pixel.GreenBias;
574 save->BlueScale = ctx->Pixel.BlueScale;
575 save->BlueBias = ctx->Pixel.BlueBias;
576 save->AlphaScale = ctx->Pixel.AlphaScale;
577 save->AlphaBias = ctx->Pixel.AlphaBias;
578 save->MapColorFlag = ctx->Pixel.MapColorFlag;
579 ctx->Pixel.RedScale = 1.0F;
580 ctx->Pixel.RedBias = 0.0F;
581 ctx->Pixel.GreenScale = 1.0F;
582 ctx->Pixel.GreenBias = 0.0F;
583 ctx->Pixel.BlueScale = 1.0F;
584 ctx->Pixel.BlueBias = 0.0F;
585 ctx->Pixel.AlphaScale = 1.0F;
586 ctx->Pixel.AlphaBias = 0.0F;
587 ctx->Pixel.MapColorFlag = GL_FALSE;
588 /* XXX more state */
589 ctx->NewState |=_NEW_PIXEL;
590 }
591
592 if (state & MESA_META_RASTERIZATION) {
593 save->FrontPolygonMode = ctx->Polygon.FrontMode;
594 save->BackPolygonMode = ctx->Polygon.BackMode;
595 save->PolygonOffset = ctx->Polygon.OffsetFill;
596 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
597 save->PolygonStipple = ctx->Polygon.StippleFlag;
598 save->PolygonCull = ctx->Polygon.CullFlag;
599 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
600 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
601 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
602 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
603 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
604 }
605
606 if (state & MESA_META_SCISSOR) {
607 save->Scissor = ctx->Scissor; /* struct copy */
608 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
609 }
610
611 if (state & MESA_META_SHADER) {
612 int i;
613
614 if (ctx->Extensions.ARB_vertex_program) {
615 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
616 _mesa_reference_vertprog(ctx, &save->VertexProgram,
617 ctx->VertexProgram.Current);
618 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
619 }
620
621 if (ctx->Extensions.ARB_fragment_program) {
622 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
623 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
624 ctx->FragmentProgram.Current);
625 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
626 }
627
628 if (ctx->Extensions.ATI_fragment_shader) {
629 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
630 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
631 }
632
633 if (ctx->Pipeline.Current) {
634 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
635 ctx->Pipeline.Current);
636 _mesa_BindProgramPipeline(0);
637 }
638
639 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
640 * that we don't have to worry about the current pipeline state.
641 */
642 for (i = 0; i < MESA_SHADER_STAGES; i++) {
643 _mesa_reference_shader_program(ctx, &save->Shader[i],
644 ctx->Shader.CurrentProgram[i]);
645 }
646 _mesa_reference_shader_program(ctx, &save->ActiveShader,
647 ctx->Shader.ActiveProgram);
648
649 _mesa_UseProgram(0);
650 }
651
652 if (state & MESA_META_STENCIL_TEST) {
653 save->Stencil = ctx->Stencil; /* struct copy */
654 if (ctx->Stencil.Enabled)
655 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
656 /* NOTE: other stencil state not reset */
657 }
658
659 if (state & MESA_META_TEXTURE) {
660 GLuint u, tgt;
661
662 save->ActiveUnit = ctx->Texture.CurrentUnit;
663 save->ClientActiveUnit = ctx->Array.ActiveTexture;
664 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
665
666 /* Disable all texture units */
667 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
668 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
669 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
670 if (ctx->Texture.Unit[u].Enabled ||
671 ctx->Texture.Unit[u].TexGenEnabled) {
672 _mesa_ActiveTexture(GL_TEXTURE0 + u);
673 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
674 if (ctx->Extensions.ARB_texture_cube_map)
675 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
676
677 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
678 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
679 if (ctx->Extensions.NV_texture_rectangle)
680 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
681 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
682 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
683 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
684 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
685 }
686 }
687
688 /* save current texture objects for unit[0] only */
689 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
690 _mesa_reference_texobj(&save->CurrentTexture[tgt],
691 ctx->Texture.Unit[0].CurrentTex[tgt]);
692 }
693
694 /* set defaults for unit[0] */
695 _mesa_ActiveTexture(GL_TEXTURE0);
696 _mesa_ClientActiveTexture(GL_TEXTURE0);
697 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
698 }
699
700 if (state & MESA_META_TRANSFORM) {
701 GLuint activeTexture = ctx->Texture.CurrentUnit;
702 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
703 16 * sizeof(GLfloat));
704 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
705 16 * sizeof(GLfloat));
706 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
707 16 * sizeof(GLfloat));
708 save->MatrixMode = ctx->Transform.MatrixMode;
709 /* set 1:1 vertex:pixel coordinate transform */
710 _mesa_ActiveTexture(GL_TEXTURE0);
711 _mesa_MatrixMode(GL_TEXTURE);
712 _mesa_LoadIdentity();
713 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
714 _mesa_MatrixMode(GL_MODELVIEW);
715 _mesa_LoadIdentity();
716 _mesa_MatrixMode(GL_PROJECTION);
717 _mesa_LoadIdentity();
718
719 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
720 * This can occur when there is no draw buffer.
721 */
722 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
723 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
724 0.0, ctx->DrawBuffer->Height,
725 -1.0, 1.0);
726
727 if (ctx->Extensions.ARB_clip_control) {
728 save->ClipOrigin = ctx->Transform.ClipOrigin;
729 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
730 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
731 }
732 }
733
734 if (state & MESA_META_CLIP) {
735 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
736 if (ctx->Transform.ClipPlanesEnabled) {
737 GLuint i;
738 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
739 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
740 }
741 }
742 }
743
744 if (state & MESA_META_VERTEX) {
745 /* save vertex array object state */
746 _mesa_reference_vao(ctx, &save->VAO,
747 ctx->Array.VAO);
748 /* set some default state? */
749 }
750
751 if (state & MESA_META_VIEWPORT) {
752 /* save viewport state */
753 save->ViewportX = ctx->ViewportArray[0].X;
754 save->ViewportY = ctx->ViewportArray[0].Y;
755 save->ViewportW = ctx->ViewportArray[0].Width;
756 save->ViewportH = ctx->ViewportArray[0].Height;
757 /* set viewport to match window size */
758 if (ctx->ViewportArray[0].X != 0 ||
759 ctx->ViewportArray[0].Y != 0 ||
760 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
761 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
762 _mesa_set_viewport(ctx, 0, 0, 0,
763 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
764 }
765 /* save depth range state */
766 save->DepthNear = ctx->ViewportArray[0].Near;
767 save->DepthFar = ctx->ViewportArray[0].Far;
768 /* set depth range to default */
769 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
770 }
771
772 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
773 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
774
775 /* Generally in here we want to do clamping according to whether
776 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
777 * regardless of the internal implementation of the metaops.
778 */
779 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
780 ctx->Extensions.ARB_color_buffer_float)
781 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
782 }
783
784 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
785 save->ClampVertexColor = ctx->Light.ClampVertexColor;
786
787 /* Generally in here we never want vertex color clamping --
788 * result clamping is only dependent on fragment clamping.
789 */
790 if (ctx->Extensions.ARB_color_buffer_float)
791 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
792 }
793
794 if (state & MESA_META_CONDITIONAL_RENDER) {
795 save->CondRenderQuery = ctx->Query.CondRenderQuery;
796 save->CondRenderMode = ctx->Query.CondRenderMode;
797
798 if (ctx->Query.CondRenderQuery)
799 _mesa_EndConditionalRender();
800 }
801
802 if (state & MESA_META_SELECT_FEEDBACK) {
803 save->RenderMode = ctx->RenderMode;
804 if (ctx->RenderMode == GL_SELECT) {
805 save->Select = ctx->Select; /* struct copy */
806 _mesa_RenderMode(GL_RENDER);
807 } else if (ctx->RenderMode == GL_FEEDBACK) {
808 save->Feedback = ctx->Feedback; /* struct copy */
809 _mesa_RenderMode(GL_RENDER);
810 }
811 }
812
813 if (state & MESA_META_MULTISAMPLE) {
814 save->Multisample = ctx->Multisample; /* struct copy */
815
816 if (ctx->Multisample.Enabled)
817 _mesa_set_multisample(ctx, GL_FALSE);
818 if (ctx->Multisample.SampleCoverage)
819 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
820 if (ctx->Multisample.SampleAlphaToCoverage)
821 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
822 if (ctx->Multisample.SampleAlphaToOne)
823 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
824 if (ctx->Multisample.SampleShading)
825 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
826 if (ctx->Multisample.SampleMask)
827 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
828 }
829
830 if (state & MESA_META_FRAMEBUFFER_SRGB) {
831 save->sRGBEnabled = ctx->Color.sRGBEnabled;
832 if (ctx->Color.sRGBEnabled)
833 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
834 }
835
836 if (state & MESA_META_DRAW_BUFFERS) {
837 struct gl_framebuffer *fb = ctx->DrawBuffer;
838 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
839 sizeof(save->ColorDrawBuffers));
840 }
841
842 /* misc */
843 {
844 save->Lighting = ctx->Light.Enabled;
845 if (ctx->Light.Enabled)
846 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
847 save->RasterDiscard = ctx->RasterDiscard;
848 if (ctx->RasterDiscard)
849 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
850
851 save->DrawBufferName = ctx->DrawBuffer->Name;
852 save->ReadBufferName = ctx->ReadBuffer->Name;
853 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
854 ctx->CurrentRenderbuffer->Name : 0);
855 }
856 }
857
858
859 /**
860 * Leave meta state. This is like a light-weight version of glPopAttrib().
