2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/glformats.h"
52 #include "main/image.h"
53 #include "main/macros.h"
54 #include "main/matrix.h"
55 #include "main/mipmap.h"
56 #include "main/multisample.h"
57 #include "main/objectlabel.h"
58 #include "main/pipelineobj.h"
59 #include "main/pixel.h"
61 #include "main/polygon.h"
62 #include "main/queryobj.h"
63 #include "main/readpix.h"
64 #include "main/scissor.h"
65 #include "main/shaderapi.h"
66 #include "main/shaderobj.h"
67 #include "main/state.h"
68 #include "main/stencil.h"
69 #include "main/texobj.h"
70 #include "main/texenv.h"
71 #include "main/texgetimage.h"
72 #include "main/teximage.h"
73 #include "main/texparam.h"
74 #include "main/texstate.h"
75 #include "main/texstore.h"
76 #include "main/transformfeedback.h"
77 #include "main/uniforms.h"
78 #include "main/varray.h"
79 #include "main/viewport.h"
80 #include "main/samplerobj.h"
81 #include "program/program.h"
82 #include "swrast/swrast.h"
83 #include "drivers/common/meta.h"
84 #include "main/enums.h"
85 #include "main/glformats.h"
86 #include "util/ralloc.h"
88 /** Return offset in bytes of the field within a vertex struct */
89 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
92 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
94 static struct blit_shader
*
95 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
97 static void cleanup_temp_texture(struct temp_texture
*tex
);
98 static void meta_glsl_clear_cleanup(struct gl_context
*ctx
,
99 struct clear_state
*clear
);
100 static void meta_decompress_cleanup(struct gl_context
*ctx
,
101 struct decompress_state
*decompress
);
102 static void meta_drawpix_cleanup(struct gl_context
*ctx
,
103 struct drawpix_state
*drawpix
);
106 _mesa_meta_bind_fbo_image(GLenum fboTarget
, GLenum attachment
,
107 struct gl_texture_image
*texImage
, GLuint layer
)
109 struct gl_texture_object
*texObj
= texImage
->TexObject
;
110 int level
= texImage
->Level
;
111 GLenum texTarget
= texObj
->Target
;
115 _mesa_FramebufferTexture1D(fboTarget
,
121 case GL_TEXTURE_1D_ARRAY
:
122 case GL_TEXTURE_2D_ARRAY
:
123 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
124 case GL_TEXTURE_CUBE_MAP_ARRAY
:
126 _mesa_FramebufferTextureLayer(fboTarget
,
132 default: /* 2D / cube */
133 if (texTarget
== GL_TEXTURE_CUBE_MAP
)
134 texTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
136 _mesa_FramebufferTexture2D(fboTarget
,
145 _mesa_meta_compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
,
146 const GLcharARB
*source
)
152 shader
= _mesa_CreateShader(target
);
153 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
154 _mesa_CompileShader(shader
);
156 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
160 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
162 _mesa_DeleteShader(shader
);
168 _mesa_DeleteShader(shader
);
172 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
174 "meta program compile failed:\n%s\n"
179 _mesa_DeleteShader(shader
);
185 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
190 _mesa_LinkProgram(program
);
192 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
196 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
204 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
205 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
213 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
214 const char *vs_source
,
215 const char *fs_source
,
219 GLuint vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
221 GLuint fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
224 *program
= _mesa_CreateProgram();
225 _mesa_ObjectLabel(GL_PROGRAM
, *program
, -1, name
);
226 _mesa_AttachShader(*program
, fs
);
227 _mesa_DeleteShader(fs
);
228 _mesa_AttachShader(*program
, vs
);
229 _mesa_DeleteShader(vs
);
230 _mesa_BindAttribLocation(*program
, 0, "position");
231 _mesa_BindAttribLocation(*program
, 1, "texcoords");
232 _mesa_meta_link_program_with_debug(ctx
, *program
);
234 _mesa_UseProgram(*program
);
238 * Generate a generic shader to blit from a texture to a framebuffer
240 * \param ctx Current GL context
241 * \param texTarget Texture target that will be the source of the blit
243 * \returns a handle to a shader program on success or zero on failure.
246 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
249 struct blit_shader_table
*table
)
251 char *vs_source
, *fs_source
;
252 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
253 const char *vs_input
, *vs_output
, *fs_input
, *vs_preprocess
, *fs_preprocess
;
256 if (ctx
->Const
.GLSLVersion
< 130) {
258 vs_input
= "attribute";
259 vs_output
= "varying";
260 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
261 fs_input
= "varying";
263 vs_preprocess
= "#version 130";
266 fs_preprocess
= "#version 130";
268 shader
->func
= "texture";
271 assert(shader
!= NULL
);
273 if (shader
->shader_prog
!= 0) {
274 _mesa_UseProgram(shader
->shader_prog
);
278 mem_ctx
= ralloc_context(NULL
);
280 vs_source
= ralloc_asprintf(mem_ctx
,
282 "%s vec2 position;\n"
283 "%s vec4 textureCoords;\n"
284 "%s vec4 texCoords;\n"
287 " texCoords = textureCoords;\n"
288 " gl_Position = vec4(position, 0.0, 1.0);\n"
290 vs_preprocess
, vs_input
, vs_input
, vs_output
);
292 fs_source
= ralloc_asprintf(mem_ctx
,
294 "#extension GL_ARB_texture_cube_map_array: enable\n"
295 "uniform %s texSampler;\n"
296 "%s vec4 texCoords;\n"
299 " gl_FragColor = %s(texSampler, %s);\n"
302 fs_preprocess
, shader
->type
, fs_input
,
303 shader
->func
, shader
->texcoords
,
304 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
306 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
307 ralloc_asprintf(mem_ctx
, "%s blit",
309 &shader
->shader_prog
);
310 ralloc_free(mem_ctx
);
314 * Configure vertex buffer and vertex array objects for tests
316 * Regardless of whether a new VAO is created, the object referenced by \c VAO
317 * will be bound into the GL state vector when this function terminates. The
318 * object referenced by \c VBO will \b not be bound.
320 * \param VAO Storage for vertex array object handle. If 0, a new VAO
322 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
323 * will be created. The new VBO will have storage for 4
324 * \c vertex structures.
325 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
326 * or should traditional, fixed-function color and texture
327 * coordinate be used?
328 * \param vertex_size Number of components for attribute 0 / vertex.
329 * \param texcoord_size Number of components for attribute 1 / texture
330 * coordinate. If this is 0, attribute 1 will not be set or
332 * \param color_size Number of components for attribute 1 / primary color.
333 * If this is 0, attribute 1 will not be set or enabled.
335 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
336 * Use \c texcoord_size instead.
