meta: Partially convert _mesa_meta_DrawTex to DSA
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/glformats.h"
52 #include "main/image.h"
53 #include "main/macros.h"
54 #include "main/matrix.h"
55 #include "main/mipmap.h"
56 #include "main/multisample.h"
57 #include "main/objectlabel.h"
58 #include "main/pipelineobj.h"
59 #include "main/pixel.h"
60 #include "main/pbo.h"
61 #include "main/polygon.h"
62 #include "main/queryobj.h"
63 #include "main/readpix.h"
64 #include "main/scissor.h"
65 #include "main/shaderapi.h"
66 #include "main/shaderobj.h"
67 #include "main/state.h"
68 #include "main/stencil.h"
69 #include "main/texobj.h"
70 #include "main/texenv.h"
71 #include "main/texgetimage.h"
72 #include "main/teximage.h"
73 #include "main/texparam.h"
74 #include "main/texstate.h"
75 #include "main/texstore.h"
76 #include "main/transformfeedback.h"
77 #include "main/uniforms.h"
78 #include "main/varray.h"
79 #include "main/viewport.h"
80 #include "main/samplerobj.h"
81 #include "program/program.h"
82 #include "swrast/swrast.h"
83 #include "drivers/common/meta.h"
84 #include "main/enums.h"
85 #include "main/glformats.h"
86 #include "util/ralloc.h"
87
88 /** Return offset in bytes of the field within a vertex struct */
89 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
90
91 static void
92 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
93
94 static struct blit_shader *
95 choose_blit_shader(GLenum target, struct blit_shader_table *table);
96
97 static void cleanup_temp_texture(struct temp_texture *tex);
98 static void meta_glsl_clear_cleanup(struct clear_state *clear);
99 static void meta_decompress_cleanup(struct decompress_state *decompress);
100 static void meta_drawpix_cleanup(struct drawpix_state *drawpix);
101
102 void
103 _mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
104 struct gl_texture_image *texImage, GLuint layer)
105 {
106 struct gl_texture_object *texObj = texImage->TexObject;
107 int level = texImage->Level;
108 GLenum texTarget = texObj->Target;
109
110 switch (texTarget) {
111 case GL_TEXTURE_1D:
112 _mesa_FramebufferTexture1D(fboTarget,
113 attachment,
114 texTarget,
115 texObj->Name,
116 level);
117 break;
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:
122 case GL_TEXTURE_3D:
123 _mesa_FramebufferTextureLayer(fboTarget,
124 attachment,
125 texObj->Name,
126 level,
127 layer);
128 break;
129 default: /* 2D / cube */
130 if (texTarget == GL_TEXTURE_CUBE_MAP)
131 texTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
132
133 _mesa_FramebufferTexture2D(fboTarget,
134 attachment,
135 texTarget,
136 texObj->Name,
137 level);
138 }
139 }
140
141 GLuint
142 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
143 const GLcharARB *source)
144 {
145 GLuint shader;
146 GLint ok, size;
147 GLchar *info;
148
149 shader = _mesa_CreateShader(target);
150 _mesa_ShaderSource(shader, 1, &source, NULL);
151 _mesa_CompileShader(shader);
152
153 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
154 if (ok)
155 return shader;
156
157 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
158 if (size == 0) {
159 _mesa_DeleteShader(shader);
160 return 0;
161 }
162
163 info = malloc(size);
164 if (!info) {
165 _mesa_DeleteShader(shader);
166 return 0;
167 }
168
169 _mesa_GetShaderInfoLog(shader, size, NULL, info);
170 _mesa_problem(ctx,
171 "meta program compile failed:\n%s\n"
172 "source:\n%s\n",
173 info, source);
174
175 free(info);
176 _mesa_DeleteShader(shader);
177
178 return 0;
179 }
180
181 GLuint
182 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
183 {
184 GLint ok, size;
185 GLchar *info;
186
187 _mesa_LinkProgram(program);
188
189 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
190 if (ok)
191 return program;
192
193 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
194 if (size == 0)
195 return 0;
196
197 info = malloc(size);
198 if (!info)
199 return 0;
200
201 _mesa_GetProgramInfoLog(program, size, NULL, info);
202 _mesa_problem(ctx, "meta program link failed:\n%s", info);
203
204 free(info);
205
206 return 0;
207 }
208
209 void
210 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
211 const char *vs_source,
212 const char *fs_source,
213 const char *name,
214 GLuint *program)
215 {
216 GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
217 vs_source);
218 GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
219 fs_source);
220
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);
230
231 _mesa_UseProgram(*program);
232 }
233
234 /**
235 * Generate a generic shader to blit from a texture to a framebuffer
236 *
237 * \param ctx Current GL context
238 * \param texTarget Texture target that will be the source of the blit
239 *
240 * \returns a handle to a shader program on success or zero on failure.
241 */
242 void
243 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
244 GLenum target,
245 bool do_depth,
246 struct blit_shader_table *table)
247 {
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;
251 void *mem_ctx;
252
253 if (ctx->Const.GLSLVersion < 130) {
254 vs_preprocess = "";
255 vs_input = "attribute";
256 vs_output = "varying";
257 fs_preprocess = "#extension GL_EXT_texture_array : enable";
258 fs_input = "varying";
259 } else {
260 vs_preprocess = "#version 130";
261 vs_input = "in";
262 vs_output = "out";
263 fs_preprocess = "#version 130";
264 fs_input = "in";
265 shader->func = "texture";
266 }
267
268 assert(shader != NULL);
269
270 if (shader->shader_prog != 0) {
271 _mesa_UseProgram(shader->shader_prog);
272 return;
273 }
274
275 mem_ctx = ralloc_context(NULL);
276
277 vs_source = ralloc_asprintf(mem_ctx,
278 "%s\n"
279 "%s vec2 position;\n"
280 "%s vec4 textureCoords;\n"
281 "%s vec4 texCoords;\n"
282 "void main()\n"
283 "{\n"
284 " texCoords = textureCoords;\n"
285 " gl_Position = vec4(position, 0.0, 1.0);\n"
286 "}\n",
287 vs_preprocess, vs_input, vs_input, vs_output);
288
289 fs_source = ralloc_asprintf(mem_ctx,
290 "%s\n"
291 "#extension GL_ARB_texture_cube_map_array: enable\n"
292 "uniform %s texSampler;\n"
293 "%s vec4 texCoords;\n"
294 "void main()\n"
295 "{\n"
296 " gl_FragColor = %s(texSampler, %s);\n"
297 "%s"
298 "}\n",
299 fs_preprocess, shader->type, fs_input,
300 shader->func, shader->texcoords,
301 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
302
303 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
304 ralloc_asprintf(mem_ctx, "%s blit",
305 shader->type),
306 &shader->shader_prog);
307 ralloc_free(mem_ctx);
308 }
309
310 /**
311 * Configure vertex buffer and vertex array objects for tests
312 *
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.
316 *
317 * \param VAO Storage for vertex array object handle. If 0, a new VAO
318 * will be created.
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
328 * enabled.
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.
331 *
332 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
333 * Use \c texcoord_size instead.
334 */
335 void
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,
340 unsigned color_size)
341 {
342 if (*VAO == 0) {
343 struct gl_vertex_array_object *array_obj;
344 assert(*buf_obj == NULL);
345
346 /* create vertex array object */
347 _mesa_GenVertexArrays(1, VAO);
348 _mesa_BindVertexArray(*VAO);
349
350 array_obj = _mesa_lookup_vao(ctx, *VAO);
351 assert(array_obj != NULL);
352
353 /* create vertex array buffer */
354 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
355 if (*buf_obj == NULL)
356 return;
357
358 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
359 GL_DYNAMIC_DRAW, __func__);
360
361 /* setup vertex arrays */
362 if (use_generic_attributes) {
363 assert(color_size == 0);
364
365 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
366 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
367 GL_FALSE, 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));
382 }
383 } else {
384 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
385 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
386 GL_FALSE, 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);
391
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,
395 GL_FALSE, 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));
400 }
401
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,
405 GL_FALSE, 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);
410 }
411 }
412 } else {
413 _mesa_BindVertexArray(*VAO);
414 }
415 }
416
417 /**
418 * Initialize meta-ops for a context.
419 * To be called once during context creation.
420 */
421 void
422 _mesa_meta_init(struct gl_context *ctx)
423 {
424 assert(!ctx->Meta);
425
426 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
427 }
428
429 /**
430 * Free context meta-op state.
431 * To be called once during context destruction.
432 */
433 void
434 _mesa_meta_free(struct gl_context *ctx)
435 {
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);
444 if (old_context)
445 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
446 else
447 _mesa_make_current(NULL, NULL, NULL);
448 free(ctx->Meta);
449 ctx->Meta = NULL;
450 }
451
452
453 /**
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.
456 *
457 * \param state bitmask of MESA_META_* flags indicating which attribute groups
458 * to save and reset to their defaults
459 */
460 void
461 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
462 {
463 struct save_state *save;
464
465 /* hope MAX_META_OPS_DEPTH is large enough */
466 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
467
468 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
469 memset(save, 0, sizeof(*save));
470 save->SavedState = state;
471
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.