861 */
862 void
863 _mesa_meta_end(struct gl_context *ctx)
864 {
865 assert(ctx->Meta->SaveStackDepth > 0);
866
867 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
868 const GLbitfield state = save->SavedState;
869 int i;
870
871 /* Grab the result of the old occlusion query before starting it again. The
872 * old result is added to the result of the new query so the driver will
873 * continue adding where it left off. */
874 if (state & MESA_META_OCCLUSION_QUERY) {
875 if (save->CurrentOcclusionObject) {
876 struct gl_query_object *q = save->CurrentOcclusionObject;
877 GLuint64EXT result;
878 if (!q->Ready)
879 ctx->Driver.WaitQuery(ctx, q);
880 result = q->Result;
881 _mesa_BeginQuery(q->Target, q->Id);
882 ctx->Query.CurrentOcclusionObject->Result += result;
883 }
884 }
885
886 if (state & MESA_META_ALPHA_TEST) {
887 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
888 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
889 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
890 }
891
892 if (state & MESA_META_BLEND) {
893 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
894 if (ctx->Extensions.EXT_draw_buffers2) {
895 GLuint i;
896 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
897 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
898 }
899 }
900 else {
901 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
902 }
903 }
904 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
905 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
906 }
907
908 if (state & MESA_META_DITHER)
909 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
910
911 if (state & MESA_META_COLOR_MASK) {
912 GLuint i;
913 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
914 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
915 if (i == 0) {
916 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
917 save->ColorMask[i][2], save->ColorMask[i][3]);
918 }
919 else {
920 _mesa_ColorMaski(i,
921 save->ColorMask[i][0],
922 save->ColorMask[i][1],
923 save->ColorMask[i][2],
924 save->ColorMask[i][3]);
925 }
926 }
927 }
928 }
929
930 if (state & MESA_META_DEPTH_TEST) {
931 if (ctx->Depth.Test != save->Depth.Test)
932 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
933 _mesa_DepthFunc(save->Depth.Func);
934 _mesa_DepthMask(save->Depth.Mask);
935 }
936
937 if (state & MESA_META_FOG) {
938 _mesa_set_enable(ctx, GL_FOG, save->Fog);
939 }
940
941 if (state & MESA_META_PIXEL_STORE) {
942 ctx->Pack = save->Pack;
943 ctx->Unpack = save->Unpack;
944 }
945
946 if (state & MESA_META_PIXEL_TRANSFER) {
947 ctx->Pixel.RedScale = save->RedScale;
948 ctx->Pixel.RedBias = save->RedBias;
949 ctx->Pixel.GreenScale = save->GreenScale;
950 ctx->Pixel.GreenBias = save->GreenBias;
951 ctx->Pixel.BlueScale = save->BlueScale;
952 ctx->Pixel.BlueBias = save->BlueBias;
953 ctx->Pixel.AlphaScale = save->AlphaScale;
954 ctx->Pixel.AlphaBias = save->AlphaBias;
955 ctx->Pixel.MapColorFlag = save->MapColorFlag;
956 /* XXX more state */
957 ctx->NewState |=_NEW_PIXEL;
958 }
959
960 if (state & MESA_META_RASTERIZATION) {
961 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
962 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
963 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
964 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
965 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
966 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
967 }
968
969 if (state & MESA_META_SCISSOR) {
970 unsigned i;
971
972 for (i = 0; i < ctx->Const.MaxViewports; i++) {
973 _mesa_set_scissor(ctx, i,
974 save->Scissor.ScissorArray[i].X,
975 save->Scissor.ScissorArray[i].Y,
976 save->Scissor.ScissorArray[i].Width,
977 save->Scissor.ScissorArray[i].Height);
978 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
979 (save->Scissor.EnableFlags >> i) & 1);
980 }
981 }
982
983 if (state & MESA_META_SHADER) {
984 static const GLenum targets[] = {
985 GL_VERTEX_SHADER,
986 GL_TESS_CONTROL_SHADER,
987 GL_TESS_EVALUATION_SHADER,
988 GL_GEOMETRY_SHADER,
989 GL_FRAGMENT_SHADER,
990 GL_COMPUTE_SHADER,
991 };
992 STATIC_ASSERT(MESA_SHADER_STAGES == ARRAY_SIZE(targets));
993
994 bool any_shader;
995
996 if (ctx->Extensions.ARB_vertex_program) {
997 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
998 save->VertexProgramEnabled);
999 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
1000 save->VertexProgram);
1001 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
1002 }
1003
1004 if (ctx->Extensions.ARB_fragment_program) {
1005 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
1006 save->FragmentProgramEnabled);
1007 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
1008 save->FragmentProgram);
1009 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
1010 }
1011
1012 if (ctx->Extensions.ATI_fragment_shader) {
1013 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
1014 save->ATIFragmentShaderEnabled);
1015 }
1016
1017 any_shader = false;
1018 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1019 /* It is safe to call _mesa_use_shader_program even if the extension
1020 * necessary for that program state is not supported. In that case,
1021 * the saved program object must be NULL and the currently bound
1022 * program object must be NULL. _mesa_use_shader_program is a no-op
1023 * in that case.
1024 */
1025 _mesa_use_shader_program(ctx, targets[i],
1026 save->Shader[i],
1027 &ctx->Shader);
1028
1029 /* Do this *before* killing the reference. :)
1030 */
1031 if (save->Shader[i] != NULL)
1032 any_shader = true;
1033
1034 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
1035 }
1036
1037 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1038 save->ActiveShader);
1039 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1040
1041 /* If there were any stages set with programs, use ctx->Shader as the
1042 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1043 * hasn't been restored yet, and that may modify ctx->_Shader further.
1044 */
1045 if (any_shader)
1046 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1047 &ctx->Shader);
1048 else
1049 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1050 ctx->Pipeline.Default);
1051
1052 if (save->Pipeline) {
1053 _mesa_bind_pipeline(ctx, save->Pipeline);
1054
1055 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1056 }
1057 }
1058
1059 if (state & MESA_META_STENCIL_TEST) {
1060 const struct gl_stencil_attrib *stencil = &save->Stencil;
1061
1062 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1063 _mesa_ClearStencil(stencil->Clear);
1064 if (ctx->Extensions.EXT_stencil_two_side) {
1065 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1066 stencil->TestTwoSide);
1067 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1068 ? GL_BACK : GL_FRONT);
1069 }
1070 /* front state */
1071 _mesa_StencilFuncSeparate(GL_FRONT,
1072 stencil->Function[0],
1073 stencil->Ref[0],
1074 stencil->ValueMask[0]);
1075 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1076 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1077 stencil->ZFailFunc[0],
1078 stencil->ZPassFunc[0]);
1079 /* back state */
1080 _mesa_StencilFuncSeparate(GL_BACK,
1081 stencil->Function[1],
1082 stencil->Ref[1],
1083 stencil->ValueMask[1]);
1084 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1085 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1086 stencil->ZFailFunc[1],
1087 stencil->ZPassFunc[1]);
1088 }
1089
1090 if (state & MESA_META_TEXTURE) {
1091 GLuint u, tgt;
1092
1093 assert(ctx->Texture.CurrentUnit == 0);
1094
1095 /* restore texenv for unit[0] */
1096 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1097
1098 /* restore texture objects for unit[0] only */
1099 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1100 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1101 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1102 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1103 save->CurrentTexture[tgt]);
1104 }
1105 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1106 }
1107
1108 /* Restore fixed function texture enables, texgen */
1109 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1110 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1111 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1112 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1113 }
1114
1115 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1116 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1117 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1118 }
1119 }
1120
1121 /* restore current unit state */
1122 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1123 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1124 }
1125
1126 if (state & MESA_META_TRANSFORM) {
1127 GLuint activeTexture = ctx->Texture.CurrentUnit;
1128 _mesa_ActiveTexture(GL_TEXTURE0);
1129 _mesa_MatrixMode(GL_TEXTURE);
1130 _mesa_LoadMatrixf(save->TextureMatrix);
1131 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1132
1133 _mesa_MatrixMode(GL_MODELVIEW);
1134 _mesa_LoadMatrixf(save->ModelviewMatrix);
1135
1136 _mesa_MatrixMode(GL_PROJECTION);
1137 _mesa_LoadMatrixf(save->ProjectionMatrix);
1138
1139 _mesa_MatrixMode(save->MatrixMode);
1140
1141 if (ctx->Extensions.ARB_clip_control)
1142 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1143 }
1144
1145 if (state & MESA_META_CLIP) {
1146 if (save->ClipPlanesEnabled) {
1147 GLuint i;
1148 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1149 if (save->ClipPlanesEnabled & (1 << i)) {
1150 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1151 }
1152 }
1153 }
1154 }
1155
1156 if (state & MESA_META_VERTEX) {
1157 /* restore vertex array object */
1158 _mesa_BindVertexArray(save->VAO->Name);
1159 _mesa_reference_vao(ctx, &save->VAO, NULL);
1160 }
1161
1162 if (state & MESA_META_VIEWPORT) {
1163 if (save->ViewportX != ctx->ViewportArray[0].X ||
1164 save->ViewportY != ctx->ViewportArray[0].Y ||
1165 save->ViewportW != ctx->ViewportArray[0].Width ||
1166 save->ViewportH != ctx->ViewportArray[0].Height) {
1167 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1168 save->ViewportW, save->ViewportH);
1169 }
1170 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1171 }
1172
1173 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1174 ctx->Extensions.ARB_color_buffer_float) {
1175 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1176 }
1177
1178 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1179 ctx->Extensions.ARB_color_buffer_float) {
1180 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1181 }
1182
1183 if (state & MESA_META_CONDITIONAL_RENDER) {
1184 if (save->CondRenderQuery)
1185 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1186 save->CondRenderMode);
1187 }
1188
1189 if (state & MESA_META_SELECT_FEEDBACK) {
1190 if (save->RenderMode == GL_SELECT) {
1191 _mesa_RenderMode(GL_SELECT);
1192 ctx->Select = save->Select;
1193 } else if (save->RenderMode == GL_FEEDBACK) {
1194 _mesa_RenderMode(GL_FEEDBACK);
1195 ctx->Feedback = save->Feedback;
1196 }
1197 }
1198
1199 if (state & MESA_META_MULTISAMPLE) {
1200 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1201 struct gl_multisample_attrib *save_ms = &save->Multisample;
1202
1203 if (ctx_ms->Enabled != save_ms->Enabled)
1204 _mesa_set_multisample(ctx, save_ms->Enabled);
1205 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1206 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1207 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1208 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1209 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1210 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1211 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1212 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1213 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1214 save_ms->SampleCoverageInvert);
1215 }
1216 if (ctx_ms->SampleShading != save_ms->SampleShading)
1217 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1218 if (ctx_ms->SampleMask != save_ms->SampleMask)
1219 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1220 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1221 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1222 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1223 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1224 }
1225
1226 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1227 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1228 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1229 }
1230
1231 /* misc */
1232 if (save->Lighting) {
1233 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1234 }
1235 if (save->RasterDiscard) {
1236 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1237 }
1238 if (save->TransformFeedbackNeedsResume)
1239 _mesa_ResumeTransformFeedback();
1240
1241 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1242 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1243
1244 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1245 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1246
1247 if (!ctx->CurrentRenderbuffer ||
1248 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1249 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1250
1251 if (state & MESA_META_DRAW_BUFFERS) {
1252 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1253 save->ColorDrawBuffers, NULL);
1254 }
1255
1256 ctx->Meta->SaveStackDepth--;
1257
1258 ctx->API = save->API;
1259 ctx->Extensions.Version = save->ExtensionsVersion;
1260 }
1261
1262
1263 /**
1264 * Convert Z from a normalized value in the range [0, 1] to an object-space
1265 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1266 * default/identity ortho projection results in the original Z value.
1267 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1268 * value comes from the clear value or raster position.
1269 */
1270 static inline GLfloat
1271 invert_z(GLfloat normZ)
1272 {
1273 GLfloat objZ = 1.0f - 2.0f * normZ;
1274 return objZ;
1275 }
1276
1277
1278 /**
1279 * One-time init for a temp_texture object.
1280 * Choose tex target, compute max tex size, etc.
1281 */
1282 static void
1283 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1284 {
1285 /* prefer texture rectangle */
1286 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1287 tex->Target = GL_TEXTURE_RECTANGLE;
1288 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1289 tex->NPOT = GL_TRUE;
1290 }
1291 else {
1292 /* use 2D texture, NPOT if possible */
1293 tex->Target = GL_TEXTURE_2D;
1294 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1295 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1296 }
1297 tex->MinSize = 16; /* 16 x 16 at least */
1298 assert(tex->MaxSize > 0);
1299
1300 _mesa_GenTextures(1, &tex->TexObj);
1301 }
1302
1303 static void
1304 cleanup_temp_texture(struct temp_texture *tex)
1305 {
1306 if (!tex->TexObj)
1307 return;
1308 _mesa_DeleteTextures(1, &tex->TexObj);
1309 tex->TexObj = 0;
1310 }
1311
1312
1313 /**
1314 * Return pointer to temp_texture info for non-bitmap ops.
1315 * This does some one-time init if needed.
