2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/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"
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"
92 /** Return offset in bytes of the field within a vertex struct */
93 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
96 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
98 static struct blit_shader
*
99 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
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
);
110 _mesa_meta_framebuffer_texture_image(struct gl_context
*ctx
,
111 struct gl_framebuffer
*fb
,
113 struct gl_texture_image
*texImage
,
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
122 struct gl_renderbuffer_attachment
*att
=
123 _mesa_get_and_validate_attachment(ctx
, fb
, attachment
, __func__
);
126 _mesa_framebuffer_texture(ctx
, fb
, attachment
, att
, texObj
, texTarget
,
127 level
, layer
, false);
130 static struct gl_shader
*
131 meta_compile_shader_with_debug(struct gl_context
*ctx
, gl_shader_stage stage
,
132 const GLcharARB
*source
)
134 const GLuint name
= ~0;
135 struct gl_shader
*sh
;
137 sh
= _mesa_new_shader(name
, stage
);
138 sh
->Source
= strdup(source
);
139 sh
->CompileStatus
= compile_failure
;
140 _mesa_compile_shader(ctx
, sh
);
142 if (!sh
->CompileStatus
) {
145 "meta program compile failed:\n%s\nsource:\n%s\n",
146 sh
->InfoLog
, source
);
149 _mesa_reference_shader(ctx
, &sh
, NULL
);
156 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
,
157 struct gl_shader_program
*sh_prog
)
159 _mesa_link_program(ctx
, sh_prog
);
161 if (!sh_prog
->data
->LinkStatus
) {
162 _mesa_problem(ctx
, "meta program link failed:\n%s",
163 sh_prog
->data
->InfoLog
);
168 _mesa_meta_use_program(struct gl_context
*ctx
,
169 struct gl_shader_program
*sh_prog
)
171 /* Attach shader state to the binding point */
172 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
, &ctx
->Shader
);
174 /* Update the program */
175 _mesa_use_shader_program(ctx
, sh_prog
);
179 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
180 const char *vs_source
,
181 const char *fs_source
,
183 struct gl_shader_program
**out_sh_prog
)
185 struct gl_shader_program
*sh_prog
;
186 const GLuint id
= ~0;
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
);
197 _mesa_meta_link_program_with_debug(ctx
, sh_prog
);
199 struct gl_program
*fp
=
200 sh_prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
;
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...
207 fp
->info
.textures_used_by_txf
= 0;
209 fp
->nir
->info
.textures_used_by_txf
= 0;
211 _mesa_meta_use_program(ctx
, sh_prog
);
213 *out_sh_prog
= sh_prog
;
217 * Generate a generic shader to blit from a texture to a framebuffer
219 * \param ctx Current GL context
220 * \param texTarget Texture target that will be the source of the blit
222 * \returns a handle to a shader program on success or zero on failure.
225 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
228 struct blit_shader_table
*table
)
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
;
235 if (ctx
->Const
.GLSLVersion
< 130) {
237 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
238 fs_input
= "varying";
240 vs_preprocess
= "#version 130";
241 fs_preprocess
= "#version 130";
243 shader
->func
= "texture";
246 assert(shader
!= NULL
);
248 if (shader
->shader_prog
!= NULL
) {
249 _mesa_meta_use_program(ctx
, shader
->shader_prog
);
253 mem_ctx
= ralloc_context(NULL
);
255 vs_source
= ralloc_asprintf(mem_ctx
,
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"
263 " texCoords = textureCoords;\n"
264 " gl_Position = vec4(position, 0.0, 1.0);\n"
268 fs_source
= ralloc_asprintf(mem_ctx
,
270 "#extension GL_ARB_texture_cube_map_array: enable\n"
271 "uniform %s texSampler;\n"
272 "%s vec4 texCoords;\n"
275 " gl_FragColor = %s(texSampler, %s);\n"
278 fs_preprocess
, shader
->type
, fs_input
,
279 shader
->func
, shader
->texcoords
,
280 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
282 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
283 ralloc_asprintf(mem_ctx
, "%s blit",
285 &shader
->shader_prog
);
286 ralloc_free(mem_ctx
);
290 * Configure vertex buffer and vertex array objects for tests
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.
296 * \param VAO Storage for vertex array object handle. If 0, a new VAO
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
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.
311 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
312 * Use \c texcoord_size instead.
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
,
322 struct gl_vertex_array_object
*array_obj
;
323 assert(*buf_obj
== NULL
);
325 /* create vertex array object */
326 _mesa_GenVertexArrays(1, VAO
);
327 _mesa_BindVertexArray(*VAO
);
329 array_obj
= _mesa_lookup_vao(ctx
, *VAO
);
330 assert(array_obj
!= NULL
);
332 /* create vertex array buffer */
333 *buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
334 if (*buf_obj
== NULL
)
337 _mesa_buffer_data(ctx
, *buf_obj
, GL_NONE
, 4 * sizeof(struct vertex
), NULL
,
338 GL_DYNAMIC_DRAW
, __func__
);
340 /* setup vertex arrays */
341 FLUSH_VERTICES(ctx
, 0);
342 if (use_generic_attributes
) {
343 assert(color_size
== 0);
345 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
346 vertex_size
, GL_FLOAT
, GL_RGBA
, 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));
364 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
365 vertex_size
, GL_FLOAT
, GL_RGBA
, 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
);
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
,
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));
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
,
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
);
393 _mesa_BindVertexArray(*VAO
);
398 * Initialize meta-ops for a context.
399 * To be called once during context creation.
402 _mesa_meta_init(struct gl_context
*ctx
)
406 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
410 * Free context meta-op state.
411 * To be called once during context destruction.
414 _mesa_meta_free(struct gl_context
*ctx
)
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
);
425 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
427 _mesa_make_current(NULL
, NULL
, NULL
);
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.
437 * \param state bitmask of MESA_META_* flags indicating which attribute groups
438 * to save and reset to their defaults
441 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
443 struct save_state
*save
;
445 /* hope MAX_META_OPS_DEPTH is large enough */
446 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
448 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
449 memset(save
, 0, sizeof(*save
));
450 save
->SavedState
= state
;
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.
456 save
->API
= ctx
->API
;
457 ctx
->API
= API_OPENGL_COMPAT
;
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.
466 save
->ExtensionsVersion
= ctx
->Extensions
.Version
;
467 ctx
->Extensions
.Version
= ~0;
469 /* Pausing transform feedback needs to be done early, or else we won't be
470 * able to change other state.
