2 * Mesa 3-D graphics library
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/image.h"
50 #include "main/macros.h"
51 #include "main/matrix.h"
52 #include "main/mipmap.h"
53 #include "main/pixel.h"
55 #include "main/polygon.h"
56 #include "main/readpix.h"
57 #include "main/scissor.h"
58 #include "main/shaderapi.h"
59 #include "main/shaderobj.h"
60 #include "main/state.h"
61 #include "main/stencil.h"
62 #include "main/texobj.h"
63 #include "main/texenv.h"
64 #include "main/texgetimage.h"
65 #include "main/teximage.h"
66 #include "main/texparam.h"
67 #include "main/texstate.h"
68 #include "main/transformfeedback.h"
69 #include "main/uniforms.h"
70 #include "main/varray.h"
71 #include "main/viewport.h"
72 #include "program/program.h"
73 #include "swrast/swrast.h"
74 #include "drivers/common/meta.h"
77 /** Return offset in bytes of the field within a vertex struct */
78 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
81 * State which we may save/restore across meta ops.
82 * XXX this may be incomplete...
86 GLbitfield SavedState
; /**< bitmask of MESA_META_* flags */
88 /** MESA_META_ALPHA_TEST */
89 GLboolean AlphaEnabled
;
93 /** MESA_META_BLEND */
94 GLbitfield BlendEnabled
;
95 GLboolean ColorLogicOpEnabled
;
97 /** MESA_META_COLOR_MASK */
98 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4];
100 /** MESA_META_DEPTH_TEST */
101 struct gl_depthbuffer_attrib Depth
;
106 /** MESA_META_PIXEL_STORE */
107 struct gl_pixelstore_attrib Pack
, Unpack
;
109 /** MESA_META_PIXEL_TRANSFER */
110 GLfloat RedBias
, RedScale
;
111 GLfloat GreenBias
, GreenScale
;
112 GLfloat BlueBias
, BlueScale
;
113 GLfloat AlphaBias
, AlphaScale
;
114 GLfloat DepthBias
, DepthScale
;
115 GLboolean MapColorFlag
;
117 /** MESA_META_RASTERIZATION */
118 GLenum FrontPolygonMode
, BackPolygonMode
;
119 GLboolean PolygonOffset
;
120 GLboolean PolygonSmooth
;
121 GLboolean PolygonStipple
;
122 GLboolean PolygonCull
;
124 /** MESA_META_SCISSOR */
125 struct gl_scissor_attrib Scissor
;
127 /** MESA_META_SHADER */
128 GLboolean VertexProgramEnabled
;
129 struct gl_vertex_program
*VertexProgram
;
130 GLboolean FragmentProgramEnabled
;
131 struct gl_fragment_program
*FragmentProgram
;
132 struct gl_shader_program
*VertexShader
;
133 struct gl_shader_program
*GeometryShader
;
134 struct gl_shader_program
*FragmentShader
;
135 struct gl_shader_program
*ActiveShader
;
137 /** MESA_META_STENCIL_TEST */
138 struct gl_stencil_attrib Stencil
;
140 /** MESA_META_TRANSFORM */
142 GLfloat ModelviewMatrix
[16];
143 GLfloat ProjectionMatrix
[16];
144 GLfloat TextureMatrix
[16];
146 /** MESA_META_CLIP */
147 GLbitfield ClipPlanesEnabled
;
149 /** MESA_META_TEXTURE */
151 GLuint ClientActiveUnit
;
152 /** for unit[0] only */
153 struct gl_texture_object
*CurrentTexture
[NUM_TEXTURE_TARGETS
];
154 /** mask of TEXTURE_2D_BIT, etc */
155 GLbitfield TexEnabled
[MAX_TEXTURE_UNITS
];
156 GLbitfield TexGenEnabled
[MAX_TEXTURE_UNITS
];
157 GLuint EnvMode
; /* unit[0] only */
159 /** MESA_META_VERTEX */
160 struct gl_array_object
*ArrayObj
;
161 struct gl_buffer_object
*ArrayBufferObj
;
163 /** MESA_META_VIEWPORT */
164 GLint ViewportX
, ViewportY
, ViewportW
, ViewportH
;
165 GLclampd DepthNear
, DepthFar
;
167 /** MESA_META_CLAMP_FRAGMENT_COLOR */
168 GLenum ClampFragmentColor
;
170 /** MESA_META_CLAMP_VERTEX_COLOR */
171 GLenum ClampVertexColor
;
173 /** MESA_META_CONDITIONAL_RENDER */
174 struct gl_query_object
*CondRenderQuery
;
175 GLenum CondRenderMode
;
177 /** MESA_META_SELECT_FEEDBACK */
179 struct gl_selection Select
;
180 struct gl_feedback Feedback
;
182 /** Miscellaneous (always disabled) */
184 GLboolean RasterDiscard
;
185 GLboolean TransformFeedbackNeedsResume
;
189 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
190 * This is currently shared by all the meta ops. But we could create a
191 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
196 GLenum Target
; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
197 GLsizei MinSize
; /**< Min texture size to allocate */
198 GLsizei MaxSize
; /**< Max possible texture size */
199 GLboolean NPOT
; /**< Non-power of two size OK? */
200 GLsizei Width
, Height
; /**< Current texture size */
202 GLfloat Sright
, Ttop
; /**< right, top texcoords */
207 * State for glBlitFramebufer()
218 * State for glClear()
227 GLuint IntegerShaderProg
;
228 GLint IntegerColorLocation
;
233 * State for glCopyPixels()
243 * State for glDrawPixels()
249 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
250 GLuint DepthFP
; /**< Fragment program for drawing depth images */
255 * State for glBitmap()
261 struct temp_texture Tex
; /**< separate texture from other meta ops */
266 * State for _mesa_meta_generate_mipmap()
268 struct gen_mipmap_state
277 * State for texture decompression
279 struct decompress_state
282 GLuint VBO
, FBO
, RBO
;
287 * State for glDrawTex()
295 #define MAX_META_OPS_DEPTH 8
297 * All per-context meta state.
301 /** Stack of state saved during meta-ops */
302 struct save_state Save
[MAX_META_OPS_DEPTH
];
303 /** Save stack depth */
304 GLuint SaveStackDepth
;
306 struct temp_texture TempTex
;
308 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
309 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
310 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
311 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
312 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
313 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
314 struct decompress_state Decompress
; /**< For texture decompression */
315 struct drawtex_state DrawTex
; /**< For _mesa_meta_DrawTex() */
319 compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
, const GLcharARB
*source
)
325 shader
= _mesa_CreateShaderObjectARB(target
);
326 _mesa_ShaderSourceARB(shader
, 1, &source
, NULL
);
327 _mesa_CompileShaderARB(shader
);
329 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
333 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
341 _mesa_GetProgramInfoLog(shader
, size
, NULL
, info
);
343 "meta program compile failed:\n%s\n"
353 link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
358 _mesa_LinkProgramARB(program
);
360 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
364 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
372 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
373 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
381 * Initialize meta-ops for a context.
382 * To be called once during context creation.
385 _mesa_meta_init(struct gl_context
*ctx
)
389 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
394 * Free context meta-op state.
395 * To be called once during context destruction.
398 _mesa_meta_free(struct gl_context
*ctx
)
400 /* Note: Any textures, VBOs, etc, that we allocate should get
401 * freed by the normal context destruction code. But this would be
402 * the place to free other meta data someday.
410 * Enter meta state. This is like a light-weight version of glPushAttrib
411 * but it also resets most GL state back to default values.
413 * \param state bitmask of MESA_META_* flags indicating which attribute groups
414 * to save and reset to their defaults
417 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
419 struct save_state
*save
;
421 /* hope MAX_META_OPS_DEPTH is large enough */
422 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
424 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
425 memset(save
, 0, sizeof(*save
));
426 save
->SavedState
= state
;
428 /* Pausing transform feedback needs to be done early, or else we won't be
429 * able to change other state.