1316 */
1317 struct temp_texture *
1318 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1319 {
1320 struct temp_texture *tex = &ctx->Meta->TempTex;
1321
1322 if (!tex->TexObj) {
1323 init_temp_texture(ctx, tex);
1324 }
1325
1326 return tex;
1327 }
1328
1329
1330 /**
1331 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1332 * We use a separate texture for bitmaps to reduce texture
1333 * allocation/deallocation.
1334 */
1335 static struct temp_texture *
1336 get_bitmap_temp_texture(struct gl_context *ctx)
1337 {
1338 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1339
1340 if (!tex->TexObj) {
1341 init_temp_texture(ctx, tex);
1342 }
1343
1344 return tex;
1345 }
1346
1347 /**
1348 * Return pointer to depth temp_texture.
1349 * This does some one-time init if needed.
1350 */
1351 struct temp_texture *
1352 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1353 {
1354 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1355
1356 if (!tex->TexObj) {
1357 init_temp_texture(ctx, tex);
1358 }
1359
1360 return tex;
1361 }
1362
1363 /**
1364 * Compute the width/height of texture needed to draw an image of the
1365 * given size. Return a flag indicating whether the current texture
1366 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1367 * allocated (glTexImage2D).
1368 * Also, compute s/t texcoords for drawing.
1369 *
1370 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1371 */
1372 GLboolean
1373 _mesa_meta_alloc_texture(struct temp_texture *tex,
1374 GLsizei width, GLsizei height, GLenum intFormat)
1375 {
1376 GLboolean newTex = GL_FALSE;
1377
1378 assert(width <= tex->MaxSize);
1379 assert(height <= tex->MaxSize);
1380
1381 if (width > tex->Width ||
1382 height > tex->Height ||
1383 intFormat != tex->IntFormat) {
1384 /* alloc new texture (larger or different format) */
1385
1386 if (tex->NPOT) {
1387 /* use non-power of two size */
1388 tex->Width = MAX2(tex->MinSize, width);
1389 tex->Height = MAX2(tex->MinSize, height);
1390 }
1391 else {
1392 /* find power of two size */
1393 GLsizei w, h;
1394 w = h = tex->MinSize;
1395 while (w < width)
1396 w *= 2;
1397 while (h < height)
1398 h *= 2;
1399 tex->Width = w;
1400 tex->Height = h;
1401 }
1402
1403 tex->IntFormat = intFormat;
1404
1405 newTex = GL_TRUE;
1406 }
1407
1408 /* compute texcoords */
1409 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1410 tex->Sright = (GLfloat) width;
1411 tex->Ttop = (GLfloat) height;
1412 }
1413 else {
1414 tex->Sright = (GLfloat) width / tex->Width;
1415 tex->Ttop = (GLfloat) height / tex->Height;
1416 }
1417
1418 return newTex;
1419 }
1420
1421
1422 /**
1423 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1424 */
1425 void
1426 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1427 struct temp_texture *tex,
1428 GLint srcX, GLint srcY,
1429 GLsizei width, GLsizei height,
1430 GLenum intFormat,
1431 GLenum filter)
1432 {
1433 bool newTex;
1434
1435 _mesa_BindTexture(tex->Target, tex->TexObj);
1436 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1437 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1438 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1439
1440 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1441
1442 /* copy framebuffer image to texture */
1443 if (newTex) {
1444 /* create new tex image */
1445 if (tex->Width == width && tex->Height == height) {
1446 /* create new tex with framebuffer data */
1447 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1448 srcX, srcY, width, height, 0);
1449 }
1450 else {
1451 /* create empty texture */
1452 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1453 tex->Width, tex->Height, 0,
1454 intFormat, GL_UNSIGNED_BYTE, NULL);
1455 /* load image */
1456 _mesa_CopyTexSubImage2D(tex->Target, 0,
1457 0, 0, srcX, srcY, width, height);
1458 }
1459 }
1460 else {
1461 /* replace existing tex image */
1462 _mesa_CopyTexSubImage2D(tex->Target, 0,
1463 0, 0, srcX, srcY, width, height);
1464 }
1465 }
1466
1467
1468 /**
1469 * Setup/load texture for glDrawPixels.
1470 */
1471 void
1472 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1473 struct temp_texture *tex,
1474 GLboolean newTex,
1475 GLsizei width, GLsizei height,
1476 GLenum format, GLenum type,
1477 const GLvoid *pixels)
1478 {
1479 _mesa_BindTexture(tex->Target, tex->TexObj);
1480 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1481 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1482 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1483
1484 /* copy pixel data to texture */
1485 if (newTex) {
1486 /* create new tex image */
1487 if (tex->Width == width && tex->Height == height) {
1488 /* create new tex and load image data */
1489 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1490 tex->Width, tex->Height, 0, format, type, pixels);
1491 }
1492 else {
1493 struct gl_buffer_object *save_unpack_obj = NULL;
1494
1495 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1496 ctx->Unpack.BufferObj);
1497 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1498 /* create empty texture */
1499 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1500 tex->Width, tex->Height, 0, format, type, NULL);
1501 if (save_unpack_obj != NULL)
1502 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1503 save_unpack_obj->Name);
1504 /* load image */
1505 _mesa_TexSubImage2D(tex->Target, 0,
1506 0, 0, width, height, format, type, pixels);
1507 }
1508 }
1509 else {
1510 /* replace existing tex image */
1511 _mesa_TexSubImage2D(tex->Target, 0,
1512 0, 0, width, height, format, type, pixels);
1513 }
1514 }
1515
1516 void
1517 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1518 GLuint *VAO, struct gl_buffer_object **buf_obj,
1519 unsigned texcoord_size)
1520 {
1521 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1522 0);
1523
1524 /* setup projection matrix */
1525 _mesa_MatrixMode(GL_PROJECTION);
1526 _mesa_LoadIdentity();
1527 }
1528
1529 /**
1530 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1531 */
1532 void
1533 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1534 {
1535 meta_clear(ctx, buffers, false);
1536 }
1537
1538 void
1539 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1540 {
1541 meta_clear(ctx, buffers, true);
1542 }
1543
1544 static void
1545 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1546 {
1547 const char *vs_source =
1548 "#extension GL_AMD_vertex_shader_layer : enable\n"
1549 "#extension GL_ARB_draw_instanced : enable\n"
1550 "attribute vec4 position;\n"
1551 "void main()\n"
1552 "{\n"
1553 "#ifdef GL_AMD_vertex_shader_layer\n"
1554 " gl_Layer = gl_InstanceID;\n"
1555 "#endif\n"
1556 " gl_Position = position;\n"
1557 "}\n";
1558 const char *fs_source =
1559 "uniform vec4 color;\n"
1560 "void main()\n"
1561 "{\n"
1562 " gl_FragColor = color;\n"
1563 "}\n";
1564 GLuint vs, fs;
1565 bool has_integer_textures;
1566
1567 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1568 3, 0, 0);
1569
1570 if (clear->ShaderProg != 0)
1571 return;
1572
1573 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1574 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1575 _mesa_CompileShader(vs);
1576
1577 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1578 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1579 _mesa_CompileShader(fs);
1580
1581 clear->ShaderProg = _mesa_CreateProgram();
1582 _mesa_AttachShader(clear->ShaderProg, fs);
1583 _mesa_DeleteShader(fs);
1584 _mesa_AttachShader(clear->ShaderProg, vs);
1585 _mesa_DeleteShader(vs);
1586 _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
1587 _mesa_ObjectLabel(GL_PROGRAM, clear->ShaderProg, -1, "meta clear");
1588 _mesa_LinkProgram(clear->ShaderProg);
1589
1590 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color");
1591
1592 has_integer_textures = _mesa_is_gles3(ctx) ||
1593 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1594
1595 if (has_integer_textures) {
1596 void *shader_source_mem_ctx = ralloc_context(NULL);
1597 const char *vs_int_source =
1598 ralloc_asprintf(shader_source_mem_ctx,
1599 "#version 130\n"
1600 "#extension GL_AMD_vertex_shader_layer : enable\n"
1601 "#extension GL_ARB_draw_instanced : enable\n"
1602 "in vec4 position;\n"
1603 "void main()\n"
1604 "{\n"
1605 "#ifdef GL_AMD_vertex_shader_layer\n"
1606 " gl_Layer = gl_InstanceID;\n"
1607 "#endif\n"
1608 " gl_Position = position;\n"
1609 "}\n");
1610 const char *fs_int_source =
1611 ralloc_asprintf(shader_source_mem_ctx,
1612 "#version 130\n"
1613 "uniform ivec4 color;\n"
1614 "out ivec4 out_color;\n"
1615 "\n"
1616 "void main()\n"
1617 "{\n"
1618 " out_color = color;\n"
1619 "}\n");
1620
1621 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1622 vs_int_source);
1623 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1624 fs_int_source);
1625 ralloc_free(shader_source_mem_ctx);
1626
1627 clear->IntegerShaderProg = _mesa_CreateProgram();
1628 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1629 _mesa_DeleteShader(fs);
1630 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1631 _mesa_DeleteShader(vs);
1632 _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
1633
1634 /* Note that user-defined out attributes get automatically assigned
1635 * locations starting from 0, so we don't need to explicitly
1636 * BindFragDataLocation to 0.
1637 */
1638
1639 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1640 "integer clear");
1641 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1642
1643 clear->IntegerColorLocation =
1644 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
1645 }
1646 }
1647
1648 static void
1649 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1650 {
1651 if (clear->VAO == 0)
1652 return;
1653 _mesa_DeleteVertexArrays(1, &clear->VAO);
1654 clear->VAO = 0;
1655 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1656 _mesa_DeleteProgram(clear->ShaderProg);
1657 clear->ShaderProg = 0;
1658
1659 if (clear->IntegerShaderProg) {
1660 _mesa_DeleteProgram(clear->IntegerShaderProg);
1661 clear->IntegerShaderProg = 0;
1662 }
1663 }
1664
1665 /**
1666 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1667 * set GL to only draw to those buffers.
1668 *
1669 * Since the bitfield has no associated order, the assignment of draw buffer
1670 * indices to color attachment indices is rather arbitrary.