475 */
476 save->API = ctx->API;
477 ctx->API = API_OPENGL_COMPAT;
478
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.
485 */
486 save->ExtensionsVersion = ctx->Extensions.Version;
487 ctx->Extensions.Version = ~0;
488
489 /* Pausing transform feedback needs to be done early, or else we won't be
490 * able to change other state.
491 */
492 save->TransformFeedbackNeedsResume =
493 _mesa_is_xfb_active_and_unpaused(ctx);
494 if (save->TransformFeedbackNeedsResume)
495 _mesa_PauseTransformFeedback();
496
497 /* After saving the current occlusion object, call EndQuery so that no
498 * occlusion querying will be active during the meta-operation.
499 */
500 if (state & MESA_META_OCCLUSION_QUERY) {
501 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
502 if (save->CurrentOcclusionObject)
503 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
504 }
505
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);
512 }
513
514 if (state & MESA_META_BLEND) {
515 save->BlendEnabled = ctx->Color.BlendEnabled;
516 if (ctx->Color.BlendEnabled) {
517 if (ctx->Extensions.EXT_draw_buffers2) {
518 GLuint i;
519 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
520 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
521 }
522 }
523 else {
524 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
525 }
526 }
527 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
528 if (ctx->Color.ColorLogicOpEnabled)
529 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
530 }
531
532 if (state & MESA_META_DITHER) {
533 save->DitherFlag = ctx->Color.DitherFlag;
534 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
535 }
536
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);
545 }
546
547 if (state & MESA_META_DEPTH_TEST) {
548 save->Depth = ctx->Depth; /* struct copy */
549 if (ctx->Depth.Test)
550 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
551 }
552
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);
557 }
558
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;
564 }
565
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;
585 /* XXX more state */
586 ctx->NewState |=_NEW_PIXEL;
587 }
588
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);
601 }
602
603 if (state & MESA_META_SCISSOR) {
604 save->Scissor = ctx->Scissor; /* struct copy */
605 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
606 }
607
608 if (state & MESA_META_SHADER) {
609 int i;
610
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);
616 }
617
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);
623 }
624
625 if (ctx->Extensions.ATI_fragment_shader) {
626 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
627 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
628 }
629
630 if (ctx->Pipeline.Current) {
631 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
632 ctx->Pipeline.Current);
633 _mesa_BindProgramPipeline(0);
634 }
635
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.
638 */
639 for (i = 0; i < MESA_SHADER_STAGES; i++) {
640 _mesa_reference_shader_program(ctx, &save->Shader[i],
641 ctx->Shader.CurrentProgram[i]);
642 }
643 _mesa_reference_shader_program(ctx, &save->ActiveShader,
644 ctx->Shader.ActiveProgram);
645
646 _mesa_UseProgram(0);
647 }
648
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 */
654 }
655
656 if (state & MESA_META_TEXTURE) {
657 GLuint u, tgt;
658
659 save->ActiveUnit = ctx->Texture.CurrentUnit;
660 save->ClientActiveUnit = ctx->Array.ActiveTexture;
661 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
662
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);
673
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);
682 }
683 }
684
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]);
689 }
690
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);
695 }
696
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();
715
716 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
717 * This can occur when there is no draw buffer.
718 */
719 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
720 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
721 0.0, ctx->DrawBuffer->Height,
722 -1.0, 1.0);
723
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);
728 }
729 }
730
731 if (state & MESA_META_CLIP) {
732 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
733 if (ctx->Transform.ClipPlanesEnabled) {
734 GLuint i;
735 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
736 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
737 }
738 }
739 }
740
741 if (state & MESA_META_VERTEX) {
742 /* save vertex array object state */
743 _mesa_reference_vao(ctx, &save->VAO,
744 ctx->Array.VAO);
745 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
746 ctx->Array.ArrayBufferObj);
747 /* set some default state? */
748 }
749
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);
763 }
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);
769 }
770
771 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
772 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
773
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.
777 */
778 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
779 ctx->Extensions.ARB_color_buffer_float)
780 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
781 }
782
783 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
784 save->ClampVertexColor = ctx->Light.ClampVertexColor;
785
786 /* Generally in here we never want vertex color clamping --
787 * result clamping is only dependent on fragment clamping.
788 */
789 if (ctx->Extensions.ARB_color_buffer_float)
790 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
791 }
792
793 if (state & MESA_META_CONDITIONAL_RENDER) {
794 save->CondRenderQuery = ctx->Query.CondRenderQuery;
795 save->CondRenderMode = ctx->Query.CondRenderMode;
796
797 if (ctx->Query.CondRenderQuery)
798 _mesa_EndConditionalRender();
799 }
800
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);
809 }
810 }
811
812 if (state & MESA_META_MULTISAMPLE) {
813 save->Multisample = ctx->Multisample; /* struct copy */
814
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);
827 }
828
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);
833 }
834
835 if (state & MESA_META_DRAW_BUFFERS) {
836 struct gl_framebuffer *fb = ctx->DrawBuffer;
837 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
838 sizeof(save->ColorDrawBuffers));
839 }
840
841 /* misc */
842 {
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);
849
850 save->DrawBufferName = ctx->DrawBuffer->Name;
851 save->ReadBufferName = ctx->ReadBuffer->Name;
852 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
853 ctx->CurrentRenderbuffer->Name : 0);
854 }
855 }
856
857
858 /**
859 * Leave meta state. This is like a light-weight version of glPopAttrib().
860 */
861 void
862 _mesa_meta_end(struct gl_context *ctx)
863 {
864 assert(ctx->Meta->SaveStackDepth > 0);
865
866 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
867 const GLbitfield state = save->SavedState;
868 int i;
869
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;
876 GLuint64EXT result;
877 if (!q->Ready)
878 ctx->Driver.WaitQuery(ctx, q);
879 result = q->Result;
880 _mesa_BeginQuery(q->Target, q->Id);
881 ctx->Query.CurrentOcclusionObject->Result += result;
882 }
883 }
884
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);
889 }
890
891 if (state & MESA_META_BLEND) {
892 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
893 if (ctx->Extensions.EXT_draw_buffers2) {
894 GLuint i;
895 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
896 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
897 }
898 }
899 else {
900 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
901 }
902 }
903 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
904 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
905 }
906
907 if (state & MESA_META_DITHER)
908 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
909
910 if (state & MESA_META_COLOR_MASK) {
911 GLuint i;
912 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
913 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
914 if (i == 0) {
915 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
916 save->ColorMask[i][2], save->ColorMask[i][3]);
917 }
918 else {
919 _mesa_ColorMaski(i,
920 save->ColorMask[i][0],
921 save->ColorMask[i][1],
922 save->ColorMask[i][2],
923 save->ColorMask[i][3]);
924 }
925 }
926 }
927 }
928
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);
934 }
935
936 if (state & MESA_META_FOG) {
937 _mesa_set_enable(ctx, GL_FOG, save->Fog);
938 }
939
940 if (state & MESA_META_PIXEL_STORE) {
941 ctx->Pack = save->Pack;
942 ctx->Unpack = save->Unpack;
943 }
944
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;
955 /* XXX more state */
956 ctx->NewState |=_NEW_PIXEL;
957 }
958
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);
966 }
967
968 if (state & MESA_META_SCISSOR) {
969 unsigned i;
970
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);
979 }
980 }
981
982 if (state & MESA_META_SHADER) {
983 static const GLenum targets[] = {
984 GL_VERTEX_SHADER,
985 GL_TESS_CONTROL_SHADER,
986 GL_TESS_EVALUATION_SHADER,
987 GL_GEOMETRY_SHADER,
988 GL_FRAGMENT_SHADER,
989 GL_COMPUTE_SHADER,
990 };
991 STATIC_ASSERT(MESA_SHADER_STAGES == ARRAY_SIZE(targets));
992
993 bool any_shader;
994
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);
1001 }
1002
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);
1009 }
1010
1011 if (ctx->Extensions.ATI_fragment_shader) {
1012 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
1013 save->ATIFragmentShaderEnabled);
1014 }
1015
1016 any_shader = false;
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
1022 * in that case.
1023 */
1024 _mesa_use_shader_program(ctx, targets[i],
1025 save->Shader[i],
1026 &ctx->Shader);
1027
1028 /* Do this *before* killing the reference. :)
1029 */
1030 if (save->Shader[i] != NULL)
1031 any_shader = true;
1032
1033 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
1034 }
1035
1036 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1037 save->ActiveShader);
1038 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1039
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.