431 save
->TransformFeedbackNeedsResume
=
432 ctx
->TransformFeedback
.CurrentObject
->Active
&&
433 !ctx
->TransformFeedback
.CurrentObject
->Paused
;
434 if (save
->TransformFeedbackNeedsResume
)
435 _mesa_PauseTransformFeedback();
437 if (state
& MESA_META_ALPHA_TEST
) {
438 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
439 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
440 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
441 if (ctx
->Color
.AlphaEnabled
)
442 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
445 if (state
& MESA_META_BLEND
) {
446 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
447 if (ctx
->Color
.BlendEnabled
) {
448 if (ctx
->Extensions
.EXT_draw_buffers2
) {
450 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
451 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
455 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
458 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
459 if (ctx
->Color
.ColorLogicOpEnabled
)
460 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
463 if (state
& MESA_META_COLOR_MASK
) {
464 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
465 sizeof(ctx
->Color
.ColorMask
));
466 if (!ctx
->Color
.ColorMask
[0][0] ||
467 !ctx
->Color
.ColorMask
[0][1] ||
468 !ctx
->Color
.ColorMask
[0][2] ||
469 !ctx
->Color
.ColorMask
[0][3])
470 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
473 if (state
& MESA_META_DEPTH_TEST
) {
474 save
->Depth
= ctx
->Depth
; /* struct copy */
476 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
479 if (state
& MESA_META_FOG
) {
480 save
->Fog
= ctx
->Fog
.Enabled
;
481 if (ctx
->Fog
.Enabled
)
482 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
485 if (state
& MESA_META_PIXEL_STORE
) {
486 save
->Pack
= ctx
->Pack
;
487 save
->Unpack
= ctx
->Unpack
;
488 ctx
->Pack
= ctx
->DefaultPacking
;
489 ctx
->Unpack
= ctx
->DefaultPacking
;
492 if (state
& MESA_META_PIXEL_TRANSFER
) {
493 save
->RedScale
= ctx
->Pixel
.RedScale
;
494 save
->RedBias
= ctx
->Pixel
.RedBias
;
495 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
496 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
497 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
498 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
499 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
500 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
501 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
502 ctx
->Pixel
.RedScale
= 1.0F
;
503 ctx
->Pixel
.RedBias
= 0.0F
;
504 ctx
->Pixel
.GreenScale
= 1.0F
;
505 ctx
->Pixel
.GreenBias
= 0.0F
;
506 ctx
->Pixel
.BlueScale
= 1.0F
;
507 ctx
->Pixel
.BlueBias
= 0.0F
;
508 ctx
->Pixel
.AlphaScale
= 1.0F
;
509 ctx
->Pixel
.AlphaBias
= 0.0F
;
510 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
512 ctx
->NewState
|=_NEW_PIXEL
;
515 if (state
& MESA_META_RASTERIZATION
) {
516 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
517 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
518 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
519 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
520 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
521 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
522 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
523 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
524 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
525 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
526 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
529 if (state
& MESA_META_SCISSOR
) {
530 save
->Scissor
= ctx
->Scissor
; /* struct copy */
531 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
534 if (state
& MESA_META_SHADER
) {
535 if (ctx
->Extensions
.ARB_vertex_program
) {
536 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
537 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
538 ctx
->VertexProgram
.Current
);
539 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
542 if (ctx
->Extensions
.ARB_fragment_program
) {
543 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
544 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
545 ctx
->FragmentProgram
.Current
);
546 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
549 if (ctx
->Extensions
.ARB_shader_objects
) {
550 _mesa_reference_shader_program(ctx
, &save
->VertexShader
,
551 ctx
->Shader
.CurrentVertexProgram
);
552 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
,
553 ctx
->Shader
.CurrentGeometryProgram
);
554 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
,
555 ctx
->Shader
.CurrentFragmentProgram
);
556 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
557 ctx
->Shader
.ActiveProgram
);
559 _mesa_UseProgramObjectARB(0);
563 if (state
& MESA_META_STENCIL_TEST
) {
564 save
->Stencil
= ctx
->Stencil
; /* struct copy */
565 if (ctx
->Stencil
.Enabled
)
566 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
567 /* NOTE: other stencil state not reset */
570 if (state
& MESA_META_TEXTURE
) {
573 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
574 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
575 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
577 /* Disable all texture units */
578 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
579 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
580 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
581 if (ctx
->Texture
.Unit
[u
].Enabled
||
582 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
583 _mesa_ActiveTextureARB(GL_TEXTURE0
+ u
);
584 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
585 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
586 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
587 if (ctx
->Extensions
.ARB_texture_cube_map
)
588 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
589 if (ctx
->Extensions
.NV_texture_rectangle
)
590 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
591 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
592 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
593 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
594 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
598 /* save current texture objects for unit[0] only */
599 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
600 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
601 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
604 /* set defaults for unit[0] */
605 _mesa_ActiveTextureARB(GL_TEXTURE0
);
606 _mesa_ClientActiveTextureARB(GL_TEXTURE0
);
607 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
610 if (state
& MESA_META_TRANSFORM
) {
611 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
612 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
613 16 * sizeof(GLfloat
));
614 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
615 16 * sizeof(GLfloat
));
616 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
617 16 * sizeof(GLfloat
));
618 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
619 /* set 1:1 vertex:pixel coordinate transform */
620 _mesa_ActiveTextureARB(GL_TEXTURE0
);
621 _mesa_MatrixMode(GL_TEXTURE
);
622 _mesa_LoadIdentity();
623 _mesa_ActiveTextureARB(GL_TEXTURE0
+ activeTexture
);
624 _mesa_MatrixMode(GL_MODELVIEW
);
625 _mesa_LoadIdentity();
626 _mesa_MatrixMode(GL_PROJECTION
);
627 _mesa_LoadIdentity();
628 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
629 0.0, ctx
->DrawBuffer
->Height
,
633 if (state
& MESA_META_CLIP
) {
634 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
635 if (ctx
->Transform
.ClipPlanesEnabled
) {
637 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
638 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
643 if (state
& MESA_META_VERTEX
) {
644 /* save vertex array object state */
645 _mesa_reference_array_object(ctx
, &save
->ArrayObj
,
646 ctx
->Array
.ArrayObj
);
647 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
648 ctx
->Array
.ArrayBufferObj
);
649 /* set some default state? */
652 if (state
& MESA_META_VIEWPORT
) {
653 /* save viewport state */
654 save
->ViewportX
= ctx
->Viewport
.X
;
655 save
->ViewportY
= ctx
->Viewport
.Y
;
656 save
->ViewportW
= ctx
->Viewport
.Width
;
657 save
->ViewportH
= ctx
->Viewport
.Height
;
658 /* set viewport to match window size */
659 if (ctx
->Viewport
.X
!= 0 ||
660 ctx
->Viewport
.Y
!= 0 ||
661 ctx
->Viewport
.Width
!= ctx
->DrawBuffer
->Width
||
662 ctx
->Viewport
.Height
!= ctx
->DrawBuffer
->Height
) {
663 _mesa_set_viewport(ctx
, 0, 0,
664 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
666 /* save depth range state */
667 save
->DepthNear
= ctx
->Viewport
.Near
;
668 save
->DepthFar
= ctx
->Viewport
.Far
;
669 /* set depth range to default */
670 _mesa_DepthRange(0.0, 1.0);
673 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
674 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
676 /* Generally in here we want to do clamping according to whether
677 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
678 * regardless of the internal implementation of the metaops.
680 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
)
681 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
684 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
685 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
687 /* Generally in here we never want vertex color clamping --
688 * result clamping is only dependent on fragment clamping.
690 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
693 if (state
& MESA_META_CONDITIONAL_RENDER
) {
694 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
695 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
697 if (ctx
->Query
.CondRenderQuery
)
698 _mesa_EndConditionalRender();
701 if (state
& MESA_META_SELECT_FEEDBACK
) {
702 save
->RenderMode
= ctx
->RenderMode
;
703 if (ctx
->RenderMode
== GL_SELECT
) {
704 save
->Select
= ctx
->Select
; /* struct copy */
705 _mesa_RenderMode(GL_RENDER
);
706 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
707 save
->Feedback
= ctx
->Feedback
; /* struct copy */
708 _mesa_RenderMode(GL_RENDER
);
714 save
->Lighting
= ctx
->Light
.Enabled
;
715 if (ctx
->Light
.Enabled
)
716 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
717 save
->RasterDiscard
= ctx
->RasterDiscard
;
718 if (ctx
->RasterDiscard
)
719 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
725 * Leave meta state. This is like a light-weight version of glPopAttrib().
728 _mesa_meta_end(struct gl_context
*ctx
)
730 struct save_state
*save
= &ctx
->Meta
->Save
[--ctx
->Meta
->SaveStackDepth
];
731 const GLbitfield state
= save
->SavedState
;
733 if (state
& MESA_META_ALPHA_TEST
) {
734 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
735 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
736 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
739 if (state
& MESA_META_BLEND
) {
740 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
741 if (ctx
->Extensions
.EXT_draw_buffers2
) {
743 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
744 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
748 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
751 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
752 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
755 if (state
& MESA_META_COLOR_MASK
) {
757 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
758 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
760 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
761 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
764 _mesa_ColorMaskIndexed(i
,
765 save
->ColorMask
[i
][0],
766 save
->ColorMask
[i
][1],
767 save
->ColorMask
[i
][2],
768 save
->ColorMask
[i
][3]);
774 if (state
& MESA_META_DEPTH_TEST
) {
775 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
776 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
777 _mesa_DepthFunc(save
->Depth
.Func
);
778 _mesa_DepthMask(save
->Depth
.Mask
);
781 if (state
& MESA_META_FOG
) {
782 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
785 if (state
& MESA_META_PIXEL_STORE
) {
786 ctx
->Pack
= save
->Pack
;
787 ctx
->Unpack
= save
->Unpack
;
790 if (state
& MESA_META_PIXEL_TRANSFER
) {
791 ctx
->Pixel
.RedScale
= save
->RedScale
;
792 ctx
->Pixel
.RedBias
= save
->RedBias
;
793 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
794 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
795 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
796 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
797 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
798 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
799 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
801 ctx
->NewState
|=_NEW_PIXEL
;
804 if (state
& MESA_META_RASTERIZATION
) {
805 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
806 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
807 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
808 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
809 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
810 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
813 if (state
& MESA_META_SCISSOR
) {
814 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, save
->Scissor
.Enabled
);
815 _mesa_Scissor(save
->Scissor
.X
, save
->Scissor
.Y
,
816 save
->Scissor
.Width
, save
->Scissor
.Height
);
819 if (state
& MESA_META_SHADER
) {
820 if (ctx
->Extensions
.ARB_vertex_program
) {
821 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
822 save
->VertexProgramEnabled
);
823 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
824 save
->VertexProgram
);
825 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
828 if (ctx
->Extensions
.ARB_fragment_program
) {
829 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
830 save
->FragmentProgramEnabled
);
831 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
832 save
->FragmentProgram
);
833 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
836 if (ctx
->Extensions
.ARB_vertex_shader
)
837 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
, save
->VertexShader
);
839 if (ctx
->Extensions
.ARB_geometry_shader4
)
840 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
841 save
->GeometryShader
);
843 if (ctx
->Extensions
.ARB_fragment_shader
)
844 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
845 save
->FragmentShader
);
847 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
850 _mesa_reference_shader_program(ctx
, &save
->VertexShader
, NULL
);
851 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
, NULL
);
852 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
, NULL
);
853 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
856 if (state
& MESA_META_STENCIL_TEST
) {
857 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
859 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
860 _mesa_ClearStencil(stencil
->Clear
);
861 if (ctx
->Extensions
.EXT_stencil_two_side
) {
862 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
863 stencil
->TestTwoSide
);
864 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
865 ? GL_BACK
: GL_FRONT
);
868 _mesa_StencilFuncSeparate(GL_FRONT
,
869 stencil
->Function
[0],
871 stencil
->ValueMask
[0]);
872 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
873 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
874 stencil
->ZFailFunc
[0],
875 stencil
->ZPassFunc
[0]);
877 _mesa_StencilFuncSeparate(GL_BACK
,
878 stencil
->Function
[1],
880 stencil
->ValueMask
[1]);
881 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
882 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
883 stencil
->ZFailFunc
[1],
884 stencil
->ZPassFunc
[1]);
887 if (state
& MESA_META_TEXTURE
) {
890 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
892 /* restore texenv for unit[0] */
893 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
895 /* restore texture objects for unit[0] only */
896 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
897 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
898 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
899 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
900 save
->CurrentTexture
[tgt
]);
902 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
905 /* Restore fixed function texture enables, texgen */
906 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
907 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
908 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
909 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
912 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
913 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
914 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
918 /* restore current unit state */
919 _mesa_ActiveTextureARB(GL_TEXTURE0
+ save
->ActiveUnit
);
920 _mesa_ClientActiveTextureARB(GL_TEXTURE0
+ save
->ClientActiveUnit
);
923 if (state
& MESA_META_TRANSFORM
) {
924 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
925 _mesa_ActiveTextureARB(GL_TEXTURE0
);
926 _mesa_MatrixMode(GL_TEXTURE
);
927 _mesa_LoadMatrixf(save
->TextureMatrix
);
928 _mesa_ActiveTextureARB(GL_TEXTURE0
+ activeTexture
);
930 _mesa_MatrixMode(GL_MODELVIEW
);
931 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
933 _mesa_MatrixMode(GL_PROJECTION
);
934 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
936 _mesa_MatrixMode(save
->MatrixMode
);
939 if (state
& MESA_META_CLIP
) {
940 if (save
->ClipPlanesEnabled
) {
942 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
943 if (save
->ClipPlanesEnabled
& (1 << i
)) {
944 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
950 if (state
& MESA_META_VERTEX
) {
951 /* restore vertex buffer object */
952 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
953 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
955 /* restore vertex array object */
956 _mesa_BindVertexArray(save
->ArrayObj
->Name
);
957 _mesa_reference_array_object(ctx
, &save
->ArrayObj
, NULL
);
960 if (state
& MESA_META_VIEWPORT
) {
961 if (save
->ViewportX
!= ctx
->Viewport
.X
||
962 save
->ViewportY
!= ctx
->Viewport
.Y
||
963 save
->ViewportW
!= ctx
->Viewport
.Width
||
964 save
->ViewportH
!= ctx
->Viewport
.Height
) {
965 _mesa_set_viewport(ctx
, save
->ViewportX
, save
->ViewportY
,
966 save
->ViewportW
, save
->ViewportH
);
968 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
971 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
972 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
975 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
976 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
979 if (state
& MESA_META_CONDITIONAL_RENDER
) {
980 if (save
->CondRenderQuery
)
981 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
982 save
->CondRenderMode
);
985 if (state
& MESA_META_SELECT_FEEDBACK
) {
986 if (save
->RenderMode
== GL_SELECT
) {
987 _mesa_RenderMode(GL_SELECT
);
988 ctx
->Select
= save
->Select
;
989 } else if (save
->RenderMode
== GL_FEEDBACK
) {
990 _mesa_RenderMode(GL_FEEDBACK
);
991 ctx
->Feedback
= save
->Feedback
;
996 if (save
->Lighting
) {
997 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
999 if (save
->RasterDiscard
) {
1000 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1002 if (save
->TransformFeedbackNeedsResume
)
1003 _mesa_ResumeTransformFeedback();
1008 * Determine whether Mesa is currently in a meta state.