472 save
->TransformFeedbackNeedsResume
=
473 _mesa_is_xfb_active_and_unpaused(ctx
);
474 if (save
->TransformFeedbackNeedsResume
)
475 _mesa_PauseTransformFeedback();
477 /* After saving the current occlusion object, call EndQuery so that no
478 * occlusion querying will be active during the meta-operation.
480 if (state
& MESA_META_OCCLUSION_QUERY
) {
481 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
482 if (save
->CurrentOcclusionObject
)
483 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
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
);
494 if (state
& MESA_META_BLEND
) {
495 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
496 if (ctx
->Color
.BlendEnabled
) {
497 if (ctx
->Extensions
.EXT_draw_buffers2
) {
499 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
500 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
504 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
507 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
508 if (ctx
->Color
.ColorLogicOpEnabled
)
509 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
512 if (state
& MESA_META_DITHER
) {
513 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
514 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
517 if (state
& MESA_META_COLOR_MASK
) {
518 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
519 sizeof(ctx
->Color
.ColorMask
));
522 if (state
& MESA_META_DEPTH_TEST
) {
523 save
->Depth
= ctx
->Depth
; /* struct copy */
525 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
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
);
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
;
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
;
561 ctx
->NewState
|=_NEW_PIXEL
;
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
);
578 if (state
& MESA_META_SCISSOR
) {
579 save
->Scissor
= ctx
->Scissor
; /* struct copy */
580 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
583 if (state
& MESA_META_SHADER
) {
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
);
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
);
600 if (ctx
->Extensions
.ATI_fragment_shader
) {
601 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
602 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
605 if (ctx
->Pipeline
.Current
) {
606 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
607 ctx
->Pipeline
.Current
);
608 _mesa_BindProgramPipeline(0);
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.
614 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
615 _mesa_reference_program(ctx
, &save
->Program
[i
],
616 ctx
->Shader
.CurrentProgram
[i
]);
618 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
619 ctx
->Shader
.ActiveProgram
);
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 */
631 if (state
& MESA_META_TEXTURE
) {
634 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
635 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
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
);
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
);
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
]);
665 /* set defaults for unit[0] */
666 _mesa_ActiveTexture(GL_TEXTURE0
);
667 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
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();
689 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
690 * This can occur when there is no draw buffer.
692 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
693 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
694 0.0, ctx
->DrawBuffer
->Height
,
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
);
704 if (state
& MESA_META_CLIP
) {
706 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
707 mask
= ctx
->Transform
.ClipPlanesEnabled
;
709 const int i
= u_bit_scan(&mask
);
710 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
714 if (state
& MESA_META_VERTEX
) {
715 /* save vertex array object state */
716 _mesa_reference_vao(ctx
, &save
->VAO
,
718 /* set some default state? */
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
);
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);
742 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
743 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
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.
749 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
750 ctx
->Extensions
.ARB_color_buffer_float
)
751 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
754 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
755 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
757 /* Generally in here we never want vertex color clamping --
758 * result clamping is only dependent on fragment clamping.
760 if (ctx
->Extensions
.ARB_color_buffer_float
)
761 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
764 if (state
& MESA_META_CONDITIONAL_RENDER
) {
765 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
766 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
768 if (ctx
->Query
.CondRenderQuery
)
769 _mesa_EndConditionalRender();
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
);
783 if (state
& MESA_META_MULTISAMPLE
) {
784 save
->Multisample
= ctx
->Multisample
; /* struct copy */
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
);
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
);
806 if (state
& MESA_META_DRAW_BUFFERS
) {
807 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
808 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
809 sizeof(save
->ColorDrawBuffers
));
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
);
821 _mesa_reference_framebuffer(&save
->DrawBuffer
, ctx
->DrawBuffer
);
822 _mesa_reference_framebuffer(&save
->ReadBuffer
, ctx
->ReadBuffer
);
828 * Leave meta state. This is like a light-weight version of glPopAttrib().
831 _mesa_meta_end(struct gl_context
*ctx
)
833 assert(ctx
->Meta
->SaveStackDepth
> 0);
835 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
836 const GLbitfield state
= save
->SavedState
;
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
;
847 ctx
->Driver
.WaitQuery(ctx
, q
);
849 _mesa_BeginQuery(q
->Target
, q
->Id
);
850 ctx
->Query
.CurrentOcclusionObject
->Result
+= result
;
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
);
860 if (state
& MESA_META_BLEND
) {
861 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
862 if (ctx
->Extensions
.EXT_draw_buffers2
) {
864 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
865 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
869 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
872 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
873 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
876 if (state
& MESA_META_DITHER
)
877 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
879 if (state
& MESA_META_COLOR_MASK
) {
881 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
882 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
884 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
885 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
889 save
->ColorMask
[i
][0],
890 save
->ColorMask
[i
][1],
891 save
->ColorMask
[i
][2],
892 save
->ColorMask
[i
][3]);
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
);
905 if (state
& MESA_META_FOG
) {
906 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
909 if (state
& MESA_META_PIXEL_STORE
) {
910 ctx
->Pack
= save
->Pack
;
911 ctx
->Unpack
= save
->Unpack
;
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
;
925 ctx
->NewState
|=_NEW_PIXEL
;
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
);
937 if (state
& MESA_META_SCISSOR
) {
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);
951 if (state
& MESA_META_SHADER
) {
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
);
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
);
970 if (ctx
->Extensions
.ATI_fragment_shader
) {
971 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
972 save
->ATIFragmentShaderEnabled
);
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
983 _mesa_use_program(ctx
, i
, NULL
, save
->Program
[i
], &ctx
->Shader
);
985 /* Do this *before* killing the reference. :)
987 if (save
->Program
[i
] != NULL
)
990 _mesa_reference_program(ctx
, &save
->Program
[i
], NULL
);
993 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
995 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
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.
