2 * Mesa 3-D graphics library
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/glformats.h"
50 #include "main/image.h"
51 #include "main/macros.h"
52 #include "main/matrix.h"
53 #include "main/mipmap.h"
54 #include "main/pixel.h"
56 #include "main/polygon.h"
57 #include "main/queryobj.h"
58 #include "main/readpix.h"
59 #include "main/scissor.h"
60 #include "main/shaderapi.h"
61 #include "main/shaderobj.h"
62 #include "main/state.h"
63 #include "main/stencil.h"
64 #include "main/texobj.h"
65 #include "main/texenv.h"
66 #include "main/texgetimage.h"
67 #include "main/teximage.h"
68 #include "main/texparam.h"
69 #include "main/texstate.h"
70 #include "main/transformfeedback.h"
71 #include "main/uniforms.h"
72 #include "main/varray.h"
73 #include "main/viewport.h"
74 #include "main/samplerobj.h"
75 #include "program/program.h"
76 #include "swrast/swrast.h"
77 #include "drivers/common/meta.h"
78 #include "main/enums.h"
79 #include "main/glformats.h"
80 #include "../glsl/ralloc.h"
82 /** Return offset in bytes of the field within a vertex struct */
83 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
86 * State which we may save/restore across meta ops.
87 * XXX this may be incomplete...
91 GLbitfield SavedState
; /**< bitmask of MESA_META_* flags */
93 /** MESA_META_CLEAR (and others?) */
94 struct gl_query_object
*CurrentOcclusionObject
;
96 /** MESA_META_ALPHA_TEST */
97 GLboolean AlphaEnabled
;
101 /** MESA_META_BLEND */
102 GLbitfield BlendEnabled
;
103 GLboolean ColorLogicOpEnabled
;
105 /** MESA_META_COLOR_MASK */
106 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4];
108 /** MESA_META_DEPTH_TEST */
109 struct gl_depthbuffer_attrib Depth
;
114 /** MESA_META_PIXEL_STORE */
115 struct gl_pixelstore_attrib Pack
, Unpack
;
117 /** MESA_META_PIXEL_TRANSFER */
118 GLfloat RedBias
, RedScale
;
119 GLfloat GreenBias
, GreenScale
;
120 GLfloat BlueBias
, BlueScale
;
121 GLfloat AlphaBias
, AlphaScale
;
122 GLfloat DepthBias
, DepthScale
;
123 GLboolean MapColorFlag
;
125 /** MESA_META_RASTERIZATION */
126 GLenum FrontPolygonMode
, BackPolygonMode
;
127 GLboolean PolygonOffset
;
128 GLboolean PolygonSmooth
;
129 GLboolean PolygonStipple
;
130 GLboolean PolygonCull
;
132 /** MESA_META_SCISSOR */
133 struct gl_scissor_attrib Scissor
;
135 /** MESA_META_SHADER */
136 GLboolean VertexProgramEnabled
;
137 struct gl_vertex_program
*VertexProgram
;
138 GLboolean FragmentProgramEnabled
;
139 struct gl_fragment_program
*FragmentProgram
;
140 GLboolean ATIFragmentShaderEnabled
;
141 struct gl_shader_program
*VertexShader
;
142 struct gl_shader_program
*GeometryShader
;
143 struct gl_shader_program
*FragmentShader
;
144 struct gl_shader_program
*ActiveShader
;
146 /** MESA_META_STENCIL_TEST */
147 struct gl_stencil_attrib Stencil
;
149 /** MESA_META_TRANSFORM */
151 GLfloat ModelviewMatrix
[16];
152 GLfloat ProjectionMatrix
[16];
153 GLfloat TextureMatrix
[16];
155 /** MESA_META_CLIP */
156 GLbitfield ClipPlanesEnabled
;
158 /** MESA_META_TEXTURE */
160 GLuint ClientActiveUnit
;
161 /** for unit[0] only */
162 struct gl_texture_object
*CurrentTexture
[NUM_TEXTURE_TARGETS
];
163 /** mask of TEXTURE_2D_BIT, etc */
164 GLbitfield TexEnabled
[MAX_TEXTURE_UNITS
];
165 GLbitfield TexGenEnabled
[MAX_TEXTURE_UNITS
];
166 GLuint EnvMode
; /* unit[0] only */
168 /** MESA_META_VERTEX */
169 struct gl_array_object
*ArrayObj
;
170 struct gl_buffer_object
*ArrayBufferObj
;
172 /** MESA_META_VIEWPORT */
173 GLint ViewportX
, ViewportY
, ViewportW
, ViewportH
;
174 GLclampd DepthNear
, DepthFar
;
176 /** MESA_META_CLAMP_FRAGMENT_COLOR */
177 GLenum ClampFragmentColor
;
179 /** MESA_META_CLAMP_VERTEX_COLOR */
180 GLenum ClampVertexColor
;
182 /** MESA_META_CONDITIONAL_RENDER */
183 struct gl_query_object
*CondRenderQuery
;
184 GLenum CondRenderMode
;
186 /** MESA_META_SELECT_FEEDBACK */
188 struct gl_selection Select
;
189 struct gl_feedback Feedback
;
191 /** MESA_META_MULTISAMPLE */
192 GLboolean MultisampleEnabled
;
194 /** MESA_META_FRAMEBUFFER_SRGB */
195 GLboolean sRGBEnabled
;
197 /** Miscellaneous (always disabled) */
199 GLboolean RasterDiscard
;
200 GLboolean TransformFeedbackNeedsResume
;
204 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
205 * This is currently shared by all the meta ops. But we could create a
206 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
211 GLenum Target
; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
212 GLsizei MinSize
; /**< Min texture size to allocate */
213 GLsizei MaxSize
; /**< Max possible texture size */
214 GLboolean NPOT
; /**< Non-power of two size OK? */
215 GLsizei Width
, Height
; /**< Current texture size */
217 GLfloat Sright
, Ttop
; /**< right, top texcoords */
222 * State for glBlitFramebufer()
230 GLuint RectShaderProg
;
231 struct temp_texture depthTex
;
236 * State for glClear()
245 GLuint IntegerShaderProg
;
246 GLint IntegerColorLocation
;
251 * State for glCopyPixels()
261 * State for glDrawPixels()
267 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
268 GLuint DepthFP
; /**< Fragment program for drawing depth images */
273 * State for glBitmap()
279 struct temp_texture Tex
; /**< separate texture from other meta ops */
283 * State for GLSL texture sampler which is used to generate fragment
284 * shader in _mesa_meta_generate_mipmap().
286 struct glsl_sampler
{
289 const char *texcoords
;
294 * State for _mesa_meta_generate_mipmap()
296 struct gen_mipmap_state
303 struct glsl_sampler sampler_1d
;
304 struct glsl_sampler sampler_2d
;
305 struct glsl_sampler sampler_3d
;
306 struct glsl_sampler sampler_cubemap
;
307 struct glsl_sampler sampler_1d_array
;
308 struct glsl_sampler sampler_2d_array
;
312 * State for texture decompression
314 struct decompress_state
317 GLuint VBO
, FBO
, RBO
, Sampler
;
322 * State for glDrawTex()
330 #define MAX_META_OPS_DEPTH 8
332 * All per-context meta state.
336 /** Stack of state saved during meta-ops */
337 struct save_state Save
[MAX_META_OPS_DEPTH
];
338 /** Save stack depth */
339 GLuint SaveStackDepth
;
341 struct temp_texture TempTex
;
343 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
344 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
345 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
346 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
347 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
348 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
349 struct decompress_state Decompress
; /**< For texture decompression */
350 struct drawtex_state DrawTex
; /**< For _mesa_meta_DrawTex() */
353 static void meta_glsl_blit_cleanup(struct gl_context
*ctx
, struct blit_state
*blit
);
354 static void cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
);
355 static void meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
);
356 static void meta_glsl_generate_mipmap_cleanup(struct gl_context
*ctx
,
357 struct gen_mipmap_state
*mipmap
);
360 compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
, const GLcharARB
*source
)
366 shader
= _mesa_CreateShaderObjectARB(target
);
367 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
368 _mesa_CompileShader(shader
);
370 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
374 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
376 _mesa_DeleteObjectARB(shader
);
382 _mesa_DeleteObjectARB(shader
);
386 _mesa_GetProgramInfoLog(shader
, size
, NULL
, info
);
388 "meta program compile failed:\n%s\n"
393 _mesa_DeleteObjectARB(shader
);
399 link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
404 _mesa_LinkProgram(program
);
406 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
410 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
418 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
419 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
427 * Initialize meta-ops for a context.
428 * To be called once during context creation.
431 _mesa_meta_init(struct gl_context
*ctx
)
435 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
440 * Free context meta-op state.
441 * To be called once during context destruction.
444 _mesa_meta_free(struct gl_context
*ctx
)
446 GET_CURRENT_CONTEXT(old_context
);
447 _mesa_make_current(ctx
, NULL
, NULL
);
448 meta_glsl_blit_cleanup(ctx
, &ctx
->Meta
->Blit
);
449 meta_glsl_clear_cleanup(ctx
, &ctx
->Meta
->Clear
);
450 meta_glsl_generate_mipmap_cleanup(ctx
, &ctx
->Meta
->Mipmap
);
451 cleanup_temp_texture(ctx
, &ctx
->Meta
->TempTex
);
453 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
455 _mesa_make_current(NULL
, NULL
, NULL
);
462 * Enter meta state. This is like a light-weight version of glPushAttrib
463 * but it also resets most GL state back to default values.
465 * \param state bitmask of MESA_META_* flags indicating which attribute groups
466 * to save and reset to their defaults
469 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
471 struct save_state
*save
;
473 /* hope MAX_META_OPS_DEPTH is large enough */
474 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
476 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
477 memset(save
, 0, sizeof(*save
));
478 save
->SavedState
= state
;
480 /* Pausing transform feedback needs to be done early, or else we won't be
481 * able to change other state.
483 save
->TransformFeedbackNeedsResume
=
484 _mesa_is_xfb_active_and_unpaused(ctx
);
485 if (save
->TransformFeedbackNeedsResume
)
486 _mesa_PauseTransformFeedback();
488 /* After saving the current occlusion object, call EndQuery so that no
489 * occlusion querying will be active during the meta-operation.
