2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/glformats.h"
52 #include "main/image.h"
53 #include "main/macros.h"
54 #include "main/matrix.h"
55 #include "main/mipmap.h"
56 #include "main/multisample.h"
57 #include "main/objectlabel.h"
58 #include "main/pipelineobj.h"
59 #include "main/pixel.h"
61 #include "main/polygon.h"
62 #include "main/queryobj.h"
63 #include "main/readpix.h"
64 #include "main/scissor.h"
65 #include "main/shaderapi.h"
66 #include "main/shaderobj.h"
67 #include "main/state.h"
68 #include "main/stencil.h"
69 #include "main/texobj.h"
70 #include "main/texenv.h"
71 #include "main/texgetimage.h"
72 #include "main/teximage.h"
73 #include "main/texparam.h"
74 #include "main/texstate.h"
75 #include "main/texstore.h"
76 #include "main/transformfeedback.h"
77 #include "main/uniforms.h"
78 #include "main/varray.h"
79 #include "main/viewport.h"
80 #include "main/samplerobj.h"
81 #include "program/program.h"
82 #include "swrast/swrast.h"
83 #include "drivers/common/meta.h"
84 #include "main/enums.h"
85 #include "main/glformats.h"
86 #include "util/ralloc.h"
88 /** Return offset in bytes of the field within a vertex struct */
89 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
92 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
94 static struct blit_shader
*
95 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
97 static void cleanup_temp_texture(struct temp_texture
*tex
);
98 static void meta_glsl_clear_cleanup(struct clear_state
*clear
);
99 static void meta_decompress_cleanup(struct decompress_state
*decompress
);
100 static void meta_drawpix_cleanup(struct drawpix_state
*drawpix
);
103 _mesa_meta_bind_fbo_image(GLenum fboTarget
, GLenum attachment
,
104 struct gl_texture_image
*texImage
, GLuint layer
)
106 struct gl_texture_object
*texObj
= texImage
->TexObject
;
107 int level
= texImage
->Level
;
108 GLenum texTarget
= texObj
->Target
;
112 _mesa_FramebufferTexture1D(fboTarget
,
118 case GL_TEXTURE_1D_ARRAY
:
119 case GL_TEXTURE_2D_ARRAY
:
120 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
121 case GL_TEXTURE_CUBE_MAP_ARRAY
:
123 _mesa_FramebufferTextureLayer(fboTarget
,
129 default: /* 2D / cube */
130 if (texTarget
== GL_TEXTURE_CUBE_MAP
)
131 texTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
133 _mesa_FramebufferTexture2D(fboTarget
,
142 _mesa_meta_compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
,
143 const GLcharARB
*source
)
149 shader
= _mesa_CreateShader(target
);
150 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
151 _mesa_CompileShader(shader
);
153 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
157 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
159 _mesa_DeleteShader(shader
);
165 _mesa_DeleteShader(shader
);
169 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
171 "meta program compile failed:\n%s\n"
176 _mesa_DeleteShader(shader
);
182 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
187 _mesa_LinkProgram(program
);
189 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
193 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
201 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
202 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
210 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
211 const char *vs_source
,
212 const char *fs_source
,
216 GLuint vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
218 GLuint fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
221 *program
= _mesa_CreateProgram();
222 _mesa_ObjectLabel(GL_PROGRAM
, *program
, -1, name
);
223 _mesa_AttachShader(*program
, fs
);
224 _mesa_DeleteShader(fs
);
225 _mesa_AttachShader(*program
, vs
);
226 _mesa_DeleteShader(vs
);
227 _mesa_BindAttribLocation(*program
, 0, "position");
228 _mesa_BindAttribLocation(*program
, 1, "texcoords");
229 _mesa_meta_link_program_with_debug(ctx
, *program
);
231 _mesa_UseProgram(*program
);
235 * Generate a generic shader to blit from a texture to a framebuffer
237 * \param ctx Current GL context
238 * \param texTarget Texture target that will be the source of the blit
240 * \returns a handle to a shader program on success or zero on failure.
243 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
246 struct blit_shader_table
*table
)
248 char *vs_source
, *fs_source
;
249 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
250 const char *vs_input
, *vs_output
, *fs_input
, *vs_preprocess
, *fs_preprocess
;
253 if (ctx
->Const
.GLSLVersion
< 130) {
255 vs_input
= "attribute";
256 vs_output
= "varying";
257 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
258 fs_input
= "varying";
260 vs_preprocess
= "#version 130";
263 fs_preprocess
= "#version 130";
265 shader
->func
= "texture";
268 assert(shader
!= NULL
);
270 if (shader
->shader_prog
!= 0) {
271 _mesa_UseProgram(shader
->shader_prog
);
275 mem_ctx
= ralloc_context(NULL
);
277 vs_source
= ralloc_asprintf(mem_ctx
,
279 "%s vec2 position;\n"
280 "%s vec4 textureCoords;\n"
281 "%s vec4 texCoords;\n"
284 " texCoords = textureCoords;\n"
285 " gl_Position = vec4(position, 0.0, 1.0);\n"
287 vs_preprocess
, vs_input
, vs_input
, vs_output
);
289 fs_source
= ralloc_asprintf(mem_ctx
,
291 "#extension GL_ARB_texture_cube_map_array: enable\n"
292 "uniform %s texSampler;\n"
293 "%s vec4 texCoords;\n"
296 " gl_FragColor = %s(texSampler, %s);\n"
299 fs_preprocess
, shader
->type
, fs_input
,
300 shader
->func
, shader
->texcoords
,
301 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
303 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
304 ralloc_asprintf(mem_ctx
, "%s blit",
306 &shader
->shader_prog
);
307 ralloc_free(mem_ctx
);
311 * Configure vertex buffer and vertex array objects for tests
313 * Regardless of whether a new VAO is created, the object referenced by \c VAO
314 * will be bound into the GL state vector when this function terminates. The
315 * object referenced by \c VBO will \b not be bound.
317 * \param VAO Storage for vertex array object handle. If 0, a new VAO
319 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
320 * will be created. The new VBO will have storage for 4
321 * \c vertex structures.
322 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
323 * or should traditional, fixed-function color and texture
324 * coordinate be used?
325 * \param vertex_size Number of components for attribute 0 / vertex.
326 * \param texcoord_size Number of components for attribute 1 / texture
327 * coordinate. If this is 0, attribute 1 will not be set or
329 * \param color_size Number of components for attribute 1 / primary color.
330 * If this is 0, attribute 1 will not be set or enabled.
332 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
333 * Use \c texcoord_size instead.
336 _mesa_meta_setup_vertex_objects(struct gl_context
*ctx
,
337 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
338 bool use_generic_attributes
,
339 unsigned vertex_size
, unsigned texcoord_size
,
343 struct gl_vertex_array_object
*array_obj
;
344 assert(*buf_obj
== NULL
);
346 /* create vertex array object */
347 _mesa_GenVertexArrays(1, VAO
);
348 _mesa_BindVertexArray(*VAO
);
350 array_obj
= _mesa_lookup_vao(ctx
, *VAO
);
351 assert(array_obj
!= NULL
);
353 /* create vertex array buffer */
354 *buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
355 if (*buf_obj
== NULL
)
358 _mesa_buffer_data(ctx
, *buf_obj
, GL_NONE
, 4 * sizeof(struct vertex
), NULL
,
359 GL_DYNAMIC_DRAW
, __func__
);
361 /* setup vertex arrays */
362 if (use_generic_attributes
) {
363 assert(color_size
== 0);
365 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
366 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
368 offsetof(struct vertex
, x
), true);
369 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
370 *buf_obj
, 0, sizeof(struct vertex
));
371 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
372 VERT_ATTRIB_GENERIC(0));
373 if (texcoord_size
> 0) {
374 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
375 texcoord_size
, GL_FLOAT
, GL_RGBA
,
376 GL_FALSE
, GL_FALSE
, GL_FALSE
,
377 offsetof(struct vertex
, tex
), false);
378 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
379 *buf_obj
, 0, sizeof(struct vertex
));
380 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
381 VERT_ATTRIB_GENERIC(1));
384 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
385 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
387 offsetof(struct vertex
, x
), true);
388 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
389 *buf_obj
, 0, sizeof(struct vertex
));
390 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
392 if (texcoord_size
> 0) {
393 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
394 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
396 offsetof(struct vertex
, tex
), false);
397 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
398 *buf_obj
, 0, sizeof(struct vertex
));
399 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_TEX(0));
402 if (color_size
> 0) {
403 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
404 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
406 offsetof(struct vertex
, r
), false);
407 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
408 *buf_obj
, 0, sizeof(struct vertex
));
409 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_COLOR0
);
413 _mesa_BindVertexArray(*VAO
);
418 * Initialize meta-ops for a context.
419 * To be called once during context creation.
422 _mesa_meta_init(struct gl_context
*ctx
)
426 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
430 * Free context meta-op state.
431 * To be called once during context destruction.
434 _mesa_meta_free(struct gl_context
*ctx
)
436 GET_CURRENT_CONTEXT(old_context
);
437 _mesa_make_current(ctx
, NULL
, NULL
);
438 _mesa_meta_glsl_blit_cleanup(&ctx
->Meta
->Blit
);
439 meta_glsl_clear_cleanup(&ctx
->Meta
->Clear
);
440 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx
->Meta
->Mipmap
);
441 cleanup_temp_texture(&ctx
->Meta
->TempTex
);
442 meta_decompress_cleanup(&ctx
->Meta
->Decompress
);
443 meta_drawpix_cleanup(&ctx
->Meta
->DrawPix
);
445 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
447 _mesa_make_current(NULL
, NULL
, NULL
);
454 * Enter meta state. This is like a light-weight version of glPushAttrib
455 * but it also resets most GL state back to default values.
457 * \param state bitmask of MESA_META_* flags indicating which attribute groups
458 * to save and reset to their defaults
461 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
463 struct save_state
*save
;
465 /* hope MAX_META_OPS_DEPTH is large enough */
466 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
468 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
469 memset(save
, 0, sizeof(*save
));
470 save
->SavedState
= state
;
472 /* We always push into desktop GL mode and pop out at the end. No sense in
473 * writing our shaders varying based on the user's context choice, when
474 * Mesa can handle either.