1002 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1005 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1006 ctx
->Pipeline
.Default
);
1008 if (save
->Pipeline
) {
1009 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1011 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1015 if (state
& MESA_META_STENCIL_TEST
) {
1016 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
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
);
1027 _mesa_StencilFuncSeparate(GL_FRONT
,
1028 stencil
->Function
[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]);
1036 _mesa_StencilFuncSeparate(GL_BACK
,
1037 stencil
->Function
[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]);
1046 if (state
& MESA_META_TEXTURE
) {
1049 assert(ctx
->Texture
.CurrentUnit
== 0);
1051 /* restore texenv for unit[0] */
1052 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
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
]);
1061 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
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
];
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
];
1077 /* restore current unit state */
1078 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
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
);
1088 _mesa_MatrixMode(GL_MODELVIEW
);
1089 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1091 _mesa_MatrixMode(GL_PROJECTION
);
1092 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1094 _mesa_MatrixMode(save
->MatrixMode
);
1096 if (ctx
->Extensions
.ARB_clip_control
)
1097 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1100 if (state
& MESA_META_CLIP
) {
1101 GLbitfield mask
= save
->ClipPlanesEnabled
;
1103 const int i
= u_bit_scan(&mask
);
1104 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
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
);
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
);
1122 _mesa_set_depth_range(ctx
, 0, save
->DepthNear
, save
->DepthFar
);
1125 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1126 ctx
->Extensions
.ARB_color_buffer_float
) {
1127 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1130 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1131 ctx
->Extensions
.ARB_color_buffer_float
) {
1132 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1135 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1136 if (save
->CondRenderQuery
)
1137 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1138 save
->CondRenderMode
);
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
;
1151 if (state
& MESA_META_MULTISAMPLE
) {
1152 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1153 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
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
);
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
);
1178 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1179 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1180 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1184 if (save
->Lighting
) {
1185 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1187 if (save
->RasterDiscard
) {
1188 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1190 if (save
->TransformFeedbackNeedsResume
)
1191 _mesa_ResumeTransformFeedback();
1193 _mesa_bind_framebuffers(ctx
, save
->DrawBuffer
, save
->ReadBuffer
);
1194 _mesa_reference_framebuffer(&save
->DrawBuffer
, NULL
);
1195 _mesa_reference_framebuffer(&save
->ReadBuffer
, NULL
);
1197 if (state
& MESA_META_DRAW_BUFFERS
) {
1198 _mesa_drawbuffers(ctx
, ctx
->DrawBuffer
, ctx
->Const
.MaxDrawBuffers
,
1199 save
->ColorDrawBuffers
, NULL
);
1202 ctx
->Meta
->SaveStackDepth
--;
1204 ctx
->API
= save
->API
;
1205 ctx
->Extensions
.Version
= save
->ExtensionsVersion
;
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.
1216 static inline GLfloat
1217 invert_z(GLfloat normZ
)
1219 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1225 * One-time init for a temp_texture object.
1226 * Choose tex target, compute max tex size, etc.
1229 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
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
;
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
;
1245 tex
->MinSize
= 16; /* 16 x 16 at least */
1246 assert(tex
->MaxSize
> 0);
1248 _mesa_CreateTextures(tex
->Target
, 1, &texObj
);
1249 tex
->tex_obj
= NULL
;
1254 tex
->tex_obj
= _mesa_lookup_texture(ctx
, texObj
);
1258 cleanup_temp_texture(struct temp_texture
*tex
)
1260 if (tex
->tex_obj
== NULL
)
1262 _mesa_DeleteTextures(1, &tex
->tex_obj
->Name
);
1263 tex
->tex_obj
= NULL
;
1268 * Return pointer to temp_texture info for non-bitmap ops.
1269 * This does some one-time init if needed.
1271 struct temp_texture
*
1272 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1274 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1276 if (tex
->tex_obj
== NULL
) {
1277 init_temp_texture(ctx
, tex
);
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.
1289 static struct temp_texture
*
1290 get_bitmap_temp_texture(struct gl_context
*ctx
)
1292 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1294 if (tex
->tex_obj
== NULL
) {
1295 init_temp_texture(ctx
, tex
);
1302 * Return pointer to depth temp_texture.
1303 * This does some one-time init if needed.
1305 struct temp_texture
*
1306 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1308 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1310 if (tex
->tex_obj
== NULL
) {
1311 init_temp_texture(ctx
, tex
);
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.
1324 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1327 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1328 GLsizei width
, GLsizei height
, GLenum intFormat
)
1330 GLboolean newTex
= GL_FALSE
;
1332 assert(width
<= tex
->MaxSize
);
1333 assert(height
<= tex
->MaxSize
);
1335 if (width
> tex
->Width
||
1336 height
> tex
->Height
||
1337 intFormat
!= tex
->IntFormat
) {
1338 /* alloc new texture (larger or different format) */
1341 /* use non-power of two size */
1342 tex
->Width
= MAX2(tex
->MinSize
, width
);
1343 tex
->Height
= MAX2(tex
->MinSize
, height
);
1346 /* find power of two size */
1348 w
= h
= tex
->MinSize
;
1357 tex
->IntFormat
= intFormat
;
1362 /* compute texcoords */
1363 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1364 tex
->Sright
= (GLfloat
) width
;
1365 tex
->Ttop
= (GLfloat
) height
;
1368 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1369 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1377 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
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
,
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
);
1396 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1398 /* copy framebuffer image to texture */
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);
1407 /* create empty texture */
1408 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1409 tex
->Width
, tex
->Height
, 0,
1410 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1412 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1413 0, 0, srcX
, srcY
, width
, height
);
1417 /* replace existing tex image */
1418 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1419 0, 0, srcX
, srcY
, width
, height
);
1425 * Setup/load texture for glDrawPixels.
1428 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1429 struct temp_texture
*tex
,
1431 GLsizei width
, GLsizei height
,
1432 GLenum format
, GLenum type
,
1433 const GLvoid
*pixels
)
1435 /* GLint so the compiler won't complain about type signedness mismatch in
1436 * the call to _mesa_texture_parameteriv below.