1671 */
1672 void
1673 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1674 {
1675 GLenum enums[MAX_DRAW_BUFFERS];
1676 int i = 0;
1677 int n;
1678
1679 /* This function is only legal for color buffer bitfields. */
1680 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1681
1682 /* Make sure we don't overflow any arrays. */
1683 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1684
1685 enums[0] = GL_NONE;
1686
1687 if (bits & BUFFER_BIT_FRONT_LEFT)
1688 enums[i++] = GL_FRONT_LEFT;
1689
1690 if (bits & BUFFER_BIT_FRONT_RIGHT)
1691 enums[i++] = GL_FRONT_RIGHT;
1692
1693 if (bits & BUFFER_BIT_BACK_LEFT)
1694 enums[i++] = GL_BACK_LEFT;
1695
1696 if (bits & BUFFER_BIT_BACK_RIGHT)
1697 enums[i++] = GL_BACK_RIGHT;
1698
1699 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1700 if (bits & (1 << (BUFFER_COLOR0 + n)))
1701 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1702 }
1703
1704 _mesa_DrawBuffers(i, enums);
1705 }
1706
1707 /**
1708 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1709 */
1710 static void
1711 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1712 {
1713 struct clear_state *clear = &ctx->Meta->Clear;
1714 GLbitfield metaSave;
1715 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1716 struct gl_framebuffer *fb = ctx->DrawBuffer;
1717 float x0, y0, x1, y1, z;
1718 struct vertex verts[4];
1719 int i;
1720
1721 metaSave = (MESA_META_ALPHA_TEST |
1722 MESA_META_BLEND |
1723 MESA_META_DEPTH_TEST |
1724 MESA_META_RASTERIZATION |
1725 MESA_META_SHADER |
1726 MESA_META_STENCIL_TEST |
1727 MESA_META_VERTEX |
1728 MESA_META_VIEWPORT |
1729 MESA_META_CLIP |
1730 MESA_META_CLAMP_FRAGMENT_COLOR |
1731 MESA_META_MULTISAMPLE |
1732 MESA_META_OCCLUSION_QUERY);
1733
1734 if (!glsl) {
1735 metaSave |= MESA_META_FOG |
1736 MESA_META_PIXEL_TRANSFER |
1737 MESA_META_TRANSFORM |
1738 MESA_META_TEXTURE |
1739 MESA_META_CLAMP_VERTEX_COLOR |
1740 MESA_META_SELECT_FEEDBACK;
1741 }
1742
1743 if (buffers & BUFFER_BITS_COLOR) {
1744 metaSave |= MESA_META_DRAW_BUFFERS;
1745 } else {
1746 /* We'll use colormask to disable color writes. Otherwise,
1747 * respect color mask
1748 */
1749 metaSave |= MESA_META_COLOR_MASK;
1750 }
1751
1752 _mesa_meta_begin(ctx, metaSave);
1753
1754 if (glsl) {
1755 meta_glsl_clear_init(ctx, clear);
1756
1757 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1758 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1759 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1760 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1761 z = -invert_z(ctx->Depth.Clear);
1762 } else {
1763 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1764 3, 0, 4);
1765
1766 x0 = (float) fb->_Xmin;
1767 y0 = (float) fb->_Ymin;
1768 x1 = (float) fb->_Xmax;
1769 y1 = (float) fb->_Ymax;
1770 z = invert_z(ctx->Depth.Clear);
1771 }
1772
1773 if (fb->_IntegerColor) {
1774 assert(glsl);
1775 _mesa_UseProgram(clear->IntegerShaderProg);
1776 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
1777 ctx->Color.ClearColor.i);
1778 } else if (glsl) {
1779 _mesa_UseProgram(clear->ShaderProg);
1780 _mesa_Uniform4fv(clear->ColorLocation, 1,
1781 ctx->Color.ClearColor.f);
1782 }
1783
1784 /* GL_COLOR_BUFFER_BIT */
1785 if (buffers & BUFFER_BITS_COLOR) {
1786 /* Only draw to the buffers we were asked to clear. */
1787 _mesa_meta_drawbuffers_from_bitfield(buffers & BUFFER_BITS_COLOR);
1788
1789 /* leave colormask state as-is */
1790
1791 /* Clears never have the color clamped. */
1792 if (ctx->Extensions.ARB_color_buffer_float)
1793 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1794 }
1795 else {
1796 assert(metaSave & MESA_META_COLOR_MASK);
1797 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1798 }
1799
1800 /* GL_DEPTH_BUFFER_BIT */
1801 if (buffers & BUFFER_BIT_DEPTH) {
1802 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1803 _mesa_DepthFunc(GL_ALWAYS);
1804 _mesa_DepthMask(GL_TRUE);
1805 }
1806 else {
1807 assert(!ctx->Depth.Test);
1808 }
1809
1810 /* GL_STENCIL_BUFFER_BIT */
1811 if (buffers & BUFFER_BIT_STENCIL) {
1812 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1813 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1814 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1815 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1816 ctx->Stencil.Clear & stencilMax,
1817 ctx->Stencil.WriteMask[0]);
1818 }
1819 else {
1820 assert(!ctx->Stencil.Enabled);
1821 }
1822
1823 /* vertex positions */
1824 verts[0].x = x0;
1825 verts[0].y = y0;
1826 verts[0].z = z;
1827 verts[1].x = x1;
1828 verts[1].y = y0;
1829 verts[1].z = z;
1830 verts[2].x = x1;
1831 verts[2].y = y1;
1832 verts[2].z = z;
1833 verts[3].x = x0;
1834 verts[3].y = y1;
1835 verts[3].z = z;
1836
1837 if (!glsl) {
1838 for (i = 0; i < 4; i++) {
1839 verts[i].r = ctx->Color.ClearColor.f[0];
1840 verts[i].g = ctx->Color.ClearColor.f[1];
1841 verts[i].b = ctx->Color.ClearColor.f[2];
1842 verts[i].a = ctx->Color.ClearColor.f[3];
1843 }
1844 }
1845
1846 /* upload new vertex data */
1847 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1848 GL_DYNAMIC_DRAW, __func__);
1849
1850 /* draw quad(s) */
1851 if (fb->MaxNumLayers > 0) {
1852 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1853 } else {
1854 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1855 }
1856
1857 _mesa_meta_end(ctx);
1858 }
1859
1860 /**
1861 * Meta implementation of ctx->Driver.CopyPixels() in terms
1862 * of texture mapping and polygon rendering and GLSL shaders.
1863 */
1864 void
1865 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1866 GLsizei width, GLsizei height,
1867 GLint dstX, GLint dstY, GLenum type)
1868 {
1869 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1870 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1871 struct vertex verts[4];
1872
1873 if (type != GL_COLOR ||
1874 ctx->_ImageTransferState ||
1875 ctx->Fog.Enabled ||
1876 width > tex->MaxSize ||
1877 height > tex->MaxSize) {
1878 /* XXX avoid this fallback */
1879 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1880 return;
1881 }
1882
1883 /* Most GL state applies to glCopyPixels, but a there's a few things
1884 * we need to override:
1885 */
1886 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1887 MESA_META_SHADER |
1888 MESA_META_TEXTURE |
1889 MESA_META_TRANSFORM |
1890 MESA_META_CLIP |
1891 MESA_META_VERTEX |
1892 MESA_META_VIEWPORT));
1893
1894 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1895 3, 2, 0);
1896
1897 /* Silence valgrind warnings about reading uninitialized stack. */
1898 memset(verts, 0, sizeof(verts));
1899
1900 /* Alloc/setup texture */
1901 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1902 GL_RGBA, GL_NEAREST);
1903
1904 /* vertex positions, texcoords (after texture allocation!) */
1905 {
1906 const GLfloat dstX0 = (GLfloat) dstX;
1907 const GLfloat dstY0 = (GLfloat) dstY;
1908 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1909 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1910 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1911
1912 verts[0].x = dstX0;
1913 verts[0].y = dstY0;
1914 verts[0].z = z;
1915 verts[0].tex[0] = 0.0F;
1916 verts[0].tex[1] = 0.0F;
1917 verts[1].x = dstX1;
1918 verts[1].y = dstY0;
1919 verts[1].z = z;
1920 verts[1].tex[0] = tex->Sright;
1921 verts[1].tex[1] = 0.0F;
1922 verts[2].x = dstX1;
1923 verts[2].y = dstY1;
1924 verts[2].z = z;
1925 verts[2].tex[0] = tex->Sright;
1926 verts[2].tex[1] = tex->Ttop;
1927 verts[3].x = dstX0;
1928 verts[3].y = dstY1;
1929 verts[3].z = z;
1930 verts[3].tex[0] = 0.0F;
1931 verts[3].tex[1] = tex->Ttop;
1932
1933 /* upload new vertex data */
1934 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts,
1935 __func__);
1936 }
1937
1938 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1939
1940 /* draw textured quad */
1941 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1942
1943 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1944
1945 _mesa_meta_end(ctx);
1946 }
1947
1948 static void
1949 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1950 {
1951 if (drawpix->VAO != 0) {
1952 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1953 drawpix->VAO = 0;
1954
1955 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1956 }
1957
1958 if (drawpix->StencilFP != 0) {
1959 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1960 drawpix->StencilFP = 0;
1961 }
1962
1963 if (drawpix->DepthFP != 0) {
1964 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1965 drawpix->DepthFP = 0;
1966 }
1967 }
1968
1969 /**
1970 * When the glDrawPixels() image size is greater than the max rectangle
1971 * texture size we use this function to break the glDrawPixels() image
1972 * into tiles which fit into the max texture size.
1973 */
1974 static void
1975 tiled_draw_pixels(struct gl_context *ctx,
1976 GLint tileSize,
1977 GLint x, GLint y, GLsizei width, GLsizei height,
1978 GLenum format, GLenum type,
1979 const struct gl_pixelstore_attrib *unpack,
1980 const GLvoid *pixels)
1981 {
1982 struct gl_pixelstore_attrib tileUnpack = *unpack;
1983 GLint i, j;
1984
1985 if (tileUnpack.RowLength == 0)
1986 tileUnpack.RowLength = width;
1987
1988 for (i = 0; i < width; i += tileSize) {
1989 const GLint tileWidth = MIN2(tileSize, width - i);
1990 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1991
1992 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1993
1994 for (j = 0; j < height; j += tileSize) {
1995 const GLint tileHeight = MIN2(tileSize, height - j);
1996 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1997
1998 tileUnpack.SkipRows = unpack->SkipRows + j;
1999
2000 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2001 format, type, &tileUnpack, pixels);
2002 }
2003 }
2004 }
2005
2006
2007 /**
2008 * One-time init for drawing stencil pixels.
2009 */
2010 static void
2011 init_draw_stencil_pixels(struct gl_context *ctx)
2012 {
2013 /* This program is run eight times, once for each stencil bit.
2014 * The stencil values to draw are found in an 8-bit alpha texture.
2015 * We read the texture/stencil value and test if bit 'b' is set.
2016 * If the bit is not set, use KIL to kill the fragment.
2017 * Finally, we use the stencil test to update the stencil buffer.
2018 *
2019 * The basic algorithm for checking if a bit is set is:
2020 * if (is_odd(value / (1 << bit)))
2021 * result is one (or non-zero).
2022 * else
2023 * result is zero.
2024 * The program parameter contains three values:
2025 * parm.x = 255 / (1 << bit)
2026 * parm.y = 0.5
2027 * parm.z = 0.0
2028 */
2029 static const char *program =
2030 "!!ARBfp1.0\n"
2031 "PARAM parm = program.local[0]; \n"
2032 "TEMP t; \n"
2033 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2034 "# t = t * 255 / bit \n"
2035 "MUL t.x, t.a, parm.x; \n"
2036 "# t = (int) t \n"
2037 "FRC t.y, t.x; \n"
2038 "SUB t.x, t.x, t.y; \n"
2039 "# t = t * 0.5 \n"
2040 "MUL t.x, t.x, parm.y; \n"
2041 "# t = fract(t.x) \n"
2042 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2043 "# t.x = (t.x == 0 ? 1 : 0) \n"
2044 "SGE t.x, -t.x, parm.z; \n"
2045 "KIL -t.x; \n"
2046 "# for debug only \n"
2047 "#MOV result.color, t.x; \n"
2048 "END \n";
2049 char program2[1000];
2050 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2051 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2052 const char *texTarget;
2053
2054 assert(drawpix->StencilFP == 0);
2055
2056 /* replace %s with "RECT" or "2D" */
2057 assert(strlen(program) + 4 < sizeof(program2));
2058 if (tex->Target == GL_TEXTURE_RECTANGLE)
2059 texTarget = "RECT";
2060 else
2061 texTarget = "2D";
2062 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2063
2064 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2065 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2066 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2067 strlen(program2), (const GLubyte *) program2);
2068 }
2069
2070
2071 /**
2072 * One-time init for drawing depth pixels.