1011 _mesa_meta_in_progress(struct gl_context
*ctx
)
1013 return ctx
->Meta
->SaveStackDepth
!= 0;
1018 * Convert Z from a normalized value in the range [0, 1] to an object-space
1019 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1020 * default/identity ortho projection results in the original Z value.
1021 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1022 * value comes from the clear value or raster position.
1024 static INLINE GLfloat
1025 invert_z(GLfloat normZ
)
1027 GLfloat objZ
= 1.0 - 2.0 * normZ
;
1033 * One-time init for a temp_texture object.
1034 * Choose tex target, compute max tex size, etc.
1037 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1039 /* prefer texture rectangle */
1040 if (ctx
->Extensions
.NV_texture_rectangle
) {
1041 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1042 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1043 tex
->NPOT
= GL_TRUE
;
1046 /* use 2D texture, NPOT if possible */
1047 tex
->Target
= GL_TEXTURE_2D
;
1048 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1049 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1051 tex
->MinSize
= 16; /* 16 x 16 at least */
1052 assert(tex
->MaxSize
> 0);
1054 _mesa_GenTextures(1, &tex
->TexObj
);
1059 * Return pointer to temp_texture info for non-bitmap ops.
1060 * This does some one-time init if needed.
1062 static struct temp_texture
*
1063 get_temp_texture(struct gl_context
*ctx
)
1065 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1068 init_temp_texture(ctx
, tex
);
1076 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1077 * We use a separate texture for bitmaps to reduce texture
1078 * allocation/deallocation.
1080 static struct temp_texture
*
1081 get_bitmap_temp_texture(struct gl_context
*ctx
)
1083 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1086 init_temp_texture(ctx
, tex
);
1094 * Compute the width/height of texture needed to draw an image of the
1095 * given size. Return a flag indicating whether the current texture
1096 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1097 * allocated (glTexImage2D).
1098 * Also, compute s/t texcoords for drawing.
1100 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1103 alloc_texture(struct temp_texture
*tex
,
1104 GLsizei width
, GLsizei height
, GLenum intFormat
)
1106 GLboolean newTex
= GL_FALSE
;
1108 ASSERT(width
<= tex
->MaxSize
);
1109 ASSERT(height
<= tex
->MaxSize
);
1111 if (width
> tex
->Width
||
1112 height
> tex
->Height
||
1113 intFormat
!= tex
->IntFormat
) {
1114 /* alloc new texture (larger or different format) */
1117 /* use non-power of two size */
1118 tex
->Width
= MAX2(tex
->MinSize
, width
);
1119 tex
->Height
= MAX2(tex
->MinSize
, height
);
1122 /* find power of two size */
1124 w
= h
= tex
->MinSize
;
1133 tex
->IntFormat
= intFormat
;
1138 /* compute texcoords */
1139 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1140 tex
->Sright
= (GLfloat
) width
;
1141 tex
->Ttop
= (GLfloat
) height
;
1144 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1145 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1153 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1156 setup_copypix_texture(struct temp_texture
*tex
,
1158 GLint srcX
, GLint srcY
,
1159 GLsizei width
, GLsizei height
, GLenum intFormat
,
1162 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1163 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1164 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1165 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1167 /* copy framebuffer image to texture */
1169 /* create new tex image */
1170 if (tex
->Width
== width
&& tex
->Height
== height
) {
1171 /* create new tex with framebuffer data */
1172 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1173 srcX
, srcY
, width
, height
, 0);
1176 /* create empty texture */
1177 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1178 tex
->Width
, tex
->Height
, 0,
1179 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1181 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1182 0, 0, srcX
, srcY
, width
, height
);
1186 /* replace existing tex image */
1187 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1188 0, 0, srcX
, srcY
, width
, height
);
1194 * Setup/load texture for glDrawPixels.
1197 setup_drawpix_texture(struct gl_context
*ctx
,
1198 struct temp_texture
*tex
,
1200 GLenum texIntFormat
,
1201 GLsizei width
, GLsizei height
,
1202 GLenum format
, GLenum type
,
1203 const GLvoid
*pixels
)
1205 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1206 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1207 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1208 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1210 /* copy pixel data to texture */
1212 /* create new tex image */
1213 if (tex
->Width
== width
&& tex
->Height
== height
) {
1214 /* create new tex and load image data */
1215 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1216 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1219 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1221 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1222 ctx
->Unpack
.BufferObj
);
1223 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1224 /* create empty texture */
1225 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1226 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1227 if (save_unpack_obj
!= NULL
)
1228 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
,
1229 save_unpack_obj
->Name
);
1231 _mesa_TexSubImage2D(tex
->Target
, 0,
1232 0, 0, width
, height
, format
, type
, pixels
);
1236 /* replace existing tex image */
1237 _mesa_TexSubImage2D(tex
->Target
, 0,
1238 0, 0, width
, height
, format
, type
, pixels
);
1245 * One-time init for drawing depth pixels.
1248 init_blit_depth_pixels(struct gl_context
*ctx
)
1250 static const char *program
=
1252 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1255 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1256 struct temp_texture
*tex
= get_temp_texture(ctx
);
1257 const char *texTarget
;
1259 assert(blit
->DepthFP
== 0);
1261 /* replace %s with "RECT" or "2D" */
1262 assert(strlen(program
) + 4 < sizeof(program2
));
1263 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1267 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1269 _mesa_GenPrograms(1, &blit
->DepthFP
);
1270 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1271 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1272 strlen(program2
), (const GLubyte
*) program2
);
1277 * Try to do a glBlitFramebuffer using no-copy texturing.
1278 * We can do this when the src renderbuffer is actually a texture.
1279 * But if the src buffer == dst buffer we cannot do this.
