meta: Use _mesa_CreateTextures instead of _mesa_GenTextures
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/framebuffer.h"
52 #include "main/glformats.h"
53 #include "main/image.h"
54 #include "main/macros.h"
55 #include "main/matrix.h"
56 #include "main/mipmap.h"
57 #include "main/multisample.h"
58 #include "main/objectlabel.h"
59 #include "main/pipelineobj.h"
60 #include "main/pixel.h"
61 #include "main/pbo.h"
62 #include "main/polygon.h"
63 #include "main/queryobj.h"
64 #include "main/readpix.h"
65 #include "main/renderbuffer.h"
66 #include "main/scissor.h"
67 #include "main/shaderapi.h"
68 #include "main/shaderobj.h"
69 #include "main/state.h"
70 #include "main/stencil.h"
71 #include "main/texobj.h"
72 #include "main/texenv.h"
73 #include "main/texgetimage.h"
74 #include "main/teximage.h"
75 #include "main/texparam.h"
76 #include "main/texstate.h"
77 #include "main/texstore.h"
78 #include "main/transformfeedback.h"
79 #include "main/uniforms.h"
80 #include "main/varray.h"
81 #include "main/viewport.h"
82 #include "main/samplerobj.h"
83 #include "program/program.h"
84 #include "swrast/swrast.h"
85 #include "drivers/common/meta.h"
86 #include "main/enums.h"
87 #include "main/glformats.h"
88 #include "util/bitscan.h"
89 #include "util/ralloc.h"
90 #include "compiler/nir/nir.h"
91
92 /** Return offset in bytes of the field within a vertex struct */
93 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
94
95 static void
96 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
97
98 static struct blit_shader *
99 choose_blit_shader(GLenum target, struct blit_shader_table *table);
100
101 static void cleanup_temp_texture(struct temp_texture *tex);
102 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
103 struct clear_state *clear);
104 static void meta_decompress_cleanup(struct gl_context *ctx,
105 struct decompress_state *decompress);
106 static void meta_drawpix_cleanup(struct gl_context *ctx,
107 struct drawpix_state *drawpix);
108
109 void
110 _mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
111 struct gl_framebuffer *fb,
112 GLenum attachment,
113 struct gl_texture_image *texImage,
114 GLuint layer)
115 {
116 struct gl_texture_object *texObj = texImage->TexObject;
117 int level = texImage->Level;
118 const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP
119 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face
120 : texObj->Target;
121
122 struct gl_renderbuffer_attachment *att =
123 _mesa_get_and_validate_attachment(ctx, fb, attachment, __func__);
124 assert(att);
125
126 _mesa_framebuffer_texture(ctx, fb, attachment, att, texObj, texTarget,
127 level, layer, false);
128 }
129
130 static struct gl_shader *
131 meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
132 const GLcharARB *source)
133 {
134 const GLuint name = ~0;
135 struct gl_shader *sh;
136
137 sh = _mesa_new_shader(name, stage);
138 sh->Source = strdup(source);
139 sh->CompileStatus = compile_failure;
140 _mesa_compile_shader(ctx, sh);
141
142 if (!sh->CompileStatus) {
143 if (sh->InfoLog) {
144 _mesa_problem(ctx,
145 "meta program compile failed:\n%s\nsource:\n%s\n",
146 sh->InfoLog, source);
147 }
148
149 _mesa_reference_shader(ctx, &sh, NULL);
150 }
151
152 return sh;
153 }
154
155 void
156 _mesa_meta_link_program_with_debug(struct gl_context *ctx,
157 struct gl_shader_program *sh_prog)
158 {
159 _mesa_link_program(ctx, sh_prog);
160
161 if (!sh_prog->data->LinkStatus) {
162 _mesa_problem(ctx, "meta program link failed:\n%s",
163 sh_prog->data->InfoLog);
164 }
165 }
166
167 void
168 _mesa_meta_use_program(struct gl_context *ctx,
169 struct gl_shader_program *sh_prog)
170 {
171 /* Attach shader state to the binding point */
172 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
173
174 /* Update the program */
175 _mesa_use_shader_program(ctx, sh_prog);
176 }
177
178 void
179 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
180 const char *vs_source,
181 const char *fs_source,
182 const char *name,
183 struct gl_shader_program **out_sh_prog)
184 {
185 struct gl_shader_program *sh_prog;
186 const GLuint id = ~0;
187
188 sh_prog = _mesa_new_shader_program(id);
189 sh_prog->Label = strdup(name);
190 sh_prog->NumShaders = 2;
191 sh_prog->Shaders = malloc(2 * sizeof(struct gl_shader *));
192 sh_prog->Shaders[0] =
193 meta_compile_shader_with_debug(ctx, MESA_SHADER_VERTEX, vs_source);
194 sh_prog->Shaders[1] =
195 meta_compile_shader_with_debug(ctx, MESA_SHADER_FRAGMENT, fs_source);
196
197 _mesa_meta_link_program_with_debug(ctx, sh_prog);
198
199 struct gl_program *fp =
200 sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
201
202 /* texelFetch() can break GL_SKIP_DECODE_EXT, but many meta passes want
203 * to use both together; pretend that we're not using texelFetch to hack
204 * around this bad interaction. This is a bit fragile as it may break
205 * if you re-run the pass that gathers this info, but we probably won't...
206 */
207 fp->info.textures_used_by_txf = 0;
208 if (fp->nir)
209 fp->nir->info.textures_used_by_txf = 0;
210
211 _mesa_meta_use_program(ctx, sh_prog);
212
213 *out_sh_prog = sh_prog;
214 }
215
216 /**
217 * Generate a generic shader to blit from a texture to a framebuffer
218 *
219 * \param ctx Current GL context
220 * \param texTarget Texture target that will be the source of the blit
221 *
222 * \returns a handle to a shader program on success or zero on failure.
223 */
224 void
225 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
226 GLenum target,
227 bool do_depth,
228 struct blit_shader_table *table)
229 {
230 char *vs_source, *fs_source;
231 struct blit_shader *shader = choose_blit_shader(target, table);
232 const char *fs_input, *vs_preprocess, *fs_preprocess;
233 void *mem_ctx;
234
235 if (ctx->Const.GLSLVersion < 130) {
236 vs_preprocess = "";
237 fs_preprocess = "#extension GL_EXT_texture_array : enable";
238 fs_input = "varying";
239 } else {
240 vs_preprocess = "#version 130";
241 fs_preprocess = "#version 130";
242 fs_input = "in";
243 shader->func = "texture";
244 }
245
246 assert(shader != NULL);
247
248 if (shader->shader_prog != NULL) {
249 _mesa_meta_use_program(ctx, shader->shader_prog);
250 return;
251 }
252
253 mem_ctx = ralloc_context(NULL);
254
255 vs_source = ralloc_asprintf(mem_ctx,
256 "%s\n"
257 "#extension GL_ARB_explicit_attrib_location: enable\n"
258 "layout(location = 0) in vec2 position;\n"
259 "layout(location = 1) in vec4 textureCoords;\n"
260 "out vec4 texCoords;\n"
261 "void main()\n"
262 "{\n"
263 " texCoords = textureCoords;\n"
264 " gl_Position = vec4(position, 0.0, 1.0);\n"
265 "}\n",
266 vs_preprocess);
267
268 fs_source = ralloc_asprintf(mem_ctx,
269 "%s\n"
270 "#extension GL_ARB_texture_cube_map_array: enable\n"
271 "uniform %s texSampler;\n"
272 "%s vec4 texCoords;\n"
273 "void main()\n"
274 "{\n"
275 " gl_FragColor = %s(texSampler, %s);\n"
276 "%s"
277 "}\n",
278 fs_preprocess, shader->type, fs_input,
279 shader->func, shader->texcoords,
280 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
281
282 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
283 ralloc_asprintf(mem_ctx, "%s blit",
284 shader->type),
285 &shader->shader_prog);
286 ralloc_free(mem_ctx);
287 }
288
289 /**
290 * Configure vertex buffer and vertex array objects for tests
291 *
292 * Regardless of whether a new VAO is created, the object referenced by \c VAO
293 * will be bound into the GL state vector when this function terminates. The
294 * object referenced by \c VBO will \b not be bound.
295 *
296 * \param VAO Storage for vertex array object handle. If 0, a new VAO
297 * will be created.
298 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
299 * will be created. The new VBO will have storage for 4
300 * \c vertex structures.
301 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
302 * or should traditional, fixed-function color and texture
303 * coordinate be used?
304 * \param vertex_size Number of components for attribute 0 / vertex.
305 * \param texcoord_size Number of components for attribute 1 / texture
306 * coordinate. If this is 0, attribute 1 will not be set or
307 * enabled.
308 * \param color_size Number of components for attribute 1 / primary color.
309 * If this is 0, attribute 1 will not be set or enabled.
310 *
311 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
312 * Use \c texcoord_size instead.
313 */
314 void
315 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
316 GLuint *VAO, struct gl_buffer_object **buf_obj,
317 bool use_generic_attributes,
318 unsigned vertex_size, unsigned texcoord_size,
319 unsigned color_size)
320 {
321 if (*VAO == 0) {
322 struct gl_vertex_array_object *array_obj;
323 assert(*buf_obj == NULL);
324
325 /* create vertex array object */
326 _mesa_GenVertexArrays(1, VAO);
327 _mesa_BindVertexArray(*VAO);
328
329 array_obj = _mesa_lookup_vao(ctx, *VAO);
330 assert(array_obj != NULL);
331
332 /* create vertex array buffer */
333 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
334 if (*buf_obj == NULL)
335 return;
336
337 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
338 GL_DYNAMIC_DRAW, __func__);
339
340 /* setup vertex arrays */
341 FLUSH_VERTICES(ctx, 0);
342 if (use_generic_attributes) {
343 assert(color_size == 0);
344
345 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
346 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
347 GL_FALSE, GL_FALSE,
348 offsetof(struct vertex, x));
349 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
350 *buf_obj, 0, sizeof(struct vertex));
351 _mesa_enable_vertex_array_attrib(ctx, array_obj,
352 VERT_ATTRIB_GENERIC(0));
353 if (texcoord_size > 0) {
354 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
355 texcoord_size, GL_FLOAT, GL_RGBA,
356 GL_FALSE, GL_FALSE, GL_FALSE,
357 offsetof(struct vertex, tex));
358 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
359 *buf_obj, 0, sizeof(struct vertex));
360 _mesa_enable_vertex_array_attrib(ctx, array_obj,
361 VERT_ATTRIB_GENERIC(1));
362 }
363 } else {
364 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
365 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
366 GL_FALSE, GL_FALSE,
367 offsetof(struct vertex, x));
368 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
369 *buf_obj, 0, sizeof(struct vertex));
370 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
371
372 if (texcoord_size > 0) {
373 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
374 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
375 GL_FALSE, GL_FALSE,
376 offsetof(struct vertex, tex));
377 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
378 *buf_obj, 0, sizeof(struct vertex));
379 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
380 }
381
382 if (color_size > 0) {
383 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
384 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
385 GL_FALSE, GL_FALSE,
386 offsetof(struct vertex, r));
387 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
388 *buf_obj, 0, sizeof(struct vertex));
389 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
390 }
391 }
392 } else {
393 _mesa_BindVertexArray(*VAO);
394 }
395 }
396
397 /**
398 * Initialize meta-ops for a context.
399 * To be called once during context creation.
400 */
401 void
402 _mesa_meta_init(struct gl_context *ctx)
403 {
404 assert(!ctx->Meta);
405
406 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
407 }
408
409 /**
410 * Free context meta-op state.
411 * To be called once during context destruction.
412 */
413 void
414 _mesa_meta_free(struct gl_context *ctx)
415 {
416 GET_CURRENT_CONTEXT(old_context);
417 _mesa_make_current(ctx, NULL, NULL);
418 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
419 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
420 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
421 cleanup_temp_texture(&ctx->Meta->TempTex);
422 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
423 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
424 if (old_context)
425 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
426 else
427 _mesa_make_current(NULL, NULL, NULL);
428 free(ctx->Meta);
429 ctx->Meta = NULL;
430 }
431
432
433 /**
434 * Enter meta state. This is like a light-weight version of glPushAttrib
435 * but it also resets most GL state back to default values.
436 *
437 * \param state bitmask of MESA_META_* flags indicating which attribute groups
438 * to save and reset to their defaults
439 */
440 void
441 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
442 {
443 struct save_state *save;
444
445 /* hope MAX_META_OPS_DEPTH is large enough */
446 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
447
448 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
449 memset(save, 0, sizeof(*save));
450 save->SavedState = state;
451
452 /* We always push into desktop GL mode and pop out at the end. No sense in
453 * writing our shaders varying based on the user's context choice, when
454 * Mesa can handle either.
455 */
456 save->API = ctx->API;
457 ctx->API = API_OPENGL_COMPAT;
458
459 /* Mesa's extension helper functions use the current context's API to look up
460 * the version required by an extension as a step in determining whether or
461 * not it has been advertised. Since meta aims to only be restricted by the
462 * driver capability (and not by whether or not an extension has been
463 * advertised), set the helper functions' Version variable to a value that
464 * will make the checks on the context API and version unconditionally pass.
465 */
466 save->ExtensionsVersion = ctx->Extensions.Version;
467 ctx->Extensions.Version = ~0;
468
469 /* Pausing transform feedback needs to be done early, or else we won't be
470 * able to change other state.
471 */
472 save->TransformFeedbackNeedsResume =
473 _mesa_is_xfb_active_and_unpaused(ctx);
474 if (save->TransformFeedbackNeedsResume)
475 _mesa_PauseTransformFeedback();
476
477 /* After saving the current occlusion object, call EndQuery so that no
478 * occlusion querying will be active during the meta-operation.