476 save
->API
= ctx
->API
;
477 ctx
->API
= API_OPENGL_COMPAT
;
479 /* Mesa's extension helper functions use the current context's API to look up
480 * the version required by an extension as a step in determining whether or
481 * not it has been advertised. Since meta aims to only be restricted by the
482 * driver capability (and not by whether or not an extension has been
483 * advertised), set the helper functions' Version variable to a value that
484 * will make the checks on the context API and version unconditionally pass.
486 save
->ExtensionsVersion
= ctx
->Extensions
.Version
;
487 ctx
->Extensions
.Version
= ~0;
489 /* Pausing transform feedback needs to be done early, or else we won't be
490 * able to change other state.
492 save
->TransformFeedbackNeedsResume
=
493 _mesa_is_xfb_active_and_unpaused(ctx
);
494 if (save
->TransformFeedbackNeedsResume
)
495 _mesa_PauseTransformFeedback();
497 /* After saving the current occlusion object, call EndQuery so that no
498 * occlusion querying will be active during the meta-operation.
500 if (state
& MESA_META_OCCLUSION_QUERY
) {
501 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
502 if (save
->CurrentOcclusionObject
)
503 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
506 if (state
& MESA_META_ALPHA_TEST
) {
507 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
508 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
509 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
510 if (ctx
->Color
.AlphaEnabled
)
511 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
514 if (state
& MESA_META_BLEND
) {
515 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
516 if (ctx
->Color
.BlendEnabled
) {
517 if (ctx
->Extensions
.EXT_draw_buffers2
) {
519 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
520 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
524 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
527 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
528 if (ctx
->Color
.ColorLogicOpEnabled
)
529 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
532 if (state
& MESA_META_DITHER
) {
533 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
534 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
537 if (state
& MESA_META_COLOR_MASK
) {
538 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
539 sizeof(ctx
->Color
.ColorMask
));
540 if (!ctx
->Color
.ColorMask
[0][0] ||
541 !ctx
->Color
.ColorMask
[0][1] ||
542 !ctx
->Color
.ColorMask
[0][2] ||
543 !ctx
->Color
.ColorMask
[0][3])
544 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
547 if (state
& MESA_META_DEPTH_TEST
) {
548 save
->Depth
= ctx
->Depth
; /* struct copy */
550 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
553 if (state
& MESA_META_FOG
) {
554 save
->Fog
= ctx
->Fog
.Enabled
;
555 if (ctx
->Fog
.Enabled
)
556 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
559 if (state
& MESA_META_PIXEL_STORE
) {
560 save
->Pack
= ctx
->Pack
;
561 save
->Unpack
= ctx
->Unpack
;
562 ctx
->Pack
= ctx
->DefaultPacking
;
563 ctx
->Unpack
= ctx
->DefaultPacking
;
566 if (state
& MESA_META_PIXEL_TRANSFER
) {
567 save
->RedScale
= ctx
->Pixel
.RedScale
;
568 save
->RedBias
= ctx
->Pixel
.RedBias
;
569 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
570 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
571 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
572 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
573 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
574 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
575 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
576 ctx
->Pixel
.RedScale
= 1.0F
;
577 ctx
->Pixel
.RedBias
= 0.0F
;
578 ctx
->Pixel
.GreenScale
= 1.0F
;
579 ctx
->Pixel
.GreenBias
= 0.0F
;
580 ctx
->Pixel
.BlueScale
= 1.0F
;
581 ctx
->Pixel
.BlueBias
= 0.0F
;
582 ctx
->Pixel
.AlphaScale
= 1.0F
;
583 ctx
->Pixel
.AlphaBias
= 0.0F
;
584 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
586 ctx
->NewState
|=_NEW_PIXEL
;
589 if (state
& MESA_META_RASTERIZATION
) {
590 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
591 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
592 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
593 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
594 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
595 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
596 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
597 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
598 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
599 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
600 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
603 if (state
& MESA_META_SCISSOR
) {
604 save
->Scissor
= ctx
->Scissor
; /* struct copy */
605 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
608 if (state
& MESA_META_SHADER
) {
611 if (ctx
->Extensions
.ARB_vertex_program
) {
612 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
613 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
614 ctx
->VertexProgram
.Current
);
615 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
618 if (ctx
->Extensions
.ARB_fragment_program
) {
619 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
620 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
621 ctx
->FragmentProgram
.Current
);
622 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
625 if (ctx
->Extensions
.ATI_fragment_shader
) {
626 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
627 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
630 if (ctx
->Pipeline
.Current
) {
631 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
632 ctx
->Pipeline
.Current
);
633 _mesa_BindProgramPipeline(0);
636 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
637 * that we don't have to worry about the current pipeline state.
639 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
640 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
641 ctx
->Shader
.CurrentProgram
[i
]);
643 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
644 ctx
->Shader
.ActiveProgram
);
649 if (state
& MESA_META_STENCIL_TEST
) {
650 save
->Stencil
= ctx
->Stencil
; /* struct copy */
651 if (ctx
->Stencil
.Enabled
)
652 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
653 /* NOTE: other stencil state not reset */
656 if (state
& MESA_META_TEXTURE
) {
659 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
660 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
661 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
663 /* Disable all texture units */
664 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
665 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
666 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
667 if (ctx
->Texture
.Unit
[u
].Enabled
||
668 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
669 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
670 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
671 if (ctx
->Extensions
.ARB_texture_cube_map
)
672 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
674 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
675 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
676 if (ctx
->Extensions
.NV_texture_rectangle
)
677 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
678 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
679 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
680 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
681 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
685 /* save current texture objects for unit[0] only */
686 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
687 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
688 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
691 /* set defaults for unit[0] */
692 _mesa_ActiveTexture(GL_TEXTURE0
);
693 _mesa_ClientActiveTexture(GL_TEXTURE0
);
694 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
697 if (state
& MESA_META_TRANSFORM
) {
698 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
699 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
700 16 * sizeof(GLfloat
));
701 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
702 16 * sizeof(GLfloat
));
703 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
704 16 * sizeof(GLfloat
));
705 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
706 /* set 1:1 vertex:pixel coordinate transform */
707 _mesa_ActiveTexture(GL_TEXTURE0
);
708 _mesa_MatrixMode(GL_TEXTURE
);
709 _mesa_LoadIdentity();
710 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
711 _mesa_MatrixMode(GL_MODELVIEW
);
712 _mesa_LoadIdentity();
713 _mesa_MatrixMode(GL_PROJECTION
);
714 _mesa_LoadIdentity();
716 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
717 * This can occur when there is no draw buffer.
719 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
720 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
721 0.0, ctx
->DrawBuffer
->Height
,
724 if (ctx
->Extensions
.ARB_clip_control
) {
725 save
->ClipOrigin
= ctx
->Transform
.ClipOrigin
;
726 save
->ClipDepthMode
= ctx
->Transform
.ClipDepthMode
;
727 _mesa_ClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
);
731 if (state
& MESA_META_CLIP
) {
732 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
733 if (ctx
->Transform
.ClipPlanesEnabled
) {
735 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
736 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
741 if (state
& MESA_META_VERTEX
) {
742 /* save vertex array object state */
743 _mesa_reference_vao(ctx
, &save
->VAO
,
745 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
746 ctx
->Array
.ArrayBufferObj
);
747 /* set some default state? */
750 if (state
& MESA_META_VIEWPORT
) {
751 /* save viewport state */
752 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
753 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
754 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
755 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
756 /* set viewport to match window size */
757 if (ctx
->ViewportArray
[0].X
!= 0 ||
758 ctx
->ViewportArray
[0].Y
!= 0 ||
759 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
760 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
761 _mesa_set_viewport(ctx
, 0, 0, 0,
762 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
764 /* save depth range state */
765 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
766 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
767 /* set depth range to default */
768 _mesa_set_depth_range(ctx
, 0, 0.0, 1.0);
771 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
772 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
774 /* Generally in here we want to do clamping according to whether
775 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
776 * regardless of the internal implementation of the metaops.
778 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
779 ctx
->Extensions
.ARB_color_buffer_float
)
780 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
783 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
784 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
786 /* Generally in here we never want vertex color clamping --
787 * result clamping is only dependent on fragment clamping.
789 if (ctx
->Extensions
.ARB_color_buffer_float
)
790 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
793 if (state
& MESA_META_CONDITIONAL_RENDER
) {
794 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
795 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
797 if (ctx
->Query
.CondRenderQuery
)
798 _mesa_EndConditionalRender();
801 if (state
& MESA_META_SELECT_FEEDBACK
) {
802 save
->RenderMode
= ctx
->RenderMode
;
803 if (ctx
->RenderMode
== GL_SELECT
) {
804 save
->Select
= ctx
->Select
; /* struct copy */
805 _mesa_RenderMode(GL_RENDER
);
806 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
807 save
->Feedback
= ctx
->Feedback
; /* struct copy */
808 _mesa_RenderMode(GL_RENDER
);
812 if (state
& MESA_META_MULTISAMPLE
) {
813 save
->Multisample
= ctx
->Multisample
; /* struct copy */
815 if (ctx
->Multisample
.Enabled
)
816 _mesa_set_multisample(ctx
, GL_FALSE
);
817 if (ctx
->Multisample
.SampleCoverage
)
818 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, GL_FALSE
);
819 if (ctx
->Multisample
.SampleAlphaToCoverage
)
820 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, GL_FALSE
);
821 if (ctx
->Multisample
.SampleAlphaToOne
)
822 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, GL_FALSE
);
823 if (ctx
->Multisample
.SampleShading
)
824 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, GL_FALSE
);
825 if (ctx
->Multisample
.SampleMask
)
826 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, GL_FALSE
);
829 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
830 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
831 if (ctx
->Color
.sRGBEnabled
)
832 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
835 if (state
& MESA_META_DRAW_BUFFERS
) {
836 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
837 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
838 sizeof(save
->ColorDrawBuffers
));
843 save
->Lighting
= ctx
->Light
.Enabled
;
844 if (ctx
->Light
.Enabled
)
845 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
846 save
->RasterDiscard
= ctx
->RasterDiscard
;
847 if (ctx
->RasterDiscard
)
848 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
850 save
->DrawBufferName
= ctx
->DrawBuffer
->Name
;
851 save
->ReadBufferName
= ctx
->ReadBuffer
->Name
;
852 save
->RenderbufferName
= (ctx
->CurrentRenderbuffer
?