1043 */
1044 if (any_shader)
1045 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1046 &ctx->Shader);
1047 else
1048 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1049 ctx->Pipeline.Default);
1050
1051 if (save->Pipeline) {
1052 _mesa_bind_pipeline(ctx, save->Pipeline);
1053
1054 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1055 }
1056 }
1057
1058 if (state & MESA_META_STENCIL_TEST) {
1059 const struct gl_stencil_attrib *stencil = &save->Stencil;
1060
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);
1068 }
1069 /* front state */
1070 _mesa_StencilFuncSeparate(GL_FRONT,
1071 stencil->Function[0],
1072 stencil->Ref[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]);
1078 /* back state */
1079 _mesa_StencilFuncSeparate(GL_BACK,
1080 stencil->Function[1],
1081 stencil->Ref[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]);
1087 }
1088
1089 if (state & MESA_META_TEXTURE) {
1090 GLuint u, tgt;
1091
1092 assert(ctx->Texture.CurrentUnit == 0);
1093
1094 /* restore texenv for unit[0] */
1095 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1096
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]);
1103 }
1104 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1105 }
1106
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];
1112 }
1113
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];
1117 }
1118 }
1119
1120 /* restore current unit state */
1121 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1122 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1123 }
1124
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);
1131
1132 _mesa_MatrixMode(GL_MODELVIEW);
1133 _mesa_LoadMatrixf(save->ModelviewMatrix);
1134
1135 _mesa_MatrixMode(GL_PROJECTION);
1136 _mesa_LoadMatrixf(save->ProjectionMatrix);
1137
1138 _mesa_MatrixMode(save->MatrixMode);
1139
1140 if (ctx->Extensions.ARB_clip_control)
1141 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1142 }
1143
1144 if (state & MESA_META_CLIP) {
1145 if (save->ClipPlanesEnabled) {
1146 GLuint i;
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);
1150 }
1151 }
1152 }
1153 }
1154
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);
1159
1160 /* restore vertex array object */
1161 _mesa_BindVertexArray(save->VAO->Name);
1162 _mesa_reference_vao(ctx, &save->VAO, NULL);
1163 }
1164
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);
1172 }
1173 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1174 }
1175
1176 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1177 ctx->Extensions.ARB_color_buffer_float) {
1178 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1179 }
1180
1181 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1182 ctx->Extensions.ARB_color_buffer_float) {
1183 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1184 }
1185
1186 if (state & MESA_META_CONDITIONAL_RENDER) {
1187 if (save->CondRenderQuery)
1188 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1189 save->CondRenderMode);
1190 }
1191
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;
1199 }
1200 }
1201
1202 if (state & MESA_META_MULTISAMPLE) {
1203 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1204 struct gl_multisample_attrib *save_ms = &save->Multisample;
1205
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);
1218 }
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);
1227 }
1228
1229 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1230 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1231 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1232 }
1233
1234 /* misc */
1235 if (save->Lighting) {
1236 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1237 }
1238 if (save->RasterDiscard) {
1239 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1240 }
1241 if (save->TransformFeedbackNeedsResume)
1242 _mesa_ResumeTransformFeedback();
1243
1244 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1245 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1246
1247 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1248 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1249
1250 if (!ctx->CurrentRenderbuffer ||
1251 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1252 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1253
1254 if (state & MESA_META_DRAW_BUFFERS) {
1255 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1256 save->ColorDrawBuffers, NULL);
1257 }
1258
1259 ctx->Meta->SaveStackDepth--;
1260
1261 ctx->API = save->API;
1262 ctx->Extensions.Version = save->ExtensionsVersion;
1263 }
1264
1265
1266 /**
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.
1272 */
1273 static inline GLfloat
1274 invert_z(GLfloat normZ)
1275 {
1276 GLfloat objZ = 1.0f - 2.0f * normZ;
1277 return objZ;
1278 }
1279
1280
1281 /**
1282 * One-time init for a temp_texture object.
1283 * Choose tex target, compute max tex size, etc.
1284 */
1285 static void
1286 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1287 {
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;
1293 }
1294 else {
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;
1299 }
1300 tex->MinSize = 16; /* 16 x 16 at least */
1301 assert(tex->MaxSize > 0);
1302
1303 _mesa_GenTextures(1, &tex->TexObj);
1304 }
1305
1306 static void
1307 cleanup_temp_texture(struct temp_texture *tex)
1308 {
1309 if (!tex->TexObj)
1310 return;
1311 _mesa_DeleteTextures(1, &tex->TexObj);
1312 tex->TexObj = 0;
1313 }
1314
1315
1316 /**
1317 * Return pointer to temp_texture info for non-bitmap ops.
1318 * This does some one-time init if needed.
1319 */
1320 struct temp_texture *
1321 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1322 {
1323 struct temp_texture *tex = &ctx->Meta->TempTex;
1324
1325 if (!tex->TexObj) {
1326 init_temp_texture(ctx, tex);
1327 }
1328
1329 return tex;
1330 }
1331
1332
1333 /**
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.
1337 */
1338 static struct temp_texture *
1339 get_bitmap_temp_texture(struct gl_context *ctx)
1340 {
1341 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1342
1343 if (!tex->TexObj) {
1344 init_temp_texture(ctx, tex);
1345 }
1346
1347 return tex;
1348 }
1349
1350 /**
1351 * Return pointer to depth temp_texture.
1352 * This does some one-time init if needed.
1353 */
1354 struct temp_texture *
1355 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1356 {
1357 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1358
1359 if (!tex->TexObj) {
1360 init_temp_texture(ctx, tex);
1361 }
1362
1363 return tex;
1364 }
1365
1366 /**
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.
1372 *
1373 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1374 */
1375 GLboolean
1376 _mesa_meta_alloc_texture(struct temp_texture *tex,
1377 GLsizei width, GLsizei height, GLenum intFormat)
1378 {
1379 GLboolean newTex = GL_FALSE;
1380
1381 assert(width <= tex->MaxSize);
1382 assert(height <= tex->MaxSize);
1383
1384 if (width > tex->Width ||
1385 height > tex->Height ||
1386 intFormat != tex->IntFormat) {
1387 /* alloc new texture (larger or different format) */
1388
1389 if (tex->NPOT) {
1390 /* use non-power of two size */
1391 tex->Width = MAX2(tex->MinSize, width);
1392 tex->Height = MAX2(tex->MinSize, height);
1393 }
1394 else {
1395 /* find power of two size */
1396 GLsizei w, h;
1397 w = h = tex->MinSize;
1398 while (w < width)
1399 w *= 2;
1400 while (h < height)
1401 h *= 2;
1402 tex->Width = w;
1403 tex->Height = h;
1404 }
1405
1406 tex->IntFormat = intFormat;
1407
1408 newTex = GL_TRUE;
1409 }
1410
1411 /* compute texcoords */
1412 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1413 tex->Sright = (GLfloat) width;
1414 tex->Ttop = (GLfloat) height;
1415 }
1416 else {
1417 tex->Sright = (GLfloat) width / tex->Width;
1418 tex->Ttop = (GLfloat) height / tex->Height;
1419 }
1420
1421 return newTex;
1422 }
1423
1424
1425 /**
1426 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1427 */
1428 void
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,
1433 GLenum intFormat,
1434 GLenum filter)
1435 {
1436 bool newTex;
1437
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);
1442
1443 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1444
1445 /* copy framebuffer image to texture */
1446 if (newTex) {
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);
1452 }
1453 else {
1454 /* create empty texture */
1455 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1456 tex->Width, tex->Height, 0,
1457 intFormat, GL_UNSIGNED_BYTE, NULL);
1458 /* load image */
1459 _mesa_CopyTexSubImage2D(tex->Target, 0,
1460 0, 0, srcX, srcY, width, height);
1461 }
1462 }
1463 else {
1464 /* replace existing tex image */
1465 _mesa_CopyTexSubImage2D(tex->Target, 0,
1466 0, 0, srcX, srcY, width, height);
1467 }
1468 }
1469
1470
1471 /**
1472 * Setup/load texture for glDrawPixels.