1438 static const GLint filter
= GL_NEAREST
;
1440 _mesa_BindTexture(tex
->Target
, tex
->tex_obj
->Name
);
1441 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MIN_FILTER
, &filter
,
1443 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MAG_FILTER
, &filter
,
1445 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1447 /* copy pixel data to texture */
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
);
1456 struct gl_buffer_object
*save_unpack_obj
= NULL
;
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
);
1468 _mesa_TexSubImage2D(tex
->Target
, 0,
1469 0, 0, width
, height
, format
, type
, pixels
);
1473 /* replace existing tex image */
1474 _mesa_TexSubImage2D(tex
->Target
, 0,
1475 0, 0, width
, height
, format
, type
, pixels
);
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
)
1484 _mesa_meta_setup_vertex_objects(ctx
, VAO
, buf_obj
, false, 2, texcoord_size
,
1487 /* setup projection matrix */
1488 _mesa_MatrixMode(GL_PROJECTION
);
1489 _mesa_LoadIdentity();
1493 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1496 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1498 meta_clear(ctx
, buffers
, false);
1502 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1504 meta_clear(ctx
, buffers
, true);
1508 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
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"
1517 "#ifdef GL_AMD_vertex_shader_layer\n"
1518 " gl_Layer = gl_InstanceID;\n"
1520 " gl_Position = position;\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"
1528 " gl_FragColor = color;\n"
1530 bool has_integer_textures
;
1532 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, true,
1535 if (clear
->ShaderProg
!= 0)
1538 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
, "meta clear",
1539 &clear
->ShaderProg
);
1541 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1542 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
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
,
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"
1555 "#ifdef GL_AMD_vertex_shader_layer\n"
1556 " gl_Layer = gl_InstanceID;\n"
1558 " gl_Position = position;\n"
1560 const char *fs_int_source
=
1561 ralloc_asprintf(shader_source_mem_ctx
,
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"
1570 " out_color = color;\n"
1573 _mesa_meta_compile_and_link_program(ctx
, vs_int_source
, fs_int_source
,
1575 &clear
->IntegerShaderProg
);
1576 ralloc_free(shader_source_mem_ctx
);
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.
1586 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
1588 if (clear
->VAO
== 0)
1590 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1592 _mesa_reference_buffer_object(ctx
, &clear
->buf_obj
, NULL
);
1593 _mesa_reference_shader_program(ctx
, &clear
->ShaderProg
, NULL
);
1595 if (clear
->IntegerShaderProg
) {
1596 _mesa_reference_shader_program(ctx
, &clear
->IntegerShaderProg
, NULL
);
1601 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1602 * set GL to only draw to those buffers.
1604 * Since the bitfield has no associated order, the assignment of draw buffer
1605 * indices to color attachment indices is rather arbitrary.
1608 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1610 GLenum enums
[MAX_DRAW_BUFFERS
];
1614 /* This function is only legal for color buffer bitfields. */
1615 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1617 /* Make sure we don't overflow any arrays. */
1618 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1622 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1623 enums
[i
++] = GL_FRONT_LEFT
;
1625 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1626 enums
[i
++] = GL_FRONT_RIGHT
;
1628 if (bits
& BUFFER_BIT_BACK_LEFT
)
1629 enums
[i
++] = GL_BACK_LEFT
;
1631 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1632 enums
[i
++] = GL_BACK_RIGHT
;
1634 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1635 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1636 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1639 _mesa_DrawBuffers(i
, enums
);
1643 * Return if all of the color channels are masked.
1645 static inline GLboolean
1646 is_color_disabled(struct gl_context
*ctx
, int i
)
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];
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.
1660 _mesa_meta_drawbuffers_and_colormask(struct gl_context
*ctx
, GLbitfield mask
)
1662 GLenum enums
[MAX_DRAW_BUFFERS
];
1663 GLubyte colormask
[MAX_DRAW_BUFFERS
][4];
1666 /* This function is only legal for color buffer bitfields. */
1667 assert((mask
& ~BUFFER_BITS_COLOR
) == 0);
1669 /* Make sure we don't overflow any arrays. */
1670 assert(_mesa_bitcount(mask
) <= MAX_DRAW_BUFFERS
);
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;
1678 if (b
< 0 || !(mask
& (1 << b
)) || is_color_disabled(ctx
, colormask_idx
))
1682 case BUFFER_FRONT_LEFT
:
1683 enums
[num_bufs
] = GL_FRONT_LEFT
;
1685 case BUFFER_FRONT_RIGHT
:
1686 enums
[num_bufs
] = GL_FRONT_RIGHT
;
1688 case BUFFER_BACK_LEFT
:
1689 enums
[num_bufs
] = GL_BACK_LEFT
;
1691 case BUFFER_BACK_RIGHT
:
1692 enums
[num_bufs
] = GL_BACK_RIGHT
;
1695 assert(b
>= BUFFER_COLOR0
&& b
<= BUFFER_COLOR7
);
1696 enums
[num_bufs
] = GL_COLOR_ATTACHMENT0
+ (b
- BUFFER_COLOR0
);
1700 for (int k
= 0; k
< 4; k
++)
1701 colormask
[num_bufs
][k
] = ctx
->Color
.ColorMask
[colormask_idx
][k
];
1706 _mesa_DrawBuffers(num_bufs
, enums
);
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]);
1716 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1719 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
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];
1729 metaSave
= (MESA_META_ALPHA_TEST
|
1731 MESA_META_COLOR_MASK
|
1732 MESA_META_DEPTH_TEST
|
1733 MESA_META_RASTERIZATION
|
1735 MESA_META_STENCIL_TEST
|
1737 MESA_META_VIEWPORT
|
1739 MESA_META_CLAMP_FRAGMENT_COLOR
|
1740 MESA_META_MULTISAMPLE
|
1741 MESA_META_OCCLUSION_QUERY
);
1744 metaSave
|= MESA_META_FOG
|
1745 MESA_META_PIXEL_TRANSFER
|
1746 MESA_META_TRANSFORM
|
1748 MESA_META_CLAMP_VERTEX_COLOR
|
1749 MESA_META_SELECT_FEEDBACK
;
1752 if (buffers
& BUFFER_BITS_COLOR
) {
1753 metaSave
|= MESA_META_DRAW_BUFFERS
;
1756 _mesa_meta_begin(ctx
, metaSave
);
1759 meta_glsl_clear_init(ctx
, clear
);
1761 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1762 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1763 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1764 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1765 z
= -invert_z(ctx
->Depth
.Clear
);
1767 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, false,
1770 x0
= (float) fb
->_Xmin
;
1771 y0
= (float) fb
->_Ymin
;
1772 x1
= (float) fb
->_Xmax
;
1773 y1
= (float) fb
->_Ymax
;
1774 z
= invert_z(ctx
->Depth
.Clear
);
1777 if (fb
->_IntegerBuffers
) {
1779 _mesa_meta_use_program(ctx
, clear
->IntegerShaderProg
);
1780 _mesa_Uniform4iv(0, 1, ctx
->Color
.ClearColor
.i
);
1782 _mesa_meta_use_program(ctx
, clear
->ShaderProg
);
1783 _mesa_Uniform4fv(0, 1, ctx
->Color
.ClearColor
.f
);
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
);
1791 /* leave colormask state as-is */
1793 /* Clears never have the color clamped. */
1794 if (ctx
->Extensions
.ARB_color_buffer_float
)
1795 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1798 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
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
);
1808 assert(!ctx
->Depth
.Test
);
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]);
1821 assert(!ctx
->Stencil
.Enabled
);
1824 /* vertex positions */
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];
1847 /* upload new vertex data */
1848 _mesa_buffer_data(ctx
, clear
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
1849 GL_DYNAMIC_DRAW
, __func__
);
1852 if (fb
->MaxNumLayers
> 0) {
1853 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1855 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1858 _mesa_meta_end(ctx
);
1862 * Meta implementation of ctx->Driver.CopyPixels() in terms
1863 * of texture mapping and polygon rendering and GLSL shaders.