479 */
480 if (state & MESA_META_OCCLUSION_QUERY) {
481 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
482 if (save->CurrentOcclusionObject)
483 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
484 }
485
486 if (state & MESA_META_ALPHA_TEST) {
487 save->AlphaEnabled = ctx->Color.AlphaEnabled;
488 save->AlphaFunc = ctx->Color.AlphaFunc;
489 save->AlphaRef = ctx->Color.AlphaRef;
490 if (ctx->Color.AlphaEnabled)
491 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
492 }
493
494 if (state & MESA_META_BLEND) {
495 save->BlendEnabled = ctx->Color.BlendEnabled;
496 if (ctx->Color.BlendEnabled) {
497 if (ctx->Extensions.EXT_draw_buffers2) {
498 GLuint i;
499 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
500 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
501 }
502 }
503 else {
504 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
505 }
506 }
507 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
508 if (ctx->Color.ColorLogicOpEnabled)
509 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
510 }
511
512 if (state & MESA_META_DITHER) {
513 save->DitherFlag = ctx->Color.DitherFlag;
514 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
515 }
516
517 if (state & MESA_META_COLOR_MASK) {
518 memcpy(save->ColorMask, ctx->Color.ColorMask,
519 sizeof(ctx->Color.ColorMask));
520 }
521
522 if (state & MESA_META_DEPTH_TEST) {
523 save->Depth = ctx->Depth; /* struct copy */
524 if (ctx->Depth.Test)
525 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
526 }
527
528 if (state & MESA_META_FOG) {
529 save->Fog = ctx->Fog.Enabled;
530 if (ctx->Fog.Enabled)
531 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
532 }
533
534 if (state & MESA_META_PIXEL_STORE) {
535 save->Pack = ctx->Pack;
536 save->Unpack = ctx->Unpack;
537 ctx->Pack = ctx->DefaultPacking;
538 ctx->Unpack = ctx->DefaultPacking;
539 }
540
541 if (state & MESA_META_PIXEL_TRANSFER) {
542 save->RedScale = ctx->Pixel.RedScale;
543 save->RedBias = ctx->Pixel.RedBias;
544 save->GreenScale = ctx->Pixel.GreenScale;
545 save->GreenBias = ctx->Pixel.GreenBias;
546 save->BlueScale = ctx->Pixel.BlueScale;
547 save->BlueBias = ctx->Pixel.BlueBias;
548 save->AlphaScale = ctx->Pixel.AlphaScale;
549 save->AlphaBias = ctx->Pixel.AlphaBias;
550 save->MapColorFlag = ctx->Pixel.MapColorFlag;
551 ctx->Pixel.RedScale = 1.0F;
552 ctx->Pixel.RedBias = 0.0F;
553 ctx->Pixel.GreenScale = 1.0F;
554 ctx->Pixel.GreenBias = 0.0F;
555 ctx->Pixel.BlueScale = 1.0F;
556 ctx->Pixel.BlueBias = 0.0F;
557 ctx->Pixel.AlphaScale = 1.0F;
558 ctx->Pixel.AlphaBias = 0.0F;
559 ctx->Pixel.MapColorFlag = GL_FALSE;
560 /* XXX more state */
561 ctx->NewState |=_NEW_PIXEL;
562 }
563
564 if (state & MESA_META_RASTERIZATION) {
565 save->FrontPolygonMode = ctx->Polygon.FrontMode;
566 save->BackPolygonMode = ctx->Polygon.BackMode;
567 save->PolygonOffset = ctx->Polygon.OffsetFill;
568 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
569 save->PolygonStipple = ctx->Polygon.StippleFlag;
570 save->PolygonCull = ctx->Polygon.CullFlag;
571 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
572 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
573 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
574 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
575 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
576 }
577
578 if (state & MESA_META_SCISSOR) {
579 save->Scissor = ctx->Scissor; /* struct copy */
580 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
581 }
582
583 if (state & MESA_META_SHADER) {
584 int i;
585
586 if (ctx->Extensions.ARB_vertex_program) {
587 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
588 _mesa_reference_program(ctx, &save->VertexProgram,
589 ctx->VertexProgram.Current);
590 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
591 }
592
593 if (ctx->Extensions.ARB_fragment_program) {
594 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
595 _mesa_reference_program(ctx, &save->FragmentProgram,
596 ctx->FragmentProgram.Current);
597 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
598 }
599
600 if (ctx->Extensions.ATI_fragment_shader) {
601 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
602 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
603 }
604
605 if (ctx->Pipeline.Current) {
606 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
607 ctx->Pipeline.Current);
608 _mesa_BindProgramPipeline(0);
609 }
610
611 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
612 * that we don't have to worry about the current pipeline state.
613 */
614 for (i = 0; i < MESA_SHADER_STAGES; i++) {
615 _mesa_reference_program(ctx, &save->Program[i],
616 ctx->Shader.CurrentProgram[i]);
617 }
618 _mesa_reference_shader_program(ctx, &save->ActiveShader,
619 ctx->Shader.ActiveProgram);
620
621 _mesa_UseProgram(0);
622 }
623
624 if (state & MESA_META_STENCIL_TEST) {
625 save->Stencil = ctx->Stencil; /* struct copy */
626 if (ctx->Stencil.Enabled)
627 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
628 /* NOTE: other stencil state not reset */
629 }
630
631 if (state & MESA_META_TEXTURE) {
632 GLuint u, tgt;
633
634 save->ActiveUnit = ctx->Texture.CurrentUnit;
635 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
636
637 /* Disable all texture units */
638 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
639 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
640 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
641 if (ctx->Texture.Unit[u].Enabled ||
642 ctx->Texture.Unit[u].TexGenEnabled) {
643 _mesa_ActiveTexture(GL_TEXTURE0 + u);
644 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
645 if (ctx->Extensions.ARB_texture_cube_map)
646 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
647
648 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
649 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
650 if (ctx->Extensions.NV_texture_rectangle)
651 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
652 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
653 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
654 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
655 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
656 }
657 }
658
659 /* save current texture objects for unit[0] only */
660 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
661 _mesa_reference_texobj(&save->CurrentTexture[tgt],
662 ctx->Texture.Unit[0].CurrentTex[tgt]);
663 }
664
665 /* set defaults for unit[0] */
666 _mesa_ActiveTexture(GL_TEXTURE0);
667 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
668 }
669
670 if (state & MESA_META_TRANSFORM) {
671 GLuint activeTexture = ctx->Texture.CurrentUnit;
672 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
673 16 * sizeof(GLfloat));
674 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
675 16 * sizeof(GLfloat));
676 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
677 16 * sizeof(GLfloat));
678 save->MatrixMode = ctx->Transform.MatrixMode;
679 /* set 1:1 vertex:pixel coordinate transform */
680 _mesa_ActiveTexture(GL_TEXTURE0);
681 _mesa_MatrixMode(GL_TEXTURE);
682 _mesa_LoadIdentity();
683 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
684 _mesa_MatrixMode(GL_MODELVIEW);
685 _mesa_LoadIdentity();
686 _mesa_MatrixMode(GL_PROJECTION);
687 _mesa_LoadIdentity();
688
689 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
690 * This can occur when there is no draw buffer.
691 */
692 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
693 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
694 0.0, ctx->DrawBuffer->Height,
695 -1.0, 1.0);
696
697 if (ctx->Extensions.ARB_clip_control) {
698 save->ClipOrigin = ctx->Transform.ClipOrigin;
699 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
700 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
701 }
702 }
703
704 if (state & MESA_META_CLIP) {
705 GLbitfield mask;
706 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
707 mask = ctx->Transform.ClipPlanesEnabled;
708 while (mask) {
709 const int i = u_bit_scan(&mask);
710 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
711 }
712 }
713
714 if (state & MESA_META_VERTEX) {
715 /* save vertex array object state */
716 _mesa_reference_vao(ctx, &save->VAO,
717 ctx->Array.VAO);
718 /* set some default state? */
719 }
720
721 if (state & MESA_META_VIEWPORT) {
722 /* save viewport state */
723 save->ViewportX = ctx->ViewportArray[0].X;
724 save->ViewportY = ctx->ViewportArray[0].Y;
725 save->ViewportW = ctx->ViewportArray[0].Width;
726 save->ViewportH = ctx->ViewportArray[0].Height;
727 /* set viewport to match window size */
728 if (ctx->ViewportArray[0].X != 0 ||
729 ctx->ViewportArray[0].Y != 0 ||
730 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
731 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
732 _mesa_set_viewport(ctx, 0, 0, 0,
733 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
734 }
735 /* save depth range state */
736 save->DepthNear = ctx->ViewportArray[0].Near;
737 save->DepthFar = ctx->ViewportArray[0].Far;
738 /* set depth range to default */
739 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
740 }
741
742 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
743 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
744
745 /* Generally in here we want to do clamping according to whether
746 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
747 * regardless of the internal implementation of the metaops.
748 */
749 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
750 ctx->Extensions.ARB_color_buffer_float)
751 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
752 }
753
754 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
755 save->ClampVertexColor = ctx->Light.ClampVertexColor;
756
757 /* Generally in here we never want vertex color clamping --
758 * result clamping is only dependent on fragment clamping.
759 */
760 if (ctx->Extensions.ARB_color_buffer_float)
761 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
762 }
763
764 if (state & MESA_META_CONDITIONAL_RENDER) {
765 save->CondRenderQuery = ctx->Query.CondRenderQuery;
766 save->CondRenderMode = ctx->Query.CondRenderMode;
767
768 if (ctx->Query.CondRenderQuery)
769 _mesa_EndConditionalRender();
770 }
771
772 if (state & MESA_META_SELECT_FEEDBACK) {
773 save->RenderMode = ctx->RenderMode;
774 if (ctx->RenderMode == GL_SELECT) {
775 save->Select = ctx->Select; /* struct copy */
776 _mesa_RenderMode(GL_RENDER);
777 } else if (ctx->RenderMode == GL_FEEDBACK) {
778 save->Feedback = ctx->Feedback; /* struct copy */
779 _mesa_RenderMode(GL_RENDER);
780 }
781 }
782
783 if (state & MESA_META_MULTISAMPLE) {
784 save->Multisample = ctx->Multisample; /* struct copy */
785
786 if (ctx->Multisample.Enabled)
787 _mesa_set_multisample(ctx, GL_FALSE);
788 if (ctx->Multisample.SampleCoverage)
789 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
790 if (ctx->Multisample.SampleAlphaToCoverage)
791 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
792 if (ctx->Multisample.SampleAlphaToOne)
793 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
794 if (ctx->Multisample.SampleShading)
795 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
796 if (ctx->Multisample.SampleMask)
797 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
798 }
799
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);
804 }
805
806 if (state & MESA_META_DRAW_BUFFERS) {
807 struct gl_framebuffer *fb = ctx->DrawBuffer;
808 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
809 sizeof(save->ColorDrawBuffers));
810 }
811
812 /* misc */
813 {
814 save->Lighting = ctx->Light.Enabled;
815 if (ctx->Light.Enabled)
816 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
817 save->RasterDiscard = ctx->RasterDiscard;
818 if (ctx->RasterDiscard)
819 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
820
821 _mesa_reference_framebuffer(&save->DrawBuffer, ctx->DrawBuffer);
822 _mesa_reference_framebuffer(&save->ReadBuffer, ctx->ReadBuffer);
823 }
824 }
825
826
827 /**
828 * Leave meta state. This is like a light-weight version of glPopAttrib().
829 */
830 void
831 _mesa_meta_end(struct gl_context *ctx)
832 {
833 assert(ctx->Meta->SaveStackDepth > 0);
834
835 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
836 const GLbitfield state = save->SavedState;
837 int i;
838
839 /* Grab the result of the old occlusion query before starting it again. The
840 * old result is added to the result of the new query so the driver will
841 * continue adding where it left off. */
842 if (state & MESA_META_OCCLUSION_QUERY) {
843 if (save->CurrentOcclusionObject) {
844 struct gl_query_object *q = save->CurrentOcclusionObject;
845 GLuint64EXT result;
846 if (!q->Ready)
847 ctx->Driver.WaitQuery(ctx, q);
848 result = q->Result;
849 _mesa_BeginQuery(q->Target, q->Id);
850 ctx->Query.CurrentOcclusionObject->Result += result;
851 }
852 }
853
854 if (state & MESA_META_ALPHA_TEST) {
855 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
856 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
857 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
858 }
859
860 if (state & MESA_META_BLEND) {
861 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
862 if (ctx->Extensions.EXT_draw_buffers2) {
863 GLuint i;
864 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
865 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
866 }
867 }
868 else {
869 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
870 }
871 }
872 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
873 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
874 }
875
876 if (state & MESA_META_DITHER)
877 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
878
879 if (state & MESA_META_COLOR_MASK) {
880 GLuint i;
881 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
882 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
883 if (i == 0) {
884 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
885 save->ColorMask[i][2], save->ColorMask[i][3]);
886 }
887 else {
888 _mesa_ColorMaski(i,
889 save->ColorMask[i][0],
890 save->ColorMask[i][1],
891 save->ColorMask[i][2],
892 save->ColorMask[i][3]);
893 }
894 }
895 }
896 }
897
898 if (state & MESA_META_DEPTH_TEST) {
899 if (ctx->Depth.Test != save->Depth.Test)
900 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
901 _mesa_DepthFunc(save->Depth.Func);
902 _mesa_DepthMask(save->Depth.Mask);
903 }
904
905 if (state & MESA_META_FOG) {
906 _mesa_set_enable(ctx, GL_FOG, save->Fog);
907 }
908
909 if (state & MESA_META_PIXEL_STORE) {
910 ctx->Pack = save->Pack;
911 ctx->Unpack = save->Unpack;
912 }
913
914 if (state & MESA_META_PIXEL_TRANSFER) {
915 ctx->Pixel.RedScale = save->RedScale;
916 ctx->Pixel.RedBias = save->RedBias;
917 ctx->Pixel.GreenScale = save->GreenScale;
918 ctx->Pixel.GreenBias = save->GreenBias;
919 ctx->Pixel.BlueScale = save->BlueScale;
920 ctx->Pixel.BlueBias = save->BlueBias;
921 ctx->Pixel.AlphaScale = save->AlphaScale;
922 ctx->Pixel.AlphaBias = save->AlphaBias;
923 ctx->Pixel.MapColorFlag = save->MapColorFlag;
924 /* XXX more state */
925 ctx->NewState |=_NEW_PIXEL;
926 }
927
928 if (state & MESA_META_RASTERIZATION) {
929 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
930 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
931 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
932 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
933 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
934 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
935 }
936
937 if (state & MESA_META_SCISSOR) {
938 unsigned i;
939
940 for (i = 0; i < ctx->Const.MaxViewports; i++) {
941 _mesa_set_scissor(ctx, i,
942 save->Scissor.ScissorArray[i].X,
943 save->Scissor.ScissorArray[i].Y,
944 save->Scissor.ScissorArray[i].Width,
945 save->Scissor.ScissorArray[i].Height);
946 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
947 (save->Scissor.EnableFlags >> i) & 1);
948 }
949 }
950
951 if (state & MESA_META_SHADER) {
952 bool any_shader;
953
954 if (ctx->Extensions.ARB_vertex_program) {
955 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
956 save->VertexProgramEnabled);
957 _mesa_reference_program(ctx, &ctx->VertexProgram.Current,
958 save->VertexProgram);
959 _mesa_reference_program(ctx, &save->VertexProgram, NULL);
960 }
961
962 if (ctx->Extensions.ARB_fragment_program) {
963 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
964 save->FragmentProgramEnabled);
965 _mesa_reference_program(ctx, &ctx->FragmentProgram.Current,
966 save->FragmentProgram);
967 _mesa_reference_program(ctx, &save->FragmentProgram, NULL);
968 }
969
970 if (ctx->Extensions.ATI_fragment_shader) {
971 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
972 save->ATIFragmentShaderEnabled);
973 }
974
975 any_shader = false;
976 for (i = 0; i < MESA_SHADER_STAGES; i++) {
977 /* It is safe to call _mesa_use_program even if the extension
978 * necessary for that program state is not supported. In that case,
979 * the saved program object must be NULL and the currently bound
980 * program object must be NULL. _mesa_use_program is a no-op
981 * in that case.