1281 * \return new buffer mask indicating the buffers left to blit using the
1285 blitframebuffer_texture(struct gl_context
*ctx
,
1286 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1287 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1288 GLbitfield mask
, GLenum filter
)
1290 if (mask
& GL_COLOR_BUFFER_BIT
) {
1291 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1292 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1293 const struct gl_renderbuffer_attachment
*drawAtt
=
1294 &drawFb
->Attachment
[drawFb
->_ColorDrawBufferIndexes
[0]];
1295 const struct gl_renderbuffer_attachment
*readAtt
=
1296 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1298 if (readAtt
&& readAtt
->Texture
) {
1299 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1300 const GLuint srcLevel
= readAtt
->TextureLevel
;
1301 const GLenum minFilterSave
= texObj
->Sampler
.MinFilter
;
1302 const GLenum magFilterSave
= texObj
->Sampler
.MagFilter
;
1303 const GLint baseLevelSave
= texObj
->BaseLevel
;
1304 const GLint maxLevelSave
= texObj
->MaxLevel
;
1305 const GLenum wrapSSave
= texObj
->Sampler
.WrapS
;
1306 const GLenum wrapTSave
= texObj
->Sampler
.WrapT
;
1307 const GLenum srgbSave
= texObj
->Sampler
.sRGBDecode
;
1308 const GLenum fbo_srgb_save
= ctx
->Color
.sRGBEnabled
;
1309 const GLenum target
= texObj
->Target
;
1311 if (drawAtt
->Texture
== readAtt
->Texture
) {
1312 /* Can't use same texture as both the source and dest. We need
1313 * to handle overlapping blits and besides, some hw may not
1319 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1320 /* Can't handle other texture types at this time */
1325 printf("Blit from texture!\n");
1326 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1327 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1330 /* Prepare src texture state */
1331 _mesa_BindTexture(target
, texObj
->Name
);
1332 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, filter
);
1333 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, filter
);
1334 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1335 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1336 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1338 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1339 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1341 /* Always do our blits with no sRGB decode or encode.*/
1342 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1343 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
1344 GL_SKIP_DECODE_EXT
);
1346 if (ctx
->Extensions
.EXT_framebuffer_sRGB
) {
1347 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_FALSE
);
1350 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1351 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1353 /* Prepare vertex data (the VBO was previously created and bound) */
1358 struct vertex verts
[4];
1359 GLfloat s0
, t0
, s1
, t1
;
1361 if (target
== GL_TEXTURE_2D
) {
1362 const struct gl_texture_image
*texImage
1363 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1364 s0
= srcX0
/ (float) texImage
->Width
;
1365 s1
= srcX1
/ (float) texImage
->Width
;
1366 t0
= srcY0
/ (float) texImage
->Height
;
1367 t1
= srcY1
/ (float) texImage
->Height
;
1370 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1377 verts
[0].x
= (GLfloat
) dstX0
;
1378 verts
[0].y
= (GLfloat
) dstY0
;
1379 verts
[1].x
= (GLfloat
) dstX1
;
1380 verts
[1].y
= (GLfloat
) dstY0
;
1381 verts
[2].x
= (GLfloat
) dstX1
;
1382 verts
[2].y
= (GLfloat
) dstY1
;
1383 verts
[3].x
= (GLfloat
) dstX0
;
1384 verts
[3].y
= (GLfloat
) dstY1
;
1395 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1398 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1400 /* Restore texture object state, the texture binding will
1401 * be restored by _mesa_meta_end().
1403 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, minFilterSave
);
1404 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, magFilterSave
);
1405 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1406 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1407 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1409 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, wrapSSave
);
1410 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, wrapTSave
);
1411 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1412 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, srgbSave
);
1414 if (ctx
->Extensions
.EXT_framebuffer_sRGB
&& fbo_srgb_save
) {
1415 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_TRUE
);
1418 /* Done with color buffer */
1419 mask
&= ~GL_COLOR_BUFFER_BIT
;
1428 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1429 * of texture mapping and polygon rendering.
1432 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1433 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1434 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1435 GLbitfield mask
, GLenum filter
)
1437 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1438 struct temp_texture
*tex
= get_temp_texture(ctx
);
1439 const GLsizei maxTexSize
= tex
->MaxSize
;
1440 const GLint srcX
= MIN2(srcX0
, srcX1
);
1441 const GLint srcY
= MIN2(srcY0
, srcY1
);
1442 const GLint srcW
= abs(srcX1
- srcX0
);
1443 const GLint srcH
= abs(srcY1
- srcY0
);
1444 const GLboolean srcFlipX
= srcX1
< srcX0
;
1445 const GLboolean srcFlipY
= srcY1
< srcY0
;
1449 struct vertex verts
[4];
1452 if (srcW
> maxTexSize
|| srcH
> maxTexSize
) {
1453 /* XXX avoid this fallback */
1454 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1455 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1471 /* only scissor effects blit so save/clear all other relevant state */
1472 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1474 if (blit
->ArrayObj
== 0) {
1475 /* one-time setup */
1477 /* create vertex array object */
1478 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1479 _mesa_BindVertexArray(blit
->ArrayObj
);
1481 /* create vertex array buffer */
1482 _mesa_GenBuffersARB(1, &blit
->VBO
);
1483 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1484 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1485 NULL
, GL_DYNAMIC_DRAW_ARB
);
1487 /* setup vertex arrays */
1488 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1489 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1490 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1491 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1494 _mesa_BindVertexArray(blit
->ArrayObj
);
1495 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1498 /* Try faster, direct texture approach first */
1499 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1500 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1502 _mesa_meta_end(ctx
);
1506 /* Continue with "normal" approach which involves copying the src rect
1507 * into a temporary texture and is "blitted" by drawing a textured quad.
1510 newTex
= alloc_texture(tex
, srcW
, srcH
, GL_RGBA
);
1512 /* vertex positions/texcoords (after texture allocation!) */
1514 verts
[0].x
= (GLfloat
) dstX0
;
1515 verts
[0].y
= (GLfloat
) dstY0
;
1516 verts
[1].x
= (GLfloat
) dstX1
;
1517 verts
[1].y
= (GLfloat
) dstY0
;
1518 verts
[2].x
= (GLfloat
) dstX1
;
1519 verts
[2].y
= (GLfloat
) dstY1
;
1520 verts
[3].x
= (GLfloat
) dstX0
;
1521 verts
[3].y
= (GLfloat
) dstY1
;
1525 verts
[1].s
= tex
->Sright
;
1527 verts
[2].s
= tex
->Sright
;
1528 verts
[2].t
= tex
->Ttop
;
1530 verts
[3].t
= tex
->Ttop
;
1532 /* upload new vertex data */
1533 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1536 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1538 if (mask
& GL_COLOR_BUFFER_BIT
) {
1539 setup_copypix_texture(tex
, newTex
, srcX
, srcY
, srcW
, srcH
,
1541 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1542 mask
&= ~GL_COLOR_BUFFER_BIT
;
1545 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1546 GLuint
*tmp
= (GLuint
*) malloc(srcW
* srcH
* sizeof(GLuint
));
1549 init_blit_depth_pixels(ctx
);
1551 /* maybe change tex format here */
1552 newTex
= alloc_texture(tex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
1554 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
,
1555 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, tmp
);
1557 setup_drawpix_texture(ctx
, tex
, newTex
, GL_DEPTH_COMPONENT
, srcW
, srcH
,
1558 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, tmp
);
1560 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1561 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
1562 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1563 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1564 _mesa_DepthFunc(GL_ALWAYS
);
1565 _mesa_DepthMask(GL_TRUE
);
1567 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1568 mask
&= ~GL_DEPTH_BUFFER_BIT
;
1574 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1575 /* XXX can't easily do stencil */
1578 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1580 _mesa_meta_end(ctx
);
1583 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1584 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1590 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1593 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1595 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1597 GLfloat x
, y
, z
, r
, g
, b
, a
;
1599 struct vertex verts
[4];
1600 /* save all state but scissor, pixel pack/unpack */
1601 GLbitfield metaSave
= (MESA_META_ALL
-
1603 MESA_META_PIXEL_STORE
-
1604 MESA_META_CONDITIONAL_RENDER
);
1605 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1607 if (buffers
& BUFFER_BITS_COLOR
) {
1608 /* if clearing color buffers, don't save/restore colormask */
1609 metaSave
-= MESA_META_COLOR_MASK
;
1612 _mesa_meta_begin(ctx
, metaSave
);
1614 if (clear
->ArrayObj
== 0) {
1615 /* one-time setup */
1617 /* create vertex array object */
1618 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
1619 _mesa_BindVertexArray(clear
->ArrayObj
);
1621 /* create vertex array buffer */
1622 _mesa_GenBuffersARB(1, &clear
->VBO
);
1623 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1625 /* setup vertex arrays */
1626 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1627 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
1628 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1629 _mesa_EnableClientState(GL_COLOR_ARRAY
);
1632 _mesa_BindVertexArray(clear
->ArrayObj
);
1633 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1636 /* GL_COLOR_BUFFER_BIT */
1637 if (buffers
& BUFFER_BITS_COLOR
) {
1638 /* leave colormask, glDrawBuffer state as-is */
1640 /* Clears never have the color clamped. */
1641 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1644 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1645 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1648 /* GL_DEPTH_BUFFER_BIT */
1649 if (buffers
& BUFFER_BIT_DEPTH
) {
1650 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1651 _mesa_DepthFunc(GL_ALWAYS
);
1652 _mesa_DepthMask(GL_TRUE
);
1655 assert(!ctx
->Depth
.Test
);
1658 /* GL_STENCIL_BUFFER_BIT */
1659 if (buffers
& BUFFER_BIT_STENCIL
) {
1660 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1661 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1662 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1663 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1664 ctx
->Stencil
.Clear
& stencilMax
,
1665 ctx
->Stencil
.WriteMask
[0]);
1668 assert(!ctx
->Stencil
.Enabled
);
1671 /* vertex positions/colors */
1673 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
1674 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
1675 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
1676 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
1677 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
1694 for (i
= 0; i
< 4; i
++) {
1695 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1696 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1697 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1698 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1701 /* upload new vertex data */
1702 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1703 GL_DYNAMIC_DRAW_ARB
);
1707 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1709 _mesa_meta_end(ctx
);
1713 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1715 const char *vs_source
=
1716 "attribute vec4 position;\n"
1719 " gl_Position = position;\n"
1721 const char *fs_source
=
1722 "uniform vec4 color;\n"
1725 " gl_FragColor = color;\n"
1727 const char *vs_int_source
=
1729 "attribute vec4 position;\n"
1732 " gl_Position = position;\n"
1734 const char *fs_int_source
=
1736 "uniform ivec4 color;\n"
1737 "out ivec4 out_color;\n"
1741 " out_color = color;\n"
1745 if (clear
->ArrayObj
!= 0)
1748 /* create vertex array object */
1749 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
1750 _mesa_BindVertexArray(clear
->ArrayObj
);
1752 /* create vertex array buffer */
1753 _mesa_GenBuffersARB(1, &clear
->VBO
);
1754 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1756 /* setup vertex arrays */
1757 _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT
, GL_FALSE
, 0, (void *)0);
1758 _mesa_EnableVertexAttribArrayARB(0);
1760 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
1761 _mesa_ShaderSourceARB(vs
, 1, &vs_source
, NULL
);
1762 _mesa_CompileShaderARB(vs
);
1764 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
1765 _mesa_ShaderSourceARB(fs
, 1, &fs_source
, NULL
);
1766 _mesa_CompileShaderARB(fs
);
1768 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
1769 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1770 _mesa_AttachShader(clear
->ShaderProg
, vs
);
1771 _mesa_BindAttribLocationARB(clear
->ShaderProg
, 0, "position");
1772 _mesa_LinkProgramARB(clear
->ShaderProg
);
1774 clear
->ColorLocation
= _mesa_GetUniformLocationARB(clear
->ShaderProg
,
1777 if (ctx
->Const
.GLSLVersion
>= 130) {
1778 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_int_source
);
1779 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_int_source
);
1781 clear
->IntegerShaderProg
= _mesa_CreateProgramObjectARB();
1782 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1783 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1784 _mesa_BindAttribLocationARB(clear
->IntegerShaderProg
, 0, "position");
1786 /* Note that user-defined out attributes get automatically assigned
1787 * locations starting from 0, so we don't need to explicitly
1788 * BindFragDataLocation to 0.