491 if (state
& MESA_META_OCCLUSION_QUERY
) {
492 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
493 if (save
->CurrentOcclusionObject
)
494 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
497 if (state
& MESA_META_ALPHA_TEST
) {
498 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
499 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
500 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
501 if (ctx
->Color
.AlphaEnabled
)
502 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
505 if (state
& MESA_META_BLEND
) {
506 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
507 if (ctx
->Color
.BlendEnabled
) {
508 if (ctx
->Extensions
.EXT_draw_buffers2
) {
510 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
511 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
515 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
518 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
519 if (ctx
->Color
.ColorLogicOpEnabled
)
520 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
523 if (state
& MESA_META_COLOR_MASK
) {
524 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
525 sizeof(ctx
->Color
.ColorMask
));
526 if (!ctx
->Color
.ColorMask
[0][0] ||
527 !ctx
->Color
.ColorMask
[0][1] ||
528 !ctx
->Color
.ColorMask
[0][2] ||
529 !ctx
->Color
.ColorMask
[0][3])
530 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
533 if (state
& MESA_META_DEPTH_TEST
) {
534 save
->Depth
= ctx
->Depth
; /* struct copy */
536 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
539 if ((state
& MESA_META_FOG
)
540 && ctx
->API
!= API_OPENGL_CORE
541 && ctx
->API
!= API_OPENGLES2
) {
542 save
->Fog
= ctx
->Fog
.Enabled
;
543 if (ctx
->Fog
.Enabled
)
544 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
547 if (state
& MESA_META_PIXEL_STORE
) {
548 save
->Pack
= ctx
->Pack
;
549 save
->Unpack
= ctx
->Unpack
;
550 ctx
->Pack
= ctx
->DefaultPacking
;
551 ctx
->Unpack
= ctx
->DefaultPacking
;
554 if (state
& MESA_META_PIXEL_TRANSFER
) {
555 save
->RedScale
= ctx
->Pixel
.RedScale
;
556 save
->RedBias
= ctx
->Pixel
.RedBias
;
557 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
558 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
559 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
560 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
561 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
562 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
563 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
564 ctx
->Pixel
.RedScale
= 1.0F
;
565 ctx
->Pixel
.RedBias
= 0.0F
;
566 ctx
->Pixel
.GreenScale
= 1.0F
;
567 ctx
->Pixel
.GreenBias
= 0.0F
;
568 ctx
->Pixel
.BlueScale
= 1.0F
;
569 ctx
->Pixel
.BlueBias
= 0.0F
;
570 ctx
->Pixel
.AlphaScale
= 1.0F
;
571 ctx
->Pixel
.AlphaBias
= 0.0F
;
572 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
574 ctx
->NewState
|=_NEW_PIXEL
;
577 if (state
& MESA_META_RASTERIZATION
) {
578 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
579 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
580 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
581 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
582 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
583 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
584 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
585 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
586 if (ctx
->API
== API_OPENGL_COMPAT
) {
587 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
588 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
590 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
593 if (state
& MESA_META_SCISSOR
) {
594 save
->Scissor
= ctx
->Scissor
; /* struct copy */
595 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
598 if (state
& MESA_META_SHADER
) {
599 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
600 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
601 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
602 ctx
->VertexProgram
.Current
);
603 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
606 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
607 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
608 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
609 ctx
->FragmentProgram
.Current
);
610 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
613 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
614 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
615 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
618 if (ctx
->Extensions
.ARB_shader_objects
) {
619 _mesa_reference_shader_program(ctx
, &save
->VertexShader
,
620 ctx
->Shader
.CurrentVertexProgram
);
621 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
,
622 ctx
->Shader
.CurrentGeometryProgram
);
623 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
,
624 ctx
->Shader
.CurrentFragmentProgram
);
625 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
626 ctx
->Shader
.ActiveProgram
);
632 if (state
& MESA_META_STENCIL_TEST
) {
633 save
->Stencil
= ctx
->Stencil
; /* struct copy */
634 if (ctx
->Stencil
.Enabled
)
635 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
636 /* NOTE: other stencil state not reset */
639 if (state
& MESA_META_TEXTURE
) {
642 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
643 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
644 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
646 /* Disable all texture units */
647 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
648 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
649 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
650 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
651 if (ctx
->Texture
.Unit
[u
].Enabled
||
652 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
653 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
654 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
655 if (ctx
->Extensions
.ARB_texture_cube_map
)
656 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
657 if (ctx
->Extensions
.OES_EGL_image_external
)
658 _mesa_set_enable(ctx
, GL_TEXTURE_EXTERNAL_OES
, GL_FALSE
);
660 if (ctx
->API
== API_OPENGL_COMPAT
) {
661 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
662 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
663 if (ctx
->Extensions
.NV_texture_rectangle
)
664 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
665 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
666 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
667 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
668 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
670 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_STR_OES
, GL_FALSE
);
676 /* save current texture objects for unit[0] only */
677 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
678 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
679 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
682 /* set defaults for unit[0] */
683 _mesa_ActiveTexture(GL_TEXTURE0
);
684 _mesa_ClientActiveTexture(GL_TEXTURE0
);
685 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
686 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
690 if (state
& MESA_META_TRANSFORM
) {
691 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
692 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
693 16 * sizeof(GLfloat
));
694 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
695 16 * sizeof(GLfloat
));
696 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
697 16 * sizeof(GLfloat
));
698 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
699 /* set 1:1 vertex:pixel coordinate transform */
700 _mesa_ActiveTexture(GL_TEXTURE0
);
701 _mesa_MatrixMode(GL_TEXTURE
);
702 _mesa_LoadIdentity();
703 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
704 _mesa_MatrixMode(GL_MODELVIEW
);
705 _mesa_LoadIdentity();
706 _mesa_MatrixMode(GL_PROJECTION
);
707 _mesa_LoadIdentity();
708 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
709 0.0, ctx
->DrawBuffer
->Height
,
713 if (state
& MESA_META_CLIP
) {
714 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
715 if (ctx
->Transform
.ClipPlanesEnabled
) {
717 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
718 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
723 if (state
& MESA_META_VERTEX
) {
724 /* save vertex array object state */
725 _mesa_reference_array_object(ctx
, &save
->ArrayObj
,
726 ctx
->Array
.ArrayObj
);
727 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
728 ctx
->Array
.ArrayBufferObj
);
729 /* set some default state? */
732 if (state
& MESA_META_VIEWPORT
) {
733 /* save viewport state */
734 save
->ViewportX
= ctx
->Viewport
.X
;
735 save
->ViewportY
= ctx
->Viewport
.Y
;
736 save
->ViewportW
= ctx
->Viewport
.Width
;
737 save
->ViewportH
= ctx
->Viewport
.Height
;
738 /* set viewport to match window size */
739 if (ctx
->Viewport
.X
!= 0 ||
740 ctx
->Viewport
.Y
!= 0 ||
741 ctx
->Viewport
.Width
!= ctx
->DrawBuffer
->Width
||
742 ctx
->Viewport
.Height
!= ctx
->DrawBuffer
->Height
) {
743 _mesa_set_viewport(ctx
, 0, 0,
744 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
746 /* save depth range state */
747 save
->DepthNear
= ctx
->Viewport
.Near
;
748 save
->DepthFar
= ctx
->Viewport
.Far
;
749 /* set depth range to default */
750 _mesa_DepthRange(0.0, 1.0);
753 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
754 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
756 /* Generally in here we want to do clamping according to whether
757 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
758 * regardless of the internal implementation of the metaops.
760 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
761 ctx
->Extensions
.ARB_color_buffer_float
)
762 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
765 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
766 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
768 /* Generally in here we never want vertex color clamping --
769 * result clamping is only dependent on fragment clamping.
771 if (ctx
->Extensions
.ARB_color_buffer_float
)
772 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
775 if (state
& MESA_META_CONDITIONAL_RENDER
) {
776 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
777 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
779 if (ctx
->Query
.CondRenderQuery
)
780 _mesa_EndConditionalRender();
783 if (state
& MESA_META_SELECT_FEEDBACK
) {
784 save
->RenderMode
= ctx
->RenderMode
;
785 if (ctx
->RenderMode
== GL_SELECT
) {
786 save
->Select
= ctx
->Select
; /* struct copy */
787 _mesa_RenderMode(GL_RENDER
);
788 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
789 save
->Feedback
= ctx
->Feedback
; /* struct copy */
790 _mesa_RenderMode(GL_RENDER
);
794 if (state
& MESA_META_MULTISAMPLE
) {
795 save
->MultisampleEnabled
= ctx
->Multisample
.Enabled
;
796 if (ctx
->Multisample
.Enabled
)
797 _mesa_set_multisample(ctx
, GL_FALSE
);
800 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
801 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
802 if (ctx
->Color
.sRGBEnabled
)
803 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
808 save
->Lighting
= ctx
->Light
.Enabled
;
809 if (ctx
->Light
.Enabled
)
810 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
811 save
->RasterDiscard
= ctx
->RasterDiscard
;
812 if (ctx
->RasterDiscard
)
813 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
819 * Leave meta state. This is like a light-weight version of glPopAttrib().
822 _mesa_meta_end(struct gl_context
*ctx
)
824 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
825 const GLbitfield state
= save
->SavedState
;
827 /* After starting a new occlusion query, initialize the results to the
828 * values saved previously. The driver will then continue to increment
831 if (state
& MESA_META_OCCLUSION_QUERY
) {
832 if (save
->CurrentOcclusionObject
) {
833 _mesa_BeginQuery(save
->CurrentOcclusionObject
->Target
,
834 save
->CurrentOcclusionObject
->Id
);
835 ctx
->Query
.CurrentOcclusionObject
->Result
= save
->CurrentOcclusionObject
->Result
;
839 if (state
& MESA_META_ALPHA_TEST
) {
840 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
841 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
842 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
845 if (state
& MESA_META_BLEND
) {
846 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
847 if (ctx
->Extensions
.EXT_draw_buffers2
) {
849 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
850 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
854 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
857 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
858 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
861 if (state
& MESA_META_COLOR_MASK
) {
863 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
864 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
866 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
867 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
871 save
->ColorMask
[i
][0],
872 save
->ColorMask
[i
][1],
873 save
->ColorMask
[i
][2],
874 save
->ColorMask
[i
][3]);
880 if (state
& MESA_META_DEPTH_TEST
) {
881 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
882 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
883 _mesa_DepthFunc(save
->Depth
.Func
);
884 _mesa_DepthMask(save
->Depth
.Mask
);
887 if ((state
& MESA_META_FOG
)
888 && ctx
->API
!= API_OPENGL_CORE
889 && ctx
->API
!= API_OPENGLES2
) {
890 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
893 if (state
& MESA_META_PIXEL_STORE
) {
894 ctx
->Pack
= save
->Pack
;
895 ctx
->Unpack
= save
->Unpack
;
898 if (state
& MESA_META_PIXEL_TRANSFER
) {
899 ctx
->Pixel
.RedScale
= save
->RedScale
;
900 ctx
->Pixel
.RedBias
= save
->RedBias
;
901 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
902 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
903 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
904 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
905 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
906 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
907 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
909 ctx
->NewState
|=_NEW_PIXEL
;
912 if (state
& MESA_META_RASTERIZATION
) {
913 /* Core context requires that front and back mode be the same.
915 if (ctx
->API
== API_OPENGL_CORE
) {
916 _mesa_PolygonMode(GL_FRONT_AND_BACK
, save
->FrontPolygonMode
);
918 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
919 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
921 if (ctx
->API
== API_OPENGL_COMPAT
) {
922 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
923 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
925 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
926 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
929 if (state
& MESA_META_SCISSOR
) {
930 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, save
->Scissor
.Enabled
);
931 _mesa_Scissor(save
->Scissor
.X
, save
->Scissor
.Y
,
932 save
->Scissor
.Width
, save
->Scissor
.Height
);
935 if (state
& MESA_META_SHADER
) {
936 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
937 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
938 save
->VertexProgramEnabled
);
939 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
940 save
->VertexProgram
);
941 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
944 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
945 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
946 save
->FragmentProgramEnabled
);
947 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
948 save
->FragmentProgram
);
949 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
952 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
953 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
954 save
->ATIFragmentShaderEnabled
);
957 if (ctx
->Extensions
.ARB_vertex_shader
)
958 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
, save
->VertexShader
);
960 if (ctx
->Extensions
.ARB_geometry_shader4
)
961 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
962 save
->GeometryShader
);
964 if (ctx
->Extensions
.ARB_fragment_shader
)
965 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
966 save
->FragmentShader
);
968 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
971 _mesa_reference_shader_program(ctx
, &save
->VertexShader
, NULL
);
972 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
, NULL
);
973 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
, NULL
);
974 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
977 if (state
& MESA_META_STENCIL_TEST
) {
978 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
980 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
981 _mesa_ClearStencil(stencil
->Clear
);
982 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.EXT_stencil_two_side
) {
983 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
984 stencil
->TestTwoSide
);
985 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
986 ? GL_BACK
: GL_FRONT
);
989 _mesa_StencilFuncSeparate(GL_FRONT
,
990 stencil
->Function
[0],
992 stencil
->ValueMask
[0]);
993 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
994 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
995 stencil
->ZFailFunc
[0],
996 stencil
->ZPassFunc
[0]);
998 _mesa_StencilFuncSeparate(GL_BACK
,
999 stencil
->Function
[1],
1001 stencil
->ValueMask
[1]);
1002 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1003 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1004 stencil
->ZFailFunc
[1],
1005 stencil
->ZPassFunc
[1]);
1008 if (state
& MESA_META_TEXTURE
) {
1011 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1013 /* restore texenv for unit[0] */
1014 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1015 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1018 /* restore texture objects for unit[0] only */
1019 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1020 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1021 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1022 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1023 save
->CurrentTexture
[tgt
]);
1025 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1028 /* Restore fixed function texture enables, texgen */
1029 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1030 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1031 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1032 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1033 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1036 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1037 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1038 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1043 /* restore current unit state */
1044 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1045 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1048 if (state
& MESA_META_TRANSFORM
) {
1049 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1050 _mesa_ActiveTexture(GL_TEXTURE0
);
1051 _mesa_MatrixMode(GL_TEXTURE
);
1052 _mesa_LoadMatrixf(save
->TextureMatrix
);
1053 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1055 _mesa_MatrixMode(GL_MODELVIEW
);
1056 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1058 _mesa_MatrixMode(GL_PROJECTION
);
1059 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1061 _mesa_MatrixMode(save
->MatrixMode
);
1064 if (state
& MESA_META_CLIP
) {
1065 if (save
->ClipPlanesEnabled
) {
1067 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1068 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1069 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1075 if (state
& MESA_META_VERTEX
) {
1076 /* restore vertex buffer object */
1077 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1078 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1080 /* restore vertex array object */
1081 _mesa_BindVertexArray(save
->ArrayObj
->Name
);
1082 _mesa_reference_array_object(ctx
, &save
->ArrayObj
, NULL
);
1085 if (state
& MESA_META_VIEWPORT
) {
1086 if (save
->ViewportX
!= ctx
->Viewport
.X
||
1087 save
->ViewportY
!= ctx
->Viewport
.Y
||
1088 save
->ViewportW
!= ctx
->Viewport
.Width
||
1089 save
->ViewportH
!= ctx
->Viewport
.Height
) {
1090 _mesa_set_viewport(ctx
, save
->ViewportX
, save
->ViewportY
,
1091 save
->ViewportW
, save
->ViewportH
);
1093 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1096 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1097 ctx
->Extensions
.ARB_color_buffer_float
) {
1098 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1101 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1102 ctx
->Extensions
.ARB_color_buffer_float
) {
1103 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1106 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1107 if (save
->CondRenderQuery
)
1108 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1109 save
->CondRenderMode
);
1112 if (state
& MESA_META_SELECT_FEEDBACK
) {
1113 if (save
->RenderMode
== GL_SELECT
) {
1114 _mesa_RenderMode(GL_SELECT
);
1115 ctx
->Select
= save
->Select
;
1116 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1117 _mesa_RenderMode(GL_FEEDBACK
);
1118 ctx
->Feedback
= save
->Feedback
;
1122 if (state
& MESA_META_MULTISAMPLE
) {
1123 if (ctx
->Multisample
.Enabled
!= save
->MultisampleEnabled
)
1124 _mesa_set_multisample(ctx
, save
->MultisampleEnabled
);
1127 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1128 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1129 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1133 if (save
->Lighting
) {
1134 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1136 if (save
->RasterDiscard
) {
1137 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1139 if (save
->TransformFeedbackNeedsResume
)
1140 _mesa_ResumeTransformFeedback();
1142 ctx
->Meta
->SaveStackDepth
--;
1147 * Determine whether Mesa is currently in a meta state.