339 _mesa_meta_setup_vertex_objects(struct gl_context
*ctx
,
340 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
341 bool use_generic_attributes
,
342 unsigned vertex_size
, unsigned texcoord_size
,
346 struct gl_vertex_array_object
*array_obj
;
347 assert(*buf_obj
== NULL
);
349 /* create vertex array object */
350 _mesa_GenVertexArrays(1, VAO
);
351 _mesa_BindVertexArray(*VAO
);
353 array_obj
= _mesa_lookup_vao(ctx
, *VAO
);
354 assert(array_obj
!= NULL
);
356 /* create vertex array buffer */
357 *buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
358 if (*buf_obj
== NULL
)
361 _mesa_buffer_data(ctx
, *buf_obj
, GL_NONE
, 4 * sizeof(struct vertex
), NULL
,
362 GL_DYNAMIC_DRAW
, __func__
);
364 /* setup vertex arrays */
365 if (use_generic_attributes
) {
366 assert(color_size
== 0);
368 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
369 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
371 offsetof(struct vertex
, x
), true);
372 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
373 *buf_obj
, 0, sizeof(struct vertex
));
374 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
375 VERT_ATTRIB_GENERIC(0));
376 if (texcoord_size
> 0) {
377 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
378 texcoord_size
, GL_FLOAT
, GL_RGBA
,
379 GL_FALSE
, GL_FALSE
, GL_FALSE
,
380 offsetof(struct vertex
, tex
), false);
381 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
382 *buf_obj
, 0, sizeof(struct vertex
));
383 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
384 VERT_ATTRIB_GENERIC(1));
387 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
388 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
390 offsetof(struct vertex
, x
), true);
391 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
392 *buf_obj
, 0, sizeof(struct vertex
));
393 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
395 if (texcoord_size
> 0) {
396 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
397 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
399 offsetof(struct vertex
, tex
), false);
400 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
401 *buf_obj
, 0, sizeof(struct vertex
));
402 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_TEX(0));
405 if (color_size
> 0) {
406 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
407 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
409 offsetof(struct vertex
, r
), false);
410 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
411 *buf_obj
, 0, sizeof(struct vertex
));
412 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_COLOR0
);
416 _mesa_BindVertexArray(*VAO
);
421 * Initialize meta-ops for a context.
422 * To be called once during context creation.
425 _mesa_meta_init(struct gl_context
*ctx
)
429 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
433 * Free context meta-op state.
434 * To be called once during context destruction.
437 _mesa_meta_free(struct gl_context
*ctx
)
439 GET_CURRENT_CONTEXT(old_context
);
440 _mesa_make_current(ctx
, NULL
, NULL
);
441 _mesa_meta_glsl_blit_cleanup(ctx
, &ctx
->Meta
->Blit
);
442 meta_glsl_clear_cleanup(ctx
, &ctx
->Meta
->Clear
);
443 _mesa_meta_glsl_generate_mipmap_cleanup(ctx
, &ctx
->Meta
->Mipmap
);
444 cleanup_temp_texture(&ctx
->Meta
->TempTex
);
445 meta_decompress_cleanup(ctx
, &ctx
->Meta
->Decompress
);
446 meta_drawpix_cleanup(ctx
, &ctx
->Meta
->DrawPix
);
448 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
450 _mesa_make_current(NULL
, NULL
, NULL
);
457 * Enter meta state. This is like a light-weight version of glPushAttrib
458 * but it also resets most GL state back to default values.
460 * \param state bitmask of MESA_META_* flags indicating which attribute groups
461 * to save and reset to their defaults
464 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
466 struct save_state
*save
;
468 /* hope MAX_META_OPS_DEPTH is large enough */
469 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
471 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
472 memset(save
, 0, sizeof(*save
));
473 save
->SavedState
= state
;
475 /* We always push into desktop GL mode and pop out at the end. No sense in
476 * writing our shaders varying based on the user's context choice, when
477 * Mesa can handle either.
479 save
->API
= ctx
->API
;
480 ctx
->API
= API_OPENGL_COMPAT
;
482 /* Mesa's extension helper functions use the current context's API to look up
483 * the version required by an extension as a step in determining whether or
484 * not it has been advertised. Since meta aims to only be restricted by the
485 * driver capability (and not by whether or not an extension has been
486 * advertised), set the helper functions' Version variable to a value that
487 * will make the checks on the context API and version unconditionally pass.
489 save
->ExtensionsVersion
= ctx
->Extensions
.Version
;
490 ctx
->Extensions
.Version
= ~0;
492 /* Pausing transform feedback needs to be done early, or else we won't be
493 * able to change other state.
495 save
->TransformFeedbackNeedsResume
=
496 _mesa_is_xfb_active_and_unpaused(ctx
);
497 if (save
->TransformFeedbackNeedsResume
)
498 _mesa_PauseTransformFeedback();
500 /* After saving the current occlusion object, call EndQuery so that no
501 * occlusion querying will be active during the meta-operation.
503 if (state
& MESA_META_OCCLUSION_QUERY
) {
504 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
505 if (save
->CurrentOcclusionObject
)
506 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
509 if (state
& MESA_META_ALPHA_TEST
) {
510 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
511 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
512 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
513 if (ctx
->Color
.AlphaEnabled
)
514 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
517 if (state
& MESA_META_BLEND
) {
518 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
519 if (ctx
->Color
.BlendEnabled
) {
520 if (ctx
->Extensions
.EXT_draw_buffers2
) {
522 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
523 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
527 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
530 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
531 if (ctx
->Color
.ColorLogicOpEnabled
)
532 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
535 if (state
& MESA_META_DITHER
) {
536 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
537 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
540 if (state
& MESA_META_COLOR_MASK
) {
541 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
542 sizeof(ctx
->Color
.ColorMask
));
543 if (!ctx
->Color
.ColorMask
[0][0] ||
544 !ctx
->Color
.ColorMask
[0][1] ||
545 !ctx
->Color
.ColorMask
[0][2] ||
546 !ctx
->Color
.ColorMask
[0][3])
547 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
550 if (state
& MESA_META_DEPTH_TEST
) {
551 save
->Depth
= ctx
->Depth
; /* struct copy */
553 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
556 if (state
& MESA_META_FOG
) {
557 save
->Fog
= ctx
->Fog
.Enabled
;
558 if (ctx
->Fog
.Enabled
)
559 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
562 if (state
& MESA_META_PIXEL_STORE
) {
563 save
->Pack
= ctx
->Pack
;
564 save
->Unpack
= ctx
->Unpack
;
565 ctx
->Pack
= ctx
->DefaultPacking
;
566 ctx
->Unpack
= ctx
->DefaultPacking
;
569 if (state
& MESA_META_PIXEL_TRANSFER
) {
570 save
->RedScale
= ctx
->Pixel
.RedScale
;
571 save
->RedBias
= ctx
->Pixel
.RedBias
;
572 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
573 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
574 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
575 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
576 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
577 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
578 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
579 ctx
->Pixel
.RedScale
= 1.0F
;
580 ctx
->Pixel
.RedBias
= 0.0F
;
581 ctx
->Pixel
.GreenScale
= 1.0F
;
582 ctx
->Pixel
.GreenBias
= 0.0F
;
583 ctx
->Pixel
.BlueScale
= 1.0F
;
584 ctx
->Pixel
.BlueBias
= 0.0F
;
585 ctx
->Pixel
.AlphaScale
= 1.0F
;
586 ctx
->Pixel
.AlphaBias
= 0.0F
;
587 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
589 ctx
->NewState
|=_NEW_PIXEL
;
592 if (state
& MESA_META_RASTERIZATION
) {
593 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
594 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
595 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
596 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
597 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
598 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
599 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
600 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
601 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
602 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
603 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
606 if (state
& MESA_META_SCISSOR
) {
607 save
->Scissor
= ctx
->Scissor
; /* struct copy */
608 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
611 if (state
& MESA_META_SHADER
) {
614 if (ctx
->Extensions
.ARB_vertex_program
) {
615 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
616 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
617 ctx
->VertexProgram
.Current
);
618 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
621 if (ctx
->Extensions
.ARB_fragment_program
) {
622 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
623 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
624 ctx
->FragmentProgram
.Current
);
625 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
628 if (ctx
->Extensions
.ATI_fragment_shader
) {
629 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
630 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
633 if (ctx
->Pipeline
.Current
) {
634 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
635 ctx
->Pipeline
.Current
);
636 _mesa_BindProgramPipeline(0);
639 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
640 * that we don't have to worry about the current pipeline state.