1866 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1867 GLsizei width
, GLsizei height
,
1868 GLint dstX
, GLint dstY
, GLenum type
)
1870 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1871 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1872 struct vertex verts
[4];
1874 if (type
!= GL_COLOR
||
1875 ctx
->_ImageTransferState
||
1877 width
> tex
->MaxSize
||
1878 height
> tex
->MaxSize
) {
1879 /* XXX avoid this fallback */
1880 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1884 /* Most GL state applies to glCopyPixels, but a there's a few things
1885 * we need to override:
1887 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1890 MESA_META_TRANSFORM
|
1893 MESA_META_VIEWPORT
));
1895 _mesa_meta_setup_vertex_objects(ctx
, ©pix
->VAO
, ©pix
->buf_obj
, false,
1898 /* Silence valgrind warnings about reading uninitialized stack. */
1899 memset(verts
, 0, sizeof(verts
));
1901 /* Alloc/setup texture */
1902 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1903 GL_RGBA
, GL_NEAREST
);
1905 /* vertex positions, texcoords (after texture allocation!) */
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]);
1916 verts
[0].tex
[0] = 0.0F
;
1917 verts
[0].tex
[1] = 0.0F
;
1921 verts
[1].tex
[0] = tex
->Sright
;
1922 verts
[1].tex
[1] = 0.0F
;
1926 verts
[2].tex
[0] = tex
->Sright
;
1927 verts
[2].tex
[1] = tex
->Ttop
;
1931 verts
[3].tex
[0] = 0.0F
;
1932 verts
[3].tex
[1] = tex
->Ttop
;
1934 /* upload new vertex data */
1935 _mesa_buffer_sub_data(ctx
, copypix
->buf_obj
, 0, sizeof(verts
), verts
);
1938 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1940 /* draw textured quad */
1941 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1943 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1945 _mesa_meta_end(ctx
);
1949 meta_drawpix_cleanup(struct gl_context
*ctx
, struct drawpix_state
*drawpix
)
1951 if (drawpix
->VAO
!= 0) {
1952 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1955 _mesa_reference_buffer_object(ctx
, &drawpix
->buf_obj
, NULL
);
1958 if (drawpix
->StencilFP
!= 0) {
1959 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1960 drawpix
->StencilFP
= 0;
1963 if (drawpix
->DepthFP
!= 0) {
1964 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1965 drawpix
->DepthFP
= 0;
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.
1975 tiled_draw_pixels(struct gl_context
*ctx
,
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
)
1982 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1985 if (tileUnpack
.RowLength
== 0)
1986 tileUnpack
.RowLength
= width
;
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
);
1992 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
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
);
1998 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2000 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2001 format
, type
, &tileUnpack
, pixels
);
2008 * One-time init for drawing stencil pixels.
2011 init_draw_stencil_pixels(struct gl_context
*ctx
)
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.
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).
2024 * The program parameter contains three values:
2025 * parm.x = 255 / (1 << bit)
2029 static const char *program
=
2031 "PARAM parm = program.local[0]; \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"
2038 "SUB t.x, t.x, t.y; \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"
2046 "# for debug only \n"
2047 "#MOV result.color, t.x; \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
;
2054 assert(drawpix
->StencilFP
== 0);
2056 /* replace %s with "RECT" or "2D" */
2057 assert(strlen(program
) + 4 < sizeof(program2
));
2058 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2062 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
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
);
2072 * One-time init for drawing depth pixels.
2075 init_draw_depth_pixels(struct gl_context
*ctx
)
2077 static const char *program
=
2079 "PARAM color = program.local[0]; \n"
2080 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2081 "MOV result.color, color; \n"
2084 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2085 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2086 const char *texTarget
;
2088 assert(drawpix
->DepthFP
== 0);
2090 /* replace %s with "RECT" or "2D" */
2091 assert(strlen(program
) + 4 < sizeof(program2
));
2092 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2096 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
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
);
2106 * Meta implementation of ctx->Driver.DrawPixels() in terms
2107 * of texture mapping and polygon rendering.
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
)
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;
2126 * Determine if we can do the glDrawPixels with texture mapping.
2128 fallback
= GL_FALSE
;
2129 if (ctx
->Fog
.Enabled
) {
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).
2138 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2139 texIntFormat
= format
;
2141 texIntFormat
= GL_RGBA
;
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
2148 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2149 ctx
->Extensions
.ARB_texture_float
)
2150 texIntFormat
= GL_RGBA32F
;
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
2161 texIntFormat
= GL_ALPHA
;
2162 metaExtraSave
= (MESA_META_COLOR_MASK
|
2163 MESA_META_DEPTH_TEST
|
2164 MESA_META_PIXEL_TRANSFER
|
2166 MESA_META_STENCIL_TEST
);
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
);
2187 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2188 format
, type
, unpack
, pixels
);
2193 * Check image size against max texture size, draw as tiles if needed.