1791 link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1793 clear
->IntegerColorLocation
=
1794 _mesa_GetUniformLocationARB(clear
->IntegerShaderProg
, "color");
1799 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1802 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1804 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1805 GLbitfield metaSave
;
1806 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1807 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1808 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1809 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1810 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1811 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1812 const float z
= -invert_z(ctx
->Depth
.Clear
);
1817 metaSave
= (MESA_META_ALPHA_TEST
|
1819 MESA_META_DEPTH_TEST
|
1820 MESA_META_RASTERIZATION
|
1822 MESA_META_STENCIL_TEST
|
1824 MESA_META_VIEWPORT
|
1826 MESA_META_CLAMP_FRAGMENT_COLOR
);
1828 if (!(buffers
& BUFFER_BITS_COLOR
)) {
1829 /* We'll use colormask to disable color writes. Otherwise,
1830 * respect color mask
1832 metaSave
|= MESA_META_COLOR_MASK
;
1835 _mesa_meta_begin(ctx
, metaSave
);
1837 meta_glsl_clear_init(ctx
, clear
);
1839 if (fb
->_IntegerColor
) {
1840 _mesa_UseProgramObjectARB(clear
->IntegerShaderProg
);
1841 _mesa_Uniform4ivARB(clear
->IntegerColorLocation
, 1,
1842 ctx
->Color
.ClearColor
.i
);
1844 _mesa_UseProgramObjectARB(clear
->ShaderProg
);
1845 _mesa_Uniform4fvARB(clear
->ColorLocation
, 1,
1846 ctx
->Color
.ClearColor
.f
);
1849 _mesa_BindVertexArray(clear
->ArrayObj
);
1850 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1852 /* GL_COLOR_BUFFER_BIT */
1853 if (buffers
& BUFFER_BITS_COLOR
) {
1854 /* leave colormask, glDrawBuffer state as-is */
1856 /* Clears never have the color clamped. */
1857 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1860 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1861 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1864 /* GL_DEPTH_BUFFER_BIT */
1865 if (buffers
& BUFFER_BIT_DEPTH
) {
1866 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1867 _mesa_DepthFunc(GL_ALWAYS
);
1868 _mesa_DepthMask(GL_TRUE
);
1871 assert(!ctx
->Depth
.Test
);
1874 /* GL_STENCIL_BUFFER_BIT */
1875 if (buffers
& BUFFER_BIT_STENCIL
) {
1876 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1877 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1878 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1879 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1880 ctx
->Stencil
.Clear
& stencilMax
,
1881 ctx
->Stencil
.WriteMask
[0]);
1884 assert(!ctx
->Stencil
.Enabled
);
1887 /* vertex positions */
1901 /* upload new vertex data */
1902 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1903 GL_DYNAMIC_DRAW_ARB
);
1906 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1908 _mesa_meta_end(ctx
);
1912 * Meta implementation of ctx->Driver.CopyPixels() in terms
1913 * of texture mapping and polygon rendering and GLSL shaders.
1916 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1917 GLsizei width
, GLsizei height
,
1918 GLint dstX
, GLint dstY
, GLenum type
)
1920 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1921 struct temp_texture
*tex
= get_temp_texture(ctx
);
1923 GLfloat x
, y
, z
, s
, t
;
1925 struct vertex verts
[4];
1927 GLenum intFormat
= GL_RGBA
;
1929 if (type
!= GL_COLOR
||
1930 ctx
->_ImageTransferState
||
1932 width
> tex
->MaxSize
||
1933 height
> tex
->MaxSize
) {
1934 /* XXX avoid this fallback */
1935 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1939 /* Most GL state applies to glCopyPixels, but a there's a few things
1940 * we need to override:
1942 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1945 MESA_META_TRANSFORM
|
1948 MESA_META_VIEWPORT
));
1950 if (copypix
->ArrayObj
== 0) {
1951 /* one-time setup */
1953 /* create vertex array object */
1954 _mesa_GenVertexArrays(1, ©pix
->ArrayObj
);
1955 _mesa_BindVertexArray(copypix
->ArrayObj
);
1957 /* create vertex array buffer */
1958 _mesa_GenBuffersARB(1, ©pix
->VBO
);
1959 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
1960 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1961 NULL
, GL_DYNAMIC_DRAW_ARB
);
1963 /* setup vertex arrays */
1964 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1965 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1966 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1967 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1970 _mesa_BindVertexArray(copypix
->ArrayObj
);
1971 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
1974 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
1976 /* vertex positions, texcoords (after texture allocation!) */
1978 const GLfloat dstX0
= (GLfloat
) dstX
;
1979 const GLfloat dstY0
= (GLfloat
) dstY
;
1980 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1981 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1982 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1992 verts
[1].s
= tex
->Sright
;
1997 verts
[2].s
= tex
->Sright
;
1998 verts
[2].t
= tex
->Ttop
;
2003 verts
[3].t
= tex
->Ttop
;
2005 /* upload new vertex data */
2006 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2009 /* Alloc/setup texture */
2010 setup_copypix_texture(tex
, newTex
, srcX
, srcY
, width
, height
,
2011 GL_RGBA
, GL_NEAREST
);
2013 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2015 /* draw textured quad */
2016 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2018 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2020 _mesa_meta_end(ctx
);
2026 * When the glDrawPixels() image size is greater than the max rectangle
2027 * texture size we use this function to break the glDrawPixels() image
2028 * into tiles which fit into the max texture size.
2031 tiled_draw_pixels(struct gl_context
*ctx
,
2033 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2034 GLenum format
, GLenum type
,
2035 const struct gl_pixelstore_attrib
*unpack
,
2036 const GLvoid
*pixels
)
2038 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2041 if (tileUnpack
.RowLength
== 0)
2042 tileUnpack
.RowLength
= width
;
2044 for (i
= 0; i
< width
; i
+= tileSize
) {
2045 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2046 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2048 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2050 for (j
= 0; j
< height
; j
+= tileSize
) {
2051 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2052 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2054 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2056 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2057 format
, type
, &tileUnpack
, pixels
);
2064 * One-time init for drawing stencil pixels.
2067 init_draw_stencil_pixels(struct gl_context
*ctx
)
2069 /* This program is run eight times, once for each stencil bit.
2070 * The stencil values to draw are found in an 8-bit alpha texture.
2071 * We read the texture/stencil value and test if bit 'b' is set.
2072 * If the bit is not set, use KIL to kill the fragment.
2073 * Finally, we use the stencil test to update the stencil buffer.
2075 * The basic algorithm for checking if a bit is set is:
2076 * if (is_odd(value / (1 << bit)))
2077 * result is one (or non-zero).
2080 * The program parameter contains three values:
2081 * parm.x = 255 / (1 << bit)
2085 static const char *program
=
2087 "PARAM parm = program.local[0]; \n"
2089 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2090 "# t = t * 255 / bit \n"
2091 "MUL t.x, t.a, parm.x; \n"
2094 "SUB t.x, t.x, t.y; \n"
2096 "MUL t.x, t.x, parm.y; \n"
2097 "# t = fract(t.x) \n"
2098 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2099 "# t.x = (t.x == 0 ? 1 : 0) \n"
2100 "SGE t.x, -t.x, parm.z; \n"
2102 "# for debug only \n"
2103 "#MOV result.color, t.x; \n"
2105 char program2
[1000];
2106 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2107 struct temp_texture
*tex
= get_temp_texture(ctx
);
2108 const char *texTarget
;
2110 assert(drawpix
->StencilFP
== 0);
2112 /* replace %s with "RECT" or "2D" */
2113 assert(strlen(program
) + 4 < sizeof(program2
));
2114 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2118 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2120 _mesa_GenPrograms(1, &drawpix
->StencilFP
);
2121 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2122 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2123 strlen(program2
), (const GLubyte
*) program2
);
2128 * One-time init for drawing depth pixels.
2131 init_draw_depth_pixels(struct gl_context
*ctx
)
2133 static const char *program
=
2135 "PARAM color = program.local[0]; \n"
2136 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2137 "MOV result.color, color; \n"
2140 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2141 struct temp_texture
*tex
= get_temp_texture(ctx
);
2142 const char *texTarget
;
2144 assert(drawpix
->DepthFP
== 0);
2146 /* replace %s with "RECT" or "2D" */
2147 assert(strlen(program
) + 4 < sizeof(program2
));
2148 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2152 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2154 _mesa_GenPrograms(1, &drawpix
->DepthFP
);
2155 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2156 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2157 strlen(program2
), (const GLubyte
*) program2
);
2162 * Meta implementation of ctx->Driver.DrawPixels() in terms
2163 * of texture mapping and polygon rendering.
2166 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2167 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2168 GLenum format
, GLenum type
,
2169 const struct gl_pixelstore_attrib
*unpack
,
2170 const GLvoid
*pixels
)
2172 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2173 struct temp_texture
*tex
= get_temp_texture(ctx
);
2174 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2175 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2177 GLfloat x
, y
, z
, s
, t
;
2179 struct vertex verts
[4];
2180 GLenum texIntFormat
;
2181 GLboolean fallback
, newTex
;
2182 GLbitfield metaExtraSave
= 0x0;
2186 * Determine if we can do the glDrawPixels with texture mapping.
2188 fallback
= GL_FALSE
;
2189 if (ctx
->_ImageTransferState
||
2194 if (_mesa_is_color_format(format
)) {
2195 /* use more compact format when possible */
2196 /* XXX disable special case for GL_LUMINANCE for now to work around
2197 * apparent i965 driver bug (see bug #23670).