1473 */
1474 void
1475 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1476 struct temp_texture *tex,
1477 GLboolean newTex,
1478 GLsizei width, GLsizei height,
1479 GLenum format, GLenum type,
1480 const GLvoid *pixels)
1481 {
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);
1486
1487 /* copy pixel data to texture */
1488 if (newTex) {
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);
1494 }
1495 else {
1496 struct gl_buffer_object *save_unpack_obj = NULL;
1497
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);
1507 /* load image */
1508 _mesa_TexSubImage2D(tex->Target, 0,
1509 0, 0, width, height, format, type, pixels);
1510 }
1511 }
1512 else {
1513 /* replace existing tex image */
1514 _mesa_TexSubImage2D(tex->Target, 0,
1515 0, 0, width, height, format, type, pixels);
1516 }
1517 }
1518
1519 void
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)
1523 {
1524 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1525 0);
1526
1527 /* setup projection matrix */
1528 _mesa_MatrixMode(GL_PROJECTION);
1529 _mesa_LoadIdentity();
1530 }
1531
1532 /**
1533 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1534 */
1535 void
1536 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1537 {
1538 meta_clear(ctx, buffers, false);
1539 }
1540
1541 void
1542 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1543 {
1544 meta_clear(ctx, buffers, true);
1545 }
1546
1547 static void
1548 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1549 {
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"
1554 "void main()\n"
1555 "{\n"
1556 "#ifdef GL_AMD_vertex_shader_layer\n"
1557 " gl_Layer = gl_InstanceID;\n"
1558 "#endif\n"
1559 " gl_Position = position;\n"
1560 "}\n";
1561 const char *fs_source =
1562 "uniform vec4 color;\n"
1563 "void main()\n"
1564 "{\n"
1565 " gl_FragColor = color;\n"
1566 "}\n";
1567 GLuint vs, fs;
1568 bool has_integer_textures;
1569
1570 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1571 3, 0, 0);
1572
1573 if (clear->ShaderProg != 0)
1574 return;
1575
1576 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1577 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1578 _mesa_CompileShader(vs);
1579
1580 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1581 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1582 _mesa_CompileShader(fs);
1583
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);
1592
1593 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color");
1594
1595 has_integer_textures = _mesa_is_gles3(ctx) ||
1596 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1597
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,
1602 "#version 130\n"
1603 "#extension GL_AMD_vertex_shader_layer : enable\n"
1604 "#extension GL_ARB_draw_instanced : enable\n"
1605 "in vec4 position;\n"
1606 "void main()\n"
1607 "{\n"
1608 "#ifdef GL_AMD_vertex_shader_layer\n"
1609 " gl_Layer = gl_InstanceID;\n"
1610 "#endif\n"
1611 " gl_Position = position;\n"
1612 "}\n");
1613 const char *fs_int_source =
1614 ralloc_asprintf(shader_source_mem_ctx,
1615 "#version 130\n"
1616 "uniform ivec4 color;\n"
1617 "out ivec4 out_color;\n"
1618 "\n"
1619 "void main()\n"
1620 "{\n"
1621 " out_color = color;\n"
1622 "}\n");
1623
1624 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1625 vs_int_source);
1626 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1627 fs_int_source);
1628 ralloc_free(shader_source_mem_ctx);
1629
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");
1636
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.
1640 */
1641
1642 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1643 "integer clear");
1644 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1645
1646 clear->IntegerColorLocation =
1647 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
1648 }
1649 }
1650
1651 static void
1652 meta_glsl_clear_cleanup(struct clear_state *clear)
1653 {
1654 if (clear->VAO == 0)
1655 return;
1656 _mesa_DeleteVertexArrays(1, &clear->VAO);
1657 clear->VAO = 0;
1658 _mesa_DeleteBuffers(1, &clear->buf_obj->Name);
1659 clear->buf_obj = NULL;
1660 _mesa_DeleteProgram(clear->ShaderProg);
1661 clear->ShaderProg = 0;
1662
1663 if (clear->IntegerShaderProg) {
1664 _mesa_DeleteProgram(clear->IntegerShaderProg);
1665 clear->IntegerShaderProg = 0;
1666 }
1667 }
1668
1669 /**
1670 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1671 * set GL to only draw to those buffers.
1672 *
1673 * Since the bitfield has no associated order, the assignment of draw buffer
1674 * indices to color attachment indices is rather arbitrary.
1675 */
1676 void
1677 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1678 {
1679 GLenum enums[MAX_DRAW_BUFFERS];
1680 int i = 0;
1681 int n;
1682
1683 /* This function is only legal for color buffer bitfields. */
1684 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1685
1686 /* Make sure we don't overflow any arrays. */
1687 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1688
1689 enums[0] = GL_NONE;
1690
1691 if (bits & BUFFER_BIT_FRONT_LEFT)
1692 enums[i++] = GL_FRONT_LEFT;
1693
1694 if (bits & BUFFER_BIT_FRONT_RIGHT)
1695 enums[i++] = GL_FRONT_RIGHT;
1696
1697 if (bits & BUFFER_BIT_BACK_LEFT)
1698 enums[i++] = GL_BACK_LEFT;
1699
1700 if (bits & BUFFER_BIT_BACK_RIGHT)
1701 enums[i++] = GL_BACK_RIGHT;
1702
1703 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1704 if (bits & (1 << (BUFFER_COLOR0 + n)))
1705 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1706 }
1707
1708 _mesa_DrawBuffers(i, enums);
1709 }
1710
1711 /**
1712 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1713 */
1714 static void
1715 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1716 {
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];
1723 int i;
1724
1725 metaSave = (MESA_META_ALPHA_TEST |
1726 MESA_META_BLEND |
1727 MESA_META_DEPTH_TEST |
1728 MESA_META_RASTERIZATION |
1729 MESA_META_SHADER |
1730 MESA_META_STENCIL_TEST |
1731 MESA_META_VERTEX |
1732 MESA_META_VIEWPORT |
1733 MESA_META_CLIP |
1734 MESA_META_CLAMP_FRAGMENT_COLOR |
1735 MESA_META_MULTISAMPLE |
1736 MESA_META_OCCLUSION_QUERY);
1737
1738 if (!glsl) {
1739 metaSave |= MESA_META_FOG |
1740 MESA_META_PIXEL_TRANSFER |
1741 MESA_META_TRANSFORM |
1742 MESA_META_TEXTURE |
1743 MESA_META_CLAMP_VERTEX_COLOR |
1744 MESA_META_SELECT_FEEDBACK;
1745 }
1746
1747 if (buffers & BUFFER_BITS_COLOR) {
1748 metaSave |= MESA_META_DRAW_BUFFERS;
1749 } else {
1750 /* We'll use colormask to disable color writes. Otherwise,
1751 * respect color mask
1752 */
1753 metaSave |= MESA_META_COLOR_MASK;
1754 }
1755
1756 _mesa_meta_begin(ctx, metaSave);
1757
1758 if (glsl) {
1759 meta_glsl_clear_init(ctx, clear);
1760
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);
1766 } else {
1767 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1768 3, 0, 4);
1769
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);
1775 }
1776
1777 if (fb->_IntegerColor) {
1778 assert(glsl);
1779 _mesa_UseProgram(clear->IntegerShaderProg);
1780 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
1781 ctx->Color.ClearColor.i);
1782 } else if (glsl) {
1783 _mesa_UseProgram(clear->ShaderProg);
1784 _mesa_Uniform4fv(clear->ColorLocation, 1,
1785 ctx->Color.ClearColor.f);
1786 }
1787
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);
1792
1793 /* leave colormask state as-is */
1794
1795 /* Clears never have the color clamped. */
1796 if (ctx->Extensions.ARB_color_buffer_float)
1797 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1798 }
1799 else {
1800 assert(metaSave & MESA_META_COLOR_MASK);
1801 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1802 }
1803
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);
1809 }
1810 else {
1811 assert(!ctx->Depth.Test);
1812 }
1813
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]);
1822 }
1823 else {
1824 assert(!ctx->Stencil.Enabled);
1825 }
1826
1827 /* vertex positions */
1828 verts[0].x = x0;
1829 verts[0].y = y0;
1830 verts[0].z = z;
1831 verts[1].x = x1;
1832 verts[1].y = y0;
1833 verts[1].z = z;
1834 verts[2].x = x1;
1835 verts[2].y = y1;
1836 verts[2].z = z;
1837 verts[3].x = x0;
1838 verts[3].y = y1;
1839 verts[3].z = z;
1840
1841 if (!glsl) {
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];
1847 }
1848 }
1849
1850 /* upload new vertex data */
1851 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1852 GL_DYNAMIC_DRAW, __func__);
1853
1854 /* draw quad(s) */
1855 if (fb->MaxNumLayers > 0) {
1856 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1857 } else {
1858 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1859 }
1860
1861 _mesa_meta_end(ctx);
1862 }
1863
1864 /**
1865 * Meta implementation of ctx->Driver.CopyPixels() in terms
1866 * of texture mapping and polygon rendering and GLSL shaders.