982 */
983 _mesa_use_program(ctx, i, NULL, save->Program[i], &ctx->Shader);
984
985 /* Do this *before* killing the reference. :)
986 */
987 if (save->Program[i] != NULL)
988 any_shader = true;
989
990 _mesa_reference_program(ctx, &save->Program[i], NULL);
991 }
992
993 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
994 save->ActiveShader);
995 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
996
997 /* If there were any stages set with programs, use ctx->Shader as the
998 * current shader state. Otherwise, use Pipeline.Default. The pipeline
999 * hasn't been restored yet, and that may modify ctx->_Shader further.
1000 */
1001 if (any_shader)
1002 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1003 &ctx->Shader);
1004 else
1005 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1006 ctx->Pipeline.Default);
1007
1008 if (save->Pipeline) {
1009 _mesa_bind_pipeline(ctx, save->Pipeline);
1010
1011 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1012 }
1013 }
1014
1015 if (state & MESA_META_STENCIL_TEST) {
1016 const struct gl_stencil_attrib *stencil = &save->Stencil;
1017
1018 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1019 _mesa_ClearStencil(stencil->Clear);
1020 if (ctx->Extensions.EXT_stencil_two_side) {
1021 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1022 stencil->TestTwoSide);
1023 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1024 ? GL_BACK : GL_FRONT);
1025 }
1026 /* front state */
1027 _mesa_StencilFuncSeparate(GL_FRONT,
1028 stencil->Function[0],
1029 stencil->Ref[0],
1030 stencil->ValueMask[0]);
1031 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1032 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1033 stencil->ZFailFunc[0],
1034 stencil->ZPassFunc[0]);
1035 /* back state */
1036 _mesa_StencilFuncSeparate(GL_BACK,
1037 stencil->Function[1],
1038 stencil->Ref[1],
1039 stencil->ValueMask[1]);
1040 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1041 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1042 stencil->ZFailFunc[1],
1043 stencil->ZPassFunc[1]);
1044 }
1045
1046 if (state & MESA_META_TEXTURE) {
1047 GLuint u, tgt;
1048
1049 assert(ctx->Texture.CurrentUnit == 0);
1050
1051 /* restore texenv for unit[0] */
1052 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1053
1054 /* restore texture objects for unit[0] only */
1055 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1056 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1057 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1058 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1059 save->CurrentTexture[tgt]);
1060 }
1061 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1062 }
1063
1064 /* Restore fixed function texture enables, texgen */
1065 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1066 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1067 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1068 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1069 }
1070
1071 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1072 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1073 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1074 }
1075 }
1076
1077 /* restore current unit state */
1078 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1079 }
1080
1081 if (state & MESA_META_TRANSFORM) {
1082 GLuint activeTexture = ctx->Texture.CurrentUnit;
1083 _mesa_ActiveTexture(GL_TEXTURE0);
1084 _mesa_MatrixMode(GL_TEXTURE);
1085 _mesa_LoadMatrixf(save->TextureMatrix);
1086 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1087
1088 _mesa_MatrixMode(GL_MODELVIEW);
1089 _mesa_LoadMatrixf(save->ModelviewMatrix);
1090
1091 _mesa_MatrixMode(GL_PROJECTION);
1092 _mesa_LoadMatrixf(save->ProjectionMatrix);
1093
1094 _mesa_MatrixMode(save->MatrixMode);
1095
1096 if (ctx->Extensions.ARB_clip_control)
1097 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1098 }
1099
1100 if (state & MESA_META_CLIP) {
1101 GLbitfield mask = save->ClipPlanesEnabled;
1102 while (mask) {
1103 const int i = u_bit_scan(&mask);
1104 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1105 }
1106 }
1107
1108 if (state & MESA_META_VERTEX) {
1109 /* restore vertex array object */
1110 _mesa_BindVertexArray(save->VAO->Name);
1111 _mesa_reference_vao(ctx, &save->VAO, NULL);
1112 }
1113
1114 if (state & MESA_META_VIEWPORT) {
1115 if (save->ViewportX != ctx->ViewportArray[0].X ||
1116 save->ViewportY != ctx->ViewportArray[0].Y ||
1117 save->ViewportW != ctx->ViewportArray[0].Width ||
1118 save->ViewportH != ctx->ViewportArray[0].Height) {
1119 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1120 save->ViewportW, save->ViewportH);
1121 }
1122 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1123 }
1124
1125 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1126 ctx->Extensions.ARB_color_buffer_float) {
1127 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1128 }
1129
1130 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1131 ctx->Extensions.ARB_color_buffer_float) {
1132 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1133 }
1134
1135 if (state & MESA_META_CONDITIONAL_RENDER) {
1136 if (save->CondRenderQuery)
1137 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1138 save->CondRenderMode);
1139 }
1140
1141 if (state & MESA_META_SELECT_FEEDBACK) {
1142 if (save->RenderMode == GL_SELECT) {
1143 _mesa_RenderMode(GL_SELECT);
1144 ctx->Select = save->Select;
1145 } else if (save->RenderMode == GL_FEEDBACK) {
1146 _mesa_RenderMode(GL_FEEDBACK);
1147 ctx->Feedback = save->Feedback;
1148 }
1149 }
1150
1151 if (state & MESA_META_MULTISAMPLE) {
1152 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1153 struct gl_multisample_attrib *save_ms = &save->Multisample;
1154
1155 if (ctx_ms->Enabled != save_ms->Enabled)
1156 _mesa_set_multisample(ctx, save_ms->Enabled);
1157 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1158 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1159 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1160 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1161 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1162 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1163 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1164 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1165 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1166 save_ms->SampleCoverageInvert);
1167 }
1168 if (ctx_ms->SampleShading != save_ms->SampleShading)
1169 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1170 if (ctx_ms->SampleMask != save_ms->SampleMask)
1171 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1172 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1173 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1174 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1175 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1176 }
1177
1178 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1179 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1180 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1181 }
1182
1183 /* misc */
1184 if (save->Lighting) {
1185 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1186 }
1187 if (save->RasterDiscard) {
1188 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1189 }
1190 if (save->TransformFeedbackNeedsResume)
1191 _mesa_ResumeTransformFeedback();
1192
1193 _mesa_bind_framebuffers(ctx, save->DrawBuffer, save->ReadBuffer);
1194 _mesa_reference_framebuffer(&save->DrawBuffer, NULL);
1195 _mesa_reference_framebuffer(&save->ReadBuffer, NULL);
1196
1197 if (state & MESA_META_DRAW_BUFFERS) {
1198 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1199 save->ColorDrawBuffers, NULL);
1200 }
1201
1202 ctx->Meta->SaveStackDepth--;
1203
1204 ctx->API = save->API;
1205 ctx->Extensions.Version = save->ExtensionsVersion;
1206 }
1207
1208
1209 /**
1210 * Convert Z from a normalized value in the range [0, 1] to an object-space
1211 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1212 * default/identity ortho projection results in the original Z value.
1213 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1214 * value comes from the clear value or raster position.
1215 */
1216 static inline GLfloat
1217 invert_z(GLfloat normZ)
1218 {
1219 GLfloat objZ = 1.0f - 2.0f * normZ;
1220 return objZ;
1221 }
1222
1223
1224 /**
1225 * One-time init for a temp_texture object.
1226 * Choose tex target, compute max tex size, etc.
1227 */
1228 static void
1229 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1230 {
1231 GLuint texObj;
1232
1233 /* prefer texture rectangle */
1234 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1235 tex->Target = GL_TEXTURE_RECTANGLE;
1236 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1237 tex->NPOT = GL_TRUE;
1238 }
1239 else {
1240 /* use 2D texture, NPOT if possible */
1241 tex->Target = GL_TEXTURE_2D;
1242 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1243 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1244 }
1245 tex->MinSize = 16; /* 16 x 16 at least */
1246 assert(tex->MaxSize > 0);
1247
1248 _mesa_CreateTextures(tex->Target, 1, &texObj);
1249 tex->tex_obj = NULL;
1250
1251 if (texObj == 0)
1252 return;
1253
1254 tex->tex_obj = _mesa_lookup_texture(ctx, texObj);
1255 }
1256
1257 static void
1258 cleanup_temp_texture(struct temp_texture *tex)
1259 {
1260 if (tex->tex_obj == NULL)
1261 return;
1262 _mesa_DeleteTextures(1, &tex->tex_obj->Name);
1263 tex->tex_obj = NULL;
1264 }
1265
1266
1267 /**
1268 * Return pointer to temp_texture info for non-bitmap ops.
1269 * This does some one-time init if needed.
1270 */
1271 struct temp_texture *
1272 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1273 {
1274 struct temp_texture *tex = &ctx->Meta->TempTex;
1275
1276 if (tex->tex_obj == NULL) {
1277 init_temp_texture(ctx, tex);
1278 }
1279
1280 return tex;
1281 }
1282
1283
1284 /**
1285 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1286 * We use a separate texture for bitmaps to reduce texture
1287 * allocation/deallocation.
1288 */
1289 static struct temp_texture *
1290 get_bitmap_temp_texture(struct gl_context *ctx)
1291 {
1292 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1293
1294 if (tex->tex_obj == NULL) {
1295 init_temp_texture(ctx, tex);
1296 }
1297
1298 return tex;
1299 }
1300
1301 /**
1302 * Return pointer to depth temp_texture.
1303 * This does some one-time init if needed.
1304 */
1305 struct temp_texture *
1306 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1307 {
1308 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1309
1310 if (tex->tex_obj == NULL) {
1311 init_temp_texture(ctx, tex);
1312 }
1313
1314 return tex;
1315 }
1316
1317 /**
1318 * Compute the width/height of texture needed to draw an image of the
1319 * given size. Return a flag indicating whether the current texture
1320 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1321 * allocated (glTexImage2D).
1322 * Also, compute s/t texcoords for drawing.
1323 *
1324 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1325 */
1326 GLboolean
1327 _mesa_meta_alloc_texture(struct temp_texture *tex,
1328 GLsizei width, GLsizei height, GLenum intFormat)
1329 {
1330 GLboolean newTex = GL_FALSE;
1331
1332 assert(width <= tex->MaxSize);
1333 assert(height <= tex->MaxSize);
1334
1335 if (width > tex->Width ||
1336 height > tex->Height ||
1337 intFormat != tex->IntFormat) {
1338 /* alloc new texture (larger or different format) */
1339
1340 if (tex->NPOT) {
1341 /* use non-power of two size */
1342 tex->Width = MAX2(tex->MinSize, width);
1343 tex->Height = MAX2(tex->MinSize, height);
1344 }
1345 else {
1346 /* find power of two size */
1347 GLsizei w, h;
1348 w = h = tex->MinSize;
1349 while (w < width)
1350 w *= 2;
1351 while (h < height)
1352 h *= 2;
1353 tex->Width = w;
1354 tex->Height = h;
1355 }
1356
1357 tex->IntFormat = intFormat;
1358
1359 newTex = GL_TRUE;
1360 }
1361
1362 /* compute texcoords */
1363 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1364 tex->Sright = (GLfloat) width;
1365 tex->Ttop = (GLfloat) height;
1366 }
1367 else {
1368 tex->Sright = (GLfloat) width / tex->Width;
1369 tex->Ttop = (GLfloat) height / tex->Height;
1370 }
1371
1372 return newTex;
1373 }
1374
1375
1376 /**
1377 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1378 */
1379 void
1380 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1381 struct temp_texture *tex,
1382 GLint srcX, GLint srcY,
1383 GLsizei width, GLsizei height,
1384 GLenum intFormat,
1385 GLenum filter)
1386 {
1387 bool newTex;
1388
1389 _mesa_BindTexture(tex->Target, tex->tex_obj->Name);
1390 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER,
1391 (GLint *) &filter, false);
1392 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER,
1393 (GLint *) &filter, false);
1394 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1395
1396 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1397
1398 /* copy framebuffer image to texture */
1399 if (newTex) {
1400 /* create new tex image */
1401 if (tex->Width == width && tex->Height == height) {
1402 /* create new tex with framebuffer data */
1403 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1404 srcX, srcY, width, height, 0);
1405 }
1406 else {
1407 /* create empty texture */
1408 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1409 tex->Width, tex->Height, 0,
1410 intFormat, GL_UNSIGNED_BYTE, NULL);
1411 /* load image */
1412 _mesa_CopyTexSubImage2D(tex->Target, 0,
1413 0, 0, srcX, srcY, width, height);
1414 }
1415 }
1416 else {
1417 /* replace existing tex image */
1418 _mesa_CopyTexSubImage2D(tex->Target, 0,
1419 0, 0, srcX, srcY, width, height);
1420 }
1421 }
1422
1423
1424 /**
1425 * Setup/load texture for glDrawPixels.