2199 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2200 texIntFormat
= format
;
2202 texIntFormat
= GL_RGBA
;
2204 /* If we're not supposed to clamp the resulting color, then just
2205 * promote our texture to fully float. We could do better by
2206 * just going for the matching set of channels, in floating
2209 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2210 ctx
->Extensions
.ARB_texture_float
)
2211 texIntFormat
= GL_RGBA32F
;
2213 else if (_mesa_is_stencil_format(format
)) {
2214 if (ctx
->Extensions
.ARB_fragment_program
&&
2215 ctx
->Pixel
.IndexShift
== 0 &&
2216 ctx
->Pixel
.IndexOffset
== 0 &&
2217 type
== GL_UNSIGNED_BYTE
) {
2218 /* We'll store stencil as alpha. This only works for GLubyte
2219 * image data because of how incoming values are mapped to alpha
2222 texIntFormat
= GL_ALPHA
;
2223 metaExtraSave
= (MESA_META_COLOR_MASK
|
2224 MESA_META_DEPTH_TEST
|
2226 MESA_META_STENCIL_TEST
);
2232 else if (_mesa_is_depth_format(format
)) {
2233 if (ctx
->Extensions
.ARB_depth_texture
&&
2234 ctx
->Extensions
.ARB_fragment_program
) {
2235 texIntFormat
= GL_DEPTH_COMPONENT
;
2236 metaExtraSave
= (MESA_META_SHADER
);
2247 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2248 format
, type
, unpack
, pixels
);
2253 * Check image size against max texture size, draw as tiles if needed.
2255 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2256 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2257 format
, type
, unpack
, pixels
);
2261 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2262 * but a there's a few things we need to override:
2264 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2267 MESA_META_TRANSFORM
|
2270 MESA_META_VIEWPORT
|
2271 MESA_META_CLAMP_FRAGMENT_COLOR
|
2274 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2276 /* vertex positions, texcoords (after texture allocation!) */
2278 const GLfloat x0
= (GLfloat
) x
;
2279 const GLfloat y0
= (GLfloat
) y
;
2280 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2281 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2282 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2292 verts
[1].s
= tex
->Sright
;
2297 verts
[2].s
= tex
->Sright
;
2298 verts
[2].t
= tex
->Ttop
;
2303 verts
[3].t
= tex
->Ttop
;
2306 if (drawpix
->ArrayObj
== 0) {
2307 /* one-time setup: create vertex array object */
2308 _mesa_GenVertexArrays(1, &drawpix
->ArrayObj
);
2310 _mesa_BindVertexArray(drawpix
->ArrayObj
);
2312 /* create vertex array buffer */
2313 _mesa_GenBuffersARB(1, &vbo
);
2314 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, vbo
);
2315 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2316 verts
, GL_DYNAMIC_DRAW_ARB
);
2318 /* setup vertex arrays */
2319 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2320 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2321 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2322 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2324 /* set given unpack params */
2325 ctx
->Unpack
= *unpack
;
2327 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2329 if (_mesa_is_stencil_format(format
)) {
2330 /* Drawing stencil */
2333 if (!drawpix
->StencilFP
)
2334 init_draw_stencil_pixels(ctx
);
2336 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2337 GL_ALPHA
, type
, pixels
);
2339 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2341 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2343 /* set all stencil bits to 0 */
2344 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2345 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2346 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2348 /* set stencil bits to 1 where needed */
2349 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2351 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2352 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2354 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2355 const GLuint mask
= 1 << bit
;
2356 if (mask
& origStencilMask
) {
2357 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2358 _mesa_StencilMask(mask
);
2360 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2361 255.0 / mask
, 0.5, 0.0, 0.0);
2363 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2367 else if (_mesa_is_depth_format(format
)) {
2369 if (!drawpix
->DepthFP
)
2370 init_draw_depth_pixels(ctx
);
2372 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2373 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2375 /* polygon color = current raster color */
2376 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2377 ctx
->Current
.RasterColor
);
2379 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2380 format
, type
, pixels
);
2382 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2386 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2387 format
, type
, pixels
);
2388 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2391 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2393 _mesa_DeleteBuffersARB(1, &vbo
);
2395 /* restore unpack params */
2396 ctx
->Unpack
= unpackSave
;
2398 _mesa_meta_end(ctx
);
2402 alpha_test_raster_color(struct gl_context
*ctx
)
2404 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2405 GLfloat ref
= ctx
->Color
.AlphaRef
;
2407 switch (ctx
->Color
.AlphaFunc
) {
2413 return alpha
== ref
;
2415 return alpha
<= ref
;
2419 return alpha
!= ref
;
2421 return alpha
>= ref
;
2431 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2432 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2433 * tracker would improve performance a lot.
2436 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2437 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2438 const struct gl_pixelstore_attrib
*unpack
,
2439 const GLubyte
*bitmap1
)
2441 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2442 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2443 const GLenum texIntFormat
= GL_ALPHA
;
2444 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2447 GLfloat x
, y
, z
, s
, t
, r
, g
, b
, a
;
2449 struct vertex verts
[4];
2454 * Check if swrast fallback is needed.
2456 if (ctx
->_ImageTransferState
||
2457 ctx
->FragmentProgram
._Enabled
||
2459 ctx
->Texture
._EnabledUnits
||
2460 width
> tex
->MaxSize
||
2461 height
> tex
->MaxSize
) {
2462 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2466 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2469 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2470 * but a there's a few things we need to override:
2472 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2473 MESA_META_PIXEL_STORE
|
2474 MESA_META_RASTERIZATION
|
2477 MESA_META_TRANSFORM
|
2480 MESA_META_VIEWPORT
));
2482 if (bitmap
->ArrayObj
== 0) {
2483 /* one-time setup */
2485 /* create vertex array object */
2486 _mesa_GenVertexArraysAPPLE(1, &bitmap
->ArrayObj
);
2487 _mesa_BindVertexArrayAPPLE(bitmap
->ArrayObj
);
2489 /* create vertex array buffer */
2490 _mesa_GenBuffersARB(1, &bitmap
->VBO
);
2491 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2492 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2493 NULL
, GL_DYNAMIC_DRAW_ARB
);
2495 /* setup vertex arrays */
2496 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2497 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2498 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2499 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2500 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2501 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2504 _mesa_BindVertexArray(bitmap
->ArrayObj
);
2505 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2508 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2510 /* vertex positions, texcoords, colors (after texture allocation!) */
2512 const GLfloat x0
= (GLfloat
) x
;
2513 const GLfloat y0
= (GLfloat
) y
;
2514 const GLfloat x1
= (GLfloat
) (x
+ width
);
2515 const GLfloat y1
= (GLfloat
) (y
+ height
);
2516 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2527 verts
[1].s
= tex
->Sright
;
2532 verts
[2].s
= tex
->Sright
;
2533 verts
[2].t
= tex
->Ttop
;
2538 verts
[3].t
= tex
->Ttop
;
2540 for (i
= 0; i
< 4; i
++) {
2541 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2542 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2543 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2544 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2547 /* upload new vertex data */
2548 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2551 /* choose different foreground/background alpha values */
2552 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2553 bg
= (fg
> 127 ? 0 : 255);
2555 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2557 _mesa_meta_end(ctx
);
2561 bitmap8
= (GLubyte
*) malloc(width
* height
);
2563 memset(bitmap8
, bg
, width
* height
);
2564 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2565 bitmap8
, width
, fg
);
2567 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2569 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2570 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2572 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2573 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2575 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2577 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2582 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2584 _mesa_meta_end(ctx
);
2589 * Check if the call to _mesa_meta_GenerateMipmap() will require a
2590 * software fallback. The fallback path will require that the texture
2591 * images are mapped.
2592 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
2595 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
2596 struct gl_texture_object
*texObj
)
2598 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
2599 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
2600 struct gl_texture_image
*baseImage
;
2604 /* check for fallbacks */
2605 if (!ctx
->Extensions
.EXT_framebuffer_object
||
2606 target
== GL_TEXTURE_3D
||
2607 target
== GL_TEXTURE_1D_ARRAY
||
2608 target
== GL_TEXTURE_2D_ARRAY
) {
2612 srcLevel
= texObj
->BaseLevel
;
2613 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
2614 if (!baseImage
|| _mesa_is_format_compressed(baseImage
->TexFormat
)) {
2618 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
2619 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
2620 /* The texture format is sRGB but we can't turn off sRGB->linear
2621 * texture sample conversion. So we won't be able to generate the
2622 * right colors when rendering. Need to use a fallback.
2628 * Test that we can actually render in the texture's format.
2631 _mesa_GenFramebuffersEXT(1, &mipmap
->FBO
);
2632 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
2634 if (target
== GL_TEXTURE_1D
) {
2635 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT
,
2636 GL_COLOR_ATTACHMENT0_EXT
,
2637 target
, texObj
->Name
, srcLevel
);
2640 /* other work is needed to enable 3D mipmap generation */
2641 else if (target
== GL_TEXTURE_3D
) {
2643 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT
,
2644 GL_COLOR_ATTACHMENT0_EXT
,
2645 target
, texObj
->Name
, srcLevel
, zoffset
);
2650 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
,
2651 GL_COLOR_ATTACHMENT0_EXT
,
2652 target
, texObj
->Name
, srcLevel
);
2655 status
= _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
);
2657 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fboSave
);
2659 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
2668 * Compute the texture coordinates for the four vertices of a quad for
2669 * drawing a 2D texture image or slice of a cube/3D texture.
2670 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2671 * \param slice slice of a 1D/2D array texture or 3D texture
2672 * \param width width of the texture image
2673 * \param height height of the texture image
2674 * \param coords0/1/2/3 returns the computed texcoords
2677 setup_texture_coords(GLenum faceTarget
,
2686 static const GLfloat st
[4][2] = {
2687 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
2692 switch (faceTarget
) {
2696 case GL_TEXTURE_2D_ARRAY
:
2697 if (faceTarget
== GL_TEXTURE_3D
)
2699 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2703 coords0
[0] = 0.0F
; /* s */
2704 coords0
[1] = 0.0F
; /* t */
2705 coords0
[2] = r
; /* r */
2716 case GL_TEXTURE_RECTANGLE_ARB
:
2717 coords0
[0] = 0.0F
; /* s */
2718 coords0
[1] = 0.0F
; /* t */
2719 coords0
[2] = 0.0F
; /* r */
2724 coords2
[1] = height
;
2727 coords3
[1] = height
;
2730 case GL_TEXTURE_1D_ARRAY
:
2731 coords0
[0] = 0.0F
; /* s */
2732 coords0
[1] = slice
; /* t */
2733 coords0
[2] = 0.0F
; /* r */
2745 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2746 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2747 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2748 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2749 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2750 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2751 /* loop over quad verts */
2752 for (i
= 0; i
< 4; i
++) {
2753 /* Compute sc = +/-scale and tc = +/-scale.