1150 _mesa_meta_in_progress(struct gl_context
*ctx
)
1152 return ctx
->Meta
->SaveStackDepth
!= 0;
1157 * Convert Z from a normalized value in the range [0, 1] to an object-space
1158 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1159 * default/identity ortho projection results in the original Z value.
1160 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1161 * value comes from the clear value or raster position.
1163 static INLINE GLfloat
1164 invert_z(GLfloat normZ
)
1166 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1172 * One-time init for a temp_texture object.
1173 * Choose tex target, compute max tex size, etc.
1176 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1178 /* prefer texture rectangle */
1179 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1180 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1181 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1182 tex
->NPOT
= GL_TRUE
;
1185 /* use 2D texture, NPOT if possible */
1186 tex
->Target
= GL_TEXTURE_2D
;
1187 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1188 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1190 tex
->MinSize
= 16; /* 16 x 16 at least */
1191 assert(tex
->MaxSize
> 0);
1193 _mesa_GenTextures(1, &tex
->TexObj
);
1197 cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1201 _mesa_DeleteTextures(1, &tex
->TexObj
);
1207 * Return pointer to temp_texture info for non-bitmap ops.
1208 * This does some one-time init if needed.
1210 static struct temp_texture
*
1211 get_temp_texture(struct gl_context
*ctx
)
1213 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1216 init_temp_texture(ctx
, tex
);
1224 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1225 * We use a separate texture for bitmaps to reduce texture
1226 * allocation/deallocation.
1228 static struct temp_texture
*
1229 get_bitmap_temp_texture(struct gl_context
*ctx
)
1231 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1234 init_temp_texture(ctx
, tex
);
1241 * Return pointer to depth temp_texture.
1242 * This does some one-time init if needed.
1244 static struct temp_texture
*
1245 get_temp_depth_texture(struct gl_context
*ctx
)
1247 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1250 init_temp_texture(ctx
, tex
);
1257 * Compute the width/height of texture needed to draw an image of the
1258 * given size. Return a flag indicating whether the current texture
1259 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1260 * allocated (glTexImage2D).
1261 * Also, compute s/t texcoords for drawing.
1263 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1266 alloc_texture(struct temp_texture
*tex
,
1267 GLsizei width
, GLsizei height
, GLenum intFormat
)
1269 GLboolean newTex
= GL_FALSE
;
1271 ASSERT(width
<= tex
->MaxSize
);
1272 ASSERT(height
<= tex
->MaxSize
);
1274 if (width
> tex
->Width
||
1275 height
> tex
->Height
||
1276 intFormat
!= tex
->IntFormat
) {
1277 /* alloc new texture (larger or different format) */
1280 /* use non-power of two size */
1281 tex
->Width
= MAX2(tex
->MinSize
, width
);
1282 tex
->Height
= MAX2(tex
->MinSize
, height
);
1285 /* find power of two size */
1287 w
= h
= tex
->MinSize
;
1296 tex
->IntFormat
= intFormat
;
1301 /* compute texcoords */
1302 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1303 tex
->Sright
= (GLfloat
) width
;
1304 tex
->Ttop
= (GLfloat
) height
;
1307 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1308 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1316 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1319 setup_copypix_texture(struct gl_context
*ctx
,
1320 struct temp_texture
*tex
,
1322 GLint srcX
, GLint srcY
,
1323 GLsizei width
, GLsizei height
, GLenum intFormat
,
1326 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1327 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1328 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1329 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1330 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1332 /* copy framebuffer image to texture */
1334 /* create new tex image */
1335 if (tex
->Width
== width
&& tex
->Height
== height
) {
1336 /* create new tex with framebuffer data */
1337 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1338 srcX
, srcY
, width
, height
, 0);
1341 /* create empty texture */
1342 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1343 tex
->Width
, tex
->Height
, 0,
1344 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1346 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1347 0, 0, srcX
, srcY
, width
, height
);
1351 /* replace existing tex image */
1352 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1353 0, 0, srcX
, srcY
, width
, height
);
1359 * Setup/load texture for glDrawPixels.
1362 setup_drawpix_texture(struct gl_context
*ctx
,
1363 struct temp_texture
*tex
,
1365 GLenum texIntFormat
,
1366 GLsizei width
, GLsizei height
,
1367 GLenum format
, GLenum type
,
1368 const GLvoid
*pixels
)
1370 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1371 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1372 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1373 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1374 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1376 /* copy pixel data to texture */
1378 /* create new tex image */
1379 if (tex
->Width
== width
&& tex
->Height
== height
) {
1380 /* create new tex and load image data */
1381 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1382 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1385 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1387 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1388 ctx
->Unpack
.BufferObj
);
1389 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1390 /* create empty texture */
1391 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1392 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1393 if (save_unpack_obj
!= NULL
)
1394 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1395 save_unpack_obj
->Name
);
1397 _mesa_TexSubImage2D(tex
->Target
, 0,
1398 0, 0, width
, height
, format
, type
, pixels
);
1402 /* replace existing tex image */
1403 _mesa_TexSubImage2D(tex
->Target
, 0,
1404 0, 0, width
, height
, format
, type
, pixels
);
1411 * One-time init for drawing depth pixels.
1414 init_blit_depth_pixels(struct gl_context
*ctx
)
1416 static const char *program
=
1418 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1421 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1422 struct temp_texture
*tex
= get_temp_texture(ctx
);
1423 const char *texTarget
;
1425 assert(blit
->DepthFP
== 0);
1427 /* replace %s with "RECT" or "2D" */
1428 assert(strlen(program
) + 4 < sizeof(program2
));
1429 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1433 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1435 _mesa_GenProgramsARB(1, &blit
->DepthFP
);
1436 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1437 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1438 strlen(program2
), (const GLubyte
*) program2
);
1442 setup_ff_blit_framebuffer(struct gl_context
*ctx
,
1443 struct blit_state
*blit
)
1448 struct vertex verts
[4];
1450 if (blit
->ArrayObj
== 0) {
1451 /* one-time setup */
1453 /* create vertex array object */
1454 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1455 _mesa_BindVertexArray(blit
->ArrayObj
);
1457 /* create vertex array buffer */
1458 _mesa_GenBuffers(1, &blit
->VBO
);
1459 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1460 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1461 NULL
, GL_DYNAMIC_DRAW_ARB
);
1463 /* setup vertex arrays */
1464 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1465 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1466 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1467 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1470 /* setup projection matrix */
1471 _mesa_MatrixMode(GL_PROJECTION
);
1472 _mesa_LoadIdentity();
1473 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
1478 setup_glsl_blit_framebuffer(struct gl_context
*ctx
,
1479 struct blit_state
*blit
,
1485 struct vertex verts
[4];
1486 const char *vs_source
;
1491 GLboolean texture_2d
= (target
== GL_TEXTURE_2D
);
1493 /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
1494 assert(_mesa_is_desktop_gl(ctx
) || texture_2d
);
1496 /* Check if already initialized */
1497 if (blit
->ArrayObj
== 0) {
1499 /* create vertex array object */
1500 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1501 _mesa_BindVertexArray(blit
->ArrayObj
);
1503 /* create vertex array buffer */
1504 _mesa_GenBuffers(1, &blit
->VBO
);
1505 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1506 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1507 NULL
, GL_DYNAMIC_DRAW_ARB
);
1509 /* setup vertex arrays */
1510 _mesa_VertexAttribPointer(0, 2, GL_FLOAT
, GL_FALSE
,
1511 sizeof(struct vertex
), OFFSET(x
));
1512 _mesa_VertexAttribPointer(1, 2, GL_FLOAT
, GL_FALSE
,
1513 sizeof(struct vertex
), OFFSET(s
));
1516 /* Generate a relevant fragment shader program for the texture target */
1517 if ((target
== GL_TEXTURE_2D
&& blit
->ShaderProg
!= 0) ||
1518 (target
== GL_TEXTURE_RECTANGLE
&& blit
->RectShaderProg
!= 0)) {
1522 mem_ctx
= ralloc_context(NULL
);
1524 if (ctx
->Const
.GLSLVersion
< 130) {
1526 "attribute vec2 position;\n"
1527 "attribute vec2 textureCoords;\n"
1528 "varying vec2 texCoords;\n"
1531 " texCoords = textureCoords;\n"
1532 " gl_Position = vec4(position, 0.0, 1.0);\n"
1535 fs_source
= ralloc_asprintf(mem_ctx
,
1536 "uniform %s texSampler;\n"
1537 "varying vec2 texCoords;\n"
1540 " gl_FragColor = %s(texSampler, texCoords);\n"
1541 " gl_FragDepth = gl_FragColor.r;\n"
1543 texture_2d
? "sampler2D" : "sampler2DRect",
1544 texture_2d
? "texture2D" : "texture2DRect");
1547 vs_source
= ralloc_asprintf(mem_ctx
,
1549 "in vec2 position;\n"
1550 "in vec2 textureCoords;\n"
1551 "out vec2 texCoords;\n"
1554 " texCoords = textureCoords;\n"
1555 " gl_Position = vec4(position, 0.0, 1.0);\n"
1557 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
1558 fs_source
= ralloc_asprintf(mem_ctx
,
1560 "uniform %s texSampler;\n"
1561 "in vec2 texCoords;\n"
1562 "out vec4 out_color;\n"
1566 " out_color = %s(texSampler, texCoords);\n"
1567 " gl_FragDepth = out_color.r;\n"
1569 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
1570 texture_2d
? "sampler2D" : "sampler2DRect",
1571 texture_2d
? "texture" : "texture2DRect");
1574 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
1575 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
1577 ShaderProg
= _mesa_CreateProgramObjectARB();
1578 _mesa_AttachShader(ShaderProg
, fs
);
1579 _mesa_DeleteObjectARB(fs
);
1580 _mesa_AttachShader(ShaderProg
, vs
);
1581 _mesa_DeleteObjectARB(vs
);
1582 _mesa_BindAttribLocation(ShaderProg
, 0, "position");
1583 _mesa_BindAttribLocation(ShaderProg
, 1, "texcoords");
1584 _mesa_EnableVertexAttribArray(0);
1585 _mesa_EnableVertexAttribArray(1);
1586 link_program_with_debug(ctx
, ShaderProg
);
1587 ralloc_free(mem_ctx
);
1589 blit
->ShaderProg
= ShaderProg
;
1591 blit
->RectShaderProg
= ShaderProg
;
1595 * Try to do a glBlitFramebuffer using no-copy texturing.