1867 */
1868 void
1869 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1870 GLsizei width, GLsizei height,
1871 GLint dstX, GLint dstY, GLenum type)
1872 {
1873 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1874 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1875 struct vertex verts[4];
1876
1877 if (type != GL_COLOR ||
1878 ctx->_ImageTransferState ||
1879 ctx->Fog.Enabled ||
1880 width > tex->MaxSize ||
1881 height > tex->MaxSize) {
1882 /* XXX avoid this fallback */
1883 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1884 return;
1885 }
1886
1887 /* Most GL state applies to glCopyPixels, but a there's a few things
1888 * we need to override:
1889 */
1890 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1891 MESA_META_SHADER |
1892 MESA_META_TEXTURE |
1893 MESA_META_TRANSFORM |
1894 MESA_META_CLIP |
1895 MESA_META_VERTEX |
1896 MESA_META_VIEWPORT));
1897
1898 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1899 3, 2, 0);
1900
1901 /* Silence valgrind warnings about reading uninitialized stack. */
1902 memset(verts, 0, sizeof(verts));
1903
1904 /* Alloc/setup texture */
1905 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1906 GL_RGBA, GL_NEAREST);
1907
1908 /* vertex positions, texcoords (after texture allocation!) */
1909 {
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]);
1915
1916 verts[0].x = dstX0;
1917 verts[0].y = dstY0;
1918 verts[0].z = z;
1919 verts[0].tex[0] = 0.0F;
1920 verts[0].tex[1] = 0.0F;
1921 verts[1].x = dstX1;
1922 verts[1].y = dstY0;
1923 verts[1].z = z;
1924 verts[1].tex[0] = tex->Sright;
1925 verts[1].tex[1] = 0.0F;
1926 verts[2].x = dstX1;
1927 verts[2].y = dstY1;
1928 verts[2].z = z;
1929 verts[2].tex[0] = tex->Sright;
1930 verts[2].tex[1] = tex->Ttop;
1931 verts[3].x = dstX0;
1932 verts[3].y = dstY1;
1933 verts[3].z = z;
1934 verts[3].tex[0] = 0.0F;
1935 verts[3].tex[1] = tex->Ttop;
1936
1937 /* upload new vertex data */
1938 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts,
1939 __func__);
1940 }
1941
1942 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1943
1944 /* draw textured quad */
1945 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1946
1947 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1948
1949 _mesa_meta_end(ctx);
1950 }
1951
1952 static void
1953 meta_drawpix_cleanup(struct drawpix_state *drawpix)
1954 {
1955 if (drawpix->VAO != 0) {
1956 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1957 drawpix->VAO = 0;
1958
1959 _mesa_DeleteBuffers(1, &drawpix->buf_obj->Name);
1960 drawpix->buf_obj = NULL;
1961 }
1962
1963 if (drawpix->StencilFP != 0) {
1964 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1965 drawpix->StencilFP = 0;
1966 }
1967
1968 if (drawpix->DepthFP != 0) {
1969 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1970 drawpix->DepthFP = 0;
1971 }
1972 }
1973
1974 /**
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.
1978 */
1979 static void
1980 tiled_draw_pixels(struct gl_context *ctx,
1981 GLint tileSize,
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)
1986 {
1987 struct gl_pixelstore_attrib tileUnpack = *unpack;
1988 GLint i, j;
1989
1990 if (tileUnpack.RowLength == 0)
1991 tileUnpack.RowLength = width;
1992
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);
1996
1997 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1998
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);
2002
2003 tileUnpack.SkipRows = unpack->SkipRows + j;
2004
2005 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2006 format, type, &tileUnpack, pixels);
2007 }
2008 }
2009 }
2010
2011
2012 /**
2013 * One-time init for drawing stencil pixels.
2014 */
2015 static void
2016 init_draw_stencil_pixels(struct gl_context *ctx)
2017 {
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.
2023 *
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).
2027 * else
2028 * result is zero.
2029 * The program parameter contains three values:
2030 * parm.x = 255 / (1 << bit)
2031 * parm.y = 0.5
2032 * parm.z = 0.0
2033 */
2034 static const char *program =
2035 "!!ARBfp1.0\n"
2036 "PARAM parm = program.local[0]; \n"
2037 "TEMP t; \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"
2041 "# t = (int) t \n"
2042 "FRC t.y, t.x; \n"
2043 "SUB t.x, t.x, t.y; \n"
2044 "# t = t * 0.5 \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"
2050 "KIL -t.x; \n"
2051 "# for debug only \n"
2052 "#MOV result.color, t.x; \n"
2053 "END \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;
2058
2059 assert(drawpix->StencilFP == 0);
2060
2061 /* replace %s with "RECT" or "2D" */
2062 assert(strlen(program) + 4 < sizeof(program2));
2063 if (tex->Target == GL_TEXTURE_RECTANGLE)
2064 texTarget = "RECT";
2065 else
2066 texTarget = "2D";
2067 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2068
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);
2073 }
2074
2075
2076 /**
2077 * One-time init for drawing depth pixels.
2078 */
2079 static void
2080 init_draw_depth_pixels(struct gl_context *ctx)
2081 {
2082 static const char *program =
2083 "!!ARBfp1.0\n"
2084 "PARAM color = program.local[0]; \n"
2085 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2086 "MOV result.color, color; \n"
2087 "END \n";
2088 char program2[200];
2089 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2090 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2091 const char *texTarget;
2092
2093 assert(drawpix->DepthFP == 0);
2094
2095 /* replace %s with "RECT" or "2D" */
2096 assert(strlen(program) + 4 < sizeof(program2));
2097 if (tex->Target == GL_TEXTURE_RECTANGLE)
2098 texTarget = "RECT";
2099 else
2100 texTarget = "2D";
2101 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2102
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);
2107 }
2108
2109
2110 /**
2111 * Meta implementation of ctx->Driver.DrawPixels() in terms
2112 * of texture mapping and polygon rendering.
2113 */
2114 void
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)
2120 {
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;
2129
2130 /*
2131 * Determine if we can do the glDrawPixels with texture mapping.
2132 */
2133 fallback = GL_FALSE;
2134 if (ctx->Fog.Enabled) {
2135 fallback = GL_TRUE;
2136 }
2137
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).
2142 */
2143 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2144 texIntFormat = format;
2145 else
2146 texIntFormat = GL_RGBA;
2147
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
2151 * point.
2152 */
2153 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2154 ctx->Extensions.ARB_texture_float)
2155 texIntFormat = GL_RGBA32F;
2156 }
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
2164 * in [0,1].
2165 */
2166 texIntFormat = GL_ALPHA;
2167 metaExtraSave = (MESA_META_COLOR_MASK |
2168 MESA_META_DEPTH_TEST |
2169 MESA_META_PIXEL_TRANSFER |
2170 MESA_META_SHADER |
2171 MESA_META_STENCIL_TEST);
2172 }
2173 else {
2174 fallback = GL_TRUE;
2175 }
2176 }
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);
2182 }
2183 else {
2184 fallback = GL_TRUE;
2185 }
2186 }
2187 else {
2188 fallback = GL_TRUE;
2189 }
2190
2191 if (fallback) {
2192 _swrast_DrawPixels(ctx, x, y, width, height,
2193 format, type, unpack, pixels);
2194 return;
2195 }
2196
2197 /*
2198 * Check image size against max texture size, draw as tiles if needed.
2199 */
2200 if (width > tex->MaxSize || height > tex->MaxSize) {
2201 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2202 format, type, unpack, pixels);
2203 return;
2204 }
2205
2206 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2207 * but a there's a few things we need to override:
2208 */
2209 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2210 MESA_META_SHADER |
2211 MESA_META_TEXTURE |
2212 MESA_META_TRANSFORM |
2213 MESA_META_CLIP |
2214 MESA_META_VERTEX |
2215 MESA_META_VIEWPORT |
2216 metaExtraSave));
2217
2218 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2219
2220 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2221 3, 2, 0);
2222
2223 /* Silence valgrind warnings about reading uninitialized stack. */
2224 memset(verts, 0, sizeof(verts));
2225
2226 /* vertex positions, texcoords (after texture allocation!) */
2227 {
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]);
2233
2234 verts[0].x = x0;
2235 verts[0].y = y0;
2236 verts[0].z = z;
2237 verts[0].tex[0] = 0.0F;
2238 verts[0].tex[1] = 0.0F;
2239 verts[1].x = x1;
2240 verts[1].y = y0;
2241 verts[1].z = z;
2242 verts[1].tex[0] = tex->Sright;
2243 verts[1].tex[1] = 0.0F;
2244 verts[2].x = x1;
2245 verts[2].y = y1;
2246 verts[2].z = z;
2247 verts[2].tex[0] = tex->Sright;
2248 verts[2].tex[1] = tex->Ttop;
2249 verts[3].x = x0;
2250 verts[3].y = y1;
2251 verts[3].z = z;
2252 verts[3].tex[0] = 0.0F;
2253 verts[3].tex[1] = tex->Ttop;
2254 }
2255
2256 /* upload new vertex data */
2257 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2258 GL_DYNAMIC_DRAW, __func__);
2259
2260 /* set given unpack params */
2261 ctx->Unpack = *unpack;
2262
2263 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2264
2265 if (_mesa_is_stencil_format(format)) {
2266 /* Drawing stencil */
2267 GLint bit;
2268
2269 if (!drawpix->StencilFP)
2270 init_draw_stencil_pixels(ctx);
2271
2272 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2273 GL_ALPHA, type, pixels);
2274
2275 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2276
2277 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2278
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);
2283
2284 /* set stencil bits to 1 where needed */
2285 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2286
2287 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2288 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2289
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);
2295
2296 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2297 255.0f / mask, 0.5f, 0.0f, 0.0f);
2298
2299 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2300 }
2301 }
2302 }
2303 else if (_mesa_is_depth_format(format)) {
2304 /* Drawing depth */
2305 if (!drawpix->DepthFP)
2306 init_draw_depth_pixels(ctx);
2307
2308 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2309 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2310
2311 /* polygon color = current raster color */
2312 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2313 ctx->Current.RasterColor);
2314
2315 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2316 format, type, pixels);
2317
2318 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2319 }
2320 else {
2321 /* Drawing RGBA */
2322 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2323 format, type, pixels);
2324 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2325 }
2326
2327 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2328
2329 /* restore unpack params */
2330 ctx->Unpack = unpackSave;
2331
2332 _mesa_meta_end(ctx);
2333 }
2334
2335 static GLboolean
2336 alpha_test_raster_color(struct gl_context *ctx)
2337 {
2338 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2339 GLfloat ref = ctx->Color.AlphaRef;
2340
2341 switch (ctx->Color.AlphaFunc) {
2342 case GL_NEVER:
2343 return GL_FALSE;
2344 case GL_LESS:
2345 return alpha < ref;
2346 case GL_EQUAL:
2347 return alpha == ref;
2348 case GL_LEQUAL:
2349 return alpha <= ref;
2350 case GL_GREATER:
2351 return alpha > ref;
2352 case GL_NOTEQUAL:
2353 return alpha != ref;
2354 case GL_GEQUAL:
2355 return alpha >= ref;
2356 case GL_ALWAYS:
2357 return GL_TRUE;
2358 default:
2359 assert(0);
2360 return GL_FALSE;
2361 }
2362 }
2363
2364 /**
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.