2073 */
2074 static void
2075 init_draw_depth_pixels(struct gl_context *ctx)
2076 {
2077 static const char *program =
2078 "!!ARBfp1.0\n"
2079 "PARAM color = program.local[0]; \n"
2080 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2081 "MOV result.color, color; \n"
2082 "END \n";
2083 char program2[200];
2084 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2085 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2086 const char *texTarget;
2087
2088 assert(drawpix->DepthFP == 0);
2089
2090 /* replace %s with "RECT" or "2D" */
2091 assert(strlen(program) + 4 < sizeof(program2));
2092 if (tex->Target == GL_TEXTURE_RECTANGLE)
2093 texTarget = "RECT";
2094 else
2095 texTarget = "2D";
2096 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2097
2098 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2099 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2100 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2101 strlen(program2), (const GLubyte *) program2);
2102 }
2103
2104
2105 /**
2106 * Meta implementation of ctx->Driver.DrawPixels() in terms
2107 * of texture mapping and polygon rendering.
2108 */
2109 void
2110 _mesa_meta_DrawPixels(struct gl_context *ctx,
2111 GLint x, GLint y, GLsizei width, GLsizei height,
2112 GLenum format, GLenum type,
2113 const struct gl_pixelstore_attrib *unpack,
2114 const GLvoid *pixels)
2115 {
2116 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2117 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2118 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2119 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2120 struct vertex verts[4];
2121 GLenum texIntFormat;
2122 GLboolean fallback, newTex;
2123 GLbitfield metaExtraSave = 0x0;
2124
2125 /*
2126 * Determine if we can do the glDrawPixels with texture mapping.
2127 */
2128 fallback = GL_FALSE;
2129 if (ctx->Fog.Enabled) {
2130 fallback = GL_TRUE;
2131 }
2132
2133 if (_mesa_is_color_format(format)) {
2134 /* use more compact format when possible */
2135 /* XXX disable special case for GL_LUMINANCE for now to work around
2136 * apparent i965 driver bug (see bug #23670).
2137 */
2138 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2139 texIntFormat = format;
2140 else
2141 texIntFormat = GL_RGBA;
2142
2143 /* If we're not supposed to clamp the resulting color, then just
2144 * promote our texture to fully float. We could do better by
2145 * just going for the matching set of channels, in floating
2146 * point.
2147 */
2148 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2149 ctx->Extensions.ARB_texture_float)
2150 texIntFormat = GL_RGBA32F;
2151 }
2152 else if (_mesa_is_stencil_format(format)) {
2153 if (ctx->Extensions.ARB_fragment_program &&
2154 ctx->Pixel.IndexShift == 0 &&
2155 ctx->Pixel.IndexOffset == 0 &&
2156 type == GL_UNSIGNED_BYTE) {
2157 /* We'll store stencil as alpha. This only works for GLubyte
2158 * image data because of how incoming values are mapped to alpha
2159 * in [0,1].
2160 */
2161 texIntFormat = GL_ALPHA;
2162 metaExtraSave = (MESA_META_COLOR_MASK |
2163 MESA_META_DEPTH_TEST |
2164 MESA_META_PIXEL_TRANSFER |
2165 MESA_META_SHADER |
2166 MESA_META_STENCIL_TEST);
2167 }
2168 else {
2169 fallback = GL_TRUE;
2170 }
2171 }
2172 else if (_mesa_is_depth_format(format)) {
2173 if (ctx->Extensions.ARB_depth_texture &&
2174 ctx->Extensions.ARB_fragment_program) {
2175 texIntFormat = GL_DEPTH_COMPONENT;
2176 metaExtraSave = (MESA_META_SHADER);
2177 }
2178 else {
2179 fallback = GL_TRUE;
2180 }
2181 }
2182 else {
2183 fallback = GL_TRUE;
2184 }
2185
2186 if (fallback) {
2187 _swrast_DrawPixels(ctx, x, y, width, height,
2188 format, type, unpack, pixels);
2189 return;
2190 }
2191
2192 /*
2193 * Check image size against max texture size, draw as tiles if needed.
2194 */
2195 if (width > tex->MaxSize || height > tex->MaxSize) {
2196 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2197 format, type, unpack, pixels);
2198 return;
2199 }
2200
2201 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2202 * but a there's a few things we need to override:
2203 */
2204 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2205 MESA_META_SHADER |
2206 MESA_META_TEXTURE |
2207 MESA_META_TRANSFORM |
2208 MESA_META_CLIP |
2209 MESA_META_VERTEX |
2210 MESA_META_VIEWPORT |
2211 metaExtraSave));
2212
2213 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2214
2215 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2216 3, 2, 0);
2217
2218 /* Silence valgrind warnings about reading uninitialized stack. */
2219 memset(verts, 0, sizeof(verts));
2220
2221 /* vertex positions, texcoords (after texture allocation!) */
2222 {
2223 const GLfloat x0 = (GLfloat) x;
2224 const GLfloat y0 = (GLfloat) y;
2225 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2226 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2227 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2228
2229 verts[0].x = x0;
2230 verts[0].y = y0;
2231 verts[0].z = z;
2232 verts[0].tex[0] = 0.0F;
2233 verts[0].tex[1] = 0.0F;
2234 verts[1].x = x1;
2235 verts[1].y = y0;
2236 verts[1].z = z;
2237 verts[1].tex[0] = tex->Sright;
2238 verts[1].tex[1] = 0.0F;
2239 verts[2].x = x1;
2240 verts[2].y = y1;
2241 verts[2].z = z;
2242 verts[2].tex[0] = tex->Sright;
2243 verts[2].tex[1] = tex->Ttop;
2244 verts[3].x = x0;
2245 verts[3].y = y1;
2246 verts[3].z = z;
2247 verts[3].tex[0] = 0.0F;
2248 verts[3].tex[1] = tex->Ttop;
2249 }
2250
2251 /* upload new vertex data */
2252 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2253 GL_DYNAMIC_DRAW, __func__);
2254
2255 /* set given unpack params */
2256 ctx->Unpack = *unpack;
2257
2258 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2259
2260 if (_mesa_is_stencil_format(format)) {
2261 /* Drawing stencil */
2262 GLint bit;
2263
2264 if (!drawpix->StencilFP)
2265 init_draw_stencil_pixels(ctx);
2266
2267 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2268 GL_ALPHA, type, pixels);
2269
2270 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2271
2272 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2273
2274 /* set all stencil bits to 0 */
2275 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2276 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2277 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2278
2279 /* set stencil bits to 1 where needed */
2280 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2281
2282 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2283 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2284
2285 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2286 const GLuint mask = 1 << bit;
2287 if (mask & origStencilMask) {
2288 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2289 _mesa_StencilMask(mask);
2290
2291 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2292 255.0f / mask, 0.5f, 0.0f, 0.0f);
2293
2294 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2295 }
2296 }
2297 }
2298 else if (_mesa_is_depth_format(format)) {
2299 /* Drawing depth */
2300 if (!drawpix->DepthFP)
2301 init_draw_depth_pixels(ctx);
2302
2303 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2304 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2305
2306 /* polygon color = current raster color */
2307 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2308 ctx->Current.RasterColor);
2309
2310 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2311 format, type, pixels);
2312
2313 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2314 }
2315 else {
2316 /* Drawing RGBA */
2317 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2318 format, type, pixels);
2319 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2320 }
2321
2322 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2323
2324 /* restore unpack params */
2325 ctx->Unpack = unpackSave;
2326
2327 _mesa_meta_end(ctx);
2328 }
2329
2330 static GLboolean
2331 alpha_test_raster_color(struct gl_context *ctx)
2332 {
2333 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2334 GLfloat ref = ctx->Color.AlphaRef;
2335
2336 switch (ctx->Color.AlphaFunc) {
2337 case GL_NEVER:
2338 return GL_FALSE;
2339 case GL_LESS:
2340 return alpha < ref;
2341 case GL_EQUAL:
2342 return alpha == ref;
2343 case GL_LEQUAL:
2344 return alpha <= ref;
2345 case GL_GREATER:
2346 return alpha > ref;
2347 case GL_NOTEQUAL:
2348 return alpha != ref;
2349 case GL_GEQUAL:
2350 return alpha >= ref;
2351 case GL_ALWAYS:
2352 return GL_TRUE;
2353 default:
2354 assert(0);
2355 return GL_FALSE;
2356 }
2357 }
2358
2359 /**
2360 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2361 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2362 * tracker would improve performance a lot.
2363 */
2364 void
2365 _mesa_meta_Bitmap(struct gl_context *ctx,
2366 GLint x, GLint y, GLsizei width, GLsizei height,
2367 const struct gl_pixelstore_attrib *unpack,
2368 const GLubyte *bitmap1)
2369 {
2370 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2371 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2372 const GLenum texIntFormat = GL_ALPHA;
2373 const struct gl_pixelstore_attrib unpackSave = *unpack;
2374 GLubyte fg, bg;
2375 struct vertex verts[4];
2376 GLboolean newTex;
2377 GLubyte *bitmap8;
2378
2379 /*
2380 * Check if swrast fallback is needed.
2381 */
2382 if (ctx->_ImageTransferState ||
2383 ctx->FragmentProgram._Enabled ||
2384 ctx->Fog.Enabled ||
2385 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2386 width > tex->MaxSize ||
2387 height > tex->MaxSize) {
2388 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2389 return;
2390 }
2391
2392 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2393 return;
2394
2395 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2396 * but a there's a few things we need to override:
2397 */
2398 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2399 MESA_META_PIXEL_STORE |
2400 MESA_META_RASTERIZATION |
2401 MESA_META_SHADER |
2402 MESA_META_TEXTURE |
2403 MESA_META_TRANSFORM |
2404 MESA_META_CLIP |
2405 MESA_META_VERTEX |
2406 MESA_META_VIEWPORT));
2407
2408 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2409 3, 2, 4);
2410
2411 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2412
2413 /* Silence valgrind warnings about reading uninitialized stack. */
2414 memset(verts, 0, sizeof(verts));
2415
2416 /* vertex positions, texcoords, colors (after texture allocation!) */
2417 {
2418 const GLfloat x0 = (GLfloat) x;
2419 const GLfloat y0 = (GLfloat) y;
2420 const GLfloat x1 = (GLfloat) (x + width);
2421 const GLfloat y1 = (GLfloat) (y + height);
2422 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2423 GLuint i;
2424
2425 verts[0].x = x0;
2426 verts[0].y = y0;
2427 verts[0].z = z;
2428 verts[0].tex[0] = 0.0F;
2429 verts[0].tex[1] = 0.0F;
2430 verts[1].x = x1;
2431 verts[1].y = y0;
2432 verts[1].z = z;
2433 verts[1].tex[0] = tex->Sright;
2434 verts[1].tex[1] = 0.0F;
2435 verts[2].x = x1;
2436 verts[2].y = y1;
2437 verts[2].z = z;
2438 verts[2].tex[0] = tex->Sright;
2439 verts[2].tex[1] = tex->Ttop;
2440 verts[3].x = x0;
2441 verts[3].y = y1;
2442 verts[3].z = z;
2443 verts[3].tex[0] = 0.0F;
2444 verts[3].tex[1] = tex->Ttop;
2445
2446 for (i = 0; i < 4; i++) {
2447 verts[i].r = ctx->Current.RasterColor[0];
2448 verts[i].g = ctx->Current.RasterColor[1];
2449 verts[i].b = ctx->Current.RasterColor[2];
2450 verts[i].a = ctx->Current.RasterColor[3];
2451 }
2452
2453 /* upload new vertex data */
2454 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts,
2455 __func__);
2456 }
2457
2458 /* choose different foreground/background alpha values */
2459 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2460 bg = (fg > 127 ? 0 : 255);
2461
2462 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2463 if (!bitmap1) {
2464 _mesa_meta_end(ctx);
2465 return;
2466 }
2467
2468 bitmap8 = malloc(width * height);
2469 if (bitmap8) {
2470 memset(bitmap8, bg, width * height);
2471 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2472 bitmap8, width, fg);
2473
2474 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2475
2476 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2477 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2478
2479 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2480 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2481
2482 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2483
2484 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2485
2486 free(bitmap8);
2487 }
2488
2489 _mesa_unmap_pbo_source(ctx, &unpackSave);
2490
2491 _mesa_meta_end(ctx);
2492 }
2493
2494 /**
2495 * Compute the texture coordinates for the four vertices of a quad for
2496 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2497 * and width, height specify a sub-region of the 2D image.