853 ctx
->CurrentRenderbuffer
->Name
: 0);
859 * Leave meta state. This is like a light-weight version of glPopAttrib().
862 _mesa_meta_end(struct gl_context
*ctx
)
864 assert(ctx
->Meta
->SaveStackDepth
> 0);
866 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
867 const GLbitfield state
= save
->SavedState
;
870 /* Grab the result of the old occlusion query before starting it again. The
871 * old result is added to the result of the new query so the driver will
872 * continue adding where it left off. */
873 if (state
& MESA_META_OCCLUSION_QUERY
) {
874 if (save
->CurrentOcclusionObject
) {
875 struct gl_query_object
*q
= save
->CurrentOcclusionObject
;
878 ctx
->Driver
.WaitQuery(ctx
, q
);
880 _mesa_BeginQuery(q
->Target
, q
->Id
);
881 ctx
->Query
.CurrentOcclusionObject
->Result
+= result
;
885 if (state
& MESA_META_ALPHA_TEST
) {
886 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
887 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
888 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
891 if (state
& MESA_META_BLEND
) {
892 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
893 if (ctx
->Extensions
.EXT_draw_buffers2
) {
895 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
896 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
900 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
903 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
904 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
907 if (state
& MESA_META_DITHER
)
908 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
910 if (state
& MESA_META_COLOR_MASK
) {
912 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
913 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
915 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
916 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
920 save
->ColorMask
[i
][0],
921 save
->ColorMask
[i
][1],
922 save
->ColorMask
[i
][2],
923 save
->ColorMask
[i
][3]);
929 if (state
& MESA_META_DEPTH_TEST
) {
930 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
931 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
932 _mesa_DepthFunc(save
->Depth
.Func
);
933 _mesa_DepthMask(save
->Depth
.Mask
);
936 if (state
& MESA_META_FOG
) {
937 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
940 if (state
& MESA_META_PIXEL_STORE
) {
941 ctx
->Pack
= save
->Pack
;
942 ctx
->Unpack
= save
->Unpack
;
945 if (state
& MESA_META_PIXEL_TRANSFER
) {
946 ctx
->Pixel
.RedScale
= save
->RedScale
;
947 ctx
->Pixel
.RedBias
= save
->RedBias
;
948 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
949 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
950 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
951 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
952 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
953 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
954 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
956 ctx
->NewState
|=_NEW_PIXEL
;
959 if (state
& MESA_META_RASTERIZATION
) {
960 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
961 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
962 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
963 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
964 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
965 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
968 if (state
& MESA_META_SCISSOR
) {
971 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
972 _mesa_set_scissor(ctx
, i
,
973 save
->Scissor
.ScissorArray
[i
].X
,
974 save
->Scissor
.ScissorArray
[i
].Y
,
975 save
->Scissor
.ScissorArray
[i
].Width
,
976 save
->Scissor
.ScissorArray
[i
].Height
);
977 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
978 (save
->Scissor
.EnableFlags
>> i
) & 1);
982 if (state
& MESA_META_SHADER
) {
983 static const GLenum targets
[] = {
985 GL_TESS_CONTROL_SHADER
,
986 GL_TESS_EVALUATION_SHADER
,
991 STATIC_ASSERT(MESA_SHADER_STAGES
== ARRAY_SIZE(targets
));
995 if (ctx
->Extensions
.ARB_vertex_program
) {
996 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
997 save
->VertexProgramEnabled
);
998 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
999 save
->VertexProgram
);
1000 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
1003 if (ctx
->Extensions
.ARB_fragment_program
) {
1004 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
1005 save
->FragmentProgramEnabled
);
1006 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
1007 save
->FragmentProgram
);
1008 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
1011 if (ctx
->Extensions
.ATI_fragment_shader
) {
1012 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
1013 save
->ATIFragmentShaderEnabled
);
1017 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1018 /* It is safe to call _mesa_use_shader_program even if the extension
1019 * necessary for that program state is not supported. In that case,
1020 * the saved program object must be NULL and the currently bound
1021 * program object must be NULL. _mesa_use_shader_program is a no-op
1024 _mesa_use_shader_program(ctx
, targets
[i
],
1028 /* Do this *before* killing the reference. :)
1030 if (save
->Shader
[i
] != NULL
)
1033 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
1036 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1037 save
->ActiveShader
);
1038 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
1040 /* If there were any stages set with programs, use ctx->Shader as the
1041 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1042 * hasn't been restored yet, and that may modify ctx->_Shader further.
1045 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1048 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1049 ctx
->Pipeline
.Default
);
1051 if (save
->Pipeline
) {
1052 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1054 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1058 if (state
& MESA_META_STENCIL_TEST
) {
1059 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1061 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1062 _mesa_ClearStencil(stencil
->Clear
);
1063 if (ctx
->Extensions
.EXT_stencil_two_side
) {
1064 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1065 stencil
->TestTwoSide
);
1066 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1067 ? GL_BACK
: GL_FRONT
);
1070 _mesa_StencilFuncSeparate(GL_FRONT
,
1071 stencil
->Function
[0],
1073 stencil
->ValueMask
[0]);
1074 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1075 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1076 stencil
->ZFailFunc
[0],
1077 stencil
->ZPassFunc
[0]);
1079 _mesa_StencilFuncSeparate(GL_BACK
,
1080 stencil
->Function
[1],
1082 stencil
->ValueMask
[1]);
1083 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1084 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1085 stencil
->ZFailFunc
[1],
1086 stencil
->ZPassFunc
[1]);
1089 if (state
& MESA_META_TEXTURE
) {
1092 assert(ctx
->Texture
.CurrentUnit
== 0);
1094 /* restore texenv for unit[0] */
1095 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1097 /* restore texture objects for unit[0] only */
1098 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1099 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1100 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1101 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1102 save
->CurrentTexture
[tgt
]);
1104 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1107 /* Restore fixed function texture enables, texgen */
1108 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1109 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1110 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1111 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1114 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1115 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1116 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1120 /* restore current unit state */
1121 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1122 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1125 if (state
& MESA_META_TRANSFORM
) {
1126 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1127 _mesa_ActiveTexture(GL_TEXTURE0
);
1128 _mesa_MatrixMode(GL_TEXTURE
);
1129 _mesa_LoadMatrixf(save
->TextureMatrix
);
1130 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1132 _mesa_MatrixMode(GL_MODELVIEW
);
1133 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1135 _mesa_MatrixMode(GL_PROJECTION
);
1136 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1138 _mesa_MatrixMode(save
->MatrixMode
);
1140 if (ctx
->Extensions
.ARB_clip_control
)
1141 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1144 if (state
& MESA_META_CLIP
) {
1145 if (save
->ClipPlanesEnabled
) {
1147 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1148 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1149 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1155 if (state
& MESA_META_VERTEX
) {
1156 /* restore vertex buffer object */
1157 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1158 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1160 /* restore vertex array object */
1161 _mesa_BindVertexArray(save
->VAO
->Name
);
1162 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1165 if (state
& MESA_META_VIEWPORT
) {
1166 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1167 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1168 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1169 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1170 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1171 save
->ViewportW
, save
->ViewportH
);
1173 _mesa_set_depth_range(ctx
, 0, save
->DepthNear
, save
->DepthFar
);
1176 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1177 ctx
->Extensions
.ARB_color_buffer_float
) {
1178 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1181 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1182 ctx
->Extensions
.ARB_color_buffer_float
) {
1183 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1186 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1187 if (save
->CondRenderQuery
)
1188 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1189 save
->CondRenderMode
);
1192 if (state
& MESA_META_SELECT_FEEDBACK
) {
1193 if (save
->RenderMode
== GL_SELECT
) {
1194 _mesa_RenderMode(GL_SELECT
);
1195 ctx
->Select
= save
->Select
;
1196 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1197 _mesa_RenderMode(GL_FEEDBACK
);
1198 ctx
->Feedback
= save
->Feedback
;
1202 if (state
& MESA_META_MULTISAMPLE
) {
1203 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1204 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
1206 if (ctx_ms
->Enabled
!= save_ms
->Enabled
)
1207 _mesa_set_multisample(ctx
, save_ms
->Enabled
);
1208 if (ctx_ms
->SampleCoverage
!= save_ms
->SampleCoverage
)
1209 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, save_ms
->SampleCoverage
);
1210 if (ctx_ms
->SampleAlphaToCoverage
!= save_ms
->SampleAlphaToCoverage
)
1211 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, save_ms
->SampleAlphaToCoverage
);
1212 if (ctx_ms
->SampleAlphaToOne
!= save_ms
->SampleAlphaToOne
)
1213 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, save_ms
->SampleAlphaToOne
);
1214 if (ctx_ms
->SampleCoverageValue
!= save_ms
->SampleCoverageValue
||
1215 ctx_ms
->SampleCoverageInvert
!= save_ms
->SampleCoverageInvert
) {
1216 _mesa_SampleCoverage(save_ms
->SampleCoverageValue
,
1217 save_ms
->SampleCoverageInvert
);
1219 if (ctx_ms
->SampleShading
!= save_ms
->SampleShading
)
1220 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, save_ms
->SampleShading
);
1221 if (ctx_ms
->SampleMask
!= save_ms
->SampleMask
)
1222 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, save_ms
->SampleMask
);
1223 if (ctx_ms
->SampleMaskValue
!= save_ms
->SampleMaskValue
)
1224 _mesa_SampleMaski(0, save_ms
->SampleMaskValue
);
1225 if (ctx_ms
->MinSampleShadingValue
!= save_ms
->MinSampleShadingValue
)
1226 _mesa_MinSampleShading(save_ms
->MinSampleShadingValue
);
1229 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1230 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1231 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1235 if (save
->Lighting
) {
1236 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1238 if (save
->RasterDiscard
) {
1239 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1241 if (save
->TransformFeedbackNeedsResume
)
1242 _mesa_ResumeTransformFeedback();
1244 if (ctx
->DrawBuffer
->Name
!= save
->DrawBufferName
)
1245 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, save
->DrawBufferName
);
1247 if (ctx
->ReadBuffer
->Name
!= save
->ReadBufferName
)
1248 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER
, save
->ReadBufferName
);
1250 if (!ctx
->CurrentRenderbuffer
||
1251 ctx
->CurrentRenderbuffer
->Name
!= save
->RenderbufferName
)
1252 _mesa_BindRenderbuffer(GL_RENDERBUFFER
, save
->RenderbufferName
);
1254 if (state
& MESA_META_DRAW_BUFFERS
) {
1255 _mesa_drawbuffers(ctx
, ctx
->DrawBuffer
, ctx
->Const
.MaxDrawBuffers
,
1256 save
->ColorDrawBuffers
, NULL
);
1259 ctx
->Meta
->SaveStackDepth
--;
1261 ctx
->API
= save
->API
;
1262 ctx
->Extensions
.Version
= save
->ExtensionsVersion
;
1267 * Convert Z from a normalized value in the range [0, 1] to an object-space
1268 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1269 * default/identity ortho projection results in the original Z value.