1596 * We can do this when the src renderbuffer is actually a texture.
1597 * But if the src buffer == dst buffer we cannot do this.
1599 * \return new buffer mask indicating the buffers left to blit using the
1603 blitframebuffer_texture(struct gl_context
*ctx
,
1604 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1605 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1606 GLbitfield mask
, GLenum filter
, GLint flipX
,
1607 GLint flipY
, GLboolean glsl_version
)
1609 if (mask
& GL_COLOR_BUFFER_BIT
) {
1610 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1611 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1612 const struct gl_renderbuffer_attachment
*drawAtt
;
1613 const struct gl_renderbuffer_attachment
*readAtt
=
1614 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1616 if (readAtt
&& readAtt
->Texture
) {
1617 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1618 const GLint dstX
= MIN2(dstX0
, dstX1
);
1619 const GLint dstY
= MIN2(dstY0
, dstY1
);
1620 const GLint dstW
= abs(dstX1
- dstX0
);
1621 const GLint dstH
= abs(dstY1
- dstY0
);
1622 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1623 const GLuint srcLevel
= readAtt
->TextureLevel
;
1624 const GLint baseLevelSave
= texObj
->BaseLevel
;
1625 const GLint maxLevelSave
= texObj
->MaxLevel
;
1626 const GLenum target
= texObj
->Target
;
1627 GLuint sampler
, samplerSave
=
1628 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
1629 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
1632 /* Iterate through all draw buffers */
1633 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1634 int idx
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1637 drawAtt
= &drawFb
->Attachment
[idx
];
1639 if (drawAtt
->Texture
== readAtt
->Texture
) {
1640 /* Can't use same texture as both the source and dest. We need
1641 * to handle overlapping blits and besides, some hw may not
1648 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1649 /* Can't handle other texture types at this time */
1653 /* Choose between glsl version and fixed function version of
1654 * BlitFramebuffer function.
1657 setup_glsl_blit_framebuffer(ctx
, blit
, target
);
1658 if (target
== GL_TEXTURE_2D
)
1659 _mesa_UseProgram(blit
->ShaderProg
);
1661 _mesa_UseProgram(blit
->RectShaderProg
);
1664 setup_ff_blit_framebuffer(ctx
, &ctx
->Meta
->Blit
);
1667 _mesa_BindVertexArray(blit
->ArrayObj
);
1668 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1670 _mesa_GenSamplers(1, &sampler
);
1671 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, sampler
);
1674 printf("Blit from texture!\n");
1675 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1676 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1679 /* Prepare src texture state */
1680 _mesa_BindTexture(target
, texObj
->Name
);
1681 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MIN_FILTER
, filter
);
1682 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MAG_FILTER
, filter
);
1683 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1684 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1685 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1687 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1688 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1690 /* Always do our blits with no sRGB decode or encode. Note that
1691 * GL_FRAMEBUFFER_SRGB has already been disabled by
1692 * _mesa_meta_begin().
1694 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1695 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
1696 GL_SKIP_DECODE_EXT
);
1699 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1700 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1701 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1704 /* Prepare vertex data (the VBO was previously created and bound) */
1709 struct vertex verts
[4];
1710 GLfloat s0
, t0
, s1
, t1
;
1712 if (target
== GL_TEXTURE_2D
) {
1713 const struct gl_texture_image
*texImage
1714 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1715 s0
= srcX0
/ (float) texImage
->Width
;
1716 s1
= srcX1
/ (float) texImage
->Width
;
1717 t0
= srcY0
/ (float) texImage
->Height
;
1718 t1
= srcY1
/ (float) texImage
->Height
;
1721 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1728 /* setup vertex positions */
1729 verts
[0].x
= -1.0F
* flipX
;
1730 verts
[0].y
= -1.0F
* flipY
;
1731 verts
[1].x
= 1.0F
* flipX
;
1732 verts
[1].y
= -1.0F
* flipY
;
1733 verts
[2].x
= 1.0F
* flipX
;
1734 verts
[2].y
= 1.0F
* flipY
;
1735 verts
[3].x
= -1.0F
* flipX
;
1736 verts
[3].y
= 1.0F
* flipY
;
1747 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1750 /* setup viewport */
1751 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1752 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1753 _mesa_DepthMask(GL_FALSE
);
1754 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1756 /* Restore texture object state, the texture binding will
1757 * be restored by _mesa_meta_end().
1759 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1760 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1761 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1764 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
1765 _mesa_DeleteSamplers(1, &sampler
);
1767 /* Done with color buffer */
1768 mask
&= ~GL_COLOR_BUFFER_BIT
;
1777 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1778 * of texture mapping and polygon rendering.
1781 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1782 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1783 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1784 GLbitfield mask
, GLenum filter
)
1786 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1787 struct temp_texture
*tex
= get_temp_texture(ctx
);
1788 struct temp_texture
*depthTex
= get_temp_depth_texture(ctx
);
1789 const GLsizei maxTexSize
= tex
->MaxSize
;
1790 const GLint srcX
= MIN2(srcX0
, srcX1
);
1791 const GLint srcY
= MIN2(srcY0
, srcY1
);
1792 const GLint srcW
= abs(srcX1
- srcX0
);
1793 const GLint srcH
= abs(srcY1
- srcY0
);
1794 const GLint dstX
= MIN2(dstX0
, dstX1
);
1795 const GLint dstY
= MIN2(dstY0
, dstY1
);
1796 const GLint dstW
= abs(dstX1
- dstX0
);
1797 const GLint dstH
= abs(dstY1
- dstY0
);
1798 const GLint srcFlipX
= (srcX1
- srcX0
) / srcW
;
1799 const GLint srcFlipY
= (srcY1
- srcY0
) / srcH
;
1800 const GLint dstFlipX
= (dstX1
- dstX0
) / dstW
;
1801 const GLint dstFlipY
= (dstY1
- dstY0
) / dstH
;
1802 const GLint flipX
= srcFlipX
* dstFlipX
;
1803 const GLint flipY
= srcFlipY
* dstFlipY
;
1808 struct vertex verts
[4];
1810 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
1811 ctx
->Extensions
.ARB_fragment_shader
&&
1812 (ctx
->API
!= API_OPENGLES
);
1814 /* In addition to falling back if the blit size is larger than the maximum
1815 * texture size, fallback if the source is multisampled. This fallback can
1816 * be removed once Mesa gets support ARB_texture_multisample.
1818 if (srcW
> maxTexSize
|| srcH
> maxTexSize
1819 || ctx
->ReadBuffer
->Visual
.samples
> 0) {
1820 /* XXX avoid this fallback */
1821 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1822 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1826 /* only scissor effects blit so save/clear all other relevant state */
1827 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1829 /* Try faster, direct texture approach first */
1830 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1831 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
,
1832 dstFlipX
, dstFlipY
, use_glsl_version
);
1834 _mesa_meta_end(ctx
);
1838 /* Choose between glsl version and fixed function version of
1839 * BlitFramebuffer function.
1841 if (use_glsl_version
) {
1842 setup_glsl_blit_framebuffer(ctx
, blit
, tex
->Target
);
1843 if (tex
->Target
== GL_TEXTURE_2D
)
1844 _mesa_UseProgram(blit
->ShaderProg
);
1846 _mesa_UseProgram(blit
->RectShaderProg
);
1849 setup_ff_blit_framebuffer(ctx
, blit
);
1852 _mesa_BindVertexArray(blit
->ArrayObj
);
1853 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1855 /* Continue with "normal" approach which involves copying the src rect
1856 * into a temporary texture and is "blitted" by drawing a textured quad.
1859 /* setup vertex positions */
1860 verts
[0].x
= -1.0F
* flipX
;
1861 verts
[0].y
= -1.0F
* flipY
;
1862 verts
[1].x
= 1.0F
* flipX
;
1863 verts
[1].y
= -1.0F
* flipY
;
1864 verts
[2].x
= 1.0F
* flipX
;
1865 verts
[2].y
= 1.0F
* flipY
;
1866 verts
[3].x
= -1.0F
* flipX
;
1867 verts
[3].y
= 1.0F
* flipY
;
1871 /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
1874 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1875 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1877 if (mask
& GL_COLOR_BUFFER_BIT
) {
1878 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1879 const struct gl_renderbuffer
*colorReadRb
= readFb
->_ColorReadBuffer
;
1880 const GLenum rb_base_format
=
1881 _mesa_base_tex_format(ctx
, colorReadRb
->InternalFormat
);
1883 newTex
= alloc_texture(tex
, srcW
, srcH
, rb_base_format
);
1884 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, srcW
, srcH
,
1885 rb_base_format
, filter
);
1886 /* texcoords (after texture allocation!) */
1890 verts
[1].s
= tex
->Sright
;
1892 verts
[2].s
= tex
->Sright
;
1893 verts
[2].t
= tex
->Ttop
;
1895 verts
[3].t
= tex
->Ttop
;
1897 /* upload new vertex data */
1898 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1901 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1902 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1903 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
1904 _mesa_DepthMask(GL_FALSE
);
1905 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1906 mask
&= ~GL_COLOR_BUFFER_BIT
;
1909 if ((mask
& GL_DEPTH_BUFFER_BIT
) &&
1910 _mesa_is_desktop_gl(ctx
) &&
1911 ctx
->Extensions
.ARB_depth_texture
&&
1912 ctx
->Extensions
.ARB_fragment_program
) {
1914 GLuint
*tmp
= malloc(srcW
* srcH
* sizeof(GLuint
));
1918 newTex
= alloc_texture(depthTex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
1919 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
, GL_DEPTH_COMPONENT
,
1920 GL_UNSIGNED_INT
, tmp
);
1921 setup_drawpix_texture(ctx
, depthTex
, newTex
, GL_DEPTH_COMPONENT
,
1922 srcW
, srcH
, GL_DEPTH_COMPONENT
,
1923 GL_UNSIGNED_INT
, tmp
);
1925 /* texcoords (after texture allocation!) */
1929 verts
[1].s
= depthTex
->Sright
;
1931 verts
[2].s
= depthTex
->Sright
;
1932 verts
[2].t
= depthTex
->Ttop
;
1934 verts
[3].t
= depthTex
->Ttop
;
1936 /* upload new vertex data */
1937 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1941 init_blit_depth_pixels(ctx
);
1943 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1944 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
1945 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1946 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1947 _mesa_DepthFunc(GL_ALWAYS
);
1948 _mesa_DepthMask(GL_TRUE
);
1950 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1951 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1952 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1953 mask
&= ~GL_DEPTH_BUFFER_BIT
;
1959 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1960 /* XXX can't easily do stencil */
1963 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1964 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1966 _mesa_meta_end(ctx
);
1969 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1970 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1975 meta_glsl_blit_cleanup(struct gl_context
*ctx
, struct blit_state
*blit
)
1977 if (blit
->ArrayObj
) {
1978 _mesa_DeleteVertexArrays(1, &blit
->ArrayObj
);
1980 _mesa_DeleteBuffers(1, &blit
->VBO
);
1983 if (blit
->DepthFP
) {
1984 _mesa_DeleteProgramsARB(1, &blit
->DepthFP
);
1988 _mesa_DeleteObjectARB(blit
->ShaderProg
);
1989 blit
->ShaderProg
= 0;
1990 _mesa_DeleteObjectARB(blit
->RectShaderProg
);
1991 blit
->RectShaderProg
= 0;
1993 _mesa_DeleteTextures(1, &blit
->depthTex
.TexObj
);
1994 blit
->depthTex
.TexObj
= 0;
1999 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2002 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2004 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2006 GLfloat x
, y
, z
, r
, g
, b
, a
;
2008 struct vertex verts
[4];
2009 /* save all state but scissor, pixel pack/unpack */
2010 GLbitfield metaSave
= (MESA_META_ALL
-
2012 MESA_META_PIXEL_STORE
-
2013 MESA_META_CONDITIONAL_RENDER
-
2014 MESA_META_FRAMEBUFFER_SRGB
);
2015 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2017 if (buffers
& BUFFER_BITS_COLOR
) {
2018 /* if clearing color buffers, don't save/restore colormask */
2019 metaSave
-= MESA_META_COLOR_MASK
;
2022 _mesa_meta_begin(ctx
, metaSave
);
2024 if (clear
->ArrayObj
== 0) {
2025 /* one-time setup */
2027 /* create vertex array object */
2028 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
2029 _mesa_BindVertexArray(clear
->ArrayObj
);
2031 /* create vertex array buffer */
2032 _mesa_GenBuffers(1, &clear
->VBO
);
2033 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2035 /* setup vertex arrays */
2036 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2037 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2038 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2039 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2042 _mesa_BindVertexArray(clear
->ArrayObj
);
2043 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2046 /* GL_COLOR_BUFFER_BIT */
2047 if (buffers
& BUFFER_BITS_COLOR
) {
2048 /* leave colormask, glDrawBuffer state as-is */