2754 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2755 * though that can still sometimes happen with this scale factor...
2757 const GLfloat scale
= 0.9999f
;
2758 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2759 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2779 switch (faceTarget
) {
2780 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2785 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2790 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2795 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2800 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2805 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2816 assert(0 && "unexpected target in meta setup_texture_coords()");
2822 * Called via ctx->Driver.GenerateMipmap()
2823 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
2827 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
2828 struct gl_texture_object
*texObj
)
2830 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
2832 GLfloat x
, y
, tex
[3];
2834 struct vertex verts
[4];
2835 const GLuint baseLevel
= texObj
->BaseLevel
;
2836 const GLuint maxLevel
= texObj
->MaxLevel
;
2837 const GLenum minFilterSave
= texObj
->Sampler
.MinFilter
;
2838 const GLenum magFilterSave
= texObj
->Sampler
.MagFilter
;
2839 const GLint maxLevelSave
= texObj
->MaxLevel
;
2840 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
2841 const GLenum wrapSSave
= texObj
->Sampler
.WrapS
;
2842 const GLenum wrapTSave
= texObj
->Sampler
.WrapT
;
2843 const GLenum wrapRSave
= texObj
->Sampler
.WrapR
;
2844 const GLenum srgbDecodeSave
= texObj
->Sampler
.sRGBDecode
;
2845 const GLenum srgbBufferSave
= ctx
->Color
.sRGBEnabled
;
2846 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
2847 const GLuint original_active_unit
= ctx
->Texture
.CurrentUnit
;
2850 const GLuint border
= 0;
2851 const GLint slice
= 0;
2853 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
2854 _mesa_generate_mipmap(ctx
, target
, texObj
);
2858 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
2859 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
2860 faceTarget
= target
;
2861 target
= GL_TEXTURE_CUBE_MAP
;
2864 faceTarget
= target
;
2867 _mesa_meta_begin(ctx
, MESA_META_ALL
);
2869 if (original_active_unit
!= 0)
2870 _mesa_BindTexture(target
, texObj
->Name
);
2872 if (mipmap
->ArrayObj
== 0) {
2873 /* one-time setup */
2875 /* create vertex array object */
2876 _mesa_GenVertexArraysAPPLE(1, &mipmap
->ArrayObj
);
2877 _mesa_BindVertexArrayAPPLE(mipmap
->ArrayObj
);
2879 /* create vertex array buffer */
2880 _mesa_GenBuffersARB(1, &mipmap
->VBO
);
2881 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
2882 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2883 NULL
, GL_DYNAMIC_DRAW_ARB
);
2885 /* setup vertex arrays */
2886 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2887 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
2888 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2889 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2892 _mesa_BindVertexArray(mipmap
->ArrayObj
);
2893 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
2897 _mesa_GenFramebuffersEXT(1, &mipmap
->FBO
);
2899 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
2901 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR_MIPMAP_LINEAR
);
2902 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2903 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
2904 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2905 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2906 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2908 /* We don't want to encode or decode sRGB values; treat them as linear */
2909 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
2910 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
2911 GL_SKIP_DECODE_EXT
);
2913 if (ctx
->Extensions
.EXT_framebuffer_sRGB
) {
2914 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_FALSE
);
2917 _mesa_set_enable(ctx
, target
, GL_TRUE
);
2919 /* setup texcoords (XXX what about border?) */
2920 setup_texture_coords(faceTarget
,
2921 0.0, 0.0, /* width, height never used here */
2928 /* setup vertex positions */
2938 /* upload new vertex data */
2939 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2941 /* setup projection matrix */
2942 _mesa_MatrixMode(GL_PROJECTION
);
2943 _mesa_LoadIdentity();
2944 _mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
2946 /* texture is already locked, unlock now */
2947 _mesa_unlock_texture(ctx
, texObj
);
2949 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
2950 const struct gl_texture_image
*srcImage
;
2951 const GLuint srcLevel
= dstLevel
- 1;
2952 GLsizei srcWidth
, srcHeight
, srcDepth
;
2953 GLsizei dstWidth
, dstHeight
, dstDepth
;
2956 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
2957 assert(srcImage
->Border
== 0); /* XXX we can fix this */
2959 /* src size w/out border */
2960 srcWidth
= srcImage
->Width
- 2 * border
;
2961 srcHeight
= srcImage
->Height
- 2 * border
;
2962 srcDepth
= srcImage
->Depth
- 2 * border
;
2964 /* new dst size w/ border */
2965 dstWidth
= MAX2(1, srcWidth
/ 2) + 2 * border
;
2966 dstHeight
= MAX2(1, srcHeight
/ 2) + 2 * border
;
2967 dstDepth
= MAX2(1, srcDepth
/ 2) + 2 * border
;
2969 if (dstWidth
== srcImage
->Width
&&
2970 dstHeight
== srcImage
->Height
&&
2971 dstDepth
== srcImage
->Depth
) {
2976 /* Allocate storage for the destination mipmap image(s) */
2978 /* Set MaxLevel large enough to hold the new level when we allocate it */
2979 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
2981 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
2982 dstWidth
, dstHeight
, dstDepth
,
2984 srcImage
->InternalFormat
,
2985 srcImage
->TexFormat
)) {
2986 /* All done. We either ran out of memory or we would go beyond the
2987 * last valid level of an immutable texture if we continued.
2992 /* limit minification to src level */
2993 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
2995 /* Set to draw into the current dstLevel */
2996 if (target
== GL_TEXTURE_1D
) {
2997 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT
,
2998 GL_COLOR_ATTACHMENT0_EXT
,
3003 else if (target
== GL_TEXTURE_3D
) {
3004 GLint zoffset
= 0; /* XXX unfinished */
3005 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT
,
3006 GL_COLOR_ATTACHMENT0_EXT
,
3013 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
,
3014 GL_COLOR_ATTACHMENT0_EXT
,
3020 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
3023 status
= _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
);
3024 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3029 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
3030 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
3032 /* setup viewport */
3033 _mesa_set_viewport(ctx
, 0, 0, dstWidth
, dstHeight
);
3035 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3038 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3039 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
3042 if (ctx
->Extensions
.EXT_framebuffer_sRGB
&& srgbBufferSave
) {
3043 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_TRUE
);
3046 _mesa_lock_texture(ctx
, texObj
); /* relock */
3048 _mesa_meta_end(ctx
);
3050 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, minFilterSave
);
3051 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, magFilterSave
);
3052 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3053 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
3054 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, wrapSSave
);
3055 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, wrapTSave
);
3056 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_R
, wrapRSave
);
3058 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fboSave
);
3063 * Determine the GL data type to use for the temporary image read with
3064 * ReadPixels() and passed to Tex[Sub]Image().
3067 get_temp_image_type(struct gl_context
*ctx
, GLenum baseFormat
)
3069 switch (baseFormat
) {
3074 case GL_LUMINANCE_ALPHA
:
3076 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8)
3077 return GL_UNSIGNED_BYTE
;
3078 else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16)
3079 return GL_UNSIGNED_SHORT
;
3082 case GL_DEPTH_COMPONENT
:
3083 return GL_UNSIGNED_INT
;
3084 case GL_DEPTH_STENCIL
:
3085 return GL_UNSIGNED_INT_24_8
;
3087 _mesa_problem(ctx
, "Unexpected format in get_temp_image_type()");
3094 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3095 * Have to be careful with locking and meta state for pixel transfer.
3098 copy_tex_sub_image(struct gl_context
*ctx
,
3099 GLuint dims
, GLenum target
, GLint level
,
3100 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3102 GLsizei width
, GLsizei height
)
3104 struct gl_texture_object
*texObj
;
3105 struct gl_texture_image
*texImage
;
3106 GLenum format
, type
;
3110 texObj
= _mesa_get_current_tex_object(ctx
, target
);
3111 texImage
= _mesa_select_tex_image(ctx
, texObj
, target
, level
);
3113 /* Choose format/type for temporary image buffer */
3114 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
3115 if (format
== GL_LUMINANCE
||
3116 format
== GL_LUMINANCE_ALPHA
||
3117 format
== GL_INTENSITY
) {
3118 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3119 * temp image buffer because glReadPixels will do L=R+G+B which is
3120 * not what we want (should be L=R).
3125 type
= get_temp_image_type(ctx
, format
);
3126 bpp
= _mesa_bytes_per_pixel(format
, type
);
3128 _mesa_problem(ctx
, "Bad bpp in meta copy_tex_sub_image()");
3133 * Alloc image buffer (XXX could use a PBO)
3135 buf
= malloc(width
* height
* bpp
);
3137 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
3141 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
3144 * Read image from framebuffer (disable pixel transfer ops)
3146 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
3147 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
3148 format
, type
, &ctx
->Pack
, buf
);
3149 _mesa_meta_end(ctx
);
3151 _mesa_update_state(ctx
); /* to update pixel transfer state */
3154 * Store texture data (with pixel transfer ops)
3156 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
3157 if (target
== GL_TEXTURE_1D
) {
3158 ctx
->Driver
.TexSubImage1D(ctx
, target
, level
, xoffset
,
3159 width
, format
, type
, buf
,
3160 &ctx
->Unpack
, texObj
, texImage
);
3162 else if (target
== GL_TEXTURE_3D
) {
3163 ctx
->Driver
.TexSubImage3D(ctx
, target
, level
, xoffset
, yoffset
, zoffset
,
3164 width
, height
, 1, format
, type
, buf
,
3165 &ctx
->Unpack
, texObj
, texImage
);
3168 ctx
->Driver
.TexSubImage2D(ctx
, target
, level
, xoffset
, yoffset
,
3169 width
, height
, format
, type
, buf
,
3170 &ctx
->Unpack
, texObj
, texImage
);
3172 _mesa_meta_end(ctx
);
3174 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
3181 _mesa_meta_CopyTexSubImage1D(struct gl_context
*ctx
, GLenum target
, GLint level
,
3183 GLint x
, GLint y
, GLsizei width
)
3185 copy_tex_sub_image(ctx
, 1, target
, level
, xoffset
, 0, 0,
3191 _mesa_meta_CopyTexSubImage2D(struct gl_context
*ctx
, GLenum target
, GLint level
,
3192 GLint xoffset
, GLint yoffset
,
3194 GLsizei width
, GLsizei height
)
3196 copy_tex_sub_image(ctx
, 2, target
, level
, xoffset
, yoffset
, 0,
3197 x
, y
, width
, height
);
3202 _mesa_meta_CopyTexSubImage3D(struct gl_context
*ctx
, GLenum target
, GLint level
,
3203 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3205 GLsizei width
, GLsizei height
)
3207 copy_tex_sub_image(ctx
, 3, target
, level
, xoffset
, yoffset
, zoffset
,
3208 x
, y
, width
, height
);
3213 * Decompress a texture image by drawing a quad with the compressed
3214 * texture and reading the pixels out of the color buffer.