1270 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1271 * value comes from the clear value or raster position.
1273 static inline GLfloat
1274 invert_z(GLfloat normZ
)
1276 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1282 * One-time init for a temp_texture object.
1283 * Choose tex target, compute max tex size, etc.
1286 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1288 /* prefer texture rectangle */
1289 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1290 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1291 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1292 tex
->NPOT
= GL_TRUE
;
1295 /* use 2D texture, NPOT if possible */
1296 tex
->Target
= GL_TEXTURE_2D
;
1297 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1298 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1300 tex
->MinSize
= 16; /* 16 x 16 at least */
1301 assert(tex
->MaxSize
> 0);
1303 _mesa_GenTextures(1, &tex
->TexObj
);
1307 cleanup_temp_texture(struct temp_texture
*tex
)
1311 _mesa_DeleteTextures(1, &tex
->TexObj
);
1317 * Return pointer to temp_texture info for non-bitmap ops.
1318 * This does some one-time init if needed.
1320 struct temp_texture
*
1321 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1323 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1326 init_temp_texture(ctx
, tex
);
1334 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1335 * We use a separate texture for bitmaps to reduce texture
1336 * allocation/deallocation.
1338 static struct temp_texture
*
1339 get_bitmap_temp_texture(struct gl_context
*ctx
)
1341 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1344 init_temp_texture(ctx
, tex
);
1351 * Return pointer to depth temp_texture.
1352 * This does some one-time init if needed.
1354 struct temp_texture
*
1355 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1357 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1360 init_temp_texture(ctx
, tex
);
1367 * Compute the width/height of texture needed to draw an image of the
1368 * given size. Return a flag indicating whether the current texture
1369 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1370 * allocated (glTexImage2D).
1371 * Also, compute s/t texcoords for drawing.
1373 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1376 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1377 GLsizei width
, GLsizei height
, GLenum intFormat
)
1379 GLboolean newTex
= GL_FALSE
;
1381 assert(width
<= tex
->MaxSize
);
1382 assert(height
<= tex
->MaxSize
);
1384 if (width
> tex
->Width
||
1385 height
> tex
->Height
||
1386 intFormat
!= tex
->IntFormat
) {
1387 /* alloc new texture (larger or different format) */
1390 /* use non-power of two size */
1391 tex
->Width
= MAX2(tex
->MinSize
, width
);
1392 tex
->Height
= MAX2(tex
->MinSize
, height
);
1395 /* find power of two size */
1397 w
= h
= tex
->MinSize
;
1406 tex
->IntFormat
= intFormat
;
1411 /* compute texcoords */
1412 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1413 tex
->Sright
= (GLfloat
) width
;
1414 tex
->Ttop
= (GLfloat
) height
;
1417 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1418 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1426 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1429 _mesa_meta_setup_copypix_texture(struct gl_context
*ctx
,
1430 struct temp_texture
*tex
,
1431 GLint srcX
, GLint srcY
,
1432 GLsizei width
, GLsizei height
,
1438 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1439 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1440 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1441 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1443 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1445 /* copy framebuffer image to texture */
1447 /* create new tex image */
1448 if (tex
->Width
== width
&& tex
->Height
== height
) {
1449 /* create new tex with framebuffer data */
1450 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1451 srcX
, srcY
, width
, height
, 0);
1454 /* create empty texture */
1455 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1456 tex
->Width
, tex
->Height
, 0,
1457 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1459 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1460 0, 0, srcX
, srcY
, width
, height
);
1464 /* replace existing tex image */
1465 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1466 0, 0, srcX
, srcY
, width
, height
);
1472 * Setup/load texture for glDrawPixels.
1475 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1476 struct temp_texture
*tex
,
1478 GLsizei width
, GLsizei height
,
1479 GLenum format
, GLenum type
,
1480 const GLvoid
*pixels
)
1482 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1483 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1484 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1485 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1487 /* copy pixel data to texture */
1489 /* create new tex image */
1490 if (tex
->Width
== width
&& tex
->Height
== height
) {
1491 /* create new tex and load image data */
1492 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1493 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1496 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1498 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1499 ctx
->Unpack
.BufferObj
);
1500 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1501 /* create empty texture */
1502 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1503 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1504 if (save_unpack_obj
!= NULL
)
1505 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1506 save_unpack_obj
->Name
);
1508 _mesa_TexSubImage2D(tex
->Target
, 0,
1509 0, 0, width
, height
, format
, type
, pixels
);
1513 /* replace existing tex image */
1514 _mesa_TexSubImage2D(tex
->Target
, 0,
1515 0, 0, width
, height
, format
, type
, pixels
);
1520 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context
*ctx
,
1521 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
1522 unsigned texcoord_size
)
1524 _mesa_meta_setup_vertex_objects(ctx
, VAO
, buf_obj
, false, 2, texcoord_size
,
1527 /* setup projection matrix */
1528 _mesa_MatrixMode(GL_PROJECTION
);
1529 _mesa_LoadIdentity();
1533 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1536 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1538 meta_clear(ctx
, buffers
, false);
1542 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1544 meta_clear(ctx
, buffers
, true);
1548 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1550 const char *vs_source
=
1551 "#extension GL_AMD_vertex_shader_layer : enable\n"
1552 "#extension GL_ARB_draw_instanced : enable\n"
1553 "attribute vec4 position;\n"
1556 "#ifdef GL_AMD_vertex_shader_layer\n"
1557 " gl_Layer = gl_InstanceID;\n"
1559 " gl_Position = position;\n"
1561 const char *fs_source
=
1562 "uniform vec4 color;\n"
1565 " gl_FragColor = color;\n"
1568 bool has_integer_textures
;
1570 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, true,
1573 if (clear
->ShaderProg
!= 0)
1576 vs
= _mesa_CreateShader(GL_VERTEX_SHADER
);
1577 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
1578 _mesa_CompileShader(vs
);
1580 fs
= _mesa_CreateShader(GL_FRAGMENT_SHADER
);
1581 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
1582 _mesa_CompileShader(fs
);
1584 clear
->ShaderProg
= _mesa_CreateProgram();
1585 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1586 _mesa_DeleteShader(fs
);
1587 _mesa_AttachShader(clear
->ShaderProg
, vs
);
1588 _mesa_DeleteShader(vs
);
1589 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
1590 _mesa_ObjectLabel(GL_PROGRAM
, clear
->ShaderProg
, -1, "meta clear");
1591 _mesa_LinkProgram(clear
->ShaderProg
);
1593 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
, "color");
1595 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1596 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
1598 if (has_integer_textures
) {
1599 void *shader_source_mem_ctx
= ralloc_context(NULL
);
1600 const char *vs_int_source
=
1601 ralloc_asprintf(shader_source_mem_ctx
,
1603 "#extension GL_AMD_vertex_shader_layer : enable\n"
1604 "#extension GL_ARB_draw_instanced : enable\n"
1605 "in vec4 position;\n"
1608 "#ifdef GL_AMD_vertex_shader_layer\n"
1609 " gl_Layer = gl_InstanceID;\n"
1611 " gl_Position = position;\n"
1613 const char *fs_int_source
=
1614 ralloc_asprintf(shader_source_mem_ctx
,
1616 "uniform ivec4 color;\n"
1617 "out ivec4 out_color;\n"
1621 " out_color = color;\n"
1624 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
1626 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
1628 ralloc_free(shader_source_mem_ctx
);
1630 clear
->IntegerShaderProg
= _mesa_CreateProgram();
1631 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1632 _mesa_DeleteShader(fs
);
1633 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1634 _mesa_DeleteShader(vs
);
1635 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
1637 /* Note that user-defined out attributes get automatically assigned
1638 * locations starting from 0, so we don't need to explicitly
1639 * BindFragDataLocation to 0.
1642 _mesa_ObjectLabel(GL_PROGRAM
, clear
->IntegerShaderProg
, -1,
1644 _mesa_meta_link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1646 clear
->IntegerColorLocation
=
1647 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
1652 meta_glsl_clear_cleanup(struct clear_state
*clear
)
1654 if (clear
->VAO
== 0)
1656 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1658 _mesa_DeleteBuffers(1, &clear
->buf_obj
->Name
);
1659 clear
->buf_obj
= NULL
;
1660 _mesa_DeleteProgram(clear
->ShaderProg
);
1661 clear
->ShaderProg
= 0;
1663 if (clear
->IntegerShaderProg
) {
1664 _mesa_DeleteProgram(clear
->IntegerShaderProg
);
1665 clear
->IntegerShaderProg
= 0;
1670 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1671 * set GL to only draw to those buffers.
1673 * Since the bitfield has no associated order, the assignment of draw buffer
1674 * indices to color attachment indices is rather arbitrary.