2050 /* Clears never have the color clamped. */
2051 if (ctx
->Extensions
.ARB_color_buffer_float
)
2052 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2055 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2056 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2059 /* GL_DEPTH_BUFFER_BIT */
2060 if (buffers
& BUFFER_BIT_DEPTH
) {
2061 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2062 _mesa_DepthFunc(GL_ALWAYS
);
2063 _mesa_DepthMask(GL_TRUE
);
2066 assert(!ctx
->Depth
.Test
);
2069 /* GL_STENCIL_BUFFER_BIT */
2070 if (buffers
& BUFFER_BIT_STENCIL
) {
2071 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2072 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2073 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2074 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2075 ctx
->Stencil
.Clear
& stencilMax
,
2076 ctx
->Stencil
.WriteMask
[0]);
2079 assert(!ctx
->Stencil
.Enabled
);
2082 /* vertex positions/colors */
2084 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
2085 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
2086 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
2087 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
2088 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
2105 for (i
= 0; i
< 4; i
++) {
2106 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
2107 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
2108 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
2109 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
2112 /* upload new vertex data */
2113 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2114 GL_DYNAMIC_DRAW_ARB
);
2118 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2120 _mesa_meta_end(ctx
);
2124 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
2126 const char *vs_source
=
2127 "attribute vec4 position;\n"
2130 " gl_Position = position;\n"
2132 const char *fs_source
=
2133 "uniform vec4 color;\n"
2136 " gl_FragColor = color;\n"
2139 bool has_integer_textures
;
2141 if (clear
->ArrayObj
!= 0)
2144 /* create vertex array object */
2145 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
2146 _mesa_BindVertexArray(clear
->ArrayObj
);
2148 /* create vertex array buffer */
2149 _mesa_GenBuffers(1, &clear
->VBO
);
2150 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2152 /* setup vertex arrays */
2153 _mesa_VertexAttribPointer(0, 3, GL_FLOAT
, GL_FALSE
, 0, (void *)0);
2154 _mesa_EnableVertexAttribArray(0);
2156 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
2157 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
2158 _mesa_CompileShader(vs
);
2160 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
2161 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
2162 _mesa_CompileShader(fs
);
2164 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
2165 _mesa_AttachShader(clear
->ShaderProg
, fs
);
2166 _mesa_DeleteObjectARB(fs
);
2167 _mesa_AttachShader(clear
->ShaderProg
, vs
);
2168 _mesa_DeleteObjectARB(vs
);
2169 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
2170 _mesa_LinkProgram(clear
->ShaderProg
);
2172 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2175 has_integer_textures
= _mesa_is_gles3(ctx
) ||
2176 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
2178 if (has_integer_textures
) {
2179 void *shader_source_mem_ctx
= ralloc_context(NULL
);
2180 const char *vs_int_source
=
2181 ralloc_asprintf(shader_source_mem_ctx
,
2183 "in vec4 position;\n"
2186 " gl_Position = position;\n"
2188 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2189 const char *fs_int_source
=
2190 ralloc_asprintf(shader_source_mem_ctx
,
2192 "uniform ivec4 color;\n"
2193 "out ivec4 out_color;\n"
2197 " out_color = color;\n"
2199 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2201 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_int_source
);
2202 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_int_source
);
2203 ralloc_free(shader_source_mem_ctx
);
2205 clear
->IntegerShaderProg
= _mesa_CreateProgramObjectARB();
2206 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
2207 _mesa_DeleteObjectARB(fs
);
2208 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
2209 _mesa_DeleteObjectARB(vs
);
2210 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
2212 /* Note that user-defined out attributes get automatically assigned
2213 * locations starting from 0, so we don't need to explicitly
2214 * BindFragDataLocation to 0.
2217 link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
2219 clear
->IntegerColorLocation
=
2220 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
2225 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
2227 if (clear
->ArrayObj
== 0)
2229 _mesa_DeleteVertexArrays(1, &clear
->ArrayObj
);
2230 clear
->ArrayObj
= 0;
2231 _mesa_DeleteBuffers(1, &clear
->VBO
);
2233 _mesa_DeleteObjectARB(clear
->ShaderProg
);
2234 clear
->ShaderProg
= 0;
2236 if (clear
->IntegerShaderProg
) {
2237 _mesa_DeleteObjectARB(clear
->IntegerShaderProg
);
2238 clear
->IntegerShaderProg
= 0;
2243 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2246 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2248 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2249 GLbitfield metaSave
;
2250 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2251 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
2252 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
2253 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
2254 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
2255 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
2256 const float z
= -invert_z(ctx
->Depth
.Clear
);
2261 metaSave
= (MESA_META_ALPHA_TEST
|
2263 MESA_META_DEPTH_TEST
|
2264 MESA_META_RASTERIZATION
|
2266 MESA_META_STENCIL_TEST
|
2268 MESA_META_VIEWPORT
|
2270 MESA_META_CLAMP_FRAGMENT_COLOR
|
2271 MESA_META_MULTISAMPLE
|
2272 MESA_META_OCCLUSION_QUERY
);
2274 if (!(buffers
& BUFFER_BITS_COLOR
)) {
2275 /* We'll use colormask to disable color writes. Otherwise,
2276 * respect color mask
2278 metaSave
|= MESA_META_COLOR_MASK
;
2281 _mesa_meta_begin(ctx
, metaSave
);
2283 meta_glsl_clear_init(ctx
, clear
);
2285 if (fb
->_IntegerColor
) {
2286 _mesa_UseProgram(clear
->IntegerShaderProg
);
2287 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
2288 ctx
->Color
.ClearColor
.i
);
2290 _mesa_UseProgram(clear
->ShaderProg
);
2291 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
2292 ctx
->Color
.ClearColor
.f
);
2295 _mesa_BindVertexArray(clear
->ArrayObj
);
2296 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2298 /* GL_COLOR_BUFFER_BIT */
2299 if (buffers
& BUFFER_BITS_COLOR
) {
2300 /* leave colormask, glDrawBuffer state as-is */
2302 /* Clears never have the color clamped. */
2303 if (ctx
->Extensions
.ARB_color_buffer_float
)
2304 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2307 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2308 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2311 /* GL_DEPTH_BUFFER_BIT */
2312 if (buffers
& BUFFER_BIT_DEPTH
) {
2313 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2314 _mesa_DepthFunc(GL_ALWAYS
);
2315 _mesa_DepthMask(GL_TRUE
);
2318 assert(!ctx
->Depth
.Test
);
2321 /* GL_STENCIL_BUFFER_BIT */
2322 if (buffers
& BUFFER_BIT_STENCIL
) {
2323 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2324 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2325 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2326 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2327 ctx
->Stencil
.Clear
& stencilMax
,
2328 ctx
->Stencil
.WriteMask
[0]);
2331 assert(!ctx
->Stencil
.Enabled
);
2334 /* vertex positions */
2348 /* upload new vertex data */
2349 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2350 GL_DYNAMIC_DRAW_ARB
);
2353 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2355 _mesa_meta_end(ctx
);
2359 * Meta implementation of ctx->Driver.CopyPixels() in terms
2360 * of texture mapping and polygon rendering and GLSL shaders.
2363 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
2364 GLsizei width
, GLsizei height
,
2365 GLint dstX
, GLint dstY
, GLenum type
)
2367 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
2368 struct temp_texture
*tex
= get_temp_texture(ctx
);
2370 GLfloat x
, y
, z
, s
, t
;
2372 struct vertex verts
[4];
2374 GLenum intFormat
= GL_RGBA
;
2376 if (type
!= GL_COLOR
||
2377 ctx
->_ImageTransferState
||
2379 width
> tex
->MaxSize
||
2380 height
> tex
->MaxSize
) {
2381 /* XXX avoid this fallback */
2382 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
2386 /* Most GL state applies to glCopyPixels, but a there's a few things
2387 * we need to override:
2389 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2392 MESA_META_TRANSFORM
|
2395 MESA_META_VIEWPORT
));
2397 if (copypix
->ArrayObj
== 0) {
2398 /* one-time setup */
2400 /* create vertex array object */
2401 _mesa_GenVertexArrays(1, ©pix
->ArrayObj
);
2402 _mesa_BindVertexArray(copypix
->ArrayObj
);
2404 /* create vertex array buffer */
2405 _mesa_GenBuffers(1, ©pix
->VBO
);
2406 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
2407 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2408 NULL
, GL_DYNAMIC_DRAW_ARB
);
2410 /* setup vertex arrays */
2411 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2412 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2413 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2414 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2417 _mesa_BindVertexArray(copypix
->ArrayObj
);
2418 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
2421 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
2423 /* vertex positions, texcoords (after texture allocation!) */
2425 const GLfloat dstX0
= (GLfloat
) dstX
;
2426 const GLfloat dstY0
= (GLfloat
) dstY
;
2427 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
2428 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
2429 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2439 verts
[1].s
= tex
->Sright
;
2444 verts
[2].s
= tex
->Sright
;
2445 verts
[2].t
= tex
->Ttop
;
2450 verts
[3].t
= tex
->Ttop
;
2452 /* upload new vertex data */
2453 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2456 /* Alloc/setup texture */
2457 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, width
, height
,
2458 GL_RGBA
, GL_NEAREST
);
2460 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2462 /* draw textured quad */
2463 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2465 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2467 _mesa_meta_end(ctx
);
2473 * When the glDrawPixels() image size is greater than the max rectangle
2474 * texture size we use this function to break the glDrawPixels() image
2475 * into tiles which fit into the max texture size.
2478 tiled_draw_pixels(struct gl_context
*ctx
,
2480 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2481 GLenum format
, GLenum type
,
2482 const struct gl_pixelstore_attrib
*unpack
,
2483 const GLvoid
*pixels
)
2485 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2488 if (tileUnpack
.RowLength
== 0)
2489 tileUnpack
.RowLength
= width
;
2491 for (i
= 0; i
< width
; i
+= tileSize
) {
2492 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2493 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2495 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2497 for (j
= 0; j
< height
; j
+= tileSize
) {
2498 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2499 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2501 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2503 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2504 format
, type
, &tileUnpack
, pixels
);
2511 * One-time init for drawing stencil pixels.
2514 init_draw_stencil_pixels(struct gl_context
*ctx
)
2516 /* This program is run eight times, once for each stencil bit.
2517 * The stencil values to draw are found in an 8-bit alpha texture.
2518 * We read the texture/stencil value and test if bit 'b' is set.
2519 * If the bit is not set, use KIL to kill the fragment.
2520 * Finally, we use the stencil test to update the stencil buffer.
2522 * The basic algorithm for checking if a bit is set is:
2523 * if (is_odd(value / (1 << bit)))
2524 * result is one (or non-zero).
2527 * The program parameter contains three values:
2528 * parm.x = 255 / (1 << bit)
2532 static const char *program
=
2534 "PARAM parm = program.local[0]; \n"
2536 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2537 "# t = t * 255 / bit \n"
2538 "MUL t.x, t.a, parm.x; \n"
2541 "SUB t.x, t.x, t.y; \n"
2543 "MUL t.x, t.x, parm.y; \n"
2544 "# t = fract(t.x) \n"
2545 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2546 "# t.x = (t.x == 0 ? 1 : 0) \n"
2547 "SGE t.x, -t.x, parm.z; \n"
2549 "# for debug only \n"
2550 "#MOV result.color, t.x; \n"
2552 char program2
[1000];
2553 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2554 struct temp_texture
*tex
= get_temp_texture(ctx
);
2555 const char *texTarget
;
2557 assert(drawpix
->StencilFP
== 0);
2559 /* replace %s with "RECT" or "2D" */
2560 assert(strlen(program
) + 4 < sizeof(program2
));
2561 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2565 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2567 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2568 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2569 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2570 strlen(program2
), (const GLubyte
*) program2
);
2575 * One-time init for drawing depth pixels.