642 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
643 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
644 ctx
->Shader
.CurrentProgram
[i
]);
646 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
647 ctx
->Shader
.ActiveProgram
);
652 if (state
& MESA_META_STENCIL_TEST
) {
653 save
->Stencil
= ctx
->Stencil
; /* struct copy */
654 if (ctx
->Stencil
.Enabled
)
655 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
656 /* NOTE: other stencil state not reset */
659 if (state
& MESA_META_TEXTURE
) {
662 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
663 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
665 /* Disable all texture units */
666 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
667 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
668 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
669 if (ctx
->Texture
.Unit
[u
].Enabled
||
670 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
671 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
672 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
673 if (ctx
->Extensions
.ARB_texture_cube_map
)
674 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
676 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
677 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
678 if (ctx
->Extensions
.NV_texture_rectangle
)
679 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
680 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
681 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
682 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
683 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
687 /* save current texture objects for unit[0] only */
688 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
689 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
690 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
693 /* set defaults for unit[0] */
694 _mesa_ActiveTexture(GL_TEXTURE0
);
695 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
698 if (state
& MESA_META_TRANSFORM
) {
699 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
700 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
701 16 * sizeof(GLfloat
));
702 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
703 16 * sizeof(GLfloat
));
704 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
705 16 * sizeof(GLfloat
));
706 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
707 /* set 1:1 vertex:pixel coordinate transform */
708 _mesa_ActiveTexture(GL_TEXTURE0
);
709 _mesa_MatrixMode(GL_TEXTURE
);
710 _mesa_LoadIdentity();
711 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
712 _mesa_MatrixMode(GL_MODELVIEW
);
713 _mesa_LoadIdentity();
714 _mesa_MatrixMode(GL_PROJECTION
);
715 _mesa_LoadIdentity();
717 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
718 * This can occur when there is no draw buffer.
720 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
721 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
722 0.0, ctx
->DrawBuffer
->Height
,
725 if (ctx
->Extensions
.ARB_clip_control
) {
726 save
->ClipOrigin
= ctx
->Transform
.ClipOrigin
;
727 save
->ClipDepthMode
= ctx
->Transform
.ClipDepthMode
;
728 _mesa_ClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
);
732 if (state
& MESA_META_CLIP
) {
733 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
734 if (ctx
->Transform
.ClipPlanesEnabled
) {
736 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
737 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
742 if (state
& MESA_META_VERTEX
) {
743 /* save vertex array object state */
744 _mesa_reference_vao(ctx
, &save
->VAO
,
746 /* set some default state? */
749 if (state
& MESA_META_VIEWPORT
) {
750 /* save viewport state */
751 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
752 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
753 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
754 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
755 /* set viewport to match window size */
756 if (ctx
->ViewportArray
[0].X
!= 0 ||
757 ctx
->ViewportArray
[0].Y
!= 0 ||
758 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
759 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
760 _mesa_set_viewport(ctx
, 0, 0, 0,
761 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
763 /* save depth range state */
764 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
765 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
766 /* set depth range to default */
767 _mesa_set_depth_range(ctx
, 0, 0.0, 1.0);
770 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
771 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
773 /* Generally in here we want to do clamping according to whether
774 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
775 * regardless of the internal implementation of the metaops.
777 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
778 ctx
->Extensions
.ARB_color_buffer_float
)
779 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
782 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
783 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
785 /* Generally in here we never want vertex color clamping --
786 * result clamping is only dependent on fragment clamping.
788 if (ctx
->Extensions
.ARB_color_buffer_float
)
789 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
792 if (state
& MESA_META_CONDITIONAL_RENDER
) {
793 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
794 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
796 if (ctx
->Query
.CondRenderQuery
)
797 _mesa_EndConditionalRender();
800 if (state
& MESA_META_SELECT_FEEDBACK
) {
801 save
->RenderMode
= ctx
->RenderMode
;
802 if (ctx
->RenderMode
== GL_SELECT
) {
803 save
->Select
= ctx
->Select
; /* struct copy */
804 _mesa_RenderMode(GL_RENDER
);
805 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
806 save
->Feedback
= ctx
->Feedback
; /* struct copy */
807 _mesa_RenderMode(GL_RENDER
);
811 if (state
& MESA_META_MULTISAMPLE
) {
812 save
->Multisample
= ctx
->Multisample
; /* struct copy */
814 if (ctx
->Multisample
.Enabled
)
815 _mesa_set_multisample(ctx
, GL_FALSE
);
816 if (ctx
->Multisample
.SampleCoverage
)
817 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, GL_FALSE
);
818 if (ctx
->Multisample
.SampleAlphaToCoverage
)
819 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, GL_FALSE
);
820 if (ctx
->Multisample
.SampleAlphaToOne
)
821 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, GL_FALSE
);
822 if (ctx
->Multisample
.SampleShading
)
823 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, GL_FALSE
);
824 if (ctx
->Multisample
.SampleMask
)
825 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, GL_FALSE
);
828 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
829 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
830 if (ctx
->Color
.sRGBEnabled
)
831 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
834 if (state
& MESA_META_DRAW_BUFFERS
) {
835 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
836 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
837 sizeof(save
->ColorDrawBuffers
));
842 save
->Lighting
= ctx
->Light
.Enabled
;
843 if (ctx
->Light
.Enabled
)
844 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
845 save
->RasterDiscard
= ctx
->RasterDiscard
;
846 if (ctx
->RasterDiscard
)
847 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
849 save
->DrawBufferName
= ctx
->DrawBuffer
->Name
;
850 save
->ReadBufferName
= ctx
->ReadBuffer
->Name
;
851 save
->RenderbufferName
= (ctx
->CurrentRenderbuffer
?
852 ctx
->CurrentRenderbuffer
->Name
: 0);
858 * Leave meta state. This is like a light-weight version of glPopAttrib().