2368 */
2369 void
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)
2374 {
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;
2379 GLubyte fg, bg;
2380 struct vertex verts[4];
2381 GLboolean newTex;
2382 GLubyte *bitmap8;
2383
2384 /*
2385 * Check if swrast fallback is needed.
2386 */
2387 if (ctx->_ImageTransferState ||
2388 ctx->FragmentProgram._Enabled ||
2389 ctx->Fog.Enabled ||
2390 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2391 width > tex->MaxSize ||
2392 height > tex->MaxSize) {
2393 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2394 return;
2395 }
2396
2397 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2398 return;
2399
2400 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2401 * but a there's a few things we need to override:
2402 */
2403 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2404 MESA_META_PIXEL_STORE |
2405 MESA_META_RASTERIZATION |
2406 MESA_META_SHADER |
2407 MESA_META_TEXTURE |
2408 MESA_META_TRANSFORM |
2409 MESA_META_CLIP |
2410 MESA_META_VERTEX |
2411 MESA_META_VIEWPORT));
2412
2413 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2414 3, 2, 4);
2415
2416 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2417
2418 /* Silence valgrind warnings about reading uninitialized stack. */
2419 memset(verts, 0, sizeof(verts));
2420
2421 /* vertex positions, texcoords, colors (after texture allocation!) */
2422 {
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]);
2428 GLuint i;
2429
2430 verts[0].x = x0;
2431 verts[0].y = y0;
2432 verts[0].z = z;
2433 verts[0].tex[0] = 0.0F;
2434 verts[0].tex[1] = 0.0F;
2435 verts[1].x = x1;
2436 verts[1].y = y0;
2437 verts[1].z = z;
2438 verts[1].tex[0] = tex->Sright;
2439 verts[1].tex[1] = 0.0F;
2440 verts[2].x = x1;
2441 verts[2].y = y1;
2442 verts[2].z = z;
2443 verts[2].tex[0] = tex->Sright;
2444 verts[2].tex[1] = tex->Ttop;
2445 verts[3].x = x0;
2446 verts[3].y = y1;
2447 verts[3].z = z;
2448 verts[3].tex[0] = 0.0F;
2449 verts[3].tex[1] = tex->Ttop;
2450
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];
2456 }
2457
2458 /* upload new vertex data */
2459 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts,
2460 __func__);
2461 }
2462
2463 /* choose different foreground/background alpha values */
2464 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2465 bg = (fg > 127 ? 0 : 255);
2466
2467 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2468 if (!bitmap1) {
2469 _mesa_meta_end(ctx);
2470 return;
2471 }
2472
2473 bitmap8 = malloc(width * height);
2474 if (bitmap8) {
2475 memset(bitmap8, bg, width * height);
2476 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2477 bitmap8, width, fg);
2478
2479 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2480
2481 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2482 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2483
2484 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2485 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2486
2487 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2488
2489 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2490
2491 free(bitmap8);
2492 }
2493
2494 _mesa_unmap_pbo_source(ctx, &unpackSave);
2495
2496 _mesa_meta_end(ctx);
2497 }
2498
2499 /**
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.
2503 *
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
2514 */
2515 void
2516 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2517 GLint slice,
2518 GLint xoffset,
2519 GLint yoffset,
2520 GLint width,
2521 GLint height,
2522 GLint total_width,
2523 GLint total_height,
2524 GLint total_depth,
2525 GLfloat coords0[4],
2526 GLfloat coords1[4],
2527 GLfloat coords2[4],
2528 GLfloat coords3[4])
2529 {
2530 float st[4][2];
2531 GLuint i;
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;
2536 GLfloat r;
2537
2538 /* setup the reference texcoords */
2539 st[0][0] = s0;
2540 st[0][1] = t0;
2541 st[1][0] = s1;
2542 st[1][1] = t0;
2543 st[2][0] = s1;
2544 st[2][1] = t1;
2545 st[3][0] = s0;
2546 st[3][1] = t1;
2547
2548 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2549 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2550
2551 /* Currently all texture targets want the W component to be 1.0.
2552 */
2553 coords0[3] = 1.0F;
2554 coords1[3] = 1.0F;
2555 coords2[3] = 1.0F;
2556 coords3[3] = 1.0F;
2557
2558 switch (faceTarget) {
2559 case GL_TEXTURE_1D:
2560 case GL_TEXTURE_2D:
2561 case GL_TEXTURE_3D:
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;
2567 }
2568 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2569 r = (float) slice;
2570 else
2571 r = 0.0F;
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];
2577 coords1[2] = r;
2578 coords2[0] = st[2][0];
2579 coords2[1] = st[2][1];
2580 coords2[2] = r;
2581 coords3[0] = st[3][0];
2582 coords3[1] = st[3][1];
2583 coords3[2] = r;
2584 break;
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;
2591 coords1[2] = 0.0F;
2592 coords2[0] = (float) (xoffset + width);
2593 coords2[1] = (float) (yoffset + height);
2594 coords2[2] = 0.0F;
2595 coords3[0] = (float) xoffset;
2596 coords3[1] = (float) (yoffset + height);
2597 coords3[2] = 0.0F;
2598 break;
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;
2605 coords1[2] = 0.0F;
2606 coords2[0] = st[2][0];
2607 coords2[1] = (float) slice;
2608 coords2[2] = 0.0F;
2609 coords3[0] = st[3][0];
2610 coords3[1] = (float) slice;
2611 coords3[2] = 0.0F;
2612 break;
2613
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...
2625 */
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;
2629 GLfloat *coord;
2630
2631 switch (i) {
2632 case 0:
2633 coord = coords0;
2634 break;
2635 case 1:
2636 coord = coords1;
2637 break;
2638 case 2:
2639 coord = coords2;
2640 break;
2641 case 3:
2642 coord = coords3;
2643 break;
2644 default:
2645 unreachable("not reached");
2646 }
2647
2648 coord[3] = (float) (slice / 6);
2649
2650 switch (faceTarget) {
2651 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2652 coord[0] = 1.0f;
2653 coord[1] = -tc;
2654 coord[2] = -sc;
2655 break;
2656 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2657 coord[0] = -1.0f;
2658 coord[1] = -tc;
2659 coord[2] = sc;
2660 break;
2661 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2662 coord[0] = sc;
2663 coord[1] = 1.0f;
2664 coord[2] = tc;
2665 break;
2666 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2667 coord[0] = sc;
2668 coord[1] = -1.0f;
2669 coord[2] = -tc;
2670 break;
2671 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2672 coord[0] = sc;
2673 coord[1] = -tc;
2674 coord[2] = 1.0f;
2675 break;
2676 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2677 coord[0] = -sc;
2678 coord[1] = -tc;
2679 coord[2] = -1.0f;
2680 break;
2681 default:
2682 assert(0);
2683 }
2684 }
2685 break;
2686 default:
2687 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2688 }
2689 }
2690
2691 static struct blit_shader *
2692 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2693 {
2694 switch(target) {
2695 case GL_TEXTURE_1D:
2696 table->sampler_1d.type = "sampler1D";
2697 table->sampler_1d.func = "texture1D";
2698 table->sampler_1d.texcoords = "texCoords.x";
2699 return &table->sampler_1d;
2700 case GL_TEXTURE_2D:
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;
2710 case GL_TEXTURE_3D:
2711 /* Code for mipmap generation with 3D textures is not used yet.
2712 * It's a sw fallback.
2713 */
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;
2738 default:
2739 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2740 " setup_texture_sampler()\n", target);
2741 return NULL;
2742 }
2743 }
2744
2745 void
2746 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2747 {
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);
2756
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;
2765 }
2766
2767 /**
2768 * Determine the GL data type to use for the temporary image read with
2769 * ReadPixels() and passed to Tex[Sub]Image().