1677 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1679 GLenum enums
[MAX_DRAW_BUFFERS
];
1683 /* This function is only legal for color buffer bitfields. */
1684 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1686 /* Make sure we don't overflow any arrays. */
1687 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1691 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1692 enums
[i
++] = GL_FRONT_LEFT
;
1694 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1695 enums
[i
++] = GL_FRONT_RIGHT
;
1697 if (bits
& BUFFER_BIT_BACK_LEFT
)
1698 enums
[i
++] = GL_BACK_LEFT
;
1700 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1701 enums
[i
++] = GL_BACK_RIGHT
;
1703 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1704 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1705 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1708 _mesa_DrawBuffers(i
, enums
);
1712 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1715 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
1717 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1718 GLbitfield metaSave
;
1719 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1720 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1721 float x0
, y0
, x1
, y1
, z
;
1722 struct vertex verts
[4];
1725 metaSave
= (MESA_META_ALPHA_TEST
|
1727 MESA_META_DEPTH_TEST
|
1728 MESA_META_RASTERIZATION
|
1730 MESA_META_STENCIL_TEST
|
1732 MESA_META_VIEWPORT
|
1734 MESA_META_CLAMP_FRAGMENT_COLOR
|
1735 MESA_META_MULTISAMPLE
|
1736 MESA_META_OCCLUSION_QUERY
);
1739 metaSave
|= MESA_META_FOG
|
1740 MESA_META_PIXEL_TRANSFER
|
1741 MESA_META_TRANSFORM
|
1743 MESA_META_CLAMP_VERTEX_COLOR
|
1744 MESA_META_SELECT_FEEDBACK
;
1747 if (buffers
& BUFFER_BITS_COLOR
) {
1748 metaSave
|= MESA_META_DRAW_BUFFERS
;
1750 /* We'll use colormask to disable color writes. Otherwise,
1751 * respect color mask
1753 metaSave
|= MESA_META_COLOR_MASK
;
1756 _mesa_meta_begin(ctx
, metaSave
);
1759 meta_glsl_clear_init(ctx
, clear
);
1761 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1762 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1763 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1764 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1765 z
= -invert_z(ctx
->Depth
.Clear
);
1767 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, false,
1770 x0
= (float) fb
->_Xmin
;
1771 y0
= (float) fb
->_Ymin
;
1772 x1
= (float) fb
->_Xmax
;
1773 y1
= (float) fb
->_Ymax
;
1774 z
= invert_z(ctx
->Depth
.Clear
);
1777 if (fb
->_IntegerColor
) {
1779 _mesa_UseProgram(clear
->IntegerShaderProg
);
1780 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
1781 ctx
->Color
.ClearColor
.i
);
1783 _mesa_UseProgram(clear
->ShaderProg
);
1784 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
1785 ctx
->Color
.ClearColor
.f
);
1788 /* GL_COLOR_BUFFER_BIT */
1789 if (buffers
& BUFFER_BITS_COLOR
) {
1790 /* Only draw to the buffers we were asked to clear. */
1791 _mesa_meta_drawbuffers_from_bitfield(buffers
& BUFFER_BITS_COLOR
);
1793 /* leave colormask state as-is */
1795 /* Clears never have the color clamped. */
1796 if (ctx
->Extensions
.ARB_color_buffer_float
)
1797 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1800 assert(metaSave
& MESA_META_COLOR_MASK
);
1801 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1804 /* GL_DEPTH_BUFFER_BIT */
1805 if (buffers
& BUFFER_BIT_DEPTH
) {
1806 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1807 _mesa_DepthFunc(GL_ALWAYS
);
1808 _mesa_DepthMask(GL_TRUE
);
1811 assert(!ctx
->Depth
.Test
);
1814 /* GL_STENCIL_BUFFER_BIT */
1815 if (buffers
& BUFFER_BIT_STENCIL
) {
1816 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1817 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1818 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1819 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1820 ctx
->Stencil
.Clear
& stencilMax
,
1821 ctx
->Stencil
.WriteMask
[0]);
1824 assert(!ctx
->Stencil
.Enabled
);
1827 /* vertex positions */
1842 for (i
= 0; i
< 4; i
++) {
1843 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1844 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1845 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1846 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1850 /* upload new vertex data */
1851 _mesa_buffer_data(ctx
, clear
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
1852 GL_DYNAMIC_DRAW
, __func__
);
1855 if (fb
->MaxNumLayers
> 0) {
1856 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1858 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1861 _mesa_meta_end(ctx
);
1865 * Meta implementation of ctx->Driver.CopyPixels() in terms
1866 * of texture mapping and polygon rendering and GLSL shaders.
1869 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1870 GLsizei width
, GLsizei height
,
1871 GLint dstX
, GLint dstY
, GLenum type
)
1873 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1874 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1875 struct vertex verts
[4];
1877 if (type
!= GL_COLOR
||
1878 ctx
->_ImageTransferState
||
1880 width
> tex
->MaxSize
||
1881 height
> tex
->MaxSize
) {
1882 /* XXX avoid this fallback */
1883 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1887 /* Most GL state applies to glCopyPixels, but a there's a few things
1888 * we need to override:
1890 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1893 MESA_META_TRANSFORM
|
1896 MESA_META_VIEWPORT
));
1898 _mesa_meta_setup_vertex_objects(ctx
, ©pix
->VAO
, ©pix
->buf_obj
, false,
1901 /* Silence valgrind warnings about reading uninitialized stack. */
1902 memset(verts
, 0, sizeof(verts
));
1904 /* Alloc/setup texture */
1905 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1906 GL_RGBA
, GL_NEAREST
);
1908 /* vertex positions, texcoords (after texture allocation!) */
1910 const GLfloat dstX0
= (GLfloat
) dstX
;
1911 const GLfloat dstY0
= (GLfloat
) dstY
;
1912 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1913 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1914 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1919 verts
[0].tex
[0] = 0.0F
;
1920 verts
[0].tex
[1] = 0.0F
;
1924 verts
[1].tex
[0] = tex
->Sright
;
1925 verts
[1].tex
[1] = 0.0F
;
1929 verts
[2].tex
[0] = tex
->Sright
;
1930 verts
[2].tex
[1] = tex
->Ttop
;
1934 verts
[3].tex
[0] = 0.0F
;
1935 verts
[3].tex
[1] = tex
->Ttop
;
1937 /* upload new vertex data */
1938 _mesa_buffer_sub_data(ctx
, copypix
->buf_obj
, 0, sizeof(verts
), verts
,
1942 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1944 /* draw textured quad */
1945 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1947 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1949 _mesa_meta_end(ctx
);
1953 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
1955 if (drawpix
->VAO
!= 0) {
1956 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1959 _mesa_DeleteBuffers(1, &drawpix
->buf_obj
->Name
);
1960 drawpix
->buf_obj
= NULL
;
1963 if (drawpix
->StencilFP
!= 0) {
1964 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1965 drawpix
->StencilFP
= 0;
1968 if (drawpix
->DepthFP
!= 0) {
1969 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1970 drawpix
->DepthFP
= 0;
1975 * When the glDrawPixels() image size is greater than the max rectangle
1976 * texture size we use this function to break the glDrawPixels() image
1977 * into tiles which fit into the max texture size.
1980 tiled_draw_pixels(struct gl_context
*ctx
,
1982 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
1983 GLenum format
, GLenum type
,
1984 const struct gl_pixelstore_attrib
*unpack
,
1985 const GLvoid
*pixels
)
1987 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1990 if (tileUnpack
.RowLength
== 0)
1991 tileUnpack
.RowLength
= width
;
1993 for (i
= 0; i
< width
; i
+= tileSize
) {
1994 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
1995 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
1997 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
1999 for (j
= 0; j
< height
; j
+= tileSize
) {
2000 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2001 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2003 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2005 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2006 format
, type
, &tileUnpack
, pixels
);
2013 * One-time init for drawing stencil pixels.
2016 init_draw_stencil_pixels(struct gl_context
*ctx
)
2018 /* This program is run eight times, once for each stencil bit.
2019 * The stencil values to draw are found in an 8-bit alpha texture.
2020 * We read the texture/stencil value and test if bit 'b' is set.
2021 * If the bit is not set, use KIL to kill the fragment.
2022 * Finally, we use the stencil test to update the stencil buffer.
2024 * The basic algorithm for checking if a bit is set is:
2025 * if (is_odd(value / (1 << bit)))
2026 * result is one (or non-zero).
2029 * The program parameter contains three values:
2030 * parm.x = 255 / (1 << bit)
2034 static const char *program
=
2036 "PARAM parm = program.local[0]; \n"
2038 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2039 "# t = t * 255 / bit \n"
2040 "MUL t.x, t.a, parm.x; \n"
2043 "SUB t.x, t.x, t.y; \n"
2045 "MUL t.x, t.x, parm.y; \n"
2046 "# t = fract(t.x) \n"
2047 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2048 "# t.x = (t.x == 0 ? 1 : 0) \n"
2049 "SGE t.x, -t.x, parm.z; \n"
2051 "# for debug only \n"
2052 "#MOV result.color, t.x; \n"
2054 char program2
[1000];
2055 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2056 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2057 const char *texTarget
;
2059 assert(drawpix
->StencilFP
== 0);
2061 /* replace %s with "RECT" or "2D" */
2062 assert(strlen(program
) + 4 < sizeof(program2
));
2063 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2067 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2069 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2070 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2071 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2072 strlen(program2
), (const GLubyte
*) program2
);
2077 * One-time init for drawing depth pixels.
2080 init_draw_depth_pixels(struct gl_context
*ctx
)
2082 static const char *program
=
2084 "PARAM color = program.local[0]; \n"
2085 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2086 "MOV result.color, color; \n"
2089 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2090 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2091 const char *texTarget
;
2093 assert(drawpix
->DepthFP
== 0);
2095 /* replace %s with "RECT" or "2D" */
2096 assert(strlen(program
) + 4 < sizeof(program2
));
2097 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2101 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2103 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2104 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2105 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2106 strlen(program2
), (const GLubyte
*) program2
);
2111 * Meta implementation of ctx->Driver.DrawPixels() in terms
2112 * of texture mapping and polygon rendering.
2115 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2116 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2117 GLenum format
, GLenum type
,
2118 const struct gl_pixelstore_attrib
*unpack
,
2119 const GLvoid
*pixels
)
2121 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2122 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2123 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2124 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2125 struct vertex verts
[4];
2126 GLenum texIntFormat
;
2127 GLboolean fallback
, newTex
;
2128 GLbitfield metaExtraSave
= 0x0;
2131 * Determine if we can do the glDrawPixels with texture mapping.
2133 fallback
= GL_FALSE
;
2134 if (ctx
->Fog
.Enabled
) {
2138 if (_mesa_is_color_format(format
)) {
2139 /* use more compact format when possible */
2140 /* XXX disable special case for GL_LUMINANCE for now to work around
2141 * apparent i965 driver bug (see bug #23670).