2578 init_draw_depth_pixels(struct gl_context
*ctx
)
2580 static const char *program
=
2582 "PARAM color = program.local[0]; \n"
2583 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2584 "MOV result.color, color; \n"
2587 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2588 struct temp_texture
*tex
= get_temp_texture(ctx
);
2589 const char *texTarget
;
2591 assert(drawpix
->DepthFP
== 0);
2593 /* replace %s with "RECT" or "2D" */
2594 assert(strlen(program
) + 4 < sizeof(program2
));
2595 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2599 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2601 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2602 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2603 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2604 strlen(program2
), (const GLubyte
*) program2
);
2609 * Meta implementation of ctx->Driver.DrawPixels() in terms
2610 * of texture mapping and polygon rendering.
2613 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2614 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2615 GLenum format
, GLenum type
,
2616 const struct gl_pixelstore_attrib
*unpack
,
2617 const GLvoid
*pixels
)
2619 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2620 struct temp_texture
*tex
= get_temp_texture(ctx
);
2621 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2622 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2624 GLfloat x
, y
, z
, s
, t
;
2626 struct vertex verts
[4];
2627 GLenum texIntFormat
;
2628 GLboolean fallback
, newTex
;
2629 GLbitfield metaExtraSave
= 0x0;
2633 * Determine if we can do the glDrawPixels with texture mapping.
2635 fallback
= GL_FALSE
;
2636 if (ctx
->Fog
.Enabled
) {
2640 if (_mesa_is_color_format(format
)) {
2641 /* use more compact format when possible */
2642 /* XXX disable special case for GL_LUMINANCE for now to work around
2643 * apparent i965 driver bug (see bug #23670).
2645 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2646 texIntFormat
= format
;
2648 texIntFormat
= GL_RGBA
;
2650 /* If we're not supposed to clamp the resulting color, then just
2651 * promote our texture to fully float. We could do better by
2652 * just going for the matching set of channels, in floating
2655 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2656 ctx
->Extensions
.ARB_texture_float
)
2657 texIntFormat
= GL_RGBA32F
;
2659 else if (_mesa_is_stencil_format(format
)) {
2660 if (ctx
->Extensions
.ARB_fragment_program
&&
2661 ctx
->Pixel
.IndexShift
== 0 &&
2662 ctx
->Pixel
.IndexOffset
== 0 &&
2663 type
== GL_UNSIGNED_BYTE
) {
2664 /* We'll store stencil as alpha. This only works for GLubyte
2665 * image data because of how incoming values are mapped to alpha
2668 texIntFormat
= GL_ALPHA
;
2669 metaExtraSave
= (MESA_META_COLOR_MASK
|
2670 MESA_META_DEPTH_TEST
|
2671 MESA_META_PIXEL_TRANSFER
|
2673 MESA_META_STENCIL_TEST
);
2679 else if (_mesa_is_depth_format(format
)) {
2680 if (ctx
->Extensions
.ARB_depth_texture
&&
2681 ctx
->Extensions
.ARB_fragment_program
) {
2682 texIntFormat
= GL_DEPTH_COMPONENT
;
2683 metaExtraSave
= (MESA_META_SHADER
);
2694 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2695 format
, type
, unpack
, pixels
);
2700 * Check image size against max texture size, draw as tiles if needed.
2702 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2703 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2704 format
, type
, unpack
, pixels
);
2708 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2709 * but a there's a few things we need to override:
2711 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2714 MESA_META_TRANSFORM
|
2717 MESA_META_VIEWPORT
|
2720 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2722 /* vertex positions, texcoords (after texture allocation!) */
2724 const GLfloat x0
= (GLfloat
) x
;
2725 const GLfloat y0
= (GLfloat
) y
;
2726 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2727 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2728 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2738 verts
[1].s
= tex
->Sright
;
2743 verts
[2].s
= tex
->Sright
;
2744 verts
[2].t
= tex
->Ttop
;
2749 verts
[3].t
= tex
->Ttop
;
2752 if (drawpix
->ArrayObj
== 0) {
2753 /* one-time setup: create vertex array object */
2754 _mesa_GenVertexArrays(1, &drawpix
->ArrayObj
);
2756 _mesa_BindVertexArray(drawpix
->ArrayObj
);
2758 /* create vertex array buffer */
2759 _mesa_GenBuffers(1, &vbo
);
2760 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, vbo
);
2761 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2762 verts
, GL_DYNAMIC_DRAW_ARB
);
2764 /* setup vertex arrays */
2765 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2766 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2767 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2768 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2770 /* set given unpack params */
2771 ctx
->Unpack
= *unpack
;
2773 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2775 if (_mesa_is_stencil_format(format
)) {
2776 /* Drawing stencil */
2779 if (!drawpix
->StencilFP
)
2780 init_draw_stencil_pixels(ctx
);
2782 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2783 GL_ALPHA
, type
, pixels
);
2785 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2787 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2789 /* set all stencil bits to 0 */
2790 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2791 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2792 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2794 /* set stencil bits to 1 where needed */
2795 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2797 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2798 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2800 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2801 const GLuint mask
= 1 << bit
;
2802 if (mask
& origStencilMask
) {
2803 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2804 _mesa_StencilMask(mask
);
2806 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2807 255.0 / mask
, 0.5, 0.0, 0.0);
2809 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2813 else if (_mesa_is_depth_format(format
)) {
2815 if (!drawpix
->DepthFP
)
2816 init_draw_depth_pixels(ctx
);
2818 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2819 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2821 /* polygon color = current raster color */
2822 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2823 ctx
->Current
.RasterColor
);
2825 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2826 format
, type
, pixels
);
2828 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2832 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2833 format
, type
, pixels
);
2834 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2837 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2839 _mesa_DeleteBuffers(1, &vbo
);
2841 /* restore unpack params */
2842 ctx
->Unpack
= unpackSave
;
2844 _mesa_meta_end(ctx
);
2848 alpha_test_raster_color(struct gl_context
*ctx
)
2850 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2851 GLfloat ref
= ctx
->Color
.AlphaRef
;
2853 switch (ctx
->Color
.AlphaFunc
) {
2859 return alpha
== ref
;
2861 return alpha
<= ref
;
2865 return alpha
!= ref
;
2867 return alpha
>= ref
;
2877 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2878 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2879 * tracker would improve performance a lot.
2882 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2883 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2884 const struct gl_pixelstore_attrib
*unpack
,
2885 const GLubyte
*bitmap1
)
2887 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2888 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2889 const GLenum texIntFormat
= GL_ALPHA
;
2890 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2893 GLfloat x
, y
, z
, s
, t
, r
, g
, b
, a
;
2895 struct vertex verts
[4];
2900 * Check if swrast fallback is needed.
2902 if (ctx
->_ImageTransferState
||
2903 ctx
->FragmentProgram
._Enabled
||
2905 ctx
->Texture
._EnabledUnits
||
2906 width
> tex
->MaxSize
||
2907 height
> tex
->MaxSize
) {
2908 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2912 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2915 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2916 * but a there's a few things we need to override:
2918 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2919 MESA_META_PIXEL_STORE
|
2920 MESA_META_RASTERIZATION
|
2923 MESA_META_TRANSFORM
|
2926 MESA_META_VIEWPORT
));
2928 if (bitmap
->ArrayObj
== 0) {
2929 /* one-time setup */
2931 /* create vertex array object */
2932 _mesa_GenVertexArraysAPPLE(1, &bitmap
->ArrayObj
);
2933 _mesa_BindVertexArrayAPPLE(bitmap
->ArrayObj
);
2935 /* create vertex array buffer */
2936 _mesa_GenBuffers(1, &bitmap
->VBO
);
2937 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2938 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2939 NULL
, GL_DYNAMIC_DRAW_ARB
);
2941 /* setup vertex arrays */
2942 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2943 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2944 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2945 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2946 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2947 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2950 _mesa_BindVertexArray(bitmap
->ArrayObj
);
2951 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2954 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2956 /* vertex positions, texcoords, colors (after texture allocation!) */
2958 const GLfloat x0
= (GLfloat
) x
;
2959 const GLfloat y0
= (GLfloat
) y
;
2960 const GLfloat x1
= (GLfloat
) (x
+ width
);
2961 const GLfloat y1
= (GLfloat
) (y
+ height
);
2962 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2973 verts
[1].s
= tex
->Sright
;
2978 verts
[2].s
= tex
->Sright
;
2979 verts
[2].t
= tex
->Ttop
;
2984 verts
[3].t
= tex
->Ttop
;
2986 for (i
= 0; i
< 4; i
++) {
2987 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2988 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2989 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2990 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2993 /* upload new vertex data */
2994 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2997 /* choose different foreground/background alpha values */
2998 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2999 bg
= (fg
> 127 ? 0 : 255);
3001 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
3003 _mesa_meta_end(ctx
);
3007 bitmap8
= malloc(width
* height
);
3009 memset(bitmap8
, bg
, width
* height
);
3010 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
3011 bitmap8
, width
, fg
);
3013 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
3015 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
3016 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
3018 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
3019 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
3021 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3023 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
3028 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
3030 _mesa_meta_end(ctx
);
3035 * Check if the call to _mesa_meta_GenerateMipmap() will require a
3036 * software fallback. The fallback path will require that the texture
3037 * images are mapped.
3038 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
3041 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
3042 struct gl_texture_object
*texObj
)
3044 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3045 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3046 struct gl_texture_image
*baseImage
;
3050 /* check for fallbacks */
3051 if (!ctx
->Extensions
.EXT_framebuffer_object
) {
3052 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3053 "glGenerateMipmap() without FBOs\n");
3057 if (target
== GL_TEXTURE_3D
||
3058 target
== GL_TEXTURE_1D_ARRAY
||
3059 target
== GL_TEXTURE_2D_ARRAY
) {
3060 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3061 "glGenerateMipmap() to %s target\n",
3062 _mesa_lookup_enum_by_nr(target
));
3066 srcLevel
= texObj
->BaseLevel
;
3067 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
3069 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3070 "glGenerateMipmap() couldn't find base teximage\n");
3074 if (_mesa_is_format_compressed(baseImage
->TexFormat
)) {
3075 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3076 "glGenerateMipmap() with %s format\n",
3077 _mesa_get_format_name(baseImage
->TexFormat
));
3081 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
3082 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3083 /* The texture format is sRGB but we can't turn off sRGB->linear
3084 * texture sample conversion. So we won't be able to generate the
3085 * right colors when rendering. Need to use a fallback.
3087 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3088 "glGenerateMipmap() of sRGB texture without "
3094 * Test that we can actually render in the texture's format.
3097 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3098 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3100 if (target
== GL_TEXTURE_1D
) {
3101 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3102 GL_COLOR_ATTACHMENT0_EXT
,
3103 target
, texObj
->Name
, srcLevel
);
3106 /* other work is needed to enable 3D mipmap generation */
3107 else if (target
== GL_TEXTURE_3D
) {
3109 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3110 GL_COLOR_ATTACHMENT0_EXT
,
3111 target
, texObj
->Name
, srcLevel
, zoffset
);
3116 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3117 GL_COLOR_ATTACHMENT0_EXT
,
3118 target
, texObj
->Name
, srcLevel
);
3121 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3123 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3125 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3126 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3127 "glGenerateMipmap() got incomplete FBO\n");
3136 * Compute the texture coordinates for the four vertices of a quad for
3137 * drawing a 2D texture image or slice of a cube/3D texture.
3138 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
3139 * \param slice slice of a 1D/2D array texture or 3D texture
3140 * \param width width of the texture image
3141 * \param height height of the texture image
3142 * \param coords0/1/2/3 returns the computed texcoords
3145 setup_texture_coords(GLenum faceTarget
,
3155 static const GLfloat st
[4][2] = {
3156 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
3161 switch (faceTarget
) {
3165 case GL_TEXTURE_2D_ARRAY
:
3166 if (faceTarget
== GL_TEXTURE_3D
) {
3167 assert(slice
< depth
);
3169 r
= (slice
+ 0.5f
) / depth
;
3171 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
3175 coords0
[0] = 0.0F
; /* s */
3176 coords0
[1] = 0.0F
; /* t */
3177 coords0
[2] = r
; /* r */
3188 case GL_TEXTURE_RECTANGLE_ARB
:
3189 coords0
[0] = 0.0F
; /* s */
3190 coords0
[1] = 0.0F
; /* t */
3191 coords0
[2] = 0.0F
; /* r */
3196 coords2
[1] = height
;
3199 coords3
[1] = height
;
3202 case GL_TEXTURE_1D_ARRAY
:
3203 coords0
[0] = 0.0F
; /* s */
3204 coords0
[1] = slice
; /* t */
3205 coords0
[2] = 0.0F
; /* r */
3217 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3218 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3219 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3220 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3221 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3222 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3223 /* loop over quad verts */
3224 for (i
= 0; i
< 4; i
++) {
3225 /* Compute sc = +/-scale and tc = +/-scale.