861 _mesa_meta_end(struct gl_context
*ctx
)
863 assert(ctx
->Meta
->SaveStackDepth
> 0);
865 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
866 const GLbitfield state
= save
->SavedState
;
869 /* Grab the result of the old occlusion query before starting it again. The
870 * old result is added to the result of the new query so the driver will
871 * continue adding where it left off. */
872 if (state
& MESA_META_OCCLUSION_QUERY
) {
873 if (save
->CurrentOcclusionObject
) {
874 struct gl_query_object
*q
= save
->CurrentOcclusionObject
;
877 ctx
->Driver
.WaitQuery(ctx
, q
);
879 _mesa_BeginQuery(q
->Target
, q
->Id
);
880 ctx
->Query
.CurrentOcclusionObject
->Result
+= result
;
884 if (state
& MESA_META_ALPHA_TEST
) {
885 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
886 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
887 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
890 if (state
& MESA_META_BLEND
) {
891 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
892 if (ctx
->Extensions
.EXT_draw_buffers2
) {
894 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
895 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
899 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
902 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
903 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
906 if (state
& MESA_META_DITHER
)
907 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
909 if (state
& MESA_META_COLOR_MASK
) {
911 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
912 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
914 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
915 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
919 save
->ColorMask
[i
][0],
920 save
->ColorMask
[i
][1],
921 save
->ColorMask
[i
][2],
922 save
->ColorMask
[i
][3]);
928 if (state
& MESA_META_DEPTH_TEST
) {
929 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
930 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
931 _mesa_DepthFunc(save
->Depth
.Func
);
932 _mesa_DepthMask(save
->Depth
.Mask
);
935 if (state
& MESA_META_FOG
) {
936 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
939 if (state
& MESA_META_PIXEL_STORE
) {
940 ctx
->Pack
= save
->Pack
;
941 ctx
->Unpack
= save
->Unpack
;
944 if (state
& MESA_META_PIXEL_TRANSFER
) {
945 ctx
->Pixel
.RedScale
= save
->RedScale
;
946 ctx
->Pixel
.RedBias
= save
->RedBias
;
947 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
948 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
949 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
950 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
951 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
952 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
953 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
955 ctx
->NewState
|=_NEW_PIXEL
;
958 if (state
& MESA_META_RASTERIZATION
) {
959 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
960 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
961 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
962 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
963 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
964 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
967 if (state
& MESA_META_SCISSOR
) {
970 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
971 _mesa_set_scissor(ctx
, i
,
972 save
->Scissor
.ScissorArray
[i
].X
,
973 save
->Scissor
.ScissorArray
[i
].Y
,
974 save
->Scissor
.ScissorArray
[i
].Width
,
975 save
->Scissor
.ScissorArray
[i
].Height
);
976 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
977 (save
->Scissor
.EnableFlags
>> i
) & 1);
981 if (state
& MESA_META_SHADER
) {
982 static const GLenum targets
[] = {
984 GL_TESS_CONTROL_SHADER
,
985 GL_TESS_EVALUATION_SHADER
,
990 STATIC_ASSERT(MESA_SHADER_STAGES
== ARRAY_SIZE(targets
));
994 if (ctx
->Extensions
.ARB_vertex_program
) {
995 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
996 save
->VertexProgramEnabled
);
997 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
998 save
->VertexProgram
);
999 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
1002 if (ctx
->Extensions
.ARB_fragment_program
) {
1003 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
1004 save
->FragmentProgramEnabled
);
1005 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
1006 save
->FragmentProgram
);
1007 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
1010 if (ctx
->Extensions
.ATI_fragment_shader
) {
1011 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
1012 save
->ATIFragmentShaderEnabled
);
1016 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1017 /* It is safe to call _mesa_use_shader_program even if the extension
1018 * necessary for that program state is not supported. In that case,
1019 * the saved program object must be NULL and the currently bound
1020 * program object must be NULL. _mesa_use_shader_program is a no-op
1023 _mesa_use_shader_program(ctx
, targets
[i
],
1027 /* Do this *before* killing the reference. :)
1029 if (save
->Shader
[i
] != NULL
)
1032 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
1035 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1036 save
->ActiveShader
);
1037 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
1039 /* If there were any stages set with programs, use ctx->Shader as the
1040 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1041 * hasn't been restored yet, and that may modify ctx->_Shader further.
1044 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1047 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1048 ctx
->Pipeline
.Default
);
1050 if (save
->Pipeline
) {
1051 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1053 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1057 if (state
& MESA_META_STENCIL_TEST
) {
1058 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1060 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1061 _mesa_ClearStencil(stencil
->Clear
);
1062 if (ctx
->Extensions
.EXT_stencil_two_side
) {
1063 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1064 stencil
->TestTwoSide
);
1065 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1066 ? GL_BACK
: GL_FRONT
);
1069 _mesa_StencilFuncSeparate(GL_FRONT
,
1070 stencil
->Function
[0],
1072 stencil
->ValueMask
[0]);
1073 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1074 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1075 stencil
->ZFailFunc
[0],
1076 stencil
->ZPassFunc
[0]);
1078 _mesa_StencilFuncSeparate(GL_BACK
,
1079 stencil
->Function
[1],
1081 stencil
->ValueMask
[1]);
1082 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1083 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1084 stencil
->ZFailFunc
[1],
1085 stencil
->ZPassFunc
[1]);
1088 if (state
& MESA_META_TEXTURE
) {
1091 assert(ctx
->Texture
.CurrentUnit
== 0);
1093 /* restore texenv for unit[0] */
1094 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1096 /* restore texture objects for unit[0] only */
1097 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1098 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1099 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1100 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1101 save
->CurrentTexture
[tgt
]);
1103 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1106 /* Restore fixed function texture enables, texgen */
1107 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1108 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1109 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1110 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1113 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1114 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1115 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1119 /* restore current unit state */
1120 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1123 if (state
& MESA_META_TRANSFORM
) {
1124 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1125 _mesa_ActiveTexture(GL_TEXTURE0
);
1126 _mesa_MatrixMode(GL_TEXTURE
);
1127 _mesa_LoadMatrixf(save
->TextureMatrix
);
1128 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1130 _mesa_MatrixMode(GL_MODELVIEW
);
1131 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1133 _mesa_MatrixMode(GL_PROJECTION
);
1134 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1136 _mesa_MatrixMode(save
->MatrixMode
);
1138 if (ctx
->Extensions
.ARB_clip_control
)
1139 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1142 if (state
& MESA_META_CLIP
) {
1143 if (save
->ClipPlanesEnabled
) {
1145 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1146 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1147 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1153 if (state
& MESA_META_VERTEX
) {