1426 */
1427 void
1428 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1429 struct temp_texture *tex,
1430 GLboolean newTex,
1431 GLsizei width, GLsizei height,
1432 GLenum format, GLenum type,
1433 const GLvoid *pixels)
1434 {
1435 /* GLint so the compiler won't complain about type signedness mismatch in
1436 * the call to _mesa_texture_parameteriv below.
1437 */
1438 static const GLint filter = GL_NEAREST;
1439
1440 _mesa_BindTexture(tex->Target, tex->tex_obj->Name);
1441 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER, &filter,
1442 false);
1443 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER, &filter,
1444 false);
1445 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1446
1447 /* copy pixel data to texture */
1448 if (newTex) {
1449 /* create new tex image */
1450 if (tex->Width == width && tex->Height == height) {
1451 /* create new tex and load image data */
1452 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1453 tex->Width, tex->Height, 0, format, type, pixels);
1454 }
1455 else {
1456 struct gl_buffer_object *save_unpack_obj = NULL;
1457
1458 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1459 ctx->Unpack.BufferObj);
1460 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1461 /* create empty texture */
1462 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1463 tex->Width, tex->Height, 0, format, type, NULL);
1464 if (save_unpack_obj != NULL)
1465 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1466 save_unpack_obj->Name);
1467 /* load image */
1468 _mesa_TexSubImage2D(tex->Target, 0,
1469 0, 0, width, height, format, type, pixels);
1470 }
1471 }
1472 else {
1473 /* replace existing tex image */
1474 _mesa_TexSubImage2D(tex->Target, 0,
1475 0, 0, width, height, format, type, pixels);
1476 }
1477 }
1478
1479 void
1480 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1481 GLuint *VAO, struct gl_buffer_object **buf_obj,
1482 unsigned texcoord_size)
1483 {
1484 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1485 0);
1486
1487 /* setup projection matrix */
1488 _mesa_MatrixMode(GL_PROJECTION);
1489 _mesa_LoadIdentity();
1490 }
1491
1492 /**
1493 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1494 */
1495 void
1496 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1497 {
1498 meta_clear(ctx, buffers, false);
1499 }
1500
1501 void
1502 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1503 {
1504 meta_clear(ctx, buffers, true);
1505 }
1506
1507 static void
1508 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1509 {
1510 const char *vs_source =
1511 "#extension GL_AMD_vertex_shader_layer : enable\n"
1512 "#extension GL_ARB_draw_instanced : enable\n"
1513 "#extension GL_ARB_explicit_attrib_location :enable\n"
1514 "layout(location = 0) in vec4 position;\n"
1515 "void main()\n"
1516 "{\n"
1517 "#ifdef GL_AMD_vertex_shader_layer\n"
1518 " gl_Layer = gl_InstanceID;\n"
1519 "#endif\n"
1520 " gl_Position = position;\n"
1521 "}\n";
1522 const char *fs_source =
1523 "#extension GL_ARB_explicit_attrib_location :enable\n"
1524 "#extension GL_ARB_explicit_uniform_location :enable\n"
1525 "layout(location = 0) uniform vec4 color;\n"
1526 "void main()\n"
1527 "{\n"
1528 " gl_FragColor = color;\n"
1529 "}\n";
1530 bool has_integer_textures;
1531
1532 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1533 3, 0, 0);
1534
1535 if (clear->ShaderProg != 0)
1536 return;
1537
1538 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear",
1539 &clear->ShaderProg);
1540
1541 has_integer_textures = _mesa_is_gles3(ctx) ||
1542 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1543
1544 if (has_integer_textures) {
1545 void *shader_source_mem_ctx = ralloc_context(NULL);
1546 const char *vs_int_source =
1547 ralloc_asprintf(shader_source_mem_ctx,
1548 "#version 130\n"
1549 "#extension GL_AMD_vertex_shader_layer : enable\n"
1550 "#extension GL_ARB_draw_instanced : enable\n"
1551 "#extension GL_ARB_explicit_attrib_location :enable\n"
1552 "layout(location = 0) in vec4 position;\n"
1553 "void main()\n"
1554 "{\n"
1555 "#ifdef GL_AMD_vertex_shader_layer\n"
1556 " gl_Layer = gl_InstanceID;\n"
1557 "#endif\n"
1558 " gl_Position = position;\n"
1559 "}\n");
1560 const char *fs_int_source =
1561 ralloc_asprintf(shader_source_mem_ctx,
1562 "#version 130\n"
1563 "#extension GL_ARB_explicit_attrib_location :enable\n"
1564 "#extension GL_ARB_explicit_uniform_location :enable\n"
1565 "layout(location = 0) uniform ivec4 color;\n"
1566 "out ivec4 out_color;\n"
1567 "\n"
1568 "void main()\n"
1569 "{\n"
1570 " out_color = color;\n"
1571 "}\n");
1572
1573 _mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source,
1574 "integer clear",
1575 &clear->IntegerShaderProg);
1576 ralloc_free(shader_source_mem_ctx);
1577
1578 /* Note that user-defined out attributes get automatically assigned
1579 * locations starting from 0, so we don't need to explicitly
1580 * BindFragDataLocation to 0.
1581 */
1582 }
1583 }
1584
1585 static void
1586 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1587 {
1588 if (clear->VAO == 0)
1589 return;
1590 _mesa_DeleteVertexArrays(1, &clear->VAO);
1591 clear->VAO = 0;
1592 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1593 _mesa_reference_shader_program(ctx, &clear->ShaderProg, NULL);
1594
1595 if (clear->IntegerShaderProg) {
1596 _mesa_reference_shader_program(ctx, &clear->IntegerShaderProg, NULL);
1597 }
1598 }
1599
1600 /**
1601 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1602 * set GL to only draw to those buffers.
1603 *
1604 * Since the bitfield has no associated order, the assignment of draw buffer
1605 * indices to color attachment indices is rather arbitrary.
1606 */
1607 void
1608 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1609 {
1610 GLenum enums[MAX_DRAW_BUFFERS];
1611 int i = 0;
1612 int n;
1613
1614 /* This function is only legal for color buffer bitfields. */
1615 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1616
1617 /* Make sure we don't overflow any arrays. */
1618 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1619
1620 enums[0] = GL_NONE;
1621
1622 if (bits & BUFFER_BIT_FRONT_LEFT)
1623 enums[i++] = GL_FRONT_LEFT;
1624
1625 if (bits & BUFFER_BIT_FRONT_RIGHT)
1626 enums[i++] = GL_FRONT_RIGHT;
1627
1628 if (bits & BUFFER_BIT_BACK_LEFT)
1629 enums[i++] = GL_BACK_LEFT;
1630
1631 if (bits & BUFFER_BIT_BACK_RIGHT)
1632 enums[i++] = GL_BACK_RIGHT;
1633
1634 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1635 if (bits & (1 << (BUFFER_COLOR0 + n)))
1636 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1637 }
1638
1639 _mesa_DrawBuffers(i, enums);
1640 }
1641
1642 /**
1643 * Return if all of the color channels are masked.
1644 */
1645 static inline GLboolean
1646 is_color_disabled(struct gl_context *ctx, int i)
1647 {
1648 return !ctx->Color.ColorMask[i][0] &&
1649 !ctx->Color.ColorMask[i][1] &&
1650 !ctx->Color.ColorMask[i][2] &&
1651 !ctx->Color.ColorMask[i][3];
1652 }
1653
1654 /**
1655 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1656 * set GL to only draw to those buffers. Also, update color masks to
1657 * reflect the new draw buffer ordering.
1658 */
1659 static void
1660 _mesa_meta_drawbuffers_and_colormask(struct gl_context *ctx, GLbitfield mask)
1661 {
1662 GLenum enums[MAX_DRAW_BUFFERS];
1663 GLubyte colormask[MAX_DRAW_BUFFERS][4];
1664 int num_bufs = 0;
1665
1666 /* This function is only legal for color buffer bitfields. */
1667 assert((mask & ~BUFFER_BITS_COLOR) == 0);
1668
1669 /* Make sure we don't overflow any arrays. */
1670 assert(_mesa_bitcount(mask) <= MAX_DRAW_BUFFERS);
1671
1672 enums[0] = GL_NONE;
1673
1674 for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
1675 gl_buffer_index b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
1676 int colormask_idx = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
1677
1678 if (b < 0 || !(mask & (1 << b)) || is_color_disabled(ctx, colormask_idx))
1679 continue;
1680
1681 switch (b) {
1682 case BUFFER_FRONT_LEFT:
1683 enums[num_bufs] = GL_FRONT_LEFT;
1684 break;
1685 case BUFFER_FRONT_RIGHT:
1686 enums[num_bufs] = GL_FRONT_RIGHT;
1687 break;
1688 case BUFFER_BACK_LEFT:
1689 enums[num_bufs] = GL_BACK_LEFT;
1690 break;
1691 case BUFFER_BACK_RIGHT:
1692 enums[num_bufs] = GL_BACK_RIGHT;
1693 break;
1694 default:
1695 assert(b >= BUFFER_COLOR0 && b <= BUFFER_COLOR7);
1696 enums[num_bufs] = GL_COLOR_ATTACHMENT0 + (b - BUFFER_COLOR0);
1697 break;
1698 }
1699
1700 for (int k = 0; k < 4; k++)
1701 colormask[num_bufs][k] = ctx->Color.ColorMask[colormask_idx][k];
1702
1703 num_bufs++;
1704 }
1705
1706 _mesa_DrawBuffers(num_bufs, enums);
1707
1708 for (int i = 0; i < num_bufs; i++) {
1709 _mesa_ColorMaski(i, colormask[i][0], colormask[i][1],
1710 colormask[i][2], colormask[i][3]);
1711 }
1712 }
1713
1714
1715 /**
1716 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1717 */
1718 static void
1719 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1720 {
1721 struct clear_state *clear = &ctx->Meta->Clear;
1722 GLbitfield metaSave;
1723 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1724 struct gl_framebuffer *fb = ctx->DrawBuffer;
1725 float x0, y0, x1, y1, z;
1726 struct vertex verts[4];
1727 int i;
1728
1729 metaSave = (MESA_META_ALPHA_TEST |
1730 MESA_META_BLEND |
1731 MESA_META_COLOR_MASK |
1732 MESA_META_DEPTH_TEST |
1733 MESA_META_RASTERIZATION |
1734 MESA_META_SHADER |
1735 MESA_META_STENCIL_TEST |
1736 MESA_META_VERTEX |
1737 MESA_META_VIEWPORT |
1738 MESA_META_CLIP |
1739 MESA_META_CLAMP_FRAGMENT_COLOR |
1740 MESA_META_MULTISAMPLE |
1741 MESA_META_OCCLUSION_QUERY);
1742
1743 if (!glsl) {
1744 metaSave |= MESA_META_FOG |
1745 MESA_META_PIXEL_TRANSFER |
1746 MESA_META_TRANSFORM |
1747 MESA_META_TEXTURE |
1748 MESA_META_CLAMP_VERTEX_COLOR |
1749 MESA_META_SELECT_FEEDBACK;
1750 }
1751
1752 if (buffers & BUFFER_BITS_COLOR) {
1753 metaSave |= MESA_META_DRAW_BUFFERS;
1754 }
1755
1756 _mesa_meta_begin(ctx, metaSave);
1757
1758 if (glsl) {
1759 meta_glsl_clear_init(ctx, clear);
1760
1761 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1762 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1763 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1764 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1765 z = -invert_z(ctx->Depth.Clear);
1766 } else {
1767 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1768 3, 0, 4);
1769
1770 x0 = (float) fb->_Xmin;
1771 y0 = (float) fb->_Ymin;
1772 x1 = (float) fb->_Xmax;
1773 y1 = (float) fb->_Ymax;
1774 z = invert_z(ctx->Depth.Clear);
1775 }
1776
1777 if (fb->_IntegerBuffers) {
1778 assert(glsl);
1779 _mesa_meta_use_program(ctx, clear->IntegerShaderProg);
1780 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1781 } else if (glsl) {
1782 _mesa_meta_use_program(ctx, clear->ShaderProg);
1783 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1784 }
1785
1786 /* GL_COLOR_BUFFER_BIT */
1787 if (buffers & BUFFER_BITS_COLOR) {
1788 /* Only draw to the buffers we were asked to clear. */
1789 _mesa_meta_drawbuffers_and_colormask(ctx, buffers & BUFFER_BITS_COLOR);
1790
1791 /* leave colormask state as-is */
1792
1793 /* Clears never have the color clamped. */
1794 if (ctx->Extensions.ARB_color_buffer_float)
1795 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1796 }
1797 else {
1798 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1799 }
1800
1801 /* GL_DEPTH_BUFFER_BIT */
1802 if (buffers & BUFFER_BIT_DEPTH) {
1803 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1804 _mesa_DepthFunc(GL_ALWAYS);
1805 _mesa_DepthMask(GL_TRUE);
1806 }
1807 else {
1808 assert(!ctx->Depth.Test);
1809 }
1810
1811 /* GL_STENCIL_BUFFER_BIT */
1812 if (buffers & BUFFER_BIT_STENCIL) {
1813 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1814 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1815 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1816 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1817 ctx->Stencil.Clear & stencilMax,
1818 ctx->Stencil.WriteMask[0]);
1819 }
1820 else {
1821 assert(!ctx->Stencil.Enabled);
1822 }
1823
1824 /* vertex positions */
1825 verts[0].x = x0;
1826 verts[0].y = y0;
1827 verts[0].z = z;
1828 verts[1].x = x1;
1829 verts[1].y = y0;
1830 verts[1].z = z;
1831 verts[2].x = x1;
1832 verts[2].y = y1;
1833 verts[2].z = z;
1834 verts[3].x = x0;
1835 verts[3].y = y1;
1836 verts[3].z = z;
1837
1838 if (!glsl) {
1839 for (i = 0; i < 4; i++) {
1840 verts[i].r = ctx->Color.ClearColor.f[0];
1841 verts[i].g = ctx->Color.ClearColor.f[1];
1842 verts[i].b = ctx->Color.ClearColor.f[2];
1843 verts[i].a = ctx->Color.ClearColor.f[3];
1844 }
1845 }
1846
1847 /* upload new vertex data */
1848 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1849 GL_DYNAMIC_DRAW, __func__);
1850
1851 /* draw quad(s) */
1852 if (fb->MaxNumLayers > 0) {
1853 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1854 } else {
1855 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1856 }
1857
1858 _mesa_meta_end(ctx);
1859 }
1860
1861 /**
1862 * Meta implementation of ctx->Driver.CopyPixels() in terms
1863 * of texture mapping and polygon rendering and GLSL shaders.