2770 */
2771 static GLenum
2772 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2773 {
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);
2777
2778 switch (baseFormat) {
2779 case GL_RGBA:
2780 case GL_RGB:
2781 case GL_RG:
2782 case GL_RED:
2783 case GL_ALPHA:
2784 case GL_LUMINANCE:
2785 case GL_LUMINANCE_ALPHA:
2786 case GL_INTENSITY:
2787 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2788 return datatype;
2789 } else if (format_red_bits <= 8) {
2790 return GL_UNSIGNED_BYTE;
2791 } else if (format_red_bits <= 16) {
2792 return GL_UNSIGNED_SHORT;
2793 }
2794 return GL_FLOAT;
2795 case GL_DEPTH_COMPONENT:
2796 if (datatype == GL_FLOAT)
2797 return GL_FLOAT;
2798 else
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;
2803 else
2804 return GL_UNSIGNED_INT_24_8;
2805 default:
2806 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2807 baseFormat);
2808 return 0;
2809 }
2810 }
2811
2812 /**
2813 * Attempts to wrap the destination texture in an FBO and use
2814 * glBlitFramebuffer() to implement glCopyTexSubImage().
2815 */
2816 static bool
2817 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2818 struct gl_texture_image *texImage,
2819 GLint xoffset,
2820 GLint yoffset,
2821 GLint zoffset,
2822 struct gl_renderbuffer *rb,
2823 GLint x, GLint y,
2824 GLsizei width, GLsizei height)
2825 {
2826 GLuint fbo;
2827 bool success = false;
2828 GLbitfield mask;
2829 GLenum status;
2830
2831 if (!ctx->Extensions.ARB_framebuffer_object)
2832 return false;
2833
2834 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2835
2836 _mesa_GenFramebuffers(1, &fbo);
2837 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2838
2839 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2840 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2841 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
2842 texImage, zoffset);
2843 mask = GL_DEPTH_BUFFER_BIT;
2844
2845 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2846 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2847 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2848 texImage, zoffset);
2849 mask |= GL_STENCIL_BUFFER_BIT;
2850 }
2851 _mesa_DrawBuffer(GL_NONE);
2852 } else {
2853 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2854 texImage, zoffset);
2855 mask = GL_COLOR_BUFFER_BIT;
2856 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2857 }
2858
2859 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2860 if (status != GL_FRAMEBUFFER_COMPLETE)
2861 goto out;
2862
2863 ctx->Meta->Blit.no_ctsi_fallback = true;
2864
2865 /* Since we've bound a new draw framebuffer, we need to update
2866 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2867 * be correct.
2868 */
2869 _mesa_update_state(ctx);
2870
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
2873 * changes.
2874 */
2875 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2876 x, y,
2877 x + width, y + height,
2878 xoffset, yoffset,
2879 xoffset + width, yoffset + height,
2880 mask, GL_NEAREST);
2881 ctx->Meta->Blit.no_ctsi_fallback = false;
2882 success = mask == 0x0;
2883
2884 out:
2885 _mesa_DeleteFramebuffers(1, &fbo);
2886 _mesa_meta_end(ctx);
2887 return success;
2888 }
2889
2890 /**
2891 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2892 * Have to be careful with locking and meta state for pixel transfer.
2893 */
2894 void
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,
2899 GLint x, GLint y,
2900 GLsizei width, GLsizei height)
2901 {
2902 GLenum format, type;
2903 GLint bpp;
2904 void *buf;
2905
2906 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2907 texImage,
2908 xoffset, yoffset, zoffset,
2909 rb,
2910 x, y,
2911 width, height)) {
2912 return;
2913 }
2914
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).
2923 */
2924 format = GL_RGBA;
2925 }
2926
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);
2930 }
2931 bpp = _mesa_bytes_per_pixel(format, type);
2932 if (bpp <= 0) {
2933 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2934 return;
2935 }
2936
2937 /*
2938 * Alloc image buffer (XXX could use a PBO)
2939 */
2940 buf = malloc(width * height * bpp);
2941 if (!buf) {
2942 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2943 return;
2944 }
2945
2946 /*
2947 * Read image from framebuffer (disable pixel transfer ops)
2948 */
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);
2953
2954 _mesa_update_state(ctx); /* to update pixel transfer state */
2955
2956 /*
2957 * Store texture data (with pixel transfer ops)
2958 */
2959 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2960
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);
2966 } else {
2967 ctx->Driver.TexSubImage(ctx, dims, texImage,
2968 xoffset, yoffset, zoffset, width, height, 1,
2969 format, type, buf, &ctx->Unpack);
2970 }
2971
2972 _mesa_meta_end(ctx);
2973
2974 free(buf);
2975 }
2976
2977 static void
2978 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2979 {
2980 if (decompress_fbo->FBO != 0) {
2981 _mesa_DeleteFramebuffers(1, &decompress_fbo->FBO);
2982 _mesa_DeleteRenderbuffers(1, &decompress_fbo->RBO);
2983 }
2984
2985 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2986 }
2987
2988 static void
2989 meta_decompress_cleanup(struct decompress_state *decompress)
2990 {
2991 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2992 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2993
2994 if (decompress->VAO != 0) {
2995 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2996 _mesa_DeleteBuffers(1, &decompress->buf_obj->Name);
2997 }
2998
2999 if (decompress->Sampler != 0)
3000 _mesa_DeleteSamplers(1, &decompress->Sampler);
3001
3002 memset(decompress, 0, sizeof(*decompress));
3003 }
3004
3005 /**
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)
3013 */
3014 static bool
3015 decompress_texture_image(struct gl_context *ctx,
3016 struct gl_texture_image *texImage,
3017 GLuint slice,
3018 GLint xoffset, GLint yoffset,
3019 GLsizei width, GLsizei height,
3020 GLenum destFormat, GLenum destType,
3021 GLvoid *dest)
3022 {
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;
3027 GLenum rbFormat;
3028 GLenum faceTarget;
3029 struct vertex verts[4];
3030 GLuint samplerSave;
3031 GLenum status;
3032 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3033 ctx->Extensions.ARB_fragment_shader;
3034
3035 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3036 case GL_FLOAT:
3037 decompress_fbo = &decompress->floatFBO;
3038 rbFormat = GL_RGBA32F;
3039 break;
3040 case GL_UNSIGNED_NORMALIZED:
3041 decompress_fbo = &decompress->byteFBO;
3042 rbFormat = GL_RGBA;
3043 break;
3044 default:
3045 return false;
3046 }
3047
3048 if (slice > 0) {
3049 assert(target == GL_TEXTURE_3D ||
3050 target == GL_TEXTURE_2D_ARRAY ||
3051 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3052 }
3053
3054 switch (target) {
3055 case GL_TEXTURE_1D:
3056 case GL_TEXTURE_1D_ARRAY:
3057 assert(!"No compressed 1D textures.");
3058 return false;
3059
3060 case GL_TEXTURE_3D:
3061 assert(!"No compressed 3D textures.");
3062 return false;
3063
3064 case GL_TEXTURE_CUBE_MAP_ARRAY:
3065 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3066 break;
3067
3068 case GL_TEXTURE_CUBE_MAP:
3069 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3070 break;
3071
3072 default:
3073 faceTarget = target;
3074 break;
3075 }
3076
3077 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3078 MESA_META_DRAW_BUFFERS));
3079
3080 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3081 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3082
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);
3093 }
3094 else {
3095 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3096 }
3097
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,
3102 width, height);
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
3107 * too */
3108 _mesa_meta_end(ctx);
3109 return false;
3110 }
3111 decompress_fbo->Width = width;
3112 decompress_fbo->Height = height;
3113 }
3114
3115 if (use_glsl_version) {
3116 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3117 &decompress->buf_obj, true,
3118 2, 4, 0);
3119
3120 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3121 } else {
3122 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3123 &decompress->buf_obj, 3);
3124 }
3125
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);
3136 }
3137
3138 } else {
3139 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3140 }
3141
3142 /* Silence valgrind warnings about reading uninitialized stack. */
3143 memset(verts, 0, sizeof(verts));
3144
3145 _mesa_meta_setup_texture_coords(faceTarget, slice,
3146 xoffset, yoffset, width, height,
3147 texImage->Width, texImage->Height,
3148 texImage->Depth,
3149 verts[0].tex,
3150 verts[1].tex,
3151 verts[2].tex,
3152 verts[3].tex);
3153
3154 /* setup vertex positions */
3155 verts[0].x = -1.0F;
3156 verts[0].y = -1.0F;
3157 verts[1].x = 1.0F;
3158 verts[1].y = -1.0F;
3159 verts[2].x = 1.0F;
3160 verts[2].y = 1.0F;
3161 verts[3].x = -1.0F;
3162 verts[3].y = 1.0F;
3163
3164 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3165
3166 /* upload new vertex data */
3167 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts,
3168 __func__);
3169
3170 /* setup texture state */
3171 _mesa_BindTexture(target, texObj->Name);
3172
3173 if (!use_glsl_version)
3174 _mesa_set_enable(ctx, target, GL_TRUE);
3175
3176 {
3177 /* save texture object state */
3178 const GLint baseLevelSave = texObj->BaseLevel;
3179 const GLint maxLevelSave = texObj->MaxLevel;
3180
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);
3185 }
3186
3187 /* render quad w/ texture into renderbuffer */
3188 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3189
3190 /* Restore texture object state, the texture binding will
3191 * be restored by _mesa_meta_end().