1154 /* restore vertex array object */
1155 _mesa_BindVertexArray(save
->VAO
->Name
);
1156 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1159 if (state
& MESA_META_VIEWPORT
) {
1160 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1161 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1162 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1163 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1164 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1165 save
->ViewportW
, save
->ViewportH
);
1167 _mesa_set_depth_range(ctx
, 0, save
->DepthNear
, save
->DepthFar
);
1170 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1171 ctx
->Extensions
.ARB_color_buffer_float
) {
1172 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1175 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1176 ctx
->Extensions
.ARB_color_buffer_float
) {
1177 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1180 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1181 if (save
->CondRenderQuery
)
1182 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1183 save
->CondRenderMode
);
1186 if (state
& MESA_META_SELECT_FEEDBACK
) {
1187 if (save
->RenderMode
== GL_SELECT
) {
1188 _mesa_RenderMode(GL_SELECT
);
1189 ctx
->Select
= save
->Select
;
1190 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1191 _mesa_RenderMode(GL_FEEDBACK
);
1192 ctx
->Feedback
= save
->Feedback
;
1196 if (state
& MESA_META_MULTISAMPLE
) {
1197 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1198 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
1200 if (ctx_ms
->Enabled
!= save_ms
->Enabled
)
1201 _mesa_set_multisample(ctx
, save_ms
->Enabled
);
1202 if (ctx_ms
->SampleCoverage
!= save_ms
->SampleCoverage
)
1203 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, save_ms
->SampleCoverage
);
1204 if (ctx_ms
->SampleAlphaToCoverage
!= save_ms
->SampleAlphaToCoverage
)
1205 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, save_ms
->SampleAlphaToCoverage
);
1206 if (ctx_ms
->SampleAlphaToOne
!= save_ms
->SampleAlphaToOne
)
1207 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, save_ms
->SampleAlphaToOne
);
1208 if (ctx_ms
->SampleCoverageValue
!= save_ms
->SampleCoverageValue
||
1209 ctx_ms
->SampleCoverageInvert
!= save_ms
->SampleCoverageInvert
) {
1210 _mesa_SampleCoverage(save_ms
->SampleCoverageValue
,
1211 save_ms
->SampleCoverageInvert
);
1213 if (ctx_ms
->SampleShading
!= save_ms
->SampleShading
)
1214 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, save_ms
->SampleShading
);
1215 if (ctx_ms
->SampleMask
!= save_ms
->SampleMask
)
1216 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, save_ms
->SampleMask
);
1217 if (ctx_ms
->SampleMaskValue
!= save_ms
->SampleMaskValue
)
1218 _mesa_SampleMaski(0, save_ms
->SampleMaskValue
);
1219 if (ctx_ms
->MinSampleShadingValue
!= save_ms
->MinSampleShadingValue
)
1220 _mesa_MinSampleShading(save_ms
->MinSampleShadingValue
);
1223 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1224 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1225 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1229 if (save
->Lighting
) {
1230 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1232 if (save
->RasterDiscard
) {
1233 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1235 if (save
->TransformFeedbackNeedsResume
)
1236 _mesa_ResumeTransformFeedback();
1238 if (ctx
->DrawBuffer
->Name
!= save
->DrawBufferName
)
1239 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, save
->DrawBufferName
);
1241 if (ctx
->ReadBuffer
->Name
!= save
->ReadBufferName
)
1242 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER
, save
->ReadBufferName
);
1244 if (!ctx
->CurrentRenderbuffer
||
1245 ctx
->CurrentRenderbuffer
->Name
!= save
->RenderbufferName
)
1246 _mesa_BindRenderbuffer(GL_RENDERBUFFER
, save
->RenderbufferName
);
1248 if (state
& MESA_META_DRAW_BUFFERS
) {
1249 _mesa_drawbuffers(ctx
, ctx
->DrawBuffer
, ctx
->Const
.MaxDrawBuffers
,
1250 save
->ColorDrawBuffers
, NULL
);
1253 ctx
->Meta
->SaveStackDepth
--;
1255 ctx
->API
= save
->API
;
1256 ctx
->Extensions
.Version
= save
->ExtensionsVersion
;
1261 * Convert Z from a normalized value in the range [0, 1] to an object-space
1262 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1263 * default/identity ortho projection results in the original Z value.
1264 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1265 * value comes from the clear value or raster position.
1267 static inline GLfloat
1268 invert_z(GLfloat normZ
)
1270 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1276 * One-time init for a temp_texture object.
1277 * Choose tex target, compute max tex size, etc.
1280 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1282 /* prefer texture rectangle */
1283 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1284 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1285 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1286 tex
->NPOT
= GL_TRUE
;
1289 /* use 2D texture, NPOT if possible */
1290 tex
->Target
= GL_TEXTURE_2D
;
1291 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1292 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1294 tex
->MinSize
= 16; /* 16 x 16 at least */
1295 assert(tex
->MaxSize
> 0);
1297 _mesa_GenTextures(1, &tex
->TexObj
);
1301 cleanup_temp_texture(struct temp_texture
*tex
)
1305 _mesa_DeleteTextures(1, &tex
->TexObj
);
1311 * Return pointer to temp_texture info for non-bitmap ops.
1312 * This does some one-time init if needed.
1314 struct temp_texture
*
1315 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1317 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1320 init_temp_texture(ctx
, tex
);
1328 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1329 * We use a separate texture for bitmaps to reduce texture
1330 * allocation/deallocation.
1332 static struct temp_texture
*
1333 get_bitmap_temp_texture(struct gl_context
*ctx
)
1335 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1338 init_temp_texture(ctx
, tex
);
1345 * Return pointer to depth temp_texture.
1346 * This does some one-time init if needed.
1348 struct temp_texture
*
1349 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1351 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1354 init_temp_texture(ctx
, tex
);
1361 * Compute the width/height of texture needed to draw an image of the
1362 * given size. Return a flag indicating whether the current texture
1363 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1364 * allocated (glTexImage2D).
1365 * Also, compute s/t texcoords for drawing.
1367 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1370 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1371 GLsizei width
, GLsizei height
, GLenum intFormat
)
1373 GLboolean newTex
= GL_FALSE
;
1375 assert(width
<= tex
->MaxSize
);
1376 assert(height
<= tex
->MaxSize
);
1378 if (width
> tex
->Width
||
1379 height
> tex
->Height
||
1380 intFormat
!= tex
->IntFormat
) {
1381 /* alloc new texture (larger or different format) */
1384 /* use non-power of two size */
1385 tex
->Width
= MAX2(tex
->MinSize
, width
);
1386 tex
->Height
= MAX2(tex
->MinSize
, height
);
1389 /* find power of two size */
1391 w
= h
= tex
->MinSize
;
1400 tex
->IntFormat
= intFormat
;
1405 /* compute texcoords */
1406 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1407 tex
->Sright
= (GLfloat
) width
;
1408 tex
->Ttop
= (GLfloat
) height
;
1411 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1412 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1420 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1423 _mesa_meta_setup_copypix_texture(struct gl_context
*ctx
,
1424 struct temp_texture
*tex
,
1425 GLint srcX
, GLint srcY
,
1426 GLsizei width
, GLsizei height
,
1432 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1433 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1434 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1435 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1437 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1439 /* copy framebuffer image to texture */
1441 /* create new tex image */
1442 if (tex
->Width
== width
&& tex
->Height
== height
) {
1443 /* create new tex with framebuffer data */
1444 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1445 srcX
, srcY
, width
, height
, 0);
1448 /* create empty texture */
1449 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1450 tex
->Width
, tex
->Height
, 0,
1451 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1453 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1454 0, 0, srcX
, srcY
, width
, height
);
1458 /* replace existing tex image */
1459 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1460 0, 0, srcX
, srcY
, width
, height
);
1466 * Setup/load texture for glDrawPixels.