1864 */
1865 void
1866 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1867 GLsizei width, GLsizei height,
1868 GLint dstX, GLint dstY, GLenum type)
1869 {
1870 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1871 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1872 struct vertex verts[4];
1873
1874 if (type != GL_COLOR ||
1875 ctx->_ImageTransferState ||
1876 ctx->Fog.Enabled ||
1877 width > tex->MaxSize ||
1878 height > tex->MaxSize) {
1879 /* XXX avoid this fallback */
1880 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1881 return;
1882 }
1883
1884 /* Most GL state applies to glCopyPixels, but a there's a few things
1885 * we need to override:
1886 */
1887 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1888 MESA_META_SHADER |
1889 MESA_META_TEXTURE |
1890 MESA_META_TRANSFORM |
1891 MESA_META_CLIP |
1892 MESA_META_VERTEX |
1893 MESA_META_VIEWPORT));
1894
1895 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1896 3, 2, 0);
1897
1898 /* Silence valgrind warnings about reading uninitialized stack. */
1899 memset(verts, 0, sizeof(verts));
1900
1901 /* Alloc/setup texture */
1902 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1903 GL_RGBA, GL_NEAREST);
1904
1905 /* vertex positions, texcoords (after texture allocation!) */
1906 {
1907 const GLfloat dstX0 = (GLfloat) dstX;
1908 const GLfloat dstY0 = (GLfloat) dstY;
1909 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1910 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1911 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1912
1913 verts[0].x = dstX0;
1914 verts[0].y = dstY0;
1915 verts[0].z = z;
1916 verts[0].tex[0] = 0.0F;
1917 verts[0].tex[1] = 0.0F;
1918 verts[1].x = dstX1;
1919 verts[1].y = dstY0;
1920 verts[1].z = z;
1921 verts[1].tex[0] = tex->Sright;
1922 verts[1].tex[1] = 0.0F;
1923 verts[2].x = dstX1;
1924 verts[2].y = dstY1;
1925 verts[2].z = z;
1926 verts[2].tex[0] = tex->Sright;
1927 verts[2].tex[1] = tex->Ttop;
1928 verts[3].x = dstX0;
1929 verts[3].y = dstY1;
1930 verts[3].z = z;
1931 verts[3].tex[0] = 0.0F;
1932 verts[3].tex[1] = tex->Ttop;
1933
1934 /* upload new vertex data */
1935 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts);
1936 }
1937
1938 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1939
1940 /* draw textured quad */
1941 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1942
1943 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1944
1945 _mesa_meta_end(ctx);
1946 }
1947
1948 static void
1949 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1950 {
1951 if (drawpix->VAO != 0) {
1952 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1953 drawpix->VAO = 0;
1954
1955 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1956 }
1957
1958 if (drawpix->StencilFP != 0) {
1959 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1960 drawpix->StencilFP = 0;
1961 }
1962
1963 if (drawpix->DepthFP != 0) {
1964 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1965 drawpix->DepthFP = 0;
1966 }
1967 }
1968
1969 /**
1970 * When the glDrawPixels() image size is greater than the max rectangle
1971 * texture size we use this function to break the glDrawPixels() image
1972 * into tiles which fit into the max texture size.
1973 */
1974 static void
1975 tiled_draw_pixels(struct gl_context *ctx,
1976 GLint tileSize,
1977 GLint x, GLint y, GLsizei width, GLsizei height,
1978 GLenum format, GLenum type,
1979 const struct gl_pixelstore_attrib *unpack,
1980 const GLvoid *pixels)
1981 {
1982 struct gl_pixelstore_attrib tileUnpack = *unpack;
1983 GLint i, j;
1984
1985 if (tileUnpack.RowLength == 0)
1986 tileUnpack.RowLength = width;
1987
1988 for (i = 0; i < width; i += tileSize) {
1989 const GLint tileWidth = MIN2(tileSize, width - i);
1990 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1991
1992 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1993
1994 for (j = 0; j < height; j += tileSize) {
1995 const GLint tileHeight = MIN2(tileSize, height - j);
1996 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1997
1998 tileUnpack.SkipRows = unpack->SkipRows + j;
1999
2000 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2001 format, type, &tileUnpack, pixels);
2002 }
2003 }
2004 }
2005
2006
2007 /**
2008 * One-time init for drawing stencil pixels.
2009 */
2010 static void
2011 init_draw_stencil_pixels(struct gl_context *ctx)
2012 {
2013 /* This program is run eight times, once for each stencil bit.
2014 * The stencil values to draw are found in an 8-bit alpha texture.
2015 * We read the texture/stencil value and test if bit 'b' is set.
2016 * If the bit is not set, use KIL to kill the fragment.
2017 * Finally, we use the stencil test to update the stencil buffer.
2018 *
2019 * The basic algorithm for checking if a bit is set is:
2020 * if (is_odd(value / (1 << bit)))
2021 * result is one (or non-zero).
2022 * else
2023 * result is zero.
2024 * The program parameter contains three values:
2025 * parm.x = 255 / (1 << bit)
2026 * parm.y = 0.5
2027 * parm.z = 0.0
2028 */
2029 static const char *program =
2030 "!!ARBfp1.0\n"
2031 "PARAM parm = program.local[0]; \n"
2032 "TEMP t; \n"
2033 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2034 "# t = t * 255 / bit \n"
2035 "MUL t.x, t.a, parm.x; \n"
2036 "# t = (int) t \n"
2037 "FRC t.y, t.x; \n"
2038 "SUB t.x, t.x, t.y; \n"
2039 "# t = t * 0.5 \n"
2040 "MUL t.x, t.x, parm.y; \n"
2041 "# t = fract(t.x) \n"
2042 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2043 "# t.x = (t.x == 0 ? 1 : 0) \n"
2044 "SGE t.x, -t.x, parm.z; \n"
2045 "KIL -t.x; \n"
2046 "# for debug only \n"
2047 "#MOV result.color, t.x; \n"
2048 "END \n";
2049 char program2[1000];
2050 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2051 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2052 const char *texTarget;
2053
2054 assert(drawpix->StencilFP == 0);
2055
2056 /* replace %s with "RECT" or "2D" */
2057 assert(strlen(program) + 4 < sizeof(program2));
2058 if (tex->Target == GL_TEXTURE_RECTANGLE)
2059 texTarget = "RECT";
2060 else
2061 texTarget = "2D";
2062 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2063
2064 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2065 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2066 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2067 strlen(program2), (const GLubyte *) program2);
2068 }
2069
2070
2071 /**
2072 * One-time init for drawing depth pixels.
2073 */
2074 static void
2075 init_draw_depth_pixels(struct gl_context *ctx)
2076 {
2077 static const char *program =
2078 "!!ARBfp1.0\n"
2079 "PARAM color = program.local[0]; \n"
2080 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2081 "MOV result.color, color; \n"
2082 "END \n";
2083 char program2[200];
2084 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2085 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2086 const char *texTarget;
2087
2088 assert(drawpix->DepthFP == 0);
2089
2090 /* replace %s with "RECT" or "2D" */
2091 assert(strlen(program) + 4 < sizeof(program2));
2092 if (tex->Target == GL_TEXTURE_RECTANGLE)
2093 texTarget = "RECT";
2094 else
2095 texTarget = "2D";
2096 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2097
2098 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2099 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2100 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2101 strlen(program2), (const GLubyte *) program2);
2102 }
2103
2104
2105 /**
2106 * Meta implementation of ctx->Driver.DrawPixels() in terms
2107 * of texture mapping and polygon rendering.
2108 */
2109 void
2110 _mesa_meta_DrawPixels(struct gl_context *ctx,
2111 GLint x, GLint y, GLsizei width, GLsizei height,
2112 GLenum format, GLenum type,
2113 const struct gl_pixelstore_attrib *unpack,
2114 const GLvoid *pixels)
2115 {
2116 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2117 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2118 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2119 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2120 struct vertex verts[4];
2121 GLenum texIntFormat;
2122 GLboolean fallback, newTex;
2123 GLbitfield metaExtraSave = 0x0;
2124
2125 /*
2126 * Determine if we can do the glDrawPixels with texture mapping.
2127 */
2128 fallback = GL_FALSE;
2129 if (ctx->Fog.Enabled) {
2130 fallback = GL_TRUE;
2131 }
2132
2133 if (_mesa_is_color_format(format)) {
2134 /* use more compact format when possible */
2135 /* XXX disable special case for GL_LUMINANCE for now to work around
2136 * apparent i965 driver bug (see bug #23670).
2137 */
2138 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2139 texIntFormat = format;
2140 else
2141 texIntFormat = GL_RGBA;
2142
2143 /* If we're not supposed to clamp the resulting color, then just
2144 * promote our texture to fully float. We could do better by
2145 * just going for the matching set of channels, in floating
2146 * point.
2147 */
2148 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2149 ctx->Extensions.ARB_texture_float)
2150 texIntFormat = GL_RGBA32F;
2151 }
2152 else if (_mesa_is_stencil_format(format)) {
2153 if (ctx->Extensions.ARB_fragment_program &&
2154 ctx->Pixel.IndexShift == 0 &&
2155 ctx->Pixel.IndexOffset == 0 &&
2156 type == GL_UNSIGNED_BYTE) {
2157 /* We'll store stencil as alpha. This only works for GLubyte
2158 * image data because of how incoming values are mapped to alpha
2159 * in [0,1].
2160 */
2161 texIntFormat = GL_ALPHA;
2162 metaExtraSave = (MESA_META_COLOR_MASK |
2163 MESA_META_DEPTH_TEST |
2164 MESA_META_PIXEL_TRANSFER |
2165 MESA_META_SHADER |
2166 MESA_META_STENCIL_TEST);
2167 }
2168 else {
2169 fallback = GL_TRUE;
2170 }
2171 }
2172 else if (_mesa_is_depth_format(format)) {
2173 if (ctx->Extensions.ARB_depth_texture &&
2174 ctx->Extensions.ARB_fragment_program) {
2175 texIntFormat = GL_DEPTH_COMPONENT;
2176 metaExtraSave = (MESA_META_SHADER);
2177 }
2178 else {
2179 fallback = GL_TRUE;
2180 }
2181 }
2182 else {
2183 fallback = GL_TRUE;
2184 }
2185
2186 if (fallback) {
2187 _swrast_DrawPixels(ctx, x, y, width, height,
2188 format, type, unpack, pixels);
2189 return;
2190 }
2191
2192 /*
2193 * Check image size against max texture size, draw as tiles if needed.