3192 */
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);
3196 }
3197
3198 }
3199
3200 /* read pixels from renderbuffer */
3201 {
3202 GLenum baseTexFormat = texImage->_BaseFormat;
3203 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3204
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
3210 * red/alpha.
3211 */
3212 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3213 destBaseFormat) ||
3214 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3215 * luminance then we need to return L=tex(R).
3216 */
3217 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3218 destBaseFormat)) {
3219 /* Green and blue must be zero */
3220 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3221 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3222 }
3223
3224 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3225 }
3226
3227 /* disable texture unit */
3228 if (!use_glsl_version)
3229 _mesa_set_enable(ctx, target, GL_FALSE);
3230
3231 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3232
3233 _mesa_meta_end(ctx);
3234
3235 return true;
3236 }
3237
3238
3239 /**
3240 * This is just a wrapper around _mesa_get_tex_image() and
3241 * decompress_texture_image(). Meta functions should not be directly called
3242 * from core Mesa.
3243 */
3244 void
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)
3250 {
3251 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3252 GLuint slice;
3253 bool result = true;
3254
3255 for (slice = 0; slice < depth; slice++) {
3256 void *dst;
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).
3263 */
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);
3269 }
3270 else {
3271 dst = pixels;
3272 }
3273 result = decompress_texture_image(ctx, texImage, slice,
3274 xoffset, yoffset, width, height,
3275 format, type, dst);
3276 if (!result)
3277 break;
3278 }
3279
3280 if (result)
3281 return;
3282 }
3283
3284 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3285 width, height, depth, format, type, pixels, texImage);
3286 }
3287
3288
3289 /**
3290 * Meta implementation of ctx->Driver.DrawTex() in terms
3291 * of polygon rendering.
3292 */
3293 void
3294 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3295 GLfloat width, GLfloat height)
3296 {
3297 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3298 struct vertex {
3299 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3300 };
3301 struct vertex verts[4];
3302 GLuint i;
3303
3304 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3305 MESA_META_SHADER |
3306 MESA_META_TRANSFORM |
3307 MESA_META_VERTEX |
3308 MESA_META_VIEWPORT));
3309
3310 if (drawtex->VAO == 0) {
3311 /* one-time setup */
3312 GLint active_texture;
3313
3314 /* create vertex array object */
3315 _mesa_GenVertexArrays(1, &drawtex->VAO);
3316 _mesa_BindVertexArray(drawtex->VAO);
3317
3318 /* create vertex array buffer */
3319 _mesa_CreateBuffers(1, &drawtex->VBO);
3320 _mesa_NamedBufferData(drawtex->VBO, sizeof(verts),
3321 NULL, GL_DYNAMIC_DRAW_ARB);
3322
3323 /* client active texture is not part of the array object */
3324 active_texture = ctx->Array.ActiveTexture;
3325
3326 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3327
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);
3335 }
3336
3337 /* restore client active texture */
3338 _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
3339 }
3340 else {
3341 _mesa_BindVertexArray(drawtex->VAO);
3342 }
3343
3344 /* vertex positions, texcoords */
3345 {
3346 const GLfloat x1 = x + width;
3347 const GLfloat y1 = y + height;
3348
3349 z = CLAMP(z, 0.0f, 1.0f);
3350 z = invert_z(z);
3351
3352 verts[0].x = x;
3353 verts[0].y = y;
3354 verts[0].z = z;
3355
3356 verts[1].x = x1;
3357 verts[1].y = y;
3358 verts[1].z = z;
3359
3360 verts[2].x = x1;
3361 verts[2].y = y1;
3362 verts[2].z = z;
3363
3364 verts[3].x = x;
3365 verts[3].y = y1;
3366 verts[3].z = z;
3367
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;
3372 GLuint tw, th;
3373
3374 if (!ctx->Texture.Unit[i]._Current) {
3375 GLuint j;
3376 for (j = 0; j < 4; j++) {
3377 verts[j].st[i][0] = 0.0f;
3378 verts[j].st[i][1] = 0.0f;
3379 }
3380 continue;
3381 }
3382
3383 texObj = ctx->Texture.Unit[i]._Current;
3384 texImage = texObj->Image[0][texObj->BaseLevel];
3385 tw = texImage->Width2;
3386 th = texImage->Height2;
3387
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;
3392
3393 verts[0].st[i][0] = s;
3394 verts[0].st[i][1] = t;
3395
3396 verts[1].st[i][0] = s1;
3397 verts[1].st[i][1] = t;
3398
3399 verts[2].st[i][0] = s1;
3400 verts[2].st[i][1] = t1;
3401
3402 verts[3].st[i][0] = s;
3403 verts[3].st[i][1] = t1;
3404 }
3405
3406 _mesa_NamedBufferSubData(drawtex->VBO, 0, sizeof(verts), verts);
3407 }
3408
3409 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3410
3411 _mesa_meta_end(ctx);
3412 }
3413
3414 static bool
3415 cleartexsubimage_color(struct gl_context *ctx,
3416 struct gl_texture_image *texImage,
3417 const GLvoid *clearValue,
3418 GLint zoffset)
3419 {
3420 mesa_format format;
3421 union gl_color_union colorValue;
3422 GLenum datatype;
3423 GLenum status;
3424
3425 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3426 texImage, zoffset);
3427
3428 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3429 if (status != GL_FRAMEBUFFER_COMPLETE)
3430 return false;
3431
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);
3435
3436 switch (datatype) {
3437 case GL_UNSIGNED_INT:
3438 case GL_INT:
3439 if (clearValue)
3440 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3441 (GLuint (*)[4]) colorValue.ui);
3442 else
3443 memset(&colorValue, 0, sizeof colorValue);
3444 if (datatype == GL_INT)
3445 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3446 else
3447 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3448 break;
3449 default:
3450 if (clearValue)
3451 _mesa_unpack_rgba_row(format, 1, clearValue,
3452 (GLfloat (*)[4]) colorValue.f);
3453 else
3454 memset(&colorValue, 0, sizeof colorValue);
3455 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3456 break;
3457 }
3458
3459 return true;
3460 }
3461
3462 static bool
3463 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3464 struct gl_texture_image *texImage,
3465 const GLvoid *clearValue,
3466 GLint zoffset)
3467 {
3468 GLint stencilValue;
3469 GLfloat depthValue;
3470 GLenum status;
3471
3472 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
3473 texImage, zoffset);
3474
3475 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3476 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
3477 texImage, zoffset);
3478
3479 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3480 if (status != GL_FRAMEBUFFER_COMPLETE)
3481 return false;
3482
3483 if (clearValue) {
3484 GLuint depthStencilValue[2];
3485
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
3488 */
3489 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3490 1, /* n */
3491 clearValue,
3492 depthStencilValue);
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
3495 */
3496 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3497 stencilValue = depthStencilValue[1] & 0xff;
3498 } else {
3499 depthValue = 0.0f;
3500 stencilValue = 0;
3501 }
3502
3503 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3504 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3505 else
3506 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3507
3508 return true;
3509 }
3510
3511 static bool
3512 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3513 struct gl_texture_image *texImage,
3514 GLint zoffset,
3515 const GLvoid *clearValue)
3516 {
3517 GLuint fbo;
3518 bool success;
3519
3520 _mesa_GenFramebuffers(1, &fbo);
3521 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
3522
3523 switch(texImage->_BaseFormat) {
3524 case GL_DEPTH_STENCIL:
3525 case GL_DEPTH_COMPONENT:
3526 success = cleartexsubimage_depth_stencil(ctx, texImage,
3527 clearValue, zoffset);
3528 break;
3529 default:
3530 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3531 break;
3532 }
3533
3534 _mesa_DeleteFramebuffers(1, &fbo);
3535
3536 return success;
3537 }
3538
3539 static bool
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)
3545 {
3546 bool success = true;
3547 GLint z;
3548
3549 _mesa_meta_begin(ctx,
3550 MESA_META_SCISSOR |
3551 MESA_META_COLOR_MASK |
3552 MESA_META_DITHER |
3553 MESA_META_FRAMEBUFFER_SRGB);
3554
3555 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3556
3557 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3558 _mesa_Scissor(xoffset, yoffset, width, height);
3559
3560 for (z = zoffset; z < zoffset + depth; z++) {
3561 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3562 success = false;
3563 break;
3564 }
3565 }
3566
3567 _mesa_meta_end(ctx);
3568
3569 return success;
3570 }
3571
3572 extern void
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)
3578 {
3579 bool res;
3580
3581 res = cleartexsubimage_using_fbo(ctx, texImage,
3582 xoffset, yoffset, zoffset,
3583 width, height, depth,
3584 clearValue);
3585
3586 if (res)
3587 return;
3588
3589 _mesa_warning(ctx,
3590 "Falling back to mapping the texture in "
3591 "glClearTexSubImage\n");
3592
3593 _mesa_store_cleartexsubimage(ctx, texImage,
3594 xoffset, yoffset, zoffset,
3595 width, height, depth,
3596 clearValue);
3597 }