2498 *
2499 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2500 * \param slice slice of a 1D/2D array texture or 3D texture
2501 * \param xoffset X position of sub texture
2502 * \param yoffset Y position of sub texture
2503 * \param width width of the sub texture image
2504 * \param height height of the sub texture image
2505 * \param total_width total width of the texture image
2506 * \param total_height total height of the texture image
2507 * \param total_depth total depth of the texture image
2508 * \param coords0/1/2/3 returns the computed texcoords
2509 */
2510 void
2511 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2512 GLint slice,
2513 GLint xoffset,
2514 GLint yoffset,
2515 GLint width,
2516 GLint height,
2517 GLint total_width,
2518 GLint total_height,
2519 GLint total_depth,
2520 GLfloat coords0[4],
2521 GLfloat coords1[4],
2522 GLfloat coords2[4],
2523 GLfloat coords3[4])
2524 {
2525 float st[4][2];
2526 GLuint i;
2527 const float s0 = (float) xoffset / (float) total_width;
2528 const float s1 = (float) (xoffset + width) / (float) total_width;
2529 const float t0 = (float) yoffset / (float) total_height;
2530 const float t1 = (float) (yoffset + height) / (float) total_height;
2531 GLfloat r;
2532
2533 /* setup the reference texcoords */
2534 st[0][0] = s0;
2535 st[0][1] = t0;
2536 st[1][0] = s1;
2537 st[1][1] = t0;
2538 st[2][0] = s1;
2539 st[2][1] = t1;
2540 st[3][0] = s0;
2541 st[3][1] = t1;
2542
2543 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2544 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2545
2546 /* Currently all texture targets want the W component to be 1.0.
2547 */
2548 coords0[3] = 1.0F;
2549 coords1[3] = 1.0F;
2550 coords2[3] = 1.0F;
2551 coords3[3] = 1.0F;
2552
2553 switch (faceTarget) {
2554 case GL_TEXTURE_1D:
2555 case GL_TEXTURE_2D:
2556 case GL_TEXTURE_3D:
2557 case GL_TEXTURE_2D_ARRAY:
2558 if (faceTarget == GL_TEXTURE_3D) {
2559 assert(slice < total_depth);
2560 assert(total_depth >= 1);
2561 r = (slice + 0.5f) / total_depth;
2562 }
2563 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2564 r = (float) slice;
2565 else
2566 r = 0.0F;
2567 coords0[0] = st[0][0]; /* s */
2568 coords0[1] = st[0][1]; /* t */
2569 coords0[2] = r; /* r */
2570 coords1[0] = st[1][0];
2571 coords1[1] = st[1][1];
2572 coords1[2] = r;
2573 coords2[0] = st[2][0];
2574 coords2[1] = st[2][1];
2575 coords2[2] = r;
2576 coords3[0] = st[3][0];
2577 coords3[1] = st[3][1];
2578 coords3[2] = r;
2579 break;
2580 case GL_TEXTURE_RECTANGLE_ARB:
2581 coords0[0] = (float) xoffset; /* s */
2582 coords0[1] = (float) yoffset; /* t */
2583 coords0[2] = 0.0F; /* r */
2584 coords1[0] = (float) (xoffset + width);
2585 coords1[1] = (float) yoffset;
2586 coords1[2] = 0.0F;
2587 coords2[0] = (float) (xoffset + width);
2588 coords2[1] = (float) (yoffset + height);
2589 coords2[2] = 0.0F;
2590 coords3[0] = (float) xoffset;
2591 coords3[1] = (float) (yoffset + height);
2592 coords3[2] = 0.0F;
2593 break;
2594 case GL_TEXTURE_1D_ARRAY:
2595 coords0[0] = st[0][0]; /* s */
2596 coords0[1] = (float) slice; /* t */
2597 coords0[2] = 0.0F; /* r */
2598 coords1[0] = st[1][0];
2599 coords1[1] = (float) slice;
2600 coords1[2] = 0.0F;
2601 coords2[0] = st[2][0];
2602 coords2[1] = (float) slice;
2603 coords2[2] = 0.0F;
2604 coords3[0] = st[3][0];
2605 coords3[1] = (float) slice;
2606 coords3[2] = 0.0F;
2607 break;
2608
2609 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2610 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2611 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2612 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2613 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2614 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2615 /* loop over quad verts */
2616 for (i = 0; i < 4; i++) {
2617 /* Compute sc = +/-scale and tc = +/-scale.
2618 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2619 * though that can still sometimes happen with this scale factor...
2620 */
2621 const GLfloat scale = 0.9999f;
2622 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2623 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2624 GLfloat *coord;
2625
2626 switch (i) {
2627 case 0:
2628 coord = coords0;
2629 break;
2630 case 1:
2631 coord = coords1;
2632 break;
2633 case 2:
2634 coord = coords2;
2635 break;
2636 case 3:
2637 coord = coords3;
2638 break;
2639 default:
2640 unreachable("not reached");
2641 }
2642
2643 coord[3] = (float) (slice / 6);
2644
2645 switch (faceTarget) {
2646 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2647 coord[0] = 1.0f;
2648 coord[1] = -tc;
2649 coord[2] = -sc;
2650 break;
2651 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2652 coord[0] = -1.0f;
2653 coord[1] = -tc;
2654 coord[2] = sc;
2655 break;
2656 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2657 coord[0] = sc;
2658 coord[1] = 1.0f;
2659 coord[2] = tc;
2660 break;
2661 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2662 coord[0] = sc;
2663 coord[1] = -1.0f;
2664 coord[2] = -tc;
2665 break;
2666 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2667 coord[0] = sc;
2668 coord[1] = -tc;
2669 coord[2] = 1.0f;
2670 break;
2671 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2672 coord[0] = -sc;
2673 coord[1] = -tc;
2674 coord[2] = -1.0f;
2675 break;
2676 default:
2677 assert(0);
2678 }
2679 }
2680 break;
2681 default:
2682 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2683 }
2684 }
2685
2686 static struct blit_shader *
2687 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2688 {
2689 switch(target) {
2690 case GL_TEXTURE_1D:
2691 table->sampler_1d.type = "sampler1D";
2692 table->sampler_1d.func = "texture1D";
2693 table->sampler_1d.texcoords = "texCoords.x";
2694 return &table->sampler_1d;
2695 case GL_TEXTURE_2D:
2696 table->sampler_2d.type = "sampler2D";
2697 table->sampler_2d.func = "texture2D";
2698 table->sampler_2d.texcoords = "texCoords.xy";
2699 return &table->sampler_2d;
2700 case GL_TEXTURE_RECTANGLE:
2701 table->sampler_rect.type = "sampler2DRect";
2702 table->sampler_rect.func = "texture2DRect";
2703 table->sampler_rect.texcoords = "texCoords.xy";
2704 return &table->sampler_rect;
2705 case GL_TEXTURE_3D:
2706 /* Code for mipmap generation with 3D textures is not used yet.
2707 * It's a sw fallback.
2708 */
2709 table->sampler_3d.type = "sampler3D";
2710 table->sampler_3d.func = "texture3D";
2711 table->sampler_3d.texcoords = "texCoords.xyz";
2712 return &table->sampler_3d;
2713 case GL_TEXTURE_CUBE_MAP:
2714 table->sampler_cubemap.type = "samplerCube";
2715 table->sampler_cubemap.func = "textureCube";
2716 table->sampler_cubemap.texcoords = "texCoords.xyz";
2717 return &table->sampler_cubemap;
2718 case GL_TEXTURE_1D_ARRAY:
2719 table->sampler_1d_array.type = "sampler1DArray";
2720 table->sampler_1d_array.func = "texture1DArray";
2721 table->sampler_1d_array.texcoords = "texCoords.xy";
2722 return &table->sampler_1d_array;
2723 case GL_TEXTURE_2D_ARRAY:
2724 table->sampler_2d_array.type = "sampler2DArray";
2725 table->sampler_2d_array.func = "texture2DArray";
2726 table->sampler_2d_array.texcoords = "texCoords.xyz";
2727 return &table->sampler_2d_array;
2728 case GL_TEXTURE_CUBE_MAP_ARRAY:
2729 table->sampler_cubemap_array.type = "samplerCubeArray";
2730 table->sampler_cubemap_array.func = "textureCubeArray";
2731 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2732 return &table->sampler_cubemap_array;
2733 default:
2734 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2735 " setup_texture_sampler()\n", target);
2736 return NULL;
2737 }
2738 }
2739
2740 void
2741 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2742 {
2743 _mesa_DeleteProgram(table->sampler_1d.shader_prog);
2744 _mesa_DeleteProgram(table->sampler_2d.shader_prog);
2745 _mesa_DeleteProgram(table->sampler_3d.shader_prog);
2746 _mesa_DeleteProgram(table->sampler_rect.shader_prog);
2747 _mesa_DeleteProgram(table->sampler_cubemap.shader_prog);
2748 _mesa_DeleteProgram(table->sampler_1d_array.shader_prog);
2749 _mesa_DeleteProgram(table->sampler_2d_array.shader_prog);
2750 _mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog);
2751
2752 table->sampler_1d.shader_prog = 0;
2753 table->sampler_2d.shader_prog = 0;
2754 table->sampler_3d.shader_prog = 0;
2755 table->sampler_rect.shader_prog = 0;
2756 table->sampler_cubemap.shader_prog = 0;
2757 table->sampler_1d_array.shader_prog = 0;
2758 table->sampler_2d_array.shader_prog = 0;
2759 table->sampler_cubemap_array.shader_prog = 0;
2760 }
2761
2762 /**
2763 * Determine the GL data type to use for the temporary image read with
2764 * ReadPixels() and passed to Tex[Sub]Image().
2765 */
2766 static GLenum
2767 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2768 {
2769 const GLenum baseFormat = _mesa_get_format_base_format(format);
2770 const GLenum datatype = _mesa_get_format_datatype(format);
2771 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2772
2773 switch (baseFormat) {
2774 case GL_RGBA:
2775 case GL_RGB:
2776 case GL_RG:
2777 case GL_RED:
2778 case GL_ALPHA:
2779 case GL_LUMINANCE:
2780 case GL_LUMINANCE_ALPHA:
2781 case GL_INTENSITY:
2782 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2783 return datatype;
2784 } else if (format_red_bits <= 8) {
2785 return GL_UNSIGNED_BYTE;
2786 } else if (format_red_bits <= 16) {
2787 return GL_UNSIGNED_SHORT;
2788 }
2789 return GL_FLOAT;
2790 case GL_DEPTH_COMPONENT:
2791 if (datatype == GL_FLOAT)
2792 return GL_FLOAT;
2793 else
2794 return GL_UNSIGNED_INT;
2795 case GL_DEPTH_STENCIL:
2796 if (datatype == GL_FLOAT)
2797 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2798 else
2799 return GL_UNSIGNED_INT_24_8;
2800 default:
2801 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2802 baseFormat);
2803 return 0;
2804 }
2805 }
2806
2807 /**
2808 * Attempts to wrap the destination texture in an FBO and use
2809 * glBlitFramebuffer() to implement glCopyTexSubImage().