2195 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2196 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2197 format
, type
, unpack
, pixels
);
2201 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2202 * but a there's a few things we need to override:
2204 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2207 MESA_META_TRANSFORM
|
2210 MESA_META_VIEWPORT
|
2213 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2215 _mesa_meta_setup_vertex_objects(ctx
, &drawpix
->VAO
, &drawpix
->buf_obj
, false,
2218 /* Silence valgrind warnings about reading uninitialized stack. */
2219 memset(verts
, 0, sizeof(verts
));
2221 /* vertex positions, texcoords (after texture allocation!) */
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]);
2232 verts
[0].tex
[0] = 0.0F
;
2233 verts
[0].tex
[1] = 0.0F
;
2237 verts
[1].tex
[0] = tex
->Sright
;
2238 verts
[1].tex
[1] = 0.0F
;
2242 verts
[2].tex
[0] = tex
->Sright
;
2243 verts
[2].tex
[1] = tex
->Ttop
;
2247 verts
[3].tex
[0] = 0.0F
;
2248 verts
[3].tex
[1] = tex
->Ttop
;
2251 /* upload new vertex data */
2252 _mesa_buffer_data(ctx
, drawpix
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
2253 GL_DYNAMIC_DRAW
, __func__
);
2255 /* set given unpack params */
2256 ctx
->Unpack
= *unpack
;
2258 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2260 if (_mesa_is_stencil_format(format
)) {
2261 /* Drawing stencil */
2264 if (!drawpix
->StencilFP
)
2265 init_draw_stencil_pixels(ctx
);
2267 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2268 GL_ALPHA
, type
, pixels
);
2270 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2272 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
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);
2279 /* set stencil bits to 1 where needed */
2280 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2282 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2283 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
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
);
2291 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2292 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2294 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2298 else if (_mesa_is_depth_format(format
)) {
2300 if (!drawpix
->DepthFP
)
2301 init_draw_depth_pixels(ctx
);
2303 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2304 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2306 /* polygon color = current raster color */
2307 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2308 ctx
->Current
.RasterColor
);
2310 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2311 format
, type
, pixels
);
2313 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2317 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2318 format
, type
, pixels
);
2319 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2322 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2324 /* restore unpack params */
2325 ctx
->Unpack
= unpackSave
;
2327 _mesa_meta_end(ctx
);
2331 alpha_test_raster_color(struct gl_context
*ctx
)
2333 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2334 GLfloat ref
= ctx
->Color
.AlphaRef
;
2336 switch (ctx
->Color
.AlphaFunc
) {
2342 return alpha
== ref
;
2344 return alpha
<= ref
;
2348 return alpha
!= ref
;
2350 return alpha
>= ref
;
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.
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
)
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
;
2375 struct vertex verts
[4];
2380 * Check if swrast fallback is needed.
2382 if (ctx
->_ImageTransferState
||
2383 _mesa_arb_fragment_program_enabled(ctx
) ||
2385 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2386 width
> tex
->MaxSize
||
2387 height
> tex
->MaxSize
) {
2388 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2392 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2395 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2396 * but a there's a few things we need to override:
2398 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2399 MESA_META_PIXEL_STORE
|
2400 MESA_META_RASTERIZATION
|
2403 MESA_META_TRANSFORM
|
2406 MESA_META_VIEWPORT
));
2408 _mesa_meta_setup_vertex_objects(ctx
, &bitmap
->VAO
, &bitmap
->buf_obj
, false,
2411 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2413 /* Silence valgrind warnings about reading uninitialized stack. */
2414 memset(verts
, 0, sizeof(verts
));
2416 /* vertex positions, texcoords, colors (after texture allocation!) */
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]);
2428 verts
[0].tex
[0] = 0.0F
;
2429 verts
[0].tex
[1] = 0.0F
;
2433 verts
[1].tex
[0] = tex
->Sright
;
2434 verts
[1].tex
[1] = 0.0F
;
2438 verts
[2].tex
[0] = tex
->Sright
;
2439 verts
[2].tex
[1] = tex
->Ttop
;
2443 verts
[3].tex
[0] = 0.0F
;
2444 verts
[3].tex
[1] = tex
->Ttop
;
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];
2453 /* upload new vertex data */
2454 _mesa_buffer_sub_data(ctx
, bitmap
->buf_obj
, 0, sizeof(verts
), verts
);
2457 /* choose different foreground/background alpha values */
2458 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2459 bg
= (fg
> 127 ? 0 : 255);
2461 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2463 _mesa_meta_end(ctx
);
2467 bitmap8
= malloc(width
* height
);
2469 memset(bitmap8
, bg
, width
* height
);
2470 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2471 bitmap8
, width
, fg
);
2473 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2475 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2476 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2478 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2479 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2481 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2483 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2488 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2490 _mesa_meta_end(ctx
);
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.
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
2510 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
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
;
2532 /* setup the reference texcoords */
2542 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2543 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2545 /* Currently all texture targets want the W component to be 1.0.
2552 switch (faceTarget
) {
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
;
2562 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
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];
2572 coords2
[0] = st
[2][0];
2573 coords2
[1] = st
[2][1];
2575 coords3
[0] = st
[3][0];
2576 coords3
[1] = st
[3][1];
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
;
2586 coords2
[0] = (float) (xoffset
+ width
);
2587 coords2
[1] = (float) (yoffset
+ height
);
2589 coords3
[0] = (float) xoffset
;
2590 coords3
[1] = (float) (yoffset
+ height
);
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
;
2600 coords2
[0] = st
[2][0];
2601 coords2
[1] = (float) slice
;
2603 coords3
[0] = st
[3][0];
2604 coords3
[1] = (float) slice
;
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...
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
;
2639 unreachable("not reached");
2642 coord
[3] = (float) (slice
/ 6);
2644 switch (faceTarget
) {
2645 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2650 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2655 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2660 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2665 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2670 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2681 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2685 static struct blit_shader
*
2686 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2690 table
->sampler_1d
.type
= "sampler1D";
2691 table
->sampler_1d
.func
= "texture1D";
2692 table
->sampler_1d
.texcoords
= "texCoords.x";
2693 return &table
->sampler_1d
;
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
;
2705 /* Code for mipmap generation with 3D textures is not used yet.
2706 * It's a sw fallback.
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
;
2733 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2734 " setup_texture_sampler()\n", target
);
2740 _mesa_meta_blit_shader_table_cleanup(struct gl_context
*ctx
,
2741 struct blit_shader_table
*table
)
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
);
2754 * Determine the GL data type to use for the temporary image read with
2755 * ReadPixels() and passed to Tex[Sub]Image().
2758 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
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
);
2764 switch (baseFormat
) {
2771 case GL_LUMINANCE_ALPHA
:
2773 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2775 } else if (format_red_bits
<= 8) {
2776 return GL_UNSIGNED_BYTE
;
2777 } else if (format_red_bits
<= 16) {
2778 return GL_UNSIGNED_SHORT
;
2781 case GL_DEPTH_COMPONENT
:
2782 if (datatype
== GL_FLOAT
)
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
;
2790 return GL_UNSIGNED_INT_24_8
;
2792 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2799 * Attempts to wrap the destination texture in an FBO and use
2800 * glBlitFramebuffer() to implement glCopyTexSubImage().