2194 */
2195 if (width > tex->MaxSize || height > tex->MaxSize) {
2196 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2197 format, type, unpack, pixels);
2198 return;
2199 }
2200
2201 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2202 * but a there's a few things we need to override:
2203 */
2204 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2205 MESA_META_SHADER |
2206 MESA_META_TEXTURE |
2207 MESA_META_TRANSFORM |
2208 MESA_META_CLIP |
2209 MESA_META_VERTEX |
2210 MESA_META_VIEWPORT |
2211 metaExtraSave));
2212
2213 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2214
2215 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2216 3, 2, 0);
2217
2218 /* Silence valgrind warnings about reading uninitialized stack. */
2219 memset(verts, 0, sizeof(verts));
2220
2221 /* vertex positions, texcoords (after texture allocation!) */
2222 {
2223 const GLfloat x0 = (GLfloat) x;
2224 const GLfloat y0 = (GLfloat) y;
2225 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2226 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2227 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2228
2229 verts[0].x = x0;
2230 verts[0].y = y0;
2231 verts[0].z = z;
2232 verts[0].tex[0] = 0.0F;
2233 verts[0].tex[1] = 0.0F;
2234 verts[1].x = x1;
2235 verts[1].y = y0;
2236 verts[1].z = z;
2237 verts[1].tex[0] = tex->Sright;
2238 verts[1].tex[1] = 0.0F;
2239 verts[2].x = x1;
2240 verts[2].y = y1;
2241 verts[2].z = z;
2242 verts[2].tex[0] = tex->Sright;
2243 verts[2].tex[1] = tex->Ttop;
2244 verts[3].x = x0;
2245 verts[3].y = y1;
2246 verts[3].z = z;
2247 verts[3].tex[0] = 0.0F;
2248 verts[3].tex[1] = tex->Ttop;
2249 }
2250
2251 /* upload new vertex data */
2252 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2253 GL_DYNAMIC_DRAW, __func__);
2254
2255 /* set given unpack params */
2256 ctx->Unpack = *unpack;
2257
2258 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2259
2260 if (_mesa_is_stencil_format(format)) {
2261 /* Drawing stencil */
2262 GLint bit;
2263
2264 if (!drawpix->StencilFP)
2265 init_draw_stencil_pixels(ctx);
2266
2267 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2268 GL_ALPHA, type, pixels);
2269
2270 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2271
2272 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2273
2274 /* set all stencil bits to 0 */
2275 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2276 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2277 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2278
2279 /* set stencil bits to 1 where needed */
2280 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2281
2282 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2283 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2284
2285 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2286 const GLuint mask = 1 << bit;
2287 if (mask & origStencilMask) {
2288 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2289 _mesa_StencilMask(mask);
2290
2291 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2292 255.0f / mask, 0.5f, 0.0f, 0.0f);
2293
2294 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2295 }
2296 }
2297 }
2298 else if (_mesa_is_depth_format(format)) {
2299 /* Drawing depth */
2300 if (!drawpix->DepthFP)
2301 init_draw_depth_pixels(ctx);
2302
2303 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2304 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2305
2306 /* polygon color = current raster color */
2307 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2308 ctx->Current.RasterColor);
2309
2310 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2311 format, type, pixels);
2312
2313 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2314 }
2315 else {
2316 /* Drawing RGBA */
2317 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2318 format, type, pixels);
2319 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2320 }
2321
2322 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2323
2324 /* restore unpack params */
2325 ctx->Unpack = unpackSave;
2326
2327 _mesa_meta_end(ctx);
2328 }
2329
2330 static GLboolean
2331 alpha_test_raster_color(struct gl_context *ctx)
2332 {
2333 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2334 GLfloat ref = ctx->Color.AlphaRef;
2335
2336 switch (ctx->Color.AlphaFunc) {
2337 case GL_NEVER:
2338 return GL_FALSE;
2339 case GL_LESS:
2340 return alpha < ref;
2341 case GL_EQUAL:
2342 return alpha == ref;
2343 case GL_LEQUAL:
2344 return alpha <= ref;
2345 case GL_GREATER:
2346 return alpha > ref;
2347 case GL_NOTEQUAL:
2348 return alpha != ref;
2349 case GL_GEQUAL:
2350 return alpha >= ref;
2351 case GL_ALWAYS:
2352 return GL_TRUE;
2353 default:
2354 assert(0);
2355 return GL_FALSE;
2356 }
2357 }
2358
2359 /**
2360 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2361 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2362 * tracker would improve performance a lot.
2363 */
2364 void
2365 _mesa_meta_Bitmap(struct gl_context *ctx,
2366 GLint x, GLint y, GLsizei width, GLsizei height,
2367 const struct gl_pixelstore_attrib *unpack,
2368 const GLubyte *bitmap1)
2369 {
2370 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2371 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2372 const GLenum texIntFormat = GL_ALPHA;
2373 const struct gl_pixelstore_attrib unpackSave = *unpack;
2374 GLubyte fg, bg;
2375 struct vertex verts[4];
2376 GLboolean newTex;
2377 GLubyte *bitmap8;
2378
2379 /*
2380 * Check if swrast fallback is needed.
2381 */
2382 if (ctx->_ImageTransferState ||
2383 _mesa_arb_fragment_program_enabled(ctx) ||
2384 ctx->Fog.Enabled ||
2385 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2386 width > tex->MaxSize ||
2387 height > tex->MaxSize) {
2388 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2389 return;
2390 }
2391
2392 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2393 return;
2394
2395 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2396 * but a there's a few things we need to override:
2397 */
2398 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2399 MESA_META_PIXEL_STORE |
2400 MESA_META_RASTERIZATION |
2401 MESA_META_SHADER |
2402 MESA_META_TEXTURE |
2403 MESA_META_TRANSFORM |
2404 MESA_META_CLIP |
2405 MESA_META_VERTEX |
2406 MESA_META_VIEWPORT));
2407
2408 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2409 3, 2, 4);
2410
2411 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2412
2413 /* Silence valgrind warnings about reading uninitialized stack. */
2414 memset(verts, 0, sizeof(verts));
2415
2416 /* vertex positions, texcoords, colors (after texture allocation!) */
2417 {
2418 const GLfloat x0 = (GLfloat) x;
2419 const GLfloat y0 = (GLfloat) y;
2420 const GLfloat x1 = (GLfloat) (x + width);
2421 const GLfloat y1 = (GLfloat) (y + height);
2422 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2423 GLuint i;
2424
2425 verts[0].x = x0;
2426 verts[0].y = y0;
2427 verts[0].z = z;
2428 verts[0].tex[0] = 0.0F;
2429 verts[0].tex[1] = 0.0F;
2430 verts[1].x = x1;
2431 verts[1].y = y0;
2432 verts[1].z = z;
2433 verts[1].tex[0] = tex->Sright;
2434 verts[1].tex[1] = 0.0F;
2435 verts[2].x = x1;
2436 verts[2].y = y1;
2437 verts[2].z = z;
2438 verts[2].tex[0] = tex->Sright;
2439 verts[2].tex[1] = tex->Ttop;
2440 verts[3].x = x0;
2441 verts[3].y = y1;
2442 verts[3].z = z;
2443 verts[3].tex[0] = 0.0F;
2444 verts[3].tex[1] = tex->Ttop;
2445
2446 for (i = 0; i < 4; i++) {
2447 verts[i].r = ctx->Current.RasterColor[0];
2448 verts[i].g = ctx->Current.RasterColor[1];
2449 verts[i].b = ctx->Current.RasterColor[2];
2450 verts[i].a = ctx->Current.RasterColor[3];
2451 }
2452
2453 /* upload new vertex data */
2454 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts);
2455 }
2456
2457 /* choose different foreground/background alpha values */
2458 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2459 bg = (fg > 127 ? 0 : 255);
2460
2461 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2462 if (!bitmap1) {
2463 _mesa_meta_end(ctx);
2464 return;
2465 }
2466
2467 bitmap8 = malloc(width * height);
2468 if (bitmap8) {
2469 memset(bitmap8, bg, width * height);
2470 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2471 bitmap8, width, fg);
2472
2473 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2474
2475 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2476 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2477
2478 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2479 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2480
2481 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2482
2483 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2484
2485 free(bitmap8);
2486 }
2487
2488 _mesa_unmap_pbo_source(ctx, &unpackSave);
2489
2490 _mesa_meta_end(ctx);
2491 }
2492
2493 /**
2494 * Compute the texture coordinates for the four vertices of a quad for
2495 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2496 * and width, height specify a sub-region of the 2D image.
2497 *
2498 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2499 * \param slice slice of a 1D/2D array texture or 3D texture
2500 * \param xoffset X position of sub texture
2501 * \param yoffset Y position of sub texture
2502 * \param width width of the sub texture image
2503 * \param height height of the sub texture image
2504 * \param total_width total width of the texture image
2505 * \param total_height total height of the texture image
2506 * \param total_depth total depth of the texture image
2507 * \param coords0/1/2/3 returns the computed texcoords
2508 */
2509 void
2510 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2511 GLint slice,
2512 GLint xoffset,
2513 GLint yoffset,
2514 GLint width,
2515 GLint height,
2516 GLint total_width,
2517 GLint total_height,
2518 GLint total_depth,
2519 GLfloat coords0[4],
2520 GLfloat coords1[4],
2521 GLfloat coords2[4],
2522 GLfloat coords3[4])
2523 {
2524 float st[4][2];
2525 GLuint i;
2526 const float s0 = (float) xoffset / (float) total_width;
2527 const float s1 = (float) (xoffset + width) / (float) total_width;
2528 const float t0 = (float) yoffset / (float) total_height;
2529 const float t1 = (float) (yoffset + height) / (float) total_height;
2530 GLfloat r;
2531
2532 /* setup the reference texcoords */
2533 st[0][0] = s0;
2534 st[0][1] = t0;
2535 st[1][0] = s1;
2536 st[1][1] = t0;
2537 st[2][0] = s1;
2538 st[2][1] = t1;
2539 st[3][0] = s0;
2540 st[3][1] = t1;
2541
2542 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2543 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2544
2545 /* Currently all texture targets want the W component to be 1.0.
2546 */
2547 coords0[3] = 1.0F;
2548 coords1[3] = 1.0F;
2549 coords2[3] = 1.0F;
2550 coords3[3] = 1.0F;
2551
2552 switch (faceTarget) {
2553 case GL_TEXTURE_1D:
2554 case GL_TEXTURE_2D:
2555 case GL_TEXTURE_3D:
2556 case GL_TEXTURE_2D_ARRAY:
2557 if (faceTarget == GL_TEXTURE_3D) {
2558 assert(slice < total_depth);
2559 assert(total_depth >= 1);
2560 r = (slice + 0.5f) / total_depth;
2561 }
2562 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2563 r = (float) slice;
2564 else
2565 r = 0.0F;
2566 coords0[0] = st[0][0]; /* s */
2567 coords0[1] = st[0][1]; /* t */
2568 coords0[2] = r; /* r */
2569 coords1[0] = st[1][0];
2570 coords1[1] = st[1][1];
2571 coords1[2] = r;
2572 coords2[0] = st[2][0];
2573 coords2[1] = st[2][1];
2574 coords2[2] = r;
2575 coords3[0] = st[3][0];
2576 coords3[1] = st[3][1];
2577 coords3[2] = r;
2578 break;
2579 case GL_TEXTURE_RECTANGLE_ARB:
2580 coords0[0] = (float) xoffset; /* s */
2581 coords0[1] = (float) yoffset; /* t */
2582 coords0[2] = 0.0F; /* r */
2583 coords1[0] = (float) (xoffset + width);
2584 coords1[1] = (float) yoffset;
2585 coords1[2] = 0.0F;
2586 coords2[0] = (float) (xoffset + width);
2587 coords2[1] = (float) (yoffset + height);
2588 coords2[2] = 0.0F;
2589 coords3[0] = (float) xoffset;
2590 coords3[1] = (float) (yoffset + height);
2591 coords3[2] = 0.0F;
2592 break;
2593 case GL_TEXTURE_1D_ARRAY:
2594 coords0[0] = st[0][0]; /* s */
2595 coords0[1] = (float) slice; /* t */
2596 coords0[2] = 0.0F; /* r */
2597 coords1[0] = st[1][0];
2598 coords1[1] = (float) slice;
2599 coords1[2] = 0.0F;
2600 coords2[0] = st[2][0];
2601 coords2[1] = (float) slice;
2602 coords2[2] = 0.0F;
2603 coords3[0] = st[3][0];
2604 coords3[1] = (float) slice;
2605 coords3[2] = 0.0F;
2606 break;
2607
2608 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2609 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2610 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2611 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2612 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2613 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2614 /* loop over quad verts */
2615 for (i = 0; i < 4; i++) {
2616 /* Compute sc = +/-scale and tc = +/-scale.
2617 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2618 * though that can still sometimes happen with this scale factor...
2619 */
2620 const GLfloat scale = 0.9999f;
2621 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2622 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2623 GLfloat *coord;
2624
2625 switch (i) {
2626 case 0:
2627 coord = coords0;
2628 break;
2629 case 1:
2630 coord = coords1;
2631 break;
2632 case 2:
2633 coord = coords2;
2634 break;
2635 case 3:
2636 coord = coords3;
2637 break;
2638 default:
2639 unreachable("not reached");
2640 }
2641
2642 coord[3] = (float) (slice / 6);
2643
2644 switch (faceTarget) {
2645 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2646 coord[0] = 1.0f;
2647 coord[1] = -tc;
2648 coord[2] = -sc;
2649 break;
2650 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2651 coord[0] = -1.0f;
2652 coord[1] = -tc;
2653 coord[2] = sc;
2654 break;
2655 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2656 coord[0] = sc;
2657 coord[1] = 1.0f;
2658 coord[2] = tc;
2659 break;
2660 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2661 coord[0] = sc;
2662 coord[1] = -1.0f;
2663 coord[2] = -tc;
2664 break;
2665 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2666 coord[0] = sc;
2667 coord[1] = -tc;
2668 coord[2] = 1.0f;
2669 break;
2670 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2671 coord[0] = -sc;
2672 coord[1] = -tc;
2673 coord[2] = -1.0f;
2674 break;
2675 default:
2676 assert(0);
2677 }
2678 }
2679 break;
2680 default:
2681 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2682 }
2683 }
2684
2685 static struct blit_shader *
2686 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2687 {
2688 switch(target) {
2689 case GL_TEXTURE_1D:
2690 table->sampler_1d.type = "sampler1D";
2691 table->sampler_1d.func = "texture1D";
2692 table->sampler_1d.texcoords = "texCoords.x";
2693 return &table->sampler_1d;
2694 case GL_TEXTURE_2D:
2695 table->sampler_2d.type = "sampler2D";
2696 table->sampler_2d.func = "texture2D";
2697 table->sampler_2d.texcoords = "texCoords.xy";
2698 return &table->sampler_2d;
2699 case GL_TEXTURE_RECTANGLE:
2700 table->sampler_rect.type = "sampler2DRect";
2701 table->sampler_rect.func = "texture2DRect";
2702 table->sampler_rect.texcoords = "texCoords.xy";
2703 return &table->sampler_rect;
2704 case GL_TEXTURE_3D:
2705 /* Code for mipmap generation with 3D textures is not used yet.
2706 * It's a sw fallback.