2810 */
2811 static bool
2812 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2813 struct gl_texture_image *texImage,
2814 GLint xoffset,
2815 GLint yoffset,
2816 GLint zoffset,
2817 struct gl_renderbuffer *rb,
2818 GLint x, GLint y,
2819 GLsizei width, GLsizei height)
2820 {
2821 GLuint fbo;
2822 bool success = false;
2823 GLbitfield mask;
2824 GLenum status;
2825
2826 if (!ctx->Extensions.ARB_framebuffer_object)
2827 return false;
2828
2829 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2830
2831 _mesa_GenFramebuffers(1, &fbo);
2832 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2833
2834 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2835 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2836 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
2837 texImage, zoffset);
2838 mask = GL_DEPTH_BUFFER_BIT;
2839
2840 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2841 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2842 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2843 texImage, zoffset);
2844 mask |= GL_STENCIL_BUFFER_BIT;
2845 }
2846 _mesa_DrawBuffer(GL_NONE);
2847 } else {
2848 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2849 texImage, zoffset);
2850 mask = GL_COLOR_BUFFER_BIT;
2851 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2852 }
2853
2854 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2855 if (status != GL_FRAMEBUFFER_COMPLETE)
2856 goto out;
2857
2858 ctx->Meta->Blit.no_ctsi_fallback = true;
2859
2860 /* Since we've bound a new draw framebuffer, we need to update
2861 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2862 * be correct.
2863 */
2864 _mesa_update_state(ctx);
2865
2866 /* We skip the core BlitFramebuffer checks for format consistency, which
2867 * are too strict for CopyTexImage. We know meta will be fine with format
2868 * changes.
2869 */
2870 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2871 x, y,
2872 x + width, y + height,
2873 xoffset, yoffset,
2874 xoffset + width, yoffset + height,
2875 mask, GL_NEAREST);
2876 ctx->Meta->Blit.no_ctsi_fallback = false;
2877 success = mask == 0x0;
2878
2879 out:
2880 _mesa_DeleteFramebuffers(1, &fbo);
2881 _mesa_meta_end(ctx);
2882 return success;
2883 }
2884
2885 /**
2886 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2887 * Have to be careful with locking and meta state for pixel transfer.
2888 */
2889 void
2890 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2891 struct gl_texture_image *texImage,
2892 GLint xoffset, GLint yoffset, GLint zoffset,
2893 struct gl_renderbuffer *rb,
2894 GLint x, GLint y,
2895 GLsizei width, GLsizei height)
2896 {
2897 GLenum format, type;
2898 GLint bpp;
2899 void *buf;
2900
2901 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2902 texImage,
2903 xoffset, yoffset, zoffset,
2904 rb,
2905 x, y,
2906 width, height)) {
2907 return;
2908 }
2909
2910 /* Choose format/type for temporary image buffer */
2911 format = _mesa_get_format_base_format(texImage->TexFormat);
2912 if (format == GL_LUMINANCE ||
2913 format == GL_LUMINANCE_ALPHA ||
2914 format == GL_INTENSITY) {
2915 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2916 * temp image buffer because glReadPixels will do L=R+G+B which is
2917 * not what we want (should be L=R).
2918 */
2919 format = GL_RGBA;
2920 }
2921
2922 type = get_temp_image_type(ctx, texImage->TexFormat);
2923 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2924 format = _mesa_base_format_to_integer_format(format);
2925 }
2926 bpp = _mesa_bytes_per_pixel(format, type);
2927 if (bpp <= 0) {
2928 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2929 return;
2930 }
2931
2932 /*
2933 * Alloc image buffer (XXX could use a PBO)
2934 */
2935 buf = malloc(width * height * bpp);
2936 if (!buf) {
2937 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2938 return;
2939 }
2940
2941 /*
2942 * Read image from framebuffer (disable pixel transfer ops)
2943 */
2944 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2945 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2946 format, type, &ctx->Pack, buf);
2947 _mesa_meta_end(ctx);
2948
2949 _mesa_update_state(ctx); /* to update pixel transfer state */
2950
2951 /*
2952 * Store texture data (with pixel transfer ops)
2953 */
2954 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2955
2956 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2957 assert(yoffset == 0);
2958 ctx->Driver.TexSubImage(ctx, dims, texImage,
2959 xoffset, zoffset, 0, width, 1, 1,
2960 format, type, buf, &ctx->Unpack);
2961 } else {
2962 ctx->Driver.TexSubImage(ctx, dims, texImage,
2963 xoffset, yoffset, zoffset, width, height, 1,
2964 format, type, buf, &ctx->Unpack);
2965 }
2966
2967 _mesa_meta_end(ctx);
2968
2969 free(buf);
2970 }
2971
2972 static void
2973 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2974 {
2975 if (decompress_fbo->FBO != 0) {
2976 _mesa_DeleteFramebuffers(1, &decompress_fbo->FBO);
2977 _mesa_DeleteRenderbuffers(1, &decompress_fbo->RBO);
2978 }
2979
2980 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2981 }
2982
2983 static void
2984 meta_decompress_cleanup(struct gl_context *ctx,
2985 struct decompress_state *decompress)
2986 {
2987 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2988 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2989
2990 if (decompress->VAO != 0) {
2991 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2992 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2993 }
2994
2995 if (decompress->Sampler != 0)
2996 _mesa_DeleteSamplers(1, &decompress->Sampler);
2997
2998 memset(decompress, 0, sizeof(*decompress));
2999 }
3000
3001 /**
3002 * Decompress a texture image by drawing a quad with the compressed
3003 * texture and reading the pixels out of the color buffer.
3004 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3005 * \param destFormat format, ala glReadPixels
3006 * \param destType type, ala glReadPixels
3007 * \param dest destination buffer
3008 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3009 */
3010 static bool
3011 decompress_texture_image(struct gl_context *ctx,
3012 struct gl_texture_image *texImage,
3013 GLuint slice,
3014 GLint xoffset, GLint yoffset,
3015 GLsizei width, GLsizei height,
3016 GLenum destFormat, GLenum destType,
3017 GLvoid *dest)
3018 {
3019 struct decompress_state *decompress = &ctx->Meta->Decompress;
3020 struct decompress_fbo_state *decompress_fbo;
3021 struct gl_texture_object *texObj = texImage->TexObject;
3022 const GLenum target = texObj->Target;
3023 GLenum rbFormat;
3024 GLenum faceTarget;
3025 struct vertex verts[4];
3026 GLuint samplerSave;
3027 GLenum status;
3028 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3029 ctx->Extensions.ARB_fragment_shader;
3030
3031 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3032 case GL_FLOAT:
3033 decompress_fbo = &decompress->floatFBO;
3034 rbFormat = GL_RGBA32F;
3035 break;
3036 case GL_UNSIGNED_NORMALIZED:
3037 decompress_fbo = &decompress->byteFBO;
3038 rbFormat = GL_RGBA;
3039 break;
3040 default:
3041 return false;
3042 }
3043
3044 if (slice > 0) {
3045 assert(target == GL_TEXTURE_3D ||
3046 target == GL_TEXTURE_2D_ARRAY ||
3047 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3048 }
3049
3050 switch (target) {
3051 case GL_TEXTURE_1D:
3052 case GL_TEXTURE_1D_ARRAY:
3053 assert(!"No compressed 1D textures.");
3054 return false;
3055
3056 case GL_TEXTURE_3D:
3057 assert(!"No compressed 3D textures.");
3058 return false;
3059
3060 case GL_TEXTURE_CUBE_MAP_ARRAY:
3061 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3062 break;
3063
3064 case GL_TEXTURE_CUBE_MAP:
3065 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3066 break;
3067
3068 default:
3069 faceTarget = target;
3070 break;
3071 }
3072
3073 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3074 MESA_META_DRAW_BUFFERS));
3075
3076 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3077 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3078
3079 /* Create/bind FBO/renderbuffer */
3080 if (decompress_fbo->FBO == 0) {
3081 _mesa_GenFramebuffers(1, &decompress_fbo->FBO);
3082 _mesa_GenRenderbuffers(1, &decompress_fbo->RBO);
3083 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3084 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
3085 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
3086 GL_COLOR_ATTACHMENT0_EXT,
3087 GL_RENDERBUFFER_EXT,
3088 decompress_fbo->RBO);
3089 }
3090 else {
3091 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3092 }
3093
3094 /* alloc dest surface */
3095 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3096 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
3097 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, rbFormat,
3098 width, height);
3099 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3100 if (status != GL_FRAMEBUFFER_COMPLETE) {
3101 /* If the framebuffer isn't complete then we'll leave
3102 * decompress_fbo->Width as zero so that it will fail again next time
3103 * too */
3104 _mesa_meta_end(ctx);
3105 return false;
3106 }
3107 decompress_fbo->Width = width;
3108 decompress_fbo->Height = height;
3109 }
3110
3111 if (use_glsl_version) {
3112 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3113 &decompress->buf_obj, true,
3114 2, 4, 0);
3115
3116 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3117 } else {
3118 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3119 &decompress->buf_obj, 3);
3120 }
3121
3122 if (!decompress->Sampler) {
3123 _mesa_GenSamplers(1, &decompress->Sampler);
3124 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3125 /* nearest filtering */
3126 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3127 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3128 /* No sRGB decode or encode.*/
3129 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3130 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3131 GL_SKIP_DECODE_EXT);
3132 }
3133
3134 } else {
3135 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3136 }
3137
3138 /* Silence valgrind warnings about reading uninitialized stack. */
3139 memset(verts, 0, sizeof(verts));
3140
3141 _mesa_meta_setup_texture_coords(faceTarget, slice,
3142 xoffset, yoffset, width, height,
3143 texImage->Width, texImage->Height,
3144 texImage->Depth,
3145 verts[0].tex,
3146 verts[1].tex,
3147 verts[2].tex,
3148 verts[3].tex);
3149
3150 /* setup vertex positions */
3151 verts[0].x = -1.0F;
3152 verts[0].y = -1.0F;
3153 verts[1].x = 1.0F;
3154 verts[1].y = -1.0F;
3155 verts[2].x = 1.0F;
3156 verts[2].y = 1.0F;
3157 verts[3].x = -1.0F;
3158 verts[3].y = 1.0F;
3159
3160 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3161
3162 /* upload new vertex data */
3163 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts,
3164 __func__);
3165
3166 /* setup texture state */
3167 _mesa_BindTexture(target, texObj->Name);
3168
3169 if (!use_glsl_version)
3170 _mesa_set_enable(ctx, target, GL_TRUE);
3171
3172 {
3173 /* save texture object state */
3174 const GLint baseLevelSave = texObj->BaseLevel;
3175 const GLint maxLevelSave = texObj->MaxLevel;
3176
3177 /* restrict sampling to the texture level of interest */
3178 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3179 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3180 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3181 }
3182
3183 /* render quad w/ texture into renderbuffer */
3184 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3185
3186 /* Restore texture object state, the texture binding will
3187 * be restored by _mesa_meta_end().