2803 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
,
2804 struct gl_texture_image
*texImage
,
2808 struct gl_renderbuffer
*rb
,
2810 GLsizei width
, GLsizei height
)
2812 struct gl_framebuffer
*drawFb
;
2813 bool success
= false;
2817 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2820 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
2824 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2825 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
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
,
2832 mask
= GL_DEPTH_BUFFER_BIT
;
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
,
2839 mask
|= GL_STENCIL_BUFFER_BIT
;
2841 _mesa_DrawBuffer(GL_NONE
);
2843 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2844 GL_COLOR_ATTACHMENT0
,
2846 mask
= GL_COLOR_BUFFER_BIT
;
2847 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2850 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
2851 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2854 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2856 /* Since we've bound a new draw framebuffer, we need to update
2857 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2860 _mesa_update_state(ctx
);
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
2866 mask
= _mesa_meta_BlitFramebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
,
2868 x
+ width
, y
+ height
,
2870 xoffset
+ width
, yoffset
+ height
,
2872 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2873 success
= mask
== 0x0;
2876 _mesa_reference_framebuffer(&drawFb
, NULL
);
2877 _mesa_meta_end(ctx
);
2882 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2883 * Have to be careful with locking and meta state for pixel transfer.
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
,
2891 GLsizei width
, GLsizei height
)
2893 GLenum format
, type
;
2897 if (copytexsubimage_using_blit_framebuffer(ctx
,
2899 xoffset
, yoffset
, zoffset
,
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).
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
);
2922 bpp
= _mesa_bytes_per_pixel(format
, type
);
2924 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2929 * Alloc image buffer (XXX could use a PBO)
2931 buf
= malloc(width
* height
* bpp
);
2933 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2938 * Read image from framebuffer (disable pixel transfer ops)
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
);
2945 _mesa_update_state(ctx
); /* to update pixel transfer state */
2948 * Store texture data (with pixel transfer ops)
2950 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
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
);
2958 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2959 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2960 format
, type
, buf
, &ctx
->Unpack
);
2963 _mesa_meta_end(ctx
);
2969 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2971 if (decompress_fbo
->fb
!= NULL
) {
2972 _mesa_reference_framebuffer(&decompress_fbo
->fb
, NULL
);
2973 _mesa_reference_renderbuffer(&decompress_fbo
->rb
, NULL
);
2976 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2980 meta_decompress_cleanup(struct gl_context
*ctx
,
2981 struct decompress_state
*decompress
)
2983 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2984 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2986 if (decompress
->VAO
!= 0) {
2987 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2988 _mesa_reference_buffer_object(ctx
, &decompress
->buf_obj
, NULL
);
2991 _mesa_reference_sampler_object(ctx
, &decompress
->samp_obj
, NULL
);
2993 memset(decompress
, 0, sizeof(*decompress
));
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)
3006 decompress_texture_image(struct gl_context
*ctx
,
3007 struct gl_texture_image
*texImage
,
3009 GLint xoffset
, GLint yoffset
,
3010 GLsizei width
, GLsizei height
,
3011 GLenum destFormat
, GLenum destType
,
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
;
3020 struct vertex verts
[4];
3021 struct gl_sampler_object
*samp_obj_save
= NULL
;
3023 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3024 ctx
->Extensions
.ARB_fragment_shader
;
3026 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
3028 decompress_fbo
= &decompress
->floatFBO
;
3029 rbFormat
= GL_RGBA32F
;
3031 case GL_UNSIGNED_NORMALIZED
:
3032 decompress_fbo
= &decompress
->byteFBO
;
3040 assert(target
== GL_TEXTURE_3D
||
3041 target
== GL_TEXTURE_2D_ARRAY
||
3042 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3047 case GL_TEXTURE_1D_ARRAY
:
3048 assert(!"No compressed 1D textures.");
3051 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3052 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3055 case GL_TEXTURE_CUBE_MAP
:
3056 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3060 faceTarget
= target
;
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
);
3068 _mesa_reference_sampler_object(ctx
, &samp_obj_save
,
3069 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
);
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
);
3079 decompress_fbo
->fb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3080 if (decompress_fbo
->fb
== NULL
) {
3081 _mesa_meta_end(ctx
);
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
);
3090 _mesa_bind_framebuffers(ctx
, decompress_fbo
->fb
, decompress_fbo
->fb
);
3093 /* alloc dest surface */
3094 if (width
> decompress_fbo
->Width
|| height
> decompress_fbo
->Height
) {
3095 _mesa_renderbuffer_storage(ctx
, decompress_fbo
->rb
, rbFormat
,
3098 /* Do the full completeness check to recompute
3099 * ctx->DrawBuffer->Width/Height.
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
3107 _mesa_meta_end(ctx
);
3110 decompress_fbo
->Width
= width
;
3111 decompress_fbo
->Height
= height
;
3114 if (use_glsl_version
) {
3115 _mesa_meta_setup_vertex_objects(ctx
, &decompress
->VAO
,
3116 &decompress
->buf_obj
, true,
3119 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3121 _mesa_meta_setup_ff_tnl_for_blit(ctx
, &decompress
->VAO
,
3122 &decompress
->buf_obj
, 3);
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
);
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
3135 * Returning true prevents other GetTexImage methods from attempting
3136 * anything since they will likely fail too.
3138 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGetTexImage");
3142 /* nearest filtering */
3143 _mesa_set_sampler_filters(ctx
, decompress
->samp_obj
, GL_NEAREST
, GL_NEAREST
);
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
);
3149 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, decompress
->samp_obj
);
3151 /* Silence valgrind warnings about reading uninitialized stack. */
3152 memset(verts
, 0, sizeof(verts
));
3154 _mesa_meta_setup_texture_coords(faceTarget
, slice
,
3155 xoffset
, yoffset
, width
, height
,
3156 texImage
->Width
, texImage
->Height
,
3163 /* setup vertex positions */
3173 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3175 /* upload new vertex data */
3176 _mesa_buffer_sub_data(ctx
, decompress
->buf_obj
, 0, sizeof(verts
), verts
);
3178 /* setup texture state */
3179 _mesa_BindTexture(target
, texObj
->Name
);
3181 if (!use_glsl_version
)
3182 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3185 /* save texture object state */
3186 const GLint baseLevelSave
= texObj
->BaseLevel
;
3187 const GLint maxLevelSave
= texObj
->MaxLevel
;
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);
3197 /* render quad w/ texture into renderbuffer */
3198 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3200 /* Restore texture object state, the texture binding will
3201 * be restored by _mesa_meta_end().