2707 */
2708 table->sampler_3d.type = "sampler3D";
2709 table->sampler_3d.func = "texture3D";
2710 table->sampler_3d.texcoords = "texCoords.xyz";
2711 return &table->sampler_3d;
2712 case GL_TEXTURE_CUBE_MAP:
2713 table->sampler_cubemap.type = "samplerCube";
2714 table->sampler_cubemap.func = "textureCube";
2715 table->sampler_cubemap.texcoords = "texCoords.xyz";
2716 return &table->sampler_cubemap;
2717 case GL_TEXTURE_1D_ARRAY:
2718 table->sampler_1d_array.type = "sampler1DArray";
2719 table->sampler_1d_array.func = "texture1DArray";
2720 table->sampler_1d_array.texcoords = "texCoords.xy";
2721 return &table->sampler_1d_array;
2722 case GL_TEXTURE_2D_ARRAY:
2723 table->sampler_2d_array.type = "sampler2DArray";
2724 table->sampler_2d_array.func = "texture2DArray";
2725 table->sampler_2d_array.texcoords = "texCoords.xyz";
2726 return &table->sampler_2d_array;
2727 case GL_TEXTURE_CUBE_MAP_ARRAY:
2728 table->sampler_cubemap_array.type = "samplerCubeArray";
2729 table->sampler_cubemap_array.func = "textureCubeArray";
2730 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2731 return &table->sampler_cubemap_array;
2732 default:
2733 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2734 " setup_texture_sampler()\n", target);
2735 return NULL;
2736 }
2737 }
2738
2739 void
2740 _mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx,
2741 struct blit_shader_table *table)
2742 {
2743 _mesa_reference_shader_program(ctx, &table->sampler_1d.shader_prog, NULL);
2744 _mesa_reference_shader_program(ctx, &table->sampler_2d.shader_prog, NULL);
2745 _mesa_reference_shader_program(ctx, &table->sampler_3d.shader_prog, NULL);
2746 _mesa_reference_shader_program(ctx, &table->sampler_rect.shader_prog, NULL);
2747 _mesa_reference_shader_program(ctx, &table->sampler_cubemap.shader_prog, NULL);
2748 _mesa_reference_shader_program(ctx, &table->sampler_1d_array.shader_prog, NULL);
2749 _mesa_reference_shader_program(ctx, &table->sampler_2d_array.shader_prog, NULL);
2750 _mesa_reference_shader_program(ctx, &table->sampler_cubemap_array.shader_prog, NULL);
2751 }
2752
2753 /**
2754 * Determine the GL data type to use for the temporary image read with
2755 * ReadPixels() and passed to Tex[Sub]Image().
2756 */
2757 static GLenum
2758 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2759 {
2760 const GLenum baseFormat = _mesa_get_format_base_format(format);
2761 const GLenum datatype = _mesa_get_format_datatype(format);
2762 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2763
2764 switch (baseFormat) {
2765 case GL_RGBA:
2766 case GL_RGB:
2767 case GL_RG:
2768 case GL_RED:
2769 case GL_ALPHA:
2770 case GL_LUMINANCE:
2771 case GL_LUMINANCE_ALPHA:
2772 case GL_INTENSITY:
2773 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2774 return datatype;
2775 } else if (format_red_bits <= 8) {
2776 return GL_UNSIGNED_BYTE;
2777 } else if (format_red_bits <= 16) {
2778 return GL_UNSIGNED_SHORT;
2779 }
2780 return GL_FLOAT;
2781 case GL_DEPTH_COMPONENT:
2782 if (datatype == GL_FLOAT)
2783 return GL_FLOAT;
2784 else
2785 return GL_UNSIGNED_INT;
2786 case GL_DEPTH_STENCIL:
2787 if (datatype == GL_FLOAT)
2788 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2789 else
2790 return GL_UNSIGNED_INT_24_8;
2791 default:
2792 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2793 baseFormat);
2794 return 0;
2795 }
2796 }
2797
2798 /**
2799 * Attempts to wrap the destination texture in an FBO and use
2800 * glBlitFramebuffer() to implement glCopyTexSubImage().
2801 */
2802 static bool
2803 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx,
2804 struct gl_texture_image *texImage,
2805 GLint xoffset,
2806 GLint yoffset,
2807 GLint zoffset,
2808 struct gl_renderbuffer *rb,
2809 GLint x, GLint y,
2810 GLsizei width, GLsizei height)
2811 {
2812 struct gl_framebuffer *drawFb;
2813 bool success = false;
2814 GLbitfield mask;
2815 GLenum status;
2816
2817 if (!ctx->Extensions.ARB_framebuffer_object)
2818 return false;
2819
2820 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
2821 if (drawFb == NULL)
2822 return false;
2823
2824 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2825 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
2826
2827 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2828 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2829 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2830 GL_DEPTH_ATTACHMENT,
2831 texImage, zoffset);
2832 mask = GL_DEPTH_BUFFER_BIT;
2833
2834 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2835 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2836 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2837 GL_STENCIL_ATTACHMENT,
2838 texImage, zoffset);
2839 mask |= GL_STENCIL_BUFFER_BIT;
2840 }
2841 _mesa_DrawBuffer(GL_NONE);
2842 } else {
2843 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2844 GL_COLOR_ATTACHMENT0,
2845 texImage, zoffset);
2846 mask = GL_COLOR_BUFFER_BIT;
2847 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2848 }
2849
2850 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
2851 if (status != GL_FRAMEBUFFER_COMPLETE)
2852 goto out;
2853
2854 ctx->Meta->Blit.no_ctsi_fallback = true;
2855
2856 /* Since we've bound a new draw framebuffer, we need to update
2857 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2858 * be correct.
2859 */
2860 _mesa_update_state(ctx);
2861
2862 /* We skip the core BlitFramebuffer checks for format consistency, which
2863 * are too strict for CopyTexImage. We know meta will be fine with format
2864 * changes.
2865 */
2866 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2867 x, y,
2868 x + width, y + height,
2869 xoffset, yoffset,
2870 xoffset + width, yoffset + height,
2871 mask, GL_NEAREST);
2872 ctx->Meta->Blit.no_ctsi_fallback = false;
2873 success = mask == 0x0;
2874
2875 out:
2876 _mesa_reference_framebuffer(&drawFb, NULL);
2877 _mesa_meta_end(ctx);
2878 return success;
2879 }
2880
2881 /**
2882 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2883 * Have to be careful with locking and meta state for pixel transfer.
2884 */
2885 void
2886 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2887 struct gl_texture_image *texImage,
2888 GLint xoffset, GLint yoffset, GLint zoffset,
2889 struct gl_renderbuffer *rb,
2890 GLint x, GLint y,
2891 GLsizei width, GLsizei height)
2892 {
2893 GLenum format, type;
2894 GLint bpp;
2895 void *buf;
2896
2897 if (copytexsubimage_using_blit_framebuffer(ctx,
2898 texImage,
2899 xoffset, yoffset, zoffset,
2900 rb,
2901 x, y,
2902 width, height)) {
2903 return;
2904 }
2905
2906 /* Choose format/type for temporary image buffer */
2907 format = _mesa_get_format_base_format(texImage->TexFormat);
2908 if (format == GL_LUMINANCE ||
2909 format == GL_LUMINANCE_ALPHA ||
2910 format == GL_INTENSITY) {
2911 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2912 * temp image buffer because glReadPixels will do L=R+G+B which is
2913 * not what we want (should be L=R).
2914 */
2915 format = GL_RGBA;
2916 }
2917
2918 type = get_temp_image_type(ctx, texImage->TexFormat);
2919 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2920 format = _mesa_base_format_to_integer_format(format);
2921 }
2922 bpp = _mesa_bytes_per_pixel(format, type);
2923 if (bpp <= 0) {
2924 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2925 return;
2926 }
2927
2928 /*
2929 * Alloc image buffer (XXX could use a PBO)
2930 */
2931 buf = malloc(width * height * bpp);
2932 if (!buf) {
2933 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2934 return;
2935 }
2936
2937 /*
2938 * Read image from framebuffer (disable pixel transfer ops)
2939 */
2940 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2941 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2942 format, type, &ctx->Pack, buf);
2943 _mesa_meta_end(ctx);
2944
2945 _mesa_update_state(ctx); /* to update pixel transfer state */
2946
2947 /*
2948 * Store texture data (with pixel transfer ops)
2949 */
2950 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2951
2952 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2953 assert(yoffset == 0);
2954 ctx->Driver.TexSubImage(ctx, dims, texImage,
2955 xoffset, zoffset, 0, width, 1, 1,
2956 format, type, buf, &ctx->Unpack);
2957 } else {
2958 ctx->Driver.TexSubImage(ctx, dims, texImage,
2959 xoffset, yoffset, zoffset, width, height, 1,
2960 format, type, buf, &ctx->Unpack);
2961 }
2962
2963 _mesa_meta_end(ctx);
2964
2965 free(buf);
2966 }
2967
2968 static void
2969 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2970 {
2971 if (decompress_fbo->fb != NULL) {
2972 _mesa_reference_framebuffer(&decompress_fbo->fb, NULL);
2973 _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL);
2974 }
2975
2976 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2977 }
2978
2979 static void
2980 meta_decompress_cleanup(struct gl_context *ctx,
2981 struct decompress_state *decompress)
2982 {
2983 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2984 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2985
2986 if (decompress->VAO != 0) {
2987 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2988 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2989 }
2990
2991 _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
2992
2993 memset(decompress, 0, sizeof(*decompress));
2994 }
2995
2996 /**
2997 * Decompress a texture image by drawing a quad with the compressed
2998 * texture and reading the pixels out of the color buffer.
2999 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3000 * \param destFormat format, ala glReadPixels
3001 * \param destType type, ala glReadPixels
3002 * \param dest destination buffer
3003 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3004 */
3005 static bool
3006 decompress_texture_image(struct gl_context *ctx,
3007 struct gl_texture_image *texImage,
3008 GLuint slice,
3009 GLint xoffset, GLint yoffset,
3010 GLsizei width, GLsizei height,
3011 GLenum destFormat, GLenum destType,
3012 GLvoid *dest)
3013 {
3014 struct decompress_state *decompress = &ctx->Meta->Decompress;
3015 struct decompress_fbo_state *decompress_fbo;
3016 struct gl_texture_object *texObj = texImage->TexObject;
3017 const GLenum target = texObj->Target;
3018 GLenum rbFormat;
3019 GLenum faceTarget;
3020 struct vertex verts[4];
3021 struct gl_sampler_object *samp_obj_save = NULL;
3022 GLenum status;
3023 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3024 ctx->Extensions.ARB_fragment_shader;
3025
3026 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3027 case GL_FLOAT:
3028 decompress_fbo = &decompress->floatFBO;
3029 rbFormat = GL_RGBA32F;
3030 break;
3031 case GL_UNSIGNED_NORMALIZED:
3032 decompress_fbo = &decompress->byteFBO;
3033 rbFormat = GL_RGBA;
3034 break;
3035 default:
3036 return false;
3037 }
3038
3039 if (slice > 0) {
3040 assert(target == GL_TEXTURE_3D ||
3041 target == GL_TEXTURE_2D_ARRAY ||
3042 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3043 }
3044
3045 switch (target) {
3046 case GL_TEXTURE_1D:
3047 case GL_TEXTURE_1D_ARRAY:
3048 assert(!"No compressed 1D textures.");
3049 return false;
3050
3051 case GL_TEXTURE_CUBE_MAP_ARRAY:
3052 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3053 break;
3054
3055 case GL_TEXTURE_CUBE_MAP:
3056 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3057 break;
3058
3059 default:
3060 faceTarget = target;
3061 break;
3062 }
3063
3064 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3065 MESA_META_DRAW_BUFFERS));
3066 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3067
3068 _mesa_reference_sampler_object(ctx, &samp_obj_save,
3069 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
3070
3071 /* Create/bind FBO/renderbuffer */
3072 if (decompress_fbo->fb == NULL) {
3073 decompress_fbo->rb = ctx->Driver.NewRenderbuffer(ctx, 0xDEADBEEF);
3074 if (decompress_fbo->rb == NULL) {
3075 _mesa_meta_end(ctx);
3076 return false;
3077 }
3078
3079 decompress_fbo->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3080 if (decompress_fbo->fb == NULL) {
3081 _mesa_meta_end(ctx);
3082 return false;
3083 }
3084
3085 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3086 _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
3087 decompress_fbo->rb);
3088 }
3089 else {
3090 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3091 }
3092
3093 /* alloc dest surface */
3094 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3095 _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
3096 width, height, 0);
3097
3098 /* Do the full completeness check to recompute
3099 * ctx->DrawBuffer->Width/Height.
3100 */
3101 ctx->DrawBuffer->_Status = GL_FRAMEBUFFER_UNDEFINED;
3102 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3103 if (status != GL_FRAMEBUFFER_COMPLETE) {
3104 /* If the framebuffer isn't complete then we'll leave
3105 * decompress_fbo->Width as zero so that it will fail again next time
3106 * too */
3107 _mesa_meta_end(ctx);
3108 return false;
3109 }
3110 decompress_fbo->Width = width;
3111 decompress_fbo->Height = height;
3112 }
3113
3114 if (use_glsl_version) {
3115 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3116 &decompress->buf_obj, true,
3117 2, 4, 0);
3118
3119 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3120 } else {
3121 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3122 &decompress->buf_obj, 3);
3123 }
3124
3125 if (decompress->samp_obj == NULL) {
3126 decompress->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
3127 if (decompress->samp_obj == NULL) {
3128 _mesa_meta_end(ctx);
3129
3130 /* This is a bit lazy. Flag out of memory, and then don't bother to
3131 * clean up. Once out of memory is flagged, the only realistic next
3132 * move is to destroy the context. That will trigger all the right
3133 * clean up.
3134 *
3135 * Returning true prevents other GetTexImage methods from attempting
3136 * anything since they will likely fail too.