3188 */
3189 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3190 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3191 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3192 }
3193
3194 }
3195
3196 /* read pixels from renderbuffer */
3197 {
3198 GLenum baseTexFormat = texImage->_BaseFormat;
3199 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3200
3201 /* The pixel transfer state will be set to default values at this point
3202 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3203 * turned off (as required by glGetTexImage) but we need to handle some
3204 * special cases. In particular, single-channel texture values are
3205 * returned as red and two-channel texture values are returned as
3206 * red/alpha.
3207 */
3208 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3209 destBaseFormat) ||
3210 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3211 * luminance then we need to return L=tex(R).
3212 */
3213 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3214 destBaseFormat)) {
3215 /* Green and blue must be zero */
3216 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3217 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3218 }
3219
3220 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3221 }
3222
3223 /* disable texture unit */
3224 if (!use_glsl_version)
3225 _mesa_set_enable(ctx, target, GL_FALSE);
3226
3227 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3228
3229 _mesa_meta_end(ctx);
3230
3231 return true;
3232 }
3233
3234
3235 /**
3236 * This is just a wrapper around _mesa_get_tex_image() and
3237 * decompress_texture_image(). Meta functions should not be directly called
3238 * from core Mesa.
3239 */
3240 void
3241 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3242 GLint xoffset, GLint yoffset, GLint zoffset,
3243 GLsizei width, GLsizei height, GLsizei depth,
3244 GLenum format, GLenum type, GLvoid *pixels,
3245 struct gl_texture_image *texImage)
3246 {
3247 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3248 GLuint slice;
3249 bool result = true;
3250
3251 for (slice = 0; slice < depth; slice++) {
3252 void *dst;
3253 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
3254 || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
3255 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3256 * in the decompress_texture_image() function's call to
3257 * glReadPixels but we need to compute the dest slice's address
3258 * here (according to SkipImages and ImageHeight).
3259 */
3260 struct gl_pixelstore_attrib packing = ctx->Pack;
3261 packing.SkipPixels = 0;
3262 packing.SkipRows = 0;
3263 dst = _mesa_image_address3d(&packing, pixels, width, height,
3264 format, type, slice, 0, 0);
3265 }
3266 else {
3267 dst = pixels;
3268 }
3269 result = decompress_texture_image(ctx, texImage, slice,
3270 xoffset, yoffset, width, height,
3271 format, type, dst);
3272 if (!result)
3273 break;
3274 }
3275
3276 if (result)
3277 return;
3278 }
3279
3280 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3281 width, height, depth, format, type, pixels, texImage);
3282 }
3283
3284
3285 /**
3286 * Meta implementation of ctx->Driver.DrawTex() in terms
3287 * of polygon rendering.
3288 */
3289 void
3290 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3291 GLfloat width, GLfloat height)
3292 {
3293 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3294 struct vertex {
3295 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3296 };
3297 struct vertex verts[4];
3298 GLuint i;
3299
3300 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3301 MESA_META_SHADER |
3302 MESA_META_TRANSFORM |
3303 MESA_META_VERTEX |
3304 MESA_META_VIEWPORT));
3305
3306 if (drawtex->VAO == 0) {
3307 /* one-time setup */
3308 struct gl_vertex_array_object *array_obj;
3309
3310 /* create vertex array object */
3311 _mesa_GenVertexArrays(1, &drawtex->VAO);
3312 _mesa_BindVertexArray(drawtex->VAO);
3313
3314 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3315 assert(array_obj != NULL);
3316
3317 /* create vertex array buffer */
3318 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3319 if (drawtex->buf_obj == NULL)
3320 return;
3321
3322 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3323 GL_DYNAMIC_DRAW, __func__);
3324
3325 /* setup vertex arrays */
3326 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3327 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3328 GL_FALSE, GL_FALSE,
3329 offsetof(struct vertex, x), true);
3330 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3331 drawtex->buf_obj, 0, sizeof(struct vertex));
3332 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
3333
3334
3335 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3336 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3337 2, GL_FLOAT, GL_RGBA, GL_FALSE,
3338 GL_FALSE, GL_FALSE,
3339 offsetof(struct vertex, st[i]), true);
3340 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3341 drawtex->buf_obj, 0, sizeof(struct vertex));
3342 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
3343 }
3344 }
3345 else {
3346 _mesa_BindVertexArray(drawtex->VAO);
3347 }
3348
3349 /* vertex positions, texcoords */
3350 {
3351 const GLfloat x1 = x + width;
3352 const GLfloat y1 = y + height;
3353
3354 z = CLAMP(z, 0.0f, 1.0f);
3355 z = invert_z(z);
3356
3357 verts[0].x = x;
3358 verts[0].y = y;
3359 verts[0].z = z;
3360
3361 verts[1].x = x1;
3362 verts[1].y = y;
3363 verts[1].z = z;
3364
3365 verts[2].x = x1;
3366 verts[2].y = y1;
3367 verts[2].z = z;
3368
3369 verts[3].x = x;
3370 verts[3].y = y1;
3371 verts[3].z = z;
3372
3373 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3374 const struct gl_texture_object *texObj;
3375 const struct gl_texture_image *texImage;
3376 GLfloat s, t, s1, t1;
3377 GLuint tw, th;
3378
3379 if (!ctx->Texture.Unit[i]._Current) {
3380 GLuint j;
3381 for (j = 0; j < 4; j++) {
3382 verts[j].st[i][0] = 0.0f;
3383 verts[j].st[i][1] = 0.0f;
3384 }
3385 continue;
3386 }
3387
3388 texObj = ctx->Texture.Unit[i]._Current;
3389 texImage = texObj->Image[0][texObj->BaseLevel];
3390 tw = texImage->Width2;
3391 th = texImage->Height2;
3392
3393 s = (GLfloat) texObj->CropRect[0] / tw;
3394 t = (GLfloat) texObj->CropRect[1] / th;
3395 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3396 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3397
3398 verts[0].st[i][0] = s;
3399 verts[0].st[i][1] = t;
3400
3401 verts[1].st[i][0] = s1;
3402 verts[1].st[i][1] = t;
3403
3404 verts[2].st[i][0] = s1;
3405 verts[2].st[i][1] = t1;
3406
3407 verts[3].st[i][0] = s;
3408 verts[3].st[i][1] = t1;
3409 }
3410
3411 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts,
3412 __func__);
3413 }
3414
3415 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3416
3417 _mesa_meta_end(ctx);
3418 }
3419
3420 static bool
3421 cleartexsubimage_color(struct gl_context *ctx,
3422 struct gl_texture_image *texImage,
3423 const GLvoid *clearValue,
3424 GLint zoffset)
3425 {
3426 mesa_format format;
3427 union gl_color_union colorValue;
3428 GLenum datatype;
3429 GLenum status;
3430
3431 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3432 texImage, zoffset);
3433
3434 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3435 if (status != GL_FRAMEBUFFER_COMPLETE)
3436 return false;
3437
3438 /* We don't want to apply an sRGB conversion so override the format */
3439 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3440 datatype = _mesa_get_format_datatype(format);
3441
3442 switch (datatype) {
3443 case GL_UNSIGNED_INT:
3444 case GL_INT:
3445 if (clearValue)
3446 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3447 (GLuint (*)[4]) colorValue.ui);
3448 else
3449 memset(&colorValue, 0, sizeof colorValue);
3450 if (datatype == GL_INT)
3451 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3452 else
3453 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3454 break;
3455 default:
3456 if (clearValue)
3457 _mesa_unpack_rgba_row(format, 1, clearValue,
3458 (GLfloat (*)[4]) colorValue.f);
3459 else
3460 memset(&colorValue, 0, sizeof colorValue);
3461 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3462 break;
3463 }
3464
3465 return true;
3466 }
3467
3468 static bool
3469 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3470 struct gl_texture_image *texImage,
3471 const GLvoid *clearValue,
3472 GLint zoffset)
3473 {
3474 GLint stencilValue;
3475 GLfloat depthValue;
3476 GLenum status;
3477
3478 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
3479 texImage, zoffset);
3480
3481 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3482 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
3483 texImage, zoffset);
3484
3485 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3486 if (status != GL_FRAMEBUFFER_COMPLETE)
3487 return false;
3488
3489 if (clearValue) {
3490 GLuint depthStencilValue[2];
3491
3492 /* Convert the clearValue from whatever format it's in to a floating
3493 * point value for the depth and an integer value for the stencil index
3494 */
3495 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3496 1, /* n */
3497 clearValue,
3498 depthStencilValue);
3499 /* We need a memcpy here instead of a cast because we need to
3500 * reinterpret the bytes as a float rather than converting it
3501 */
3502 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3503 stencilValue = depthStencilValue[1] & 0xff;
3504 } else {
3505 depthValue = 0.0f;
3506 stencilValue = 0;
3507 }
3508
3509 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3510 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3511 else
3512 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3513
3514 return true;
3515 }
3516
3517 static bool
3518 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3519 struct gl_texture_image *texImage,
3520 GLint zoffset,
3521 const GLvoid *clearValue)
3522 {
3523 GLuint fbo;
3524 bool success;
3525
3526 _mesa_GenFramebuffers(1, &fbo);
3527 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
3528
3529 switch(texImage->_BaseFormat) {
3530 case GL_DEPTH_STENCIL:
3531 case GL_DEPTH_COMPONENT:
3532 success = cleartexsubimage_depth_stencil(ctx, texImage,
3533 clearValue, zoffset);
3534 break;
3535 default:
3536 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3537 break;
3538 }
3539
3540 _mesa_DeleteFramebuffers(1, &fbo);
3541
3542 return success;
3543 }
3544
3545 static bool
3546 cleartexsubimage_using_fbo(struct gl_context *ctx,
3547 struct gl_texture_image *texImage,
3548 GLint xoffset, GLint yoffset, GLint zoffset,
3549 GLsizei width, GLsizei height, GLsizei depth,
3550 const GLvoid *clearValue)
3551 {
3552 bool success = true;
3553 GLint z;
3554
3555 _mesa_meta_begin(ctx,
3556 MESA_META_SCISSOR |
3557 MESA_META_COLOR_MASK |
3558 MESA_META_DITHER |
3559 MESA_META_FRAMEBUFFER_SRGB);
3560
3561 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3562
3563 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3564 _mesa_Scissor(xoffset, yoffset, width, height);
3565
3566 for (z = zoffset; z < zoffset + depth; z++) {
3567 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3568 success = false;
3569 break;
3570 }
3571 }
3572
3573 _mesa_meta_end(ctx);
3574
3575 return success;
3576 }
3577
3578 extern void
3579 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3580 struct gl_texture_image *texImage,
3581 GLint xoffset, GLint yoffset, GLint zoffset,
3582 GLsizei width, GLsizei height, GLsizei depth,
3583 const GLvoid *clearValue)
3584 {
3585 bool res;
3586
3587 res = cleartexsubimage_using_fbo(ctx, texImage,
3588 xoffset, yoffset, zoffset,
3589 width, height, depth,
3590 clearValue);
3591
3592 if (res)
3593 return;
3594
3595 _mesa_warning(ctx,
3596 "Falling back to mapping the texture in "
3597 "glClearTexSubImage\n");
3598
3599 _mesa_store_cleartexsubimage(ctx, texImage,
3600 xoffset, yoffset, zoffset,
3601 width, height, depth,
3602 clearValue);
3603 }