2143 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2144 texIntFormat
= format
;
2146 texIntFormat
= GL_RGBA
;
2148 /* If we're not supposed to clamp the resulting color, then just
2149 * promote our texture to fully float. We could do better by
2150 * just going for the matching set of channels, in floating
2153 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2154 ctx
->Extensions
.ARB_texture_float
)
2155 texIntFormat
= GL_RGBA32F
;
2157 else if (_mesa_is_stencil_format(format
)) {
2158 if (ctx
->Extensions
.ARB_fragment_program
&&
2159 ctx
->Pixel
.IndexShift
== 0 &&
2160 ctx
->Pixel
.IndexOffset
== 0 &&
2161 type
== GL_UNSIGNED_BYTE
) {
2162 /* We'll store stencil as alpha. This only works for GLubyte
2163 * image data because of how incoming values are mapped to alpha
2166 texIntFormat
= GL_ALPHA
;
2167 metaExtraSave
= (MESA_META_COLOR_MASK
|
2168 MESA_META_DEPTH_TEST
|
2169 MESA_META_PIXEL_TRANSFER
|
2171 MESA_META_STENCIL_TEST
);
2177 else if (_mesa_is_depth_format(format
)) {
2178 if (ctx
->Extensions
.ARB_depth_texture
&&
2179 ctx
->Extensions
.ARB_fragment_program
) {
2180 texIntFormat
= GL_DEPTH_COMPONENT
;
2181 metaExtraSave
= (MESA_META_SHADER
);
2192 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2193 format
, type
, unpack
, pixels
);
2198 * Check image size against max texture size, draw as tiles if needed.
2200 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2201 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2202 format
, type
, unpack
, pixels
);
2206 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2207 * but a there's a few things we need to override:
2209 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2212 MESA_META_TRANSFORM
|
2215 MESA_META_VIEWPORT
|
2218 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2220 _mesa_meta_setup_vertex_objects(ctx
, &drawpix
->VAO
, &drawpix
->buf_obj
, false,
2223 /* Silence valgrind warnings about reading uninitialized stack. */
2224 memset(verts
, 0, sizeof(verts
));
2226 /* vertex positions, texcoords (after texture allocation!) */
2228 const GLfloat x0
= (GLfloat
) x
;
2229 const GLfloat y0
= (GLfloat
) y
;
2230 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2231 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2232 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2237 verts
[0].tex
[0] = 0.0F
;
2238 verts
[0].tex
[1] = 0.0F
;
2242 verts
[1].tex
[0] = tex
->Sright
;
2243 verts
[1].tex
[1] = 0.0F
;
2247 verts
[2].tex
[0] = tex
->Sright
;
2248 verts
[2].tex
[1] = tex
->Ttop
;
2252 verts
[3].tex
[0] = 0.0F
;
2253 verts
[3].tex
[1] = tex
->Ttop
;
2256 /* upload new vertex data */
2257 _mesa_buffer_data(ctx
, drawpix
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
2258 GL_DYNAMIC_DRAW
, __func__
);
2260 /* set given unpack params */
2261 ctx
->Unpack
= *unpack
;
2263 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2265 if (_mesa_is_stencil_format(format
)) {
2266 /* Drawing stencil */
2269 if (!drawpix
->StencilFP
)
2270 init_draw_stencil_pixels(ctx
);
2272 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2273 GL_ALPHA
, type
, pixels
);
2275 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2277 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2279 /* set all stencil bits to 0 */
2280 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2281 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2282 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2284 /* set stencil bits to 1 where needed */
2285 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2287 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2288 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2290 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2291 const GLuint mask
= 1 << bit
;
2292 if (mask
& origStencilMask
) {
2293 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2294 _mesa_StencilMask(mask
);
2296 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2297 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2299 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2303 else if (_mesa_is_depth_format(format
)) {
2305 if (!drawpix
->DepthFP
)
2306 init_draw_depth_pixels(ctx
);
2308 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2309 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2311 /* polygon color = current raster color */
2312 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2313 ctx
->Current
.RasterColor
);
2315 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2316 format
, type
, pixels
);
2318 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2322 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2323 format
, type
, pixels
);
2324 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2327 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2329 /* restore unpack params */
2330 ctx
->Unpack
= unpackSave
;
2332 _mesa_meta_end(ctx
);
2336 alpha_test_raster_color(struct gl_context
*ctx
)
2338 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2339 GLfloat ref
= ctx
->Color
.AlphaRef
;
2341 switch (ctx
->Color
.AlphaFunc
) {
2347 return alpha
== ref
;
2349 return alpha
<= ref
;
2353 return alpha
!= ref
;
2355 return alpha
>= ref
;
2365 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2366 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2367 * tracker would improve performance a lot.
2370 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2371 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2372 const struct gl_pixelstore_attrib
*unpack
,
2373 const GLubyte
*bitmap1
)
2375 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2376 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2377 const GLenum texIntFormat
= GL_ALPHA
;
2378 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2380 struct vertex verts
[4];
2385 * Check if swrast fallback is needed.
2387 if (ctx
->_ImageTransferState
||
2388 ctx
->FragmentProgram
._Enabled
||
2390 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2391 width
> tex
->MaxSize
||
2392 height
> tex
->MaxSize
) {
2393 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2397 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2400 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2401 * but a there's a few things we need to override:
2403 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2404 MESA_META_PIXEL_STORE
|
2405 MESA_META_RASTERIZATION
|
2408 MESA_META_TRANSFORM
|
2411 MESA_META_VIEWPORT
));
2413 _mesa_meta_setup_vertex_objects(ctx
, &bitmap
->VAO
, &bitmap
->buf_obj
, false,
2416 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2418 /* Silence valgrind warnings about reading uninitialized stack. */
2419 memset(verts
, 0, sizeof(verts
));
2421 /* vertex positions, texcoords, colors (after texture allocation!) */
2423 const GLfloat x0
= (GLfloat
) x
;
2424 const GLfloat y0
= (GLfloat
) y
;
2425 const GLfloat x1
= (GLfloat
) (x
+ width
);
2426 const GLfloat y1
= (GLfloat
) (y
+ height
);
2427 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2433 verts
[0].tex
[0] = 0.0F
;
2434 verts
[0].tex
[1] = 0.0F
;
2438 verts
[1].tex
[0] = tex
->Sright
;
2439 verts
[1].tex
[1] = 0.0F
;
2443 verts
[2].tex
[0] = tex
->Sright
;
2444 verts
[2].tex
[1] = tex
->Ttop
;
2448 verts
[3].tex
[0] = 0.0F
;
2449 verts
[3].tex
[1] = tex
->Ttop
;
2451 for (i
= 0; i
< 4; i
++) {
2452 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2453 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2454 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2455 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2458 /* upload new vertex data */
2459 _mesa_buffer_sub_data(ctx
, bitmap
->buf_obj
, 0, sizeof(verts
), verts
,
2463 /* choose different foreground/background alpha values */
2464 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2465 bg
= (fg
> 127 ? 0 : 255);
2467 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2469 _mesa_meta_end(ctx
);
2473 bitmap8
= malloc(width
* height
);
2475 memset(bitmap8
, bg
, width
* height
);
2476 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2477 bitmap8
, width
, fg
);
2479 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2481 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2482 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2484 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2485 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2487 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2489 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2494 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2496 _mesa_meta_end(ctx
);
2500 * Compute the texture coordinates for the four vertices of a quad for
2501 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2502 * and width, height specify a sub-region of the 2D image.
2504 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2505 * \param slice slice of a 1D/2D array texture or 3D texture
2506 * \param xoffset X position of sub texture
2507 * \param yoffset Y position of sub texture
2508 * \param width width of the sub texture image
2509 * \param height height of the sub texture image
2510 * \param total_width total width of the texture image
2511 * \param total_height total height of the texture image
2512 * \param total_depth total depth of the texture image
2513 * \param coords0/1/2/3 returns the computed texcoords
2516 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2532 const float s0
= (float) xoffset
/ (float) total_width
;
2533 const float s1
= (float) (xoffset
+ width
) / (float) total_width
;
2534 const float t0
= (float) yoffset
/ (float) total_height
;
2535 const float t1
= (float) (yoffset
+ height
) / (float) total_height
;
2538 /* setup the reference texcoords */
2548 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2549 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2551 /* Currently all texture targets want the W component to be 1.0.
2558 switch (faceTarget
) {
2562 case GL_TEXTURE_2D_ARRAY
:
2563 if (faceTarget
== GL_TEXTURE_3D
) {
2564 assert(slice
< total_depth
);
2565 assert(total_depth
>= 1);
2566 r
= (slice
+ 0.5f
) / total_depth
;
2568 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2572 coords0
[0] = st
[0][0]; /* s */
2573 coords0
[1] = st
[0][1]; /* t */
2574 coords0
[2] = r
; /* r */
2575 coords1
[0] = st
[1][0];
2576 coords1
[1] = st
[1][1];
2578 coords2
[0] = st
[2][0];
2579 coords2
[1] = st
[2][1];
2581 coords3
[0] = st
[3][0];
2582 coords3
[1] = st
[3][1];
2585 case GL_TEXTURE_RECTANGLE_ARB
:
2586 coords0
[0] = (float) xoffset
; /* s */
2587 coords0
[1] = (float) yoffset
; /* t */
2588 coords0
[2] = 0.0F
; /* r */
2589 coords1
[0] = (float) (xoffset
+ width
);
2590 coords1
[1] = (float) yoffset
;
2592 coords2
[0] = (float) (xoffset
+ width
);
2593 coords2
[1] = (float) (yoffset
+ height
);
2595 coords3
[0] = (float) xoffset
;
2596 coords3
[1] = (float) (yoffset
+ height
);
2599 case GL_TEXTURE_1D_ARRAY
:
2600 coords0
[0] = st
[0][0]; /* s */
2601 coords0
[1] = (float) slice
; /* t */
2602 coords0
[2] = 0.0F
; /* r */
2603 coords1
[0] = st
[1][0];
2604 coords1
[1] = (float) slice
;
2606 coords2
[0] = st
[2][0];
2607 coords2
[1] = (float) slice
;
2609 coords3
[0] = st
[3][0];
2610 coords3
[1] = (float) slice
;
2614 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2615 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2616 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2617 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2618 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2619 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2620 /* loop over quad verts */
2621 for (i
= 0; i
< 4; i
++) {
2622 /* Compute sc = +/-scale and tc = +/-scale.