3215 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3216 * \param destFormat format, ala glReadPixels
3217 * \param destType type, ala glReadPixels
3218 * \param dest destination buffer
3219 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3222 decompress_texture_image(struct gl_context
*ctx
,
3223 struct gl_texture_image
*texImage
,
3225 GLenum destFormat
, GLenum destType
,
3226 GLvoid
*dest
, GLint destRowLength
)
3228 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3229 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3230 const GLint width
= texImage
->Width
;
3231 const GLint height
= texImage
->Height
;
3232 const GLenum target
= texObj
->Target
;
3235 GLfloat x
, y
, tex
[3];
3237 struct vertex verts
[4];
3238 GLuint fboDrawSave
, fboReadSave
;
3241 assert(target
== GL_TEXTURE_3D
||
3242 target
== GL_TEXTURE_2D_ARRAY
);
3245 if (target
== GL_TEXTURE_CUBE_MAP
) {
3246 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3249 faceTarget
= target
;
3252 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3253 fboDrawSave
= ctx
->DrawBuffer
->Name
;
3254 fboReadSave
= ctx
->ReadBuffer
->Name
;
3256 _mesa_meta_begin(ctx
, MESA_META_ALL
);
3258 /* Create/bind FBO/renderbuffer */
3259 if (decompress
->FBO
== 0) {
3260 _mesa_GenFramebuffersEXT(1, &decompress
->FBO
);
3261 _mesa_GenRenderbuffersEXT(1, &decompress
->RBO
);
3262 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3263 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3264 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
,
3265 GL_COLOR_ATTACHMENT0_EXT
,
3266 GL_RENDERBUFFER_EXT
,
3270 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3273 /* alloc dest surface */
3274 if (width
!= decompress
->Width
|| height
!= decompress
->Height
) {
3275 _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT
, GL_RGBA
,
3277 decompress
->Width
= width
;
3278 decompress
->Height
= height
;
3281 /* setup VBO data */
3282 if (decompress
->ArrayObj
== 0) {
3283 /* create vertex array object */
3284 _mesa_GenVertexArrays(1, &decompress
->ArrayObj
);
3285 _mesa_BindVertexArray(decompress
->ArrayObj
);
3287 /* create vertex array buffer */
3288 _mesa_GenBuffersARB(1, &decompress
->VBO
);
3289 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3290 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3291 NULL
, GL_DYNAMIC_DRAW_ARB
);
3293 /* setup vertex arrays */
3294 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3295 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3296 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3297 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3300 _mesa_BindVertexArray(decompress
->ArrayObj
);
3301 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3304 setup_texture_coords(faceTarget
, slice
, width
, height
,
3310 /* setup vertex positions */
3316 verts
[2].y
= height
;
3318 verts
[3].y
= height
;
3320 /* upload new vertex data */
3321 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3323 /* setup texture state */
3324 _mesa_BindTexture(target
, texObj
->Name
);
3325 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3328 /* save texture object state */
3329 const GLenum minFilterSave
= texObj
->Sampler
.MinFilter
;
3330 const GLenum magFilterSave
= texObj
->Sampler
.MagFilter
;
3331 const GLint baseLevelSave
= texObj
->BaseLevel
;
3332 const GLint maxLevelSave
= texObj
->MaxLevel
;
3333 const GLenum wrapSSave
= texObj
->Sampler
.WrapS
;
3334 const GLenum wrapTSave
= texObj
->Sampler
.WrapT
;
3335 const GLenum srgbSave
= texObj
->Sampler
.sRGBDecode
;
3337 /* restrict sampling to the texture level of interest */
3338 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
3339 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
3340 /* nearest filtering */
3341 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3342 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3344 /* No sRGB decode or encode.*/
3345 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3346 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
3347 GL_SKIP_DECODE_EXT
);
3349 if (ctx
->Extensions
.EXT_framebuffer_sRGB
) {
3350 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_FALSE
);
3353 /* render quad w/ texture into renderbuffer */
3354 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3356 /* Restore texture object state, the texture binding will
3357 * be restored by _mesa_meta_end().
3359 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, minFilterSave
);
3360 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, magFilterSave
);
3361 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3362 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
3363 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3365 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, wrapSSave
);
3366 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, wrapTSave
);
3367 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3368 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, srgbSave
);
3372 /* read pixels from renderbuffer */
3374 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3376 /* The pixel transfer state will be set to default values at this point
3377 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3378 * turned off (as required by glGetTexImage) but we need to handle some
3379 * special cases. In particular, single-channel texture values are
3380 * returned as red and two-channel texture values are returned as
3383 if (baseTexFormat
== GL_LUMINANCE
||
3384 baseTexFormat
== GL_LUMINANCE_ALPHA
||
3385 baseTexFormat
== GL_INTENSITY
) {
3386 /* Green and blue must be zero */
3387 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3388 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3391 ctx
->Pack
.RowLength
= destRowLength
;
3392 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3395 /* disable texture unit */
3396 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3398 _mesa_meta_end(ctx
);
3400 /* restore fbo bindings */
3401 if (fboDrawSave
== fboReadSave
) {
3402 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fboDrawSave
);
3405 _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT
, fboDrawSave
);
3406 _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT
, fboReadSave
);
3412 * This is just a wrapper around _mesa_get_tex_image() and
3413 * decompress_texture_image(). Meta functions should not be directly called
3417 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
3418 GLenum format
, GLenum type
, GLvoid
*pixels
,
3419 struct gl_texture_image
*texImage
)
3421 /* We can only use the decompress-with-blit method here if the texels are
3422 * unsigned, normalized values. We could handle signed and unnormalized
3423 * with floating point renderbuffers...
3425 if (_mesa_is_format_compressed(texImage
->TexFormat
) &&
3426 _mesa_get_format_datatype(texImage
->TexFormat
)
3427 == GL_UNSIGNED_NORMALIZED
) {
3428 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3429 const GLuint slice
= 0; /* only 2D compressed textures for now */
3430 /* Need to unlock the texture here to prevent deadlock... */
3431 _mesa_unlock_texture(ctx
, texObj
);
3432 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, pixels
,
3433 ctx
->Pack
.RowLength
);
3434 /* ... and relock it */
3435 _mesa_lock_texture(ctx
, texObj
);
3438 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
3444 * Meta implementation of ctx->Driver.DrawTex() in terms
3445 * of polygon rendering.
3448 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3449 GLfloat width
, GLfloat height
)
3451 #if FEATURE_OES_draw_texture
3452 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3454 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3456 struct vertex verts
[4];
3459 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3461 MESA_META_TRANSFORM
|
3463 MESA_META_VIEWPORT
));
3465 if (drawtex
->ArrayObj
== 0) {
3466 /* one-time setup */
3467 GLint active_texture
;
3469 /* create vertex array object */
3470 _mesa_GenVertexArrays(1, &drawtex
->ArrayObj
);
3471 _mesa_BindVertexArray(drawtex
->ArrayObj
);
3473 /* create vertex array buffer */
3474 _mesa_GenBuffersARB(1, &drawtex
->VBO
);
3475 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3476 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3477 NULL
, GL_DYNAMIC_DRAW_ARB
);
3479 /* client active texture is not part of the array object */
3480 active_texture
= ctx
->Array
.ActiveTexture
;
3482 /* setup vertex arrays */
3483 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3484 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3485 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3486 _mesa_ClientActiveTextureARB(GL_TEXTURE0
+ i
);
3487 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
3488 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3491 /* restore client active texture */
3492 _mesa_ClientActiveTextureARB(GL_TEXTURE0
+ active_texture
);
3495 _mesa_BindVertexArray(drawtex
->ArrayObj
);
3496 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3499 /* vertex positions, texcoords */
3501 const GLfloat x1
= x
+ width
;
3502 const GLfloat y1
= y
+ height
;
3504 z
= CLAMP(z
, 0.0, 1.0);
3523 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3524 const struct gl_texture_object
*texObj
;
3525 const struct gl_texture_image
*texImage
;
3526 GLfloat s
, t
, s1
, t1
;
3529 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
3531 for (j
= 0; j
< 4; j
++) {
3532 verts
[j
].st
[i
][0] = 0.0f
;
3533 verts
[j
].st
[i
][1] = 0.0f
;
3538 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3539 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3540 tw
= texImage
->Width2
;
3541 th
= texImage
->Height2
;
3543 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3544 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3545 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3546 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3548 verts
[0].st
[i
][0] = s
;
3549 verts
[0].st
[i
][1] = t
;
3551 verts
[1].st
[i
][0] = s1
;
3552 verts
[1].st
[i
][1] = t
;
3554 verts
[2].st
[i
][0] = s1
;
3555 verts
[2].st
[i
][1] = t1
;
3557 verts
[3].st
[i
][0] = s
;
3558 verts
[3].st
[i
][1] = t1
;
3561 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3564 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3566 _mesa_meta_end(ctx
);
3567 #endif /* FEATURE_OES_draw_texture */