3226 * Not +/-1 to avoid cube face selection ambiguity near the edges,
3227 * though that can still sometimes happen with this scale factor...
3229 const GLfloat scale
= 0.9999f
;
3230 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
3231 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
3251 switch (faceTarget
) {
3252 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3257 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3262 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3267 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3272 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3277 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3288 assert(0 && "unexpected target in meta setup_texture_coords()");
3294 setup_ff_generate_mipmap(struct gl_context
*ctx
,
3295 struct gen_mipmap_state
*mipmap
)
3298 GLfloat x
, y
, tex
[3];
3301 if (mipmap
->ArrayObj
== 0) {
3302 /* one-time setup */
3303 /* create vertex array object */
3304 _mesa_GenVertexArraysAPPLE(1, &mipmap
->ArrayObj
);
3305 _mesa_BindVertexArrayAPPLE(mipmap
->ArrayObj
);
3307 /* create vertex array buffer */
3308 _mesa_GenBuffers(1, &mipmap
->VBO
);
3309 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3310 /* setup vertex arrays */
3311 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3312 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3313 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3314 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3317 /* setup projection matrix */
3318 _mesa_MatrixMode(GL_PROJECTION
);
3319 _mesa_LoadIdentity();
3320 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
3324 static struct glsl_sampler
*
3325 setup_texture_sampler(GLenum target
, struct gen_mipmap_state
*mipmap
)
3329 mipmap
->sampler_1d
.type
= "sampler1D";
3330 mipmap
->sampler_1d
.func
= "texture1D";
3331 mipmap
->sampler_1d
.texcoords
= "texCoords.x";
3332 return &mipmap
->sampler_1d
;
3334 mipmap
->sampler_2d
.type
= "sampler2D";
3335 mipmap
->sampler_2d
.func
= "texture2D";
3336 mipmap
->sampler_2d
.texcoords
= "texCoords.xy";
3337 return &mipmap
->sampler_2d
;
3339 /* Code for mipmap generation with 3D textures is not used yet.
3340 * It's a sw fallback.
3342 mipmap
->sampler_3d
.type
= "sampler3D";
3343 mipmap
->sampler_3d
.func
= "texture3D";
3344 mipmap
->sampler_3d
.texcoords
= "texCoords";
3345 return &mipmap
->sampler_3d
;
3346 case GL_TEXTURE_CUBE_MAP
:
3347 mipmap
->sampler_cubemap
.type
= "samplerCube";
3348 mipmap
->sampler_cubemap
.func
= "textureCube";
3349 mipmap
->sampler_cubemap
.texcoords
= "texCoords";
3350 return &mipmap
->sampler_cubemap
;
3351 case GL_TEXTURE_1D_ARRAY
:
3352 mipmap
->sampler_1d_array
.type
= "sampler1DArray";
3353 mipmap
->sampler_1d_array
.func
= "texture1DArray";
3354 mipmap
->sampler_1d_array
.texcoords
= "texCoords.xy";
3355 return &mipmap
->sampler_1d_array
;
3356 case GL_TEXTURE_2D_ARRAY
:
3357 mipmap
->sampler_2d_array
.type
= "sampler2DArray";
3358 mipmap
->sampler_2d_array
.func
= "texture2DArray";
3359 mipmap
->sampler_2d_array
.texcoords
= "texCoords";
3360 return &mipmap
->sampler_2d_array
;
3362 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
3363 " setup_texture_sampler()\n", target
);
3370 setup_glsl_generate_mipmap(struct gl_context
*ctx
,
3371 struct gen_mipmap_state
*mipmap
,
3375 GLfloat x
, y
, tex
[3];
3377 struct glsl_sampler
*sampler
;
3378 const char *vs_source
;
3383 /* Check if already initialized */
3384 if (mipmap
->ArrayObj
== 0) {
3386 /* create vertex array object */
3387 _mesa_GenVertexArrays(1, &mipmap
->ArrayObj
);
3388 _mesa_BindVertexArray(mipmap
->ArrayObj
);
3390 /* create vertex array buffer */
3391 _mesa_GenBuffers(1, &mipmap
->VBO
);
3392 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3394 /* setup vertex arrays */
3395 _mesa_VertexAttribPointer(0, 2, GL_FLOAT
, GL_FALSE
,
3396 sizeof(struct vertex
), OFFSET(x
));
3397 _mesa_VertexAttribPointer(1, 3, GL_FLOAT
, GL_FALSE
,
3398 sizeof(struct vertex
), OFFSET(tex
));
3401 /* Generate a fragment shader program appropriate for the texture target */
3402 sampler
= setup_texture_sampler(target
, mipmap
);
3403 assert(sampler
!= NULL
);
3404 if (sampler
->shader_prog
!= 0) {
3405 mipmap
->ShaderProg
= sampler
->shader_prog
;
3409 mem_ctx
= ralloc_context(NULL
);
3411 if (ctx
->API
== API_OPENGLES2
|| ctx
->Const
.GLSLVersion
< 130) {
3413 "attribute vec2 position;\n"
3414 "attribute vec3 textureCoords;\n"
3415 "varying vec3 texCoords;\n"
3418 " texCoords = textureCoords;\n"
3419 " gl_Position = vec4(position, 0.0, 1.0);\n"
3422 fs_source
= ralloc_asprintf(mem_ctx
,
3423 "#extension GL_EXT_texture_array : enable\n"
3424 "uniform %s texSampler;\n"
3425 "varying vec3 texCoords;\n"
3428 " gl_FragColor = %s(texSampler, %s);\n"
3431 sampler
->func
, sampler
->texcoords
);
3434 vs_source
= ralloc_asprintf(mem_ctx
,
3436 "in vec2 position;\n"
3437 "in vec3 textureCoords;\n"
3438 "out vec3 texCoords;\n"
3441 " texCoords = textureCoords;\n"
3442 " gl_Position = vec4(position, 0.0, 1.0);\n"
3444 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
3445 fs_source
= ralloc_asprintf(mem_ctx
,
3447 "uniform %s texSampler;\n"
3448 "in vec3 texCoords;\n"
3449 "out vec4 out_color;\n"
3453 " out_color = texture(texSampler, %s);\n"
3455 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
3457 sampler
->texcoords
);
3460 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
3461 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
3463 mipmap
->ShaderProg
= _mesa_CreateProgramObjectARB();
3464 _mesa_AttachShader(mipmap
->ShaderProg
, fs
);
3465 _mesa_DeleteObjectARB(fs
);
3466 _mesa_AttachShader(mipmap
->ShaderProg
, vs
);
3467 _mesa_DeleteObjectARB(vs
);
3468 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 0, "position");
3469 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 1, "texcoords");
3470 _mesa_EnableVertexAttribArray(0);
3471 _mesa_EnableVertexAttribArray(1);
3472 link_program_with_debug(ctx
, mipmap
->ShaderProg
);
3473 sampler
->shader_prog
= mipmap
->ShaderProg
;
3474 ralloc_free(mem_ctx
);
3479 meta_glsl_generate_mipmap_cleanup(struct gl_context
*ctx
,
3480 struct gen_mipmap_state
*mipmap
)
3482 if (mipmap
->ArrayObj
== 0)
3484 _mesa_DeleteVertexArrays(1, &mipmap
->ArrayObj
);
3485 mipmap
->ArrayObj
= 0;
3486 _mesa_DeleteBuffers(1, &mipmap
->VBO
);
3489 _mesa_DeleteObjectARB(mipmap
->sampler_1d
.shader_prog
);
3490 _mesa_DeleteObjectARB(mipmap
->sampler_2d
.shader_prog
);
3491 _mesa_DeleteObjectARB(mipmap
->sampler_3d
.shader_prog
);
3492 _mesa_DeleteObjectARB(mipmap
->sampler_cubemap
.shader_prog
);
3493 _mesa_DeleteObjectARB(mipmap
->sampler_1d_array
.shader_prog
);
3494 _mesa_DeleteObjectARB(mipmap
->sampler_2d_array
.shader_prog
);
3496 mipmap
->sampler_1d
.shader_prog
= 0;
3497 mipmap
->sampler_2d
.shader_prog
= 0;
3498 mipmap
->sampler_3d
.shader_prog
= 0;
3499 mipmap
->sampler_cubemap
.shader_prog
= 0;
3500 mipmap
->sampler_1d_array
.shader_prog
= 0;
3501 mipmap
->sampler_2d_array
.shader_prog
= 0;
3506 * Called via ctx->Driver.GenerateMipmap()
3507 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3511 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
3512 struct gl_texture_object
*texObj
)
3514 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3516 GLfloat x
, y
, tex
[3];
3518 struct vertex verts
[4];
3519 const GLuint baseLevel
= texObj
->BaseLevel
;
3520 const GLuint maxLevel
= texObj
->MaxLevel
;
3521 const GLint maxLevelSave
= texObj
->MaxLevel
;
3522 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
3523 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3524 const GLuint currentTexUnitSave
= ctx
->Texture
.CurrentUnit
;
3525 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3526 ctx
->Extensions
.ARB_fragment_shader
&&
3527 (ctx
->API
!= API_OPENGLES
);
3530 const GLint slice
= 0;
3533 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
3534 _mesa_generate_mipmap(ctx
, target
, texObj
);
3538 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
3539 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
3540 faceTarget
= target
;
3541 target
= GL_TEXTURE_CUBE_MAP
;
3544 faceTarget
= target
;
3547 _mesa_meta_begin(ctx
, MESA_META_ALL
);
3549 /* Choose between glsl version and fixed function version of
3550 * GenerateMipmap function.
3552 if (use_glsl_version
) {
3553 setup_glsl_generate_mipmap(ctx
, mipmap
, target
);
3554 _mesa_UseProgram(mipmap
->ShaderProg
);
3557 setup_ff_generate_mipmap(ctx
, mipmap
);
3558 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3561 _mesa_BindVertexArray(mipmap
->ArrayObj
);
3562 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3564 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3565 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3567 if (currentTexUnitSave
!= 0)
3568 _mesa_BindTexture(target
, texObj
->Name
);
3571 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3574 if (!mipmap
->Sampler
) {
3575 _mesa_GenSamplers(1, &mipmap
->Sampler
);
3576 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3578 _mesa_SamplerParameteri(mipmap
->Sampler
,
3579 GL_TEXTURE_MIN_FILTER
,
3580 GL_LINEAR_MIPMAP_LINEAR
);
3581 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
3582 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
3583 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
3584 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
3586 /* We don't want to encode or decode sRGB values; treat them as linear.
3587 * This is not technically correct for GLES3 but we don't get any API
3588 * error at the moment.
3590 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3591 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3592 GL_SKIP_DECODE_EXT
);
3596 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3599 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3601 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
3602 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
3604 assert(!genMipmapSave
);
3606 /* Setup texture coordinates */
3607 setup_texture_coords(faceTarget
,
3609 0, 0, 1, /* width, height never used here */
3615 /* setup vertex positions */
3625 /* upload vertex data */
3626 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3627 verts
, GL_DYNAMIC_DRAW_ARB
);
3629 /* texture is already locked, unlock now */
3630 _mesa_unlock_texture(ctx
, texObj
);
3632 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
3633 const struct gl_texture_image
*srcImage
;
3634 const GLuint srcLevel
= dstLevel
- 1;
3635 GLsizei srcWidth
, srcHeight
, srcDepth
;
3636 GLsizei dstWidth
, dstHeight
, dstDepth
;
3639 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
3640 assert(srcImage
->Border
== 0);
3643 srcWidth
= srcImage
->Width
;
3644 srcHeight
= srcImage
->Height
;
3645 srcDepth
= srcImage
->Depth
;
3648 dstWidth
= MAX2(1, srcWidth
/ 2);
3649 dstHeight
= MAX2(1, srcHeight
/ 2);
3650 dstDepth
= MAX2(1, srcDepth
/ 2);
3652 if (dstWidth
== srcImage
->Width
&&
3653 dstHeight
== srcImage
->Height
&&
3654 dstDepth
== srcImage
->Depth
) {
3659 /* Allocate storage for the destination mipmap image(s) */
3661 /* Set MaxLevel large enough to hold the new level when we allocate it */
3662 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
3664 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
3665 dstWidth
, dstHeight
, dstDepth
,
3667 srcImage
->InternalFormat
,
3668 srcImage
->TexFormat
)) {
3669 /* All done. We either ran out of memory or we would go beyond the
3670 * last valid level of an immutable texture if we continued.