2623 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2624 * though that can still sometimes happen with this scale factor...
2626 const GLfloat scale
= 0.9999f
;
2627 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2628 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2645 unreachable("not reached");
2648 coord
[3] = (float) (slice
/ 6);
2650 switch (faceTarget
) {
2651 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2656 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2661 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2666 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2671 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2676 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2687 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2691 static struct blit_shader
*
2692 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2696 table
->sampler_1d
.type
= "sampler1D";
2697 table
->sampler_1d
.func
= "texture1D";
2698 table
->sampler_1d
.texcoords
= "texCoords.x";
2699 return &table
->sampler_1d
;
2701 table
->sampler_2d
.type
= "sampler2D";
2702 table
->sampler_2d
.func
= "texture2D";
2703 table
->sampler_2d
.texcoords
= "texCoords.xy";
2704 return &table
->sampler_2d
;
2705 case GL_TEXTURE_RECTANGLE
:
2706 table
->sampler_rect
.type
= "sampler2DRect";
2707 table
->sampler_rect
.func
= "texture2DRect";
2708 table
->sampler_rect
.texcoords
= "texCoords.xy";
2709 return &table
->sampler_rect
;
2711 /* Code for mipmap generation with 3D textures is not used yet.
2712 * It's a sw fallback.
2714 table
->sampler_3d
.type
= "sampler3D";
2715 table
->sampler_3d
.func
= "texture3D";
2716 table
->sampler_3d
.texcoords
= "texCoords.xyz";
2717 return &table
->sampler_3d
;
2718 case GL_TEXTURE_CUBE_MAP
:
2719 table
->sampler_cubemap
.type
= "samplerCube";
2720 table
->sampler_cubemap
.func
= "textureCube";
2721 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
2722 return &table
->sampler_cubemap
;
2723 case GL_TEXTURE_1D_ARRAY
:
2724 table
->sampler_1d_array
.type
= "sampler1DArray";
2725 table
->sampler_1d_array
.func
= "texture1DArray";
2726 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
2727 return &table
->sampler_1d_array
;
2728 case GL_TEXTURE_2D_ARRAY
:
2729 table
->sampler_2d_array
.type
= "sampler2DArray";
2730 table
->sampler_2d_array
.func
= "texture2DArray";
2731 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
2732 return &table
->sampler_2d_array
;
2733 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2734 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
2735 table
->sampler_cubemap_array
.func
= "textureCubeArray";
2736 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
2737 return &table
->sampler_cubemap_array
;
2739 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2740 " setup_texture_sampler()\n", target
);
2746 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table
*table
)
2748 _mesa_DeleteProgram(table
->sampler_1d
.shader_prog
);
2749 _mesa_DeleteProgram(table
->sampler_2d
.shader_prog
);
2750 _mesa_DeleteProgram(table
->sampler_3d
.shader_prog
);
2751 _mesa_DeleteProgram(table
->sampler_rect
.shader_prog
);
2752 _mesa_DeleteProgram(table
->sampler_cubemap
.shader_prog
);
2753 _mesa_DeleteProgram(table
->sampler_1d_array
.shader_prog
);
2754 _mesa_DeleteProgram(table
->sampler_2d_array
.shader_prog
);
2755 _mesa_DeleteProgram(table
->sampler_cubemap_array
.shader_prog
);
2757 table
->sampler_1d
.shader_prog
= 0;
2758 table
->sampler_2d
.shader_prog
= 0;
2759 table
->sampler_3d
.shader_prog
= 0;
2760 table
->sampler_rect
.shader_prog
= 0;
2761 table
->sampler_cubemap
.shader_prog
= 0;
2762 table
->sampler_1d_array
.shader_prog
= 0;
2763 table
->sampler_2d_array
.shader_prog
= 0;
2764 table
->sampler_cubemap_array
.shader_prog
= 0;
2768 * Determine the GL data type to use for the temporary image read with
2769 * ReadPixels() and passed to Tex[Sub]Image().
2772 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2774 const GLenum baseFormat
= _mesa_get_format_base_format(format
);
2775 const GLenum datatype
= _mesa_get_format_datatype(format
);
2776 const GLint format_red_bits
= _mesa_get_format_bits(format
, GL_RED_BITS
);
2778 switch (baseFormat
) {
2785 case GL_LUMINANCE_ALPHA
:
2787 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2789 } else if (format_red_bits
<= 8) {
2790 return GL_UNSIGNED_BYTE
;
2791 } else if (format_red_bits
<= 16) {
2792 return GL_UNSIGNED_SHORT
;
2795 case GL_DEPTH_COMPONENT
:
2796 if (datatype
== GL_FLOAT
)
2799 return GL_UNSIGNED_INT
;
2800 case GL_DEPTH_STENCIL
:
2801 if (datatype
== GL_FLOAT
)
2802 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
2804 return GL_UNSIGNED_INT_24_8
;
2806 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2813 * Attempts to wrap the destination texture in an FBO and use
2814 * glBlitFramebuffer() to implement glCopyTexSubImage().
2817 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2818 struct gl_texture_image
*texImage
,
2822 struct gl_renderbuffer
*rb
,
2824 GLsizei width
, GLsizei height
)
2827 bool success
= false;
2831 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2834 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2836 _mesa_GenFramebuffers(1, &fbo
);
2837 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
2839 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2840 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2841 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
2843 mask
= GL_DEPTH_BUFFER_BIT
;
2845 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2846 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2847 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
2849 mask
|= GL_STENCIL_BUFFER_BIT
;
2851 _mesa_DrawBuffer(GL_NONE
);
2853 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
2855 mask
= GL_COLOR_BUFFER_BIT
;
2856 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2859 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
2860 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2863 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2865 /* Since we've bound a new draw framebuffer, we need to update
2866 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2869 _mesa_update_state(ctx
);
2871 /* We skip the core BlitFramebuffer checks for format consistency, which
2872 * are too strict for CopyTexImage. We know meta will be fine with format
2875 mask
= _mesa_meta_BlitFramebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
,
2877 x
+ width
, y
+ height
,
2879 xoffset
+ width
, yoffset
+ height
,
2881 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2882 success
= mask
== 0x0;
2885 _mesa_DeleteFramebuffers(1, &fbo
);
2886 _mesa_meta_end(ctx
);
2891 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2892 * Have to be careful with locking and meta state for pixel transfer.
2895 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
2896 struct gl_texture_image
*texImage
,
2897 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2898 struct gl_renderbuffer
*rb
,
2900 GLsizei width
, GLsizei height
)
2902 GLenum format
, type
;
2906 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2908 xoffset
, yoffset
, zoffset
,
2915 /* Choose format/type for temporary image buffer */
2916 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2917 if (format
== GL_LUMINANCE
||
2918 format
== GL_LUMINANCE_ALPHA
||
2919 format
== GL_INTENSITY
) {
2920 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2921 * temp image buffer because glReadPixels will do L=R+G+B which is
2922 * not what we want (should be L=R).
2927 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
2928 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
2929 format
= _mesa_base_format_to_integer_format(format
);
2931 bpp
= _mesa_bytes_per_pixel(format
, type
);
2933 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2938 * Alloc image buffer (XXX could use a PBO)
2940 buf
= malloc(width
* height
* bpp
);
2942 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2947 * Read image from framebuffer (disable pixel transfer ops)
2949 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2950 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2951 format
, type
, &ctx
->Pack
, buf
);
2952 _mesa_meta_end(ctx
);
2954 _mesa_update_state(ctx
); /* to update pixel transfer state */
2957 * Store texture data (with pixel transfer ops)
2959 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2961 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
2962 assert(yoffset
== 0);
2963 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2964 xoffset
, zoffset
, 0, width
, 1, 1,
2965 format
, type
, buf
, &ctx
->Unpack
);
2967 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2968 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2969 format
, type
, buf
, &ctx
->Unpack
);
2972 _mesa_meta_end(ctx
);
2978 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2980 if (decompress_fbo
->FBO
!= 0) {
2981 _mesa_DeleteFramebuffers(1, &decompress_fbo
->FBO
);
2982 _mesa_DeleteRenderbuffers(1, &decompress_fbo
->RBO
);
2985 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2989 meta_decompress_cleanup(struct decompress_state
*decompress
)
2991 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2992 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2994 if (decompress
->VAO
!= 0) {
2995 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2996 _mesa_DeleteBuffers(1, &decompress
->buf_obj
->Name
);
2999 if (decompress
->Sampler
!= 0)
3000 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
3002 memset(decompress
, 0, sizeof(*decompress
));
3006 * Decompress a texture image by drawing a quad with the compressed
3007 * texture and reading the pixels out of the color buffer.