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);
3212 /* read pixels from renderbuffer */
3214 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3215 GLenum destBaseFormat
= _mesa_unpack_format_to_base_format(destFormat
);
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
3224 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat
,
3226 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3227 * luminance then we need to return L=tex(R).
3229 _mesa_need_rgb_to_luminance_conversion(baseTexFormat
,
3231 /* Green and blue must be zero */
3232 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3233 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3236 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3239 /* disable texture unit */
3240 if (!use_glsl_version
)
3241 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3243 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, samp_obj_save
);
3244 _mesa_reference_sampler_object(ctx
, &samp_obj_save
, NULL
);
3246 _mesa_meta_end(ctx
);
3253 * This is just a wrapper around _mesa_get_tex_image() and
3254 * decompress_texture_image(). Meta functions should not be directly called
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
)
3264 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3268 for (slice
= 0; slice
< depth
; slice
++) {
3270 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
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."
3279 switch (texImage
->TexObject
->Target
) {
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).
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);
3300 result
= decompress_texture_image(ctx
, texImage
, slice
,
3301 xoffset
, yoffset
, width
, height
,
3311 _mesa_GetTexSubImage_sw(ctx
, xoffset
, yoffset
, zoffset
,
3312 width
, height
, depth
, format
, type
, pixels
, texImage
);
3317 * Meta implementation of ctx->Driver.DrawTex() in terms
3318 * of polygon rendering.
3321 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3322 GLfloat width
, GLfloat height
)
3324 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3326 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3328 struct vertex verts
[4];
3331 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3333 MESA_META_TRANSFORM
|
3335 MESA_META_VIEWPORT
));
3337 if (drawtex
->VAO
== 0) {
3338 /* one-time setup */
3339 struct gl_vertex_array_object
*array_obj
;
3341 /* create vertex array object */
3342 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3343 _mesa_BindVertexArray(drawtex
->VAO
);
3345 array_obj
= _mesa_lookup_vao(ctx
, drawtex
->VAO
);
3346 assert(array_obj
!= NULL
);
3348 /* create vertex array buffer */
3349 drawtex
->buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
3350 if (drawtex
->buf_obj
== NULL
)
3353 _mesa_buffer_data(ctx
, drawtex
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
3354 GL_DYNAMIC_DRAW
, __func__
);
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
,
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
);
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
,
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
));
3379 _mesa_BindVertexArray(drawtex
->VAO
);
3382 /* vertex positions, texcoords */
3384 const GLfloat x1
= x
+ width
;
3385 const GLfloat y1
= y
+ height
;
3387 z
= CLAMP(z
, 0.0f
, 1.0f
);
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
;
3412 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3414 for (j
= 0; j
< 4; j
++) {
3415 verts
[j
].st
[i
][0] = 0.0f
;
3416 verts
[j
].st
[i
][1] = 0.0f
;
3421 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3422 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3423 tw
= texImage
->Width2
;
3424 th
= texImage
->Height2
;
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
;
3431 verts
[0].st
[i
][0] = s
;
3432 verts
[0].st
[i
][1] = t
;
3434 verts
[1].st
[i
][0] = s1
;
3435 verts
[1].st
[i
][1] = t
;
3437 verts
[2].st
[i
][0] = s1
;
3438 verts
[2].st
[i
][1] = t1
;
3440 verts
[3].st
[i
][0] = s
;
3441 verts
[3].st
[i
][1] = t1
;
3444 _mesa_buffer_sub_data(ctx
, drawtex
->buf_obj
, 0, sizeof(verts
), verts
);
3447 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3449 _mesa_meta_end(ctx
);
3453 cleartexsubimage_color(struct gl_context
*ctx
,
3454 struct gl_texture_image
*texImage
,
3455 const GLvoid
*clearValue
,
3459 union gl_color_union colorValue
;
3463 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3464 GL_COLOR_ATTACHMENT0
,
3467 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3468 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
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
);
3476 case GL_UNSIGNED_INT
:
3479 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3480 (GLuint (*)[4]) colorValue
.ui
);
3482 memset(&colorValue
, 0, sizeof colorValue
);
3483 if (datatype
== GL_INT
)
3484 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3486 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3490 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3491 (GLfloat (*)[4]) colorValue
.f
);
3493 memset(&colorValue
, 0, sizeof colorValue
);
3494 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3502 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3503 struct gl_texture_image
*texImage
,
3504 const GLvoid
*clearValue
,
3507 GLint stencilValue
= 0;
3508 GLfloat depthValue
= 0.0f
;
3511 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3512 GL_DEPTH_ATTACHMENT
,
3515 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3516 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3517 GL_STENCIL_ATTACHMENT
,
3520 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3521 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3525 GLuint depthStencilValue
[2];
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
3530 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
3531 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
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
3538 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3539 stencilValue
= depthStencilValue
[1] & 0xff;
3541 _mesa_unpack_float_z_row(texImage
->TexFormat
, 1 /* n */,
3542 clearValue
, &depthValue
);
3546 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3547 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3549 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3555 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3556 struct gl_texture_image
*texImage
,
3558 const GLvoid
*clearValue
)
3560 struct gl_framebuffer
*drawFb
;
3563 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3567 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
3569 switch(texImage
->_BaseFormat
) {
3570 case GL_DEPTH_STENCIL
:
3571 case GL_DEPTH_COMPONENT
:
3572 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3573 clearValue
, zoffset
);
3576 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3580 _mesa_reference_framebuffer(&drawFb
, NULL
);
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
)
3592 bool success
= true;
3595 _mesa_meta_begin(ctx
,
3597 MESA_META_COLOR_MASK
|
3599 MESA_META_FRAMEBUFFER_SRGB
);
3601 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3602 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3604 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3605 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3607 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3608 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3614 _mesa_meta_end(ctx
);
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
)
3628 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3629 xoffset
, yoffset
, zoffset
,
3630 width
, height
, depth
,
3637 "Falling back to mapping the texture in "
3638 "glClearTexSubImage\n");
3640 _mesa_store_cleartexsubimage(ctx
, texImage
,
3641 xoffset
, yoffset
, zoffset
,
3642 width
, height
, depth
,