1469 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1470 struct temp_texture
*tex
,
1472 GLsizei width
, GLsizei height
,
1473 GLenum format
, GLenum type
,
1474 const GLvoid
*pixels
)
1476 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1477 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1478 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1479 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1481 /* copy pixel data to texture */
1483 /* create new tex image */
1484 if (tex
->Width
== width
&& tex
->Height
== height
) {
1485 /* create new tex and load image data */
1486 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1487 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1490 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1492 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1493 ctx
->Unpack
.BufferObj
);
1494 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1495 /* create empty texture */
1496 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1497 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1498 if (save_unpack_obj
!= NULL
)
1499 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1500 save_unpack_obj
->Name
);
1502 _mesa_TexSubImage2D(tex
->Target
, 0,
1503 0, 0, width
, height
, format
, type
, pixels
);
1507 /* replace existing tex image */
1508 _mesa_TexSubImage2D(tex
->Target
, 0,
1509 0, 0, width
, height
, format
, type
, pixels
);
1514 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context
*ctx
,
1515 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
1516 unsigned texcoord_size
)
1518 _mesa_meta_setup_vertex_objects(ctx
, VAO
, buf_obj
, false, 2, texcoord_size
,
1521 /* setup projection matrix */
1522 _mesa_MatrixMode(GL_PROJECTION
);
1523 _mesa_LoadIdentity();
1527 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1530 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1532 meta_clear(ctx
, buffers
, false);
1536 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1538 meta_clear(ctx
, buffers
, true);
1542 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1544 const char *vs_source
=
1545 "#extension GL_AMD_vertex_shader_layer : enable\n"
1546 "#extension GL_ARB_draw_instanced : enable\n"
1547 "#extension GL_ARB_explicit_attrib_location :enable\n"
1548 "layout(location = 0) in vec4 position;\n"
1551 "#ifdef GL_AMD_vertex_shader_layer\n"
1552 " gl_Layer = gl_InstanceID;\n"
1554 " gl_Position = position;\n"
1556 const char *fs_source
=
1557 "#extension GL_ARB_explicit_attrib_location :enable\n"
1558 "#extension GL_ARB_explicit_uniform_location :enable\n"
1559 "layout(location = 0) uniform vec4 color;\n"
1562 " gl_FragColor = color;\n"
1565 bool has_integer_textures
;
1567 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, true,
1570 if (clear
->ShaderProg
!= 0)
1573 vs
= _mesa_CreateShader(GL_VERTEX_SHADER
);
1574 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
1575 _mesa_CompileShader(vs
);
1577 fs
= _mesa_CreateShader(GL_FRAGMENT_SHADER
);
1578 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
1579 _mesa_CompileShader(fs
);
1581 clear
->ShaderProg
= _mesa_CreateProgram();
1582 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1583 _mesa_DeleteShader(fs
);
1584 _mesa_AttachShader(clear
->ShaderProg
, vs
);
1585 _mesa_DeleteShader(vs
);
1586 _mesa_ObjectLabel(GL_PROGRAM
, clear
->ShaderProg
, -1, "meta clear");
1587 _mesa_LinkProgram(clear
->ShaderProg
);
1589 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1590 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
1592 if (has_integer_textures
) {
1593 void *shader_source_mem_ctx
= ralloc_context(NULL
);
1594 const char *vs_int_source
=
1595 ralloc_asprintf(shader_source_mem_ctx
,
1597 "#extension GL_AMD_vertex_shader_layer : enable\n"
1598 "#extension GL_ARB_draw_instanced : enable\n"
1599 "#extension GL_ARB_explicit_attrib_location :enable\n"
1600 "layout(location = 0) in vec4 position;\n"
1603 "#ifdef GL_AMD_vertex_shader_layer\n"
1604 " gl_Layer = gl_InstanceID;\n"
1606 " gl_Position = position;\n"
1608 const char *fs_int_source
=
1609 ralloc_asprintf(shader_source_mem_ctx
,
1611 "#extension GL_ARB_explicit_attrib_location :enable\n"
1612 "#extension GL_ARB_explicit_uniform_location :enable\n"
1613 "layout(location = 0) uniform ivec4 color;\n"
1614 "out ivec4 out_color;\n"
1618 " out_color = color;\n"
1621 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
1623 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
1625 ralloc_free(shader_source_mem_ctx
);
1627 clear
->IntegerShaderProg
= _mesa_CreateProgram();
1628 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1629 _mesa_DeleteShader(fs
);
1630 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1631 _mesa_DeleteShader(vs
);
1633 /* Note that user-defined out attributes get automatically assigned
1634 * locations starting from 0, so we don't need to explicitly
1635 * BindFragDataLocation to 0.
1638 _mesa_ObjectLabel(GL_PROGRAM
, clear
->IntegerShaderProg
, -1,
1640 _mesa_meta_link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1645 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
1647 if (clear
->VAO
== 0)
1649 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1651 _mesa_reference_buffer_object(ctx
, &clear
->buf_obj
, NULL
);
1652 _mesa_DeleteProgram(clear
->ShaderProg
);
1653 clear
->ShaderProg
= 0;
1655 if (clear
->IntegerShaderProg
) {
1656 _mesa_DeleteProgram(clear
->IntegerShaderProg
);
1657 clear
->IntegerShaderProg
= 0;
1662 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1663 * set GL to only draw to those buffers.
1665 * Since the bitfield has no associated order, the assignment of draw buffer
1666 * indices to color attachment indices is rather arbitrary.