3008 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3009 * \param destFormat format, ala glReadPixels
3010 * \param destType type, ala glReadPixels
3011 * \param dest destination buffer
3012 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3015 decompress_texture_image(struct gl_context
*ctx
,
3016 struct gl_texture_image
*texImage
,
3018 GLint xoffset
, GLint yoffset
,
3019 GLsizei width
, GLsizei height
,
3020 GLenum destFormat
, GLenum destType
,
3023 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3024 struct decompress_fbo_state
*decompress_fbo
;
3025 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3026 const GLenum target
= texObj
->Target
;
3029 struct vertex verts
[4];
3032 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3033 ctx
->Extensions
.ARB_fragment_shader
;
3035 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
3037 decompress_fbo
= &decompress
->floatFBO
;
3038 rbFormat
= GL_RGBA32F
;
3040 case GL_UNSIGNED_NORMALIZED
:
3041 decompress_fbo
= &decompress
->byteFBO
;
3049 assert(target
== GL_TEXTURE_3D
||
3050 target
== GL_TEXTURE_2D_ARRAY
||
3051 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3056 case GL_TEXTURE_1D_ARRAY
:
3057 assert(!"No compressed 1D textures.");
3061 assert(!"No compressed 3D textures.");
3064 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3065 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3068 case GL_TEXTURE_CUBE_MAP
:
3069 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3073 faceTarget
= target
;
3077 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3078 MESA_META_DRAW_BUFFERS
));
3080 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3081 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3083 /* Create/bind FBO/renderbuffer */
3084 if (decompress_fbo
->FBO
== 0) {
3085 _mesa_GenFramebuffers(1, &decompress_fbo
->FBO
);
3086 _mesa_GenRenderbuffers(1, &decompress_fbo
->RBO
);
3087 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
3088 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress_fbo
->RBO
);
3089 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3090 GL_COLOR_ATTACHMENT0_EXT
,
3091 GL_RENDERBUFFER_EXT
,
3092 decompress_fbo
->RBO
);
3095 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
3098 /* alloc dest surface */
3099 if (width
> decompress_fbo
->Width
|| height
> decompress_fbo
->Height
) {
3100 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress_fbo
->RBO
);
3101 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, rbFormat
,
3103 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3104 if (status
!= GL_FRAMEBUFFER_COMPLETE
) {
3105 /* If the framebuffer isn't complete then we'll leave
3106 * decompress_fbo->Width as zero so that it will fail again next time
3108 _mesa_meta_end(ctx
);
3111 decompress_fbo
->Width
= width
;
3112 decompress_fbo
->Height
= height
;
3115 if (use_glsl_version
) {
3116 _mesa_meta_setup_vertex_objects(ctx
, &decompress
->VAO
,
3117 &decompress
->buf_obj
, true,
3120 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3122 _mesa_meta_setup_ff_tnl_for_blit(ctx
, &decompress
->VAO
,
3123 &decompress
->buf_obj
, 3);
3126 if (!decompress
->Sampler
) {
3127 _mesa_GenSamplers(1, &decompress
->Sampler
);
3128 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3129 /* nearest filtering */
3130 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3131 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3132 /* No sRGB decode or encode.*/
3133 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3134 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3135 GL_SKIP_DECODE_EXT
);
3139 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3142 /* Silence valgrind warnings about reading uninitialized stack. */
3143 memset(verts
, 0, sizeof(verts
));
3145 _mesa_meta_setup_texture_coords(faceTarget
, slice
,
3146 xoffset
, yoffset
, width
, height
,
3147 texImage
->Width
, texImage
->Height
,
3154 /* setup vertex positions */
3164 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3166 /* upload new vertex data */
3167 _mesa_buffer_sub_data(ctx
, decompress
->buf_obj
, 0, sizeof(verts
), verts
,
3170 /* setup texture state */
3171 _mesa_BindTexture(target
, texObj
->Name
);
3173 if (!use_glsl_version
)
3174 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3177 /* save texture object state */
3178 const GLint baseLevelSave
= texObj
->BaseLevel
;
3179 const GLint maxLevelSave
= texObj
->MaxLevel
;
3181 /* restrict sampling to the texture level of interest */
3182 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3183 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
3184 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
3187 /* render quad w/ texture into renderbuffer */
3188 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3190 /* Restore texture object state, the texture binding will
3191 * be restored by _mesa_meta_end().
3193 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3194 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
3195 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3200 /* read pixels from renderbuffer */
3202 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3203 GLenum destBaseFormat
= _mesa_unpack_format_to_base_format(destFormat
);
3205 /* The pixel transfer state will be set to default values at this point
3206 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3207 * turned off (as required by glGetTexImage) but we need to handle some
3208 * special cases. In particular, single-channel texture values are
3209 * returned as red and two-channel texture values are returned as
3212 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat
,
3214 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3215 * luminance then we need to return L=tex(R).
3217 _mesa_need_rgb_to_luminance_conversion(baseTexFormat
,
3219 /* Green and blue must be zero */
3220 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3221 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3224 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3227 /* disable texture unit */
3228 if (!use_glsl_version
)
3229 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3231 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3233 _mesa_meta_end(ctx
);
3240 * This is just a wrapper around _mesa_get_tex_image() and
3241 * decompress_texture_image(). Meta functions should not be directly called
3245 _mesa_meta_GetTexSubImage(struct gl_context
*ctx
,
3246 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3247 GLsizei width
, GLsizei height
, GLsizei depth
,
3248 GLenum format
, GLenum type
, GLvoid
*pixels
,
3249 struct gl_texture_image
*texImage
)
3251 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3255 for (slice
= 0; slice
< depth
; slice
++) {
3257 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
3258 || texImage
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
) {
3259 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3260 * in the decompress_texture_image() function's call to
3261 * glReadPixels but we need to compute the dest slice's address
3262 * here (according to SkipImages and ImageHeight).
3264 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
3265 packing
.SkipPixels
= 0;
3266 packing
.SkipRows
= 0;
3267 dst
= _mesa_image_address3d(&packing
, pixels
, width
, height
,
3268 format
, type
, slice
, 0, 0);
3273 result
= decompress_texture_image(ctx
, texImage
, slice
,
3274 xoffset
, yoffset
, width
, height
,
3284 _mesa_GetTexSubImage_sw(ctx
, xoffset
, yoffset
, zoffset
,
3285 width
, height
, depth
, format
, type
, pixels
, texImage
);
3290 * Meta implementation of ctx->Driver.DrawTex() in terms
3291 * of polygon rendering.
3294 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3295 GLfloat width
, GLfloat height
)
3297 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3299 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3301 struct vertex verts
[4];
3304 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3306 MESA_META_TRANSFORM
|
3308 MESA_META_VIEWPORT
));
3310 if (drawtex
->VAO
== 0) {
3311 /* one-time setup */
3312 GLint active_texture
;
3314 /* create vertex array object */
3315 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3316 _mesa_BindVertexArray(drawtex
->VAO
);
3318 /* create vertex array buffer */
3319 _mesa_CreateBuffers(1, &drawtex
->VBO
);
3320 _mesa_NamedBufferData(drawtex
->VBO
, sizeof(verts
),
3321 NULL
, GL_DYNAMIC_DRAW_ARB
);
3323 /* client active texture is not part of the array object */
3324 active_texture
= ctx
->Array
.ActiveTexture
;
3326 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3328 /* setup vertex arrays */
3329 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3330 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3331 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3332 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
3333 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
3334 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3337 /* restore client active texture */
3338 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
3341 _mesa_BindVertexArray(drawtex
->VAO
);
3344 /* vertex positions, texcoords */
3346 const GLfloat x1
= x
+ width
;
3347 const GLfloat y1
= y
+ height
;
3349 z
= CLAMP(z
, 0.0f
, 1.0f
);
3368 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3369 const struct gl_texture_object
*texObj
;
3370 const struct gl_texture_image
*texImage
;
3371 GLfloat s
, t
, s1
, t1
;
3374 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3376 for (j
= 0; j
< 4; j
++) {
3377 verts
[j
].st
[i
][0] = 0.0f
;
3378 verts
[j
].st
[i
][1] = 0.0f
;
3383 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3384 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3385 tw
= texImage
->Width2
;
3386 th
= texImage
->Height2
;
3388 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3389 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3390 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3391 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3393 verts
[0].st
[i
][0] = s
;
3394 verts
[0].st
[i
][1] = t
;
3396 verts
[1].st
[i
][0] = s1
;
3397 verts
[1].st
[i
][1] = t
;
3399 verts
[2].st
[i
][0] = s1
;
3400 verts
[2].st
[i
][1] = t1
;
3402 verts
[3].st
[i
][0] = s
;
3403 verts
[3].st
[i
][1] = t1
;
3406 _mesa_NamedBufferSubData(drawtex
->VBO
, 0, sizeof(verts
), verts
);
3409 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3411 _mesa_meta_end(ctx
);
3415 cleartexsubimage_color(struct gl_context
*ctx
,
3416 struct gl_texture_image
*texImage
,
3417 const GLvoid
*clearValue
,
3421 union gl_color_union colorValue
;
3425 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
3428 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3429 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3432 /* We don't want to apply an sRGB conversion so override the format */
3433 format
= _mesa_get_srgb_format_linear(texImage
->TexFormat
);
3434 datatype
= _mesa_get_format_datatype(format
);
3437 case GL_UNSIGNED_INT
:
3440 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3441 (GLuint (*)[4]) colorValue
.ui
);
3443 memset(&colorValue
, 0, sizeof colorValue
);
3444 if (datatype
== GL_INT
)
3445 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3447 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3451 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3452 (GLfloat (*)[4]) colorValue
.f
);
3454 memset(&colorValue
, 0, sizeof colorValue
);
3455 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3463 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3464 struct gl_texture_image
*texImage
,
3465 const GLvoid
*clearValue
,
3472 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
3475 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3476 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
3479 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3480 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3484 GLuint depthStencilValue
[2];
3486 /* Convert the clearValue from whatever format it's in to a floating
3487 * point value for the depth and an integer value for the stencil index
3489 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
3493 /* We need a memcpy here instead of a cast because we need to
3494 * reinterpret the bytes as a float rather than converting it
3496 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3497 stencilValue
= depthStencilValue
[1] & 0xff;
3503 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3504 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3506 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3512 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3513 struct gl_texture_image
*texImage
,
3515 const GLvoid
*clearValue
)
3520 _mesa_GenFramebuffers(1, &fbo
);
3521 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
3523 switch(texImage
->_BaseFormat
) {
3524 case GL_DEPTH_STENCIL
:
3525 case GL_DEPTH_COMPONENT
:
3526 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3527 clearValue
, zoffset
);
3530 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3534 _mesa_DeleteFramebuffers(1, &fbo
);
3540 cleartexsubimage_using_fbo(struct gl_context
*ctx
,
3541 struct gl_texture_image
*texImage
,
3542 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3543 GLsizei width
, GLsizei height
, GLsizei depth
,
3544 const GLvoid
*clearValue
)
3546 bool success
= true;
3549 _mesa_meta_begin(ctx
,
3551 MESA_META_COLOR_MASK
|
3553 MESA_META_FRAMEBUFFER_SRGB
);
3555 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3557 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3558 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3560 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3561 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3567 _mesa_meta_end(ctx
);
3573 _mesa_meta_ClearTexSubImage(struct gl_context
*ctx
,
3574 struct gl_texture_image
*texImage
,
3575 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3576 GLsizei width
, GLsizei height
, GLsizei depth
,
3577 const GLvoid
*clearValue
)
3581 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3582 xoffset
, yoffset
, zoffset
,
3583 width
, height
, depth
,
3590 "Falling back to mapping the texture in "
3591 "glClearTexSubImage\n");
3593 _mesa_store_cleartexsubimage(ctx
, texImage
,
3594 xoffset
, yoffset
, zoffset
,
3595 width
, height
, depth
,