3675 /* limit minification to src level */
3676 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
3678 /* Set to draw into the current dstLevel */
3679 if (target
== GL_TEXTURE_1D
) {
3680 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3681 GL_COLOR_ATTACHMENT0_EXT
,
3686 else if (target
== GL_TEXTURE_3D
) {
3687 GLint zoffset
= 0; /* XXX unfinished */
3688 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3689 GL_COLOR_ATTACHMENT0_EXT
,
3696 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3697 GL_COLOR_ATTACHMENT0_EXT
,
3703 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
3706 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3707 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3708 _mesa_problem(ctx
, "Unexpected incomplete framebuffer in "
3709 "_mesa_meta_GenerateMipmap()");
3713 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
3714 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
3716 /* setup viewport */
3717 _mesa_set_viewport(ctx
, 0, 0, dstWidth
, dstHeight
);
3719 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3722 _mesa_lock_texture(ctx
, texObj
); /* relock */
3724 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3726 _mesa_meta_end(ctx
);
3728 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3730 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
3732 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3737 * Determine the GL data type to use for the temporary image read with
3738 * ReadPixels() and passed to Tex[Sub]Image().
3741 get_temp_image_type(struct gl_context
*ctx
, gl_format format
)
3745 baseFormat
= _mesa_get_format_base_format(format
);
3747 switch (baseFormat
) {
3754 case GL_LUMINANCE_ALPHA
:
3756 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8) {
3757 return GL_UNSIGNED_BYTE
;
3758 } else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16) {
3759 return GL_UNSIGNED_SHORT
;
3761 GLenum datatype
= _mesa_get_format_datatype(format
);
3762 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
3766 case GL_DEPTH_COMPONENT
:
3767 return GL_UNSIGNED_INT
;
3768 case GL_DEPTH_STENCIL
:
3769 return GL_UNSIGNED_INT_24_8
;
3771 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
3779 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3780 * Have to be careful with locking and meta state for pixel transfer.
3783 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
3784 struct gl_texture_image
*texImage
,
3785 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3786 struct gl_renderbuffer
*rb
,
3788 GLsizei width
, GLsizei height
)
3790 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3791 GLenum format
, type
;
3795 /* Choose format/type for temporary image buffer */
3796 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
3797 if (format
== GL_LUMINANCE
||
3798 format
== GL_LUMINANCE_ALPHA
||
3799 format
== GL_INTENSITY
) {
3800 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3801 * temp image buffer because glReadPixels will do L=R+G+B which is
3802 * not what we want (should be L=R).
3807 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
3808 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
3809 format
= _mesa_base_format_to_integer_format(format
);
3811 bpp
= _mesa_bytes_per_pixel(format
, type
);
3813 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3818 * Alloc image buffer (XXX could use a PBO)
3820 buf
= malloc(width
* height
* bpp
);
3822 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
3826 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
3829 * Read image from framebuffer (disable pixel transfer ops)
3831 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
3832 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
3833 format
, type
, &ctx
->Pack
, buf
);
3834 _mesa_meta_end(ctx
);
3836 _mesa_update_state(ctx
); /* to update pixel transfer state */
3839 * Store texture data (with pixel transfer ops)
3841 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
3843 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3844 xoffset
, yoffset
, zoffset
, width
, height
, 1,
3845 format
, type
, buf
, &ctx
->Unpack
);
3847 _mesa_meta_end(ctx
);
3849 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
3856 * Decompress a texture image by drawing a quad with the compressed
3857 * texture and reading the pixels out of the color buffer.
3858 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3859 * \param destFormat format, ala glReadPixels
3860 * \param destType type, ala glReadPixels
3861 * \param dest destination buffer
3862 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3865 decompress_texture_image(struct gl_context
*ctx
,
3866 struct gl_texture_image
*texImage
,
3868 GLenum destFormat
, GLenum destType
,
3871 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3872 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3873 const GLint width
= texImage
->Width
;
3874 const GLint height
= texImage
->Height
;
3875 const GLint depth
= texImage
->Height
;
3876 const GLenum target
= texObj
->Target
;
3879 GLfloat x
, y
, tex
[3];
3881 struct vertex verts
[4];
3882 GLuint fboDrawSave
, fboReadSave
;
3887 assert(target
== GL_TEXTURE_3D
||
3888 target
== GL_TEXTURE_2D_ARRAY
);
3891 if (target
== GL_TEXTURE_CUBE_MAP
) {
3892 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3895 faceTarget
= target
;
3898 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3899 fboDrawSave
= ctx
->DrawBuffer
->Name
;
3900 fboReadSave
= ctx
->ReadBuffer
->Name
;
3901 rbSave
= ctx
->CurrentRenderbuffer
? ctx
->CurrentRenderbuffer
->Name
: 0;
3903 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_PIXEL_STORE
);
3905 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3906 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3908 /* Create/bind FBO/renderbuffer */
3909 if (decompress
->FBO
== 0) {
3910 _mesa_GenFramebuffers(1, &decompress
->FBO
);
3911 _mesa_GenRenderbuffers(1, &decompress
->RBO
);
3912 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3913 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3914 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3915 GL_COLOR_ATTACHMENT0_EXT
,
3916 GL_RENDERBUFFER_EXT
,
3920 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3923 /* alloc dest surface */
3924 if (width
> decompress
->Width
|| height
> decompress
->Height
) {
3925 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3926 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, GL_RGBA
,
3928 decompress
->Width
= width
;
3929 decompress
->Height
= height
;
3932 /* setup VBO data */
3933 if (decompress
->ArrayObj
== 0) {
3934 /* create vertex array object */
3935 _mesa_GenVertexArrays(1, &decompress
->ArrayObj
);
3936 _mesa_BindVertexArray(decompress
->ArrayObj
);
3938 /* create vertex array buffer */
3939 _mesa_GenBuffers(1, &decompress
->VBO
);
3940 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3941 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3942 NULL
, GL_DYNAMIC_DRAW_ARB
);
3944 /* setup vertex arrays */
3945 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3946 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3947 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3948 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3951 _mesa_BindVertexArray(decompress
->ArrayObj
);
3952 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3955 if (!decompress
->Sampler
) {
3956 _mesa_GenSamplers(1, &decompress
->Sampler
);
3957 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3958 /* nearest filtering */
3959 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3960 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3961 /* No sRGB decode or encode.*/
3962 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3963 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3964 GL_SKIP_DECODE_EXT
);
3968 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3971 setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
3977 /* setup vertex positions */
3983 verts
[2].y
= height
;
3985 verts
[3].y
= height
;
3987 /* upload new vertex data */
3988 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3990 /* setup texture state */
3991 _mesa_BindTexture(target
, texObj
->Name
);
3992 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3995 /* save texture object state */
3996 const GLint baseLevelSave
= texObj
->BaseLevel
;
3997 const GLint maxLevelSave
= texObj
->MaxLevel
;
3999 /* restrict sampling to the texture level of interest */
4000 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
4001 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
4002 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
4005 /* render quad w/ texture into renderbuffer */
4006 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4008 /* Restore texture object state, the texture binding will
4009 * be restored by _mesa_meta_end().
4011 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
4012 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
4013 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
4018 /* read pixels from renderbuffer */
4020 GLenum baseTexFormat
= texImage
->_BaseFormat
;
4021 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
4023 /* The pixel transfer state will be set to default values at this point
4024 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
4025 * turned off (as required by glGetTexImage) but we need to handle some
4026 * special cases. In particular, single-channel texture values are
4027 * returned as red and two-channel texture values are returned as
4030 if ((baseTexFormat
== GL_LUMINANCE
||
4031 baseTexFormat
== GL_LUMINANCE_ALPHA
||
4032 baseTexFormat
== GL_INTENSITY
) ||
4033 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
4034 * luminance then we need to return L=tex(R).
4036 ((baseTexFormat
== GL_RGBA
||
4037 baseTexFormat
== GL_RGB
||
4038 baseTexFormat
== GL_RG
) &&
4039 (destBaseFormat
== GL_LUMINANCE
||
4040 destBaseFormat
== GL_LUMINANCE_ALPHA
||
4041 destBaseFormat
== GL_LUMINANCE_INTEGER_EXT
||
4042 destBaseFormat
== GL_LUMINANCE_ALPHA_INTEGER_EXT
))) {
4043 /* Green and blue must be zero */
4044 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
4045 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
4048 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
4051 /* disable texture unit */
4052 _mesa_set_enable(ctx
, target
, GL_FALSE
);
4054 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
4056 _mesa_meta_end(ctx
);
4058 /* restore fbo bindings */
4059 if (fboDrawSave
== fboReadSave
) {
4060 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboDrawSave
);
4063 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT
, fboDrawSave
);
4064 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT
, fboReadSave
);
4066 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, rbSave
);
4071 * This is just a wrapper around _mesa_get_tex_image() and
4072 * decompress_texture_image(). Meta functions should not be directly called
4076 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
4077 GLenum format
, GLenum type
, GLvoid
*pixels
,
4078 struct gl_texture_image
*texImage
)
4080 /* We can only use the decompress-with-blit method here if the texels are
4081 * unsigned, normalized values. We could handle signed and unnormalized
4082 * with floating point renderbuffers...
4084 if (_mesa_is_format_compressed(texImage
->TexFormat
) &&
4085 _mesa_get_format_datatype(texImage
->TexFormat
)
4086 == GL_UNSIGNED_NORMALIZED
) {
4087 struct gl_texture_object
*texObj
= texImage
->TexObject
;
4088 const GLuint slice
= 0; /* only 2D compressed textures for now */
4089 /* Need to unlock the texture here to prevent deadlock... */
4090 _mesa_unlock_texture(ctx
, texObj
);
4091 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, pixels
);
4092 /* ... and relock it */
4093 _mesa_lock_texture(ctx
, texObj
);
4096 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
4102 * Meta implementation of ctx->Driver.DrawTex() in terms
4103 * of polygon rendering.
4106 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
4107 GLfloat width
, GLfloat height
)
4109 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
4111 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
4113 struct vertex verts
[4];
4116 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
4118 MESA_META_TRANSFORM
|
4120 MESA_META_VIEWPORT
));
4122 if (drawtex
->ArrayObj
== 0) {
4123 /* one-time setup */
4124 GLint active_texture
;
4126 /* create vertex array object */
4127 _mesa_GenVertexArrays(1, &drawtex
->ArrayObj
);
4128 _mesa_BindVertexArray(drawtex
->ArrayObj
);
4130 /* create vertex array buffer */
4131 _mesa_GenBuffers(1, &drawtex
->VBO
);
4132 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4133 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
4134 NULL
, GL_DYNAMIC_DRAW_ARB
);
4136 /* client active texture is not part of the array object */
4137 active_texture
= ctx
->Array
.ActiveTexture
;
4139 /* setup vertex arrays */
4140 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
4141 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
4142 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4143 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
4144 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
4145 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
4148 /* restore client active texture */
4149 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
4152 _mesa_BindVertexArray(drawtex
->ArrayObj
);
4153 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4156 /* vertex positions, texcoords */
4158 const GLfloat x1
= x
+ width
;
4159 const GLfloat y1
= y
+ height
;
4161 z
= CLAMP(z
, 0.0f
, 1.0f
);
4180 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4181 const struct gl_texture_object
*texObj
;
4182 const struct gl_texture_image
*texImage
;
4183 GLfloat s
, t
, s1
, t1
;
4186 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
4188 for (j
= 0; j
< 4; j
++) {
4189 verts
[j
].st
[i
][0] = 0.0f
;
4190 verts
[j
].st
[i
][1] = 0.0f
;
4195 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
4196 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
4197 tw
= texImage
->Width2
;
4198 th
= texImage
->Height2
;
4200 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
4201 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
4202 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
4203 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
4205 verts
[0].st
[i
][0] = s
;
4206 verts
[0].st
[i
][1] = t
;
4208 verts
[1].st
[i
][0] = s1
;
4209 verts
[1].st
[i
][1] = t
;
4211 verts
[2].st
[i
][0] = s1
;
4212 verts
[2].st
[i
][1] = t1
;
4214 verts
[3].st
[i
][0] = s
;
4215 verts
[3].st
[i
][1] = t1
;
4218 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4221 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4223 _mesa_meta_end(ctx
);