1669 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1671 GLenum enums
[MAX_DRAW_BUFFERS
];
1675 /* This function is only legal for color buffer bitfields. */
1676 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1678 /* Make sure we don't overflow any arrays. */
1679 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1683 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1684 enums
[i
++] = GL_FRONT_LEFT
;
1686 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1687 enums
[i
++] = GL_FRONT_RIGHT
;
1689 if (bits
& BUFFER_BIT_BACK_LEFT
)
1690 enums
[i
++] = GL_BACK_LEFT
;
1692 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1693 enums
[i
++] = GL_BACK_RIGHT
;
1695 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1696 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1697 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1700 _mesa_DrawBuffers(i
, enums
);
1704 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1707 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
1709 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1710 GLbitfield metaSave
;
1711 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1712 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1713 float x0
, y0
, x1
, y1
, z
;
1714 struct vertex verts
[4];
1717 metaSave
= (MESA_META_ALPHA_TEST
|
1719 MESA_META_DEPTH_TEST
|
1720 MESA_META_RASTERIZATION
|
1722 MESA_META_STENCIL_TEST
|
1724 MESA_META_VIEWPORT
|
1726 MESA_META_CLAMP_FRAGMENT_COLOR
|
1727 MESA_META_MULTISAMPLE
|
1728 MESA_META_OCCLUSION_QUERY
);
1731 metaSave
|= MESA_META_FOG
|
1732 MESA_META_PIXEL_TRANSFER
|
1733 MESA_META_TRANSFORM
|
1735 MESA_META_CLAMP_VERTEX_COLOR
|
1736 MESA_META_SELECT_FEEDBACK
;
1739 if (buffers
& BUFFER_BITS_COLOR
) {
1740 metaSave
|= MESA_META_DRAW_BUFFERS
;
1742 /* We'll use colormask to disable color writes. Otherwise,
1743 * respect color mask
1745 metaSave
|= MESA_META_COLOR_MASK
;
1748 _mesa_meta_begin(ctx
, metaSave
);
1751 meta_glsl_clear_init(ctx
, clear
);
1753 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1754 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1755 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1756 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1757 z
= -invert_z(ctx
->Depth
.Clear
);
1759 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, false,
1762 x0
= (float) fb
->_Xmin
;
1763 y0
= (float) fb
->_Ymin
;
1764 x1
= (float) fb
->_Xmax
;
1765 y1
= (float) fb
->_Ymax
;
1766 z
= invert_z(ctx
->Depth
.Clear
);
1769 if (fb
->_IntegerColor
) {
1771 _mesa_UseProgram(clear
->IntegerShaderProg
);
1772 _mesa_Uniform4iv(0, 1, ctx
->Color
.ClearColor
.i
);
1774 _mesa_UseProgram(clear
->ShaderProg
);
1775 _mesa_Uniform4fv(0, 1, ctx
->Color
.ClearColor
.f
);
1778 /* GL_COLOR_BUFFER_BIT */
1779 if (buffers
& BUFFER_BITS_COLOR
) {
1780 /* Only draw to the buffers we were asked to clear. */
1781 _mesa_meta_drawbuffers_from_bitfield(buffers
& BUFFER_BITS_COLOR
);
1783 /* leave colormask state as-is */
1785 /* Clears never have the color clamped. */
1786 if (ctx
->Extensions
.ARB_color_buffer_float
)
1787 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1790 assert(metaSave
& MESA_META_COLOR_MASK
);
1791 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1794 /* GL_DEPTH_BUFFER_BIT */
1795 if (buffers
& BUFFER_BIT_DEPTH
) {
1796 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1797 _mesa_DepthFunc(GL_ALWAYS
);
1798 _mesa_DepthMask(GL_TRUE
);
1801 assert(!ctx
->Depth
.Test
);
1804 /* GL_STENCIL_BUFFER_BIT */
1805 if (buffers
& BUFFER_BIT_STENCIL
) {
1806 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1807 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1808 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1809 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1810 ctx
->Stencil
.Clear
& stencilMax
,
1811 ctx
->Stencil
.WriteMask
[0]);
1814 assert(!ctx
->Stencil
.Enabled
);
1817 /* vertex positions */
1832 for (i
= 0; i
< 4; i
++) {
1833 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1834 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1835 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1836 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1840 /* upload new vertex data */
1841 _mesa_buffer_data(ctx
, clear
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
1842 GL_DYNAMIC_DRAW
, __func__
);
1845 if (fb
->MaxNumLayers
> 0) {
1846 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1848 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1851 _mesa_meta_end(ctx
);
1855 * Meta implementation of ctx->Driver.CopyPixels() in terms
1856 * of texture mapping and polygon rendering and GLSL shaders.
1859 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1860 GLsizei width
, GLsizei height
,
1861 GLint dstX
, GLint dstY
, GLenum type
)
1863 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1864 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1865 struct vertex verts
[4];
1867 if (type
!= GL_COLOR
||
1868 ctx
->_ImageTransferState
||
1870 width
> tex
->MaxSize
||
1871 height
> tex
->MaxSize
) {
1872 /* XXX avoid this fallback */
1873 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1877 /* Most GL state applies to glCopyPixels, but a there's a few things
1878 * we need to override:
1880 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1883 MESA_META_TRANSFORM
|
1886 MESA_META_VIEWPORT
));
1888 _mesa_meta_setup_vertex_objects(ctx
, ©pix
->VAO
, ©pix
->buf_obj
, false,
1891 /* Silence valgrind warnings about reading uninitialized stack. */
1892 memset(verts
, 0, sizeof(verts
));
1894 /* Alloc/setup texture */
1895 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1896 GL_RGBA
, GL_NEAREST
);
1898 /* vertex positions, texcoords (after texture allocation!) */
1900 const GLfloat dstX0
= (GLfloat
) dstX
;
1901 const GLfloat dstY0
= (GLfloat
) dstY
;
1902 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1903 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1904 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1909 verts
[0].tex
[0] = 0.0F
;
1910 verts
[0].tex
[1] = 0.0F
;
1914 verts
[1].tex
[0] = tex
->Sright
;
1915 verts
[1].tex
[1] = 0.0F
;
1919 verts
[2].tex
[0] = tex
->Sright
;
1920 verts
[2].tex
[1] = tex
->Ttop
;
1924 verts
[3].tex
[0] = 0.0F
;
1925 verts
[3].tex
[1] = tex
->Ttop
;
1927 /* upload new vertex data */
1928 _mesa_buffer_sub_data(ctx
, copypix
->buf_obj
, 0, sizeof(verts
), verts
,
1932 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1934 /* draw textured quad */
1935 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1937 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1939 _mesa_meta_end(ctx
);
1943 meta_drawpix_cleanup(struct gl_context
*ctx
, struct drawpix_state
*drawpix
)
1945 if (drawpix
->VAO
!= 0) {
1946 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1949 _mesa_reference_buffer_object(ctx
, &drawpix
->buf_obj
, NULL
);
1952 if (drawpix
->StencilFP
!= 0) {
1953 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1954 drawpix
->StencilFP
= 0;
1957 if (drawpix
->DepthFP
!= 0) {
1958 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1959 drawpix
->DepthFP
= 0;
1964 * When the glDrawPixels() image size is greater than the max rectangle
1965 * texture size we use this function to break the glDrawPixels() image
1966 * into tiles which fit into the max texture size.
1969 tiled_draw_pixels(struct gl_context
*ctx
,
1971 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
1972 GLenum format
, GLenum type
,
1973 const struct gl_pixelstore_attrib
*unpack
,
1974 const GLvoid
*pixels
)
1976 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1979 if (tileUnpack
.RowLength
== 0)
1980 tileUnpack
.RowLength
= width
;
1982 for (i
= 0; i
< width
; i
+= tileSize
) {
1983 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
1984 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
1986 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
1988 for (j
= 0; j
< height
; j
+= tileSize
) {
1989 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
1990 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
1992 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
1994 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
1995 format
, type
, &tileUnpack
, pixels
);
2002 * One-time init for drawing stencil pixels.
2005 init_draw_stencil_pixels(struct gl_context
*ctx
)
2007 /* This program is run eight times, once for each stencil bit.
2008 * The stencil values to draw are found in an 8-bit alpha texture.
2009 * We read the texture/stencil value and test if bit 'b' is set.
2010 * If the bit is not set, use KIL to kill the fragment.
2011 * Finally, we use the stencil test to update the stencil buffer.
2013 * The basic algorithm for checking if a bit is set is:
2014 * if (is_odd(value / (1 << bit)))
2015 * result is one (or non-zero).
2018 * The program parameter contains three values:
2019 * parm.x = 255 / (1 << bit)
2023 static const char *program
=
2025 "PARAM parm = program.local[0]; \n"
2027 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2028 "# t = t * 255 / bit \n"
2029 "MUL t.x, t.a, parm.x; \n"
2032 "SUB t.x, t.x, t.y; \n"
2034 "MUL t.x, t.x, parm.y; \n"
2035 "# t = fract(t.x) \n"
2036 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2037 "# t.x = (t.x == 0 ? 1 : 0) \n"
2038 "SGE t.x, -t.x, parm.z; \n"
2040 "# for debug only \n"
2041 "#MOV result.color, t.x; \n"
2043 char program2
[1000];
2044 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2045 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2046 const char *texTarget
;
2048 assert(drawpix
->StencilFP
== 0);
2050 /* replace %s with "RECT" or "2D" */
2051 assert(strlen(program
) + 4 < sizeof(program2
));
2052 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2056 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2058 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2059 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2060 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2061 strlen(program2
), (const GLubyte
*) program2
);
2066 * One-time init for drawing depth pixels.