3137 */
3138 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
3139 return true;
3140 }
3141
3142 /* nearest filtering */
3143 _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
3144
3145 /* We don't want to encode or decode sRGB values; treat them as linear. */
3146 _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT);
3147 }
3148
3149 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
3150
3151 /* Silence valgrind warnings about reading uninitialized stack. */
3152 memset(verts, 0, sizeof(verts));
3153
3154 _mesa_meta_setup_texture_coords(faceTarget, slice,
3155 xoffset, yoffset, width, height,
3156 texImage->Width, texImage->Height,
3157 texImage->Depth,
3158 verts[0].tex,
3159 verts[1].tex,
3160 verts[2].tex,
3161 verts[3].tex);
3162
3163 /* setup vertex positions */
3164 verts[0].x = -1.0F;
3165 verts[0].y = -1.0F;
3166 verts[1].x = 1.0F;
3167 verts[1].y = -1.0F;
3168 verts[2].x = 1.0F;
3169 verts[2].y = 1.0F;
3170 verts[3].x = -1.0F;
3171 verts[3].y = 1.0F;
3172
3173 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3174
3175 /* upload new vertex data */
3176 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts);
3177
3178 /* setup texture state */
3179 _mesa_BindTexture(target, texObj->Name);
3180
3181 if (!use_glsl_version)
3182 _mesa_set_enable(ctx, target, GL_TRUE);
3183
3184 {
3185 /* save texture object state */
3186 const GLint baseLevelSave = texObj->BaseLevel;
3187 const GLint maxLevelSave = texObj->MaxLevel;
3188
3189 /* restrict sampling to the texture level of interest */
3190 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3191 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3192 (GLint *) &texImage->Level, false);
3193 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3194 (GLint *) &texImage->Level, false);
3195 }
3196
3197 /* render quad w/ texture into renderbuffer */
3198 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3199
3200 /* Restore texture object state, the texture binding will
3201 * be restored by _mesa_meta_end().
3202 */
3203 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3204 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3205 &baseLevelSave, false);
3206 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3207 &maxLevelSave, false);
3208 }
3209
3210 }
3211
3212 /* read pixels from renderbuffer */
3213 {
3214 GLenum baseTexFormat = texImage->_BaseFormat;
3215 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3216
3217 /* The pixel transfer state will be set to default values at this point
3218 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3219 * turned off (as required by glGetTexImage) but we need to handle some
3220 * special cases. In particular, single-channel texture values are
3221 * returned as red and two-channel texture values are returned as
3222 * red/alpha.
3223 */
3224 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3225 destBaseFormat) ||
3226 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3227 * luminance then we need to return L=tex(R).
3228 */
3229 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3230 destBaseFormat)) {
3231 /* Green and blue must be zero */
3232 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3233 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3234 }
3235
3236 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3237 }
3238
3239 /* disable texture unit */
3240 if (!use_glsl_version)
3241 _mesa_set_enable(ctx, target, GL_FALSE);
3242
3243 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
3244 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
3245
3246 _mesa_meta_end(ctx);
3247
3248 return true;
3249 }
3250
3251
3252 /**
3253 * This is just a wrapper around _mesa_get_tex_image() and
3254 * decompress_texture_image(). Meta functions should not be directly called
3255 * from core Mesa.
3256 */
3257 void
3258 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3259 GLint xoffset, GLint yoffset, GLint zoffset,
3260 GLsizei width, GLsizei height, GLsizei depth,
3261 GLenum format, GLenum type, GLvoid *pixels,
3262 struct gl_texture_image *texImage)
3263 {
3264 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3265 GLuint slice;
3266 bool result = true;
3267
3268 for (slice = 0; slice < depth; slice++) {
3269 void *dst;
3270 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
3271 *
3272 * "For three-dimensional, two-dimensional array, cube map array,
3273 * and cube map textures pixel storage operations are applied as
3274 * if the image were two-dimensional, except that the additional
3275 * pixel storage state values PACK_IMAGE_HEIGHT and
3276 * PACK_SKIP_IMAGES are applied. The correspondence of texels to
3277 * memory locations is as defined for TexImage3D in section 8.5."
3278 */
3279 switch (texImage->TexObject->Target) {
3280 case GL_TEXTURE_3D:
3281 case GL_TEXTURE_2D_ARRAY:
3282 case GL_TEXTURE_CUBE_MAP:
3283 case GL_TEXTURE_CUBE_MAP_ARRAY: {
3284 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3285 * in the decompress_texture_image() function's call to
3286 * glReadPixels but we need to compute the dest slice's address
3287 * here (according to SkipImages and ImageHeight).
3288 */
3289 struct gl_pixelstore_attrib packing = ctx->Pack;
3290 packing.SkipPixels = 0;
3291 packing.SkipRows = 0;
3292 dst = _mesa_image_address3d(&packing, pixels, width, height,
3293 format, type, slice, 0, 0);
3294 break;
3295 }
3296 default:
3297 dst = pixels;
3298 break;
3299 }
3300 result = decompress_texture_image(ctx, texImage, slice,
3301 xoffset, yoffset, width, height,
3302 format, type, dst);
3303 if (!result)
3304 break;
3305 }
3306
3307 if (result)
3308 return;
3309 }
3310
3311 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3312 width, height, depth, format, type, pixels, texImage);
3313 }
3314
3315
3316 /**
3317 * Meta implementation of ctx->Driver.DrawTex() in terms
3318 * of polygon rendering.
3319 */
3320 void
3321 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3322 GLfloat width, GLfloat height)
3323 {
3324 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3325 struct vertex {
3326 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3327 };
3328 struct vertex verts[4];
3329 GLuint i;
3330
3331 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3332 MESA_META_SHADER |
3333 MESA_META_TRANSFORM |
3334 MESA_META_VERTEX |
3335 MESA_META_VIEWPORT));
3336
3337 if (drawtex->VAO == 0) {
3338 /* one-time setup */
3339 struct gl_vertex_array_object *array_obj;
3340
3341 /* create vertex array object */
3342 _mesa_GenVertexArrays(1, &drawtex->VAO);
3343 _mesa_BindVertexArray(drawtex->VAO);
3344
3345 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3346 assert(array_obj != NULL);
3347
3348 /* create vertex array buffer */
3349 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3350 if (drawtex->buf_obj == NULL)
3351 return;
3352
3353 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3354 GL_DYNAMIC_DRAW, __func__);
3355
3356 /* setup vertex arrays */
3357 FLUSH_VERTICES(ctx, 0);
3358 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3359 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3360 GL_FALSE, GL_FALSE,
3361 offsetof(struct vertex, x));
3362 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3363 drawtex->buf_obj, 0, sizeof(struct vertex));
3364 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
3365
3366
3367 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3368 FLUSH_VERTICES(ctx, 0);
3369 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3370 2, GL_FLOAT, GL_RGBA, GL_FALSE,
3371 GL_FALSE, GL_FALSE,
3372 offsetof(struct vertex, st[i]));
3373 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3374 drawtex->buf_obj, 0, sizeof(struct vertex));
3375 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
3376 }
3377 }
3378 else {
3379 _mesa_BindVertexArray(drawtex->VAO);
3380 }
3381
3382 /* vertex positions, texcoords */
3383 {
3384 const GLfloat x1 = x + width;
3385 const GLfloat y1 = y + height;
3386
3387 z = CLAMP(z, 0.0f, 1.0f);
3388 z = invert_z(z);
3389
3390 verts[0].x = x;
3391 verts[0].y = y;
3392 verts[0].z = z;
3393
3394 verts[1].x = x1;
3395 verts[1].y = y;
3396 verts[1].z = z;
3397
3398 verts[2].x = x1;
3399 verts[2].y = y1;
3400 verts[2].z = z;
3401
3402 verts[3].x = x;
3403 verts[3].y = y1;
3404 verts[3].z = z;
3405
3406 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3407 const struct gl_texture_object *texObj;
3408 const struct gl_texture_image *texImage;
3409 GLfloat s, t, s1, t1;
3410 GLuint tw, th;
3411
3412 if (!ctx->Texture.Unit[i]._Current) {
3413 GLuint j;
3414 for (j = 0; j < 4; j++) {
3415 verts[j].st[i][0] = 0.0f;
3416 verts[j].st[i][1] = 0.0f;
3417 }
3418 continue;
3419 }
3420
3421 texObj = ctx->Texture.Unit[i]._Current;
3422 texImage = texObj->Image[0][texObj->BaseLevel];
3423 tw = texImage->Width2;
3424 th = texImage->Height2;
3425
3426 s = (GLfloat) texObj->CropRect[0] / tw;
3427 t = (GLfloat) texObj->CropRect[1] / th;
3428 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3429 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3430
3431 verts[0].st[i][0] = s;
3432 verts[0].st[i][1] = t;
3433
3434 verts[1].st[i][0] = s1;
3435 verts[1].st[i][1] = t;
3436
3437 verts[2].st[i][0] = s1;
3438 verts[2].st[i][1] = t1;
3439
3440 verts[3].st[i][0] = s;
3441 verts[3].st[i][1] = t1;
3442 }
3443
3444 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts);
3445 }
3446
3447 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3448
3449 _mesa_meta_end(ctx);
3450 }
3451
3452 static bool
3453 cleartexsubimage_color(struct gl_context *ctx,
3454 struct gl_texture_image *texImage,
3455 const GLvoid *clearValue,
3456 GLint zoffset)
3457 {
3458 mesa_format format;
3459 union gl_color_union colorValue;
3460 GLenum datatype;
3461 GLenum status;
3462
3463 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3464 GL_COLOR_ATTACHMENT0,
3465 texImage, zoffset);
3466
3467 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3468 if (status != GL_FRAMEBUFFER_COMPLETE)
3469 return false;
3470
3471 /* We don't want to apply an sRGB conversion so override the format */
3472 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3473 datatype = _mesa_get_format_datatype(format);
3474
3475 switch (datatype) {
3476 case GL_UNSIGNED_INT:
3477 case GL_INT:
3478 if (clearValue)
3479 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3480 (GLuint (*)[4]) colorValue.ui);
3481 else
3482 memset(&colorValue, 0, sizeof colorValue);
3483 if (datatype == GL_INT)
3484 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3485 else
3486 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3487 break;
3488 default:
3489 if (clearValue)
3490 _mesa_unpack_rgba_row(format, 1, clearValue,
3491 (GLfloat (*)[4]) colorValue.f);
3492 else
3493 memset(&colorValue, 0, sizeof colorValue);
3494 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3495 break;
3496 }
3497
3498 return true;
3499 }
3500
3501 static bool
3502 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3503 struct gl_texture_image *texImage,
3504 const GLvoid *clearValue,
3505 GLint zoffset)
3506 {
3507 GLint stencilValue = 0;
3508 GLfloat depthValue = 0.0f;
3509 GLenum status;
3510
3511 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3512 GL_DEPTH_ATTACHMENT,
3513 texImage, zoffset);
3514
3515 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3516 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3517 GL_STENCIL_ATTACHMENT,
3518 texImage, zoffset);
3519
3520 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3521 if (status != GL_FRAMEBUFFER_COMPLETE)
3522 return false;
3523
3524 if (clearValue) {
3525 GLuint depthStencilValue[2];
3526
3527 /* Convert the clearValue from whatever format it's in to a floating
3528 * point value for the depth and an integer value for the stencil index
3529 */
3530 if (texImage->_BaseFormat == GL_DEPTH_STENCIL) {
3531 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3532 1, /* n */
3533 clearValue,
3534 depthStencilValue);
3535 /* We need a memcpy here instead of a cast because we need to
3536 * reinterpret the bytes as a float rather than converting it
3537 */
3538 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3539 stencilValue = depthStencilValue[1] & 0xff;
3540 } else {
3541 _mesa_unpack_float_z_row(texImage->TexFormat, 1 /* n */,
3542 clearValue, &depthValue);
3543 }
3544 }
3545
3546 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3547 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3548 else
3549 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3550
3551 return true;
3552 }
3553
3554 static bool
3555 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3556 struct gl_texture_image *texImage,
3557 GLint zoffset,
3558 const GLvoid *clearValue)
3559 {
3560 struct gl_framebuffer *drawFb;
3561 bool success;
3562
3563 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3564 if (drawFb == NULL)
3565 return false;
3566
3567 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
3568
3569 switch(texImage->_BaseFormat) {
3570 case GL_DEPTH_STENCIL:
3571 case GL_DEPTH_COMPONENT:
3572 success = cleartexsubimage_depth_stencil(ctx, texImage,
3573 clearValue, zoffset);
3574 break;
3575 default:
3576 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3577 break;
3578 }
3579
3580 _mesa_reference_framebuffer(&drawFb, NULL);
3581
3582 return success;
3583 }
3584
3585 static bool
3586 cleartexsubimage_using_fbo(struct gl_context *ctx,
3587 struct gl_texture_image *texImage,
3588 GLint xoffset, GLint yoffset, GLint zoffset,
3589 GLsizei width, GLsizei height, GLsizei depth,
3590 const GLvoid *clearValue)
3591 {
3592 bool success = true;
3593 GLint z;
3594
3595 _mesa_meta_begin(ctx,
3596 MESA_META_SCISSOR |
3597 MESA_META_COLOR_MASK |
3598 MESA_META_DITHER |
3599 MESA_META_FRAMEBUFFER_SRGB);
3600
3601 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3602 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3603
3604 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3605 _mesa_Scissor(xoffset, yoffset, width, height);
3606
3607 for (z = zoffset; z < zoffset + depth; z++) {
3608 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3609 success = false;
3610 break;
3611 }
3612 }
3613
3614 _mesa_meta_end(ctx);
3615
3616 return success;
3617 }
3618
3619 extern void
3620 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3621 struct gl_texture_image *texImage,
3622 GLint xoffset, GLint yoffset, GLint zoffset,
3623 GLsizei width, GLsizei height, GLsizei depth,
3624 const GLvoid *clearValue)
3625 {
3626 bool res;
3627
3628 res = cleartexsubimage_using_fbo(ctx, texImage,
3629 xoffset, yoffset, zoffset,
3630 width, height, depth,
3631 clearValue);
3632
3633 if (res)
3634 return;
3635
3636 _mesa_warning(ctx,
3637 "Falling back to mapping the texture in "
3638 "glClearTexSubImage\n");
3639
3640 _mesa_store_cleartexsubimage(ctx, texImage,
3641 xoffset, yoffset, zoffset,
3642 width, height, depth,
3643 clearValue);
3644 }