2069 init_draw_depth_pixels(struct gl_context
*ctx
)
2071 static const char *program
=
2073 "PARAM color = program.local[0]; \n"
2074 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2075 "MOV result.color, color; \n"
2078 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2079 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2080 const char *texTarget
;
2082 assert(drawpix
->DepthFP
== 0);
2084 /* replace %s with "RECT" or "2D" */
2085 assert(strlen(program
) + 4 < sizeof(program2
));
2086 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2090 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2092 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2093 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2094 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2095 strlen(program2
), (const GLubyte
*) program2
);
2100 * Meta implementation of ctx->Driver.DrawPixels() in terms
2101 * of texture mapping and polygon rendering.
2104 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2105 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2106 GLenum format
, GLenum type
,
2107 const struct gl_pixelstore_attrib
*unpack
,
2108 const GLvoid
*pixels
)
2110 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2111 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2112 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2113 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2114 struct vertex verts
[4];
2115 GLenum texIntFormat
;
2116 GLboolean fallback
, newTex
;
2117 GLbitfield metaExtraSave
= 0x0;
2120 * Determine if we can do the glDrawPixels with texture mapping.
2122 fallback
= GL_FALSE
;
2123 if (ctx
->Fog
.Enabled
) {
2127 if (_mesa_is_color_format(format
)) {
2128 /* use more compact format when possible */
2129 /* XXX disable special case for GL_LUMINANCE for now to work around
2130 * apparent i965 driver bug (see bug #23670).
2132 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2133 texIntFormat
= format
;
2135 texIntFormat
= GL_RGBA
;
2137 /* If we're not supposed to clamp the resulting color, then just
2138 * promote our texture to fully float. We could do better by
2139 * just going for the matching set of channels, in floating
2142 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2143 ctx
->Extensions
.ARB_texture_float
)
2144 texIntFormat
= GL_RGBA32F
;
2146 else if (_mesa_is_stencil_format(format
)) {
2147 if (ctx
->Extensions
.ARB_fragment_program
&&
2148 ctx
->Pixel
.IndexShift
== 0 &&
2149 ctx
->Pixel
.IndexOffset
== 0 &&
2150 type
== GL_UNSIGNED_BYTE
) {
2151 /* We'll store stencil as alpha. This only works for GLubyte
2152 * image data because of how incoming values are mapped to alpha
2155 texIntFormat
= GL_ALPHA
;
2156 metaExtraSave
= (MESA_META_COLOR_MASK
|
2157 MESA_META_DEPTH_TEST
|
2158 MESA_META_PIXEL_TRANSFER
|
2160 MESA_META_STENCIL_TEST
);
2166 else if (_mesa_is_depth_format(format
)) {
2167 if (ctx
->Extensions
.ARB_depth_texture
&&
2168 ctx
->Extensions
.ARB_fragment_program
) {
2169 texIntFormat
= GL_DEPTH_COMPONENT
;
2170 metaExtraSave
= (MESA_META_SHADER
);
2181 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2182 format
, type
, unpack
, pixels
);
2187 * Check image size against max texture size, draw as tiles if needed.
2189 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2190 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2191 format
, type
, unpack
, pixels
);
2195 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2196 * but a there's a few things we need to override:
2198 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2201 MESA_META_TRANSFORM
|
2204 MESA_META_VIEWPORT
|
2207 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2209 _mesa_meta_setup_vertex_objects(ctx
, &drawpix
->VAO
, &drawpix
->buf_obj
, false,
2212 /* Silence valgrind warnings about reading uninitialized stack. */
2213 memset(verts
, 0, sizeof(verts
));
2215 /* vertex positions, texcoords (after texture allocation!) */
2217 const GLfloat x0
= (GLfloat
) x
;
2218 const GLfloat y0
= (GLfloat
) y
;
2219 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2220 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2221 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2226 verts
[0].tex
[0] = 0.0F
;
2227 verts
[0].tex
[1] = 0.0F
;
2231 verts
[1].tex
[0] = tex
->Sright
;
2232 verts
[1].tex
[1] = 0.0F
;
2236 verts
[2].tex
[0] = tex
->Sright
;
2237 verts
[2].tex
[1] = tex
->Ttop
;
2241 verts
[3].tex
[0] = 0.0F
;
2242 verts
[3].tex
[1] = tex
->Ttop
;
2245 /* upload new vertex data */
2246 _mesa_buffer_data(ctx
, drawpix
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
2247 GL_DYNAMIC_DRAW
, __func__
);
2249 /* set given unpack params */
2250 ctx
->Unpack
= *unpack
;
2252 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2254 if (_mesa_is_stencil_format(format
)) {
2255 /* Drawing stencil */
2258 if (!drawpix
->StencilFP
)
2259 init_draw_stencil_pixels(ctx
);
2261 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2262 GL_ALPHA
, type
, pixels
);
2264 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2266 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2268 /* set all stencil bits to 0 */
2269 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2270 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2271 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2273 /* set stencil bits to 1 where needed */
2274 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2276 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2277 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2279 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2280 const GLuint mask
= 1 << bit
;
2281 if (mask
& origStencilMask
) {
2282 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2283 _mesa_StencilMask(mask
);
2285 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2286 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2288 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2292 else if (_mesa_is_depth_format(format
)) {
2294 if (!drawpix
->DepthFP
)
2295 init_draw_depth_pixels(ctx
);
2297 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2298 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2300 /* polygon color = current raster color */
2301 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2302 ctx
->Current
.RasterColor
);
2304 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2305 format
, type
, pixels
);
2307 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2311 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2312 format
, type
, pixels
);
2313 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2316 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2318 /* restore unpack params */
2319 ctx
->Unpack
= unpackSave
;
2321 _mesa_meta_end(ctx
);
2325 alpha_test_raster_color(struct gl_context
*ctx
)
2327 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2328 GLfloat ref
= ctx
->Color
.AlphaRef
;
2330 switch (ctx
->Color
.AlphaFunc
) {
2336 return alpha
== ref
;
2338 return alpha
<= ref
;
2342 return alpha
!= ref
;
2344 return alpha
>= ref
;
2354 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2355 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2356 * tracker would improve performance a lot.
2359 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2360 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2361 const struct gl_pixelstore_attrib
*unpack
,
2362 const GLubyte
*bitmap1
)
2364 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2365 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2366 const GLenum texIntFormat
= GL_ALPHA
;
2367 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2369 struct vertex verts
[4];
2374 * Check if swrast fallback is needed.
2376 if (ctx
->_ImageTransferState
||
2377 ctx
->FragmentProgram
._Enabled
||
2379 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2380 width
> tex
->MaxSize
||
2381 height
> tex
->MaxSize
) {
2382 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2386 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2389 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2390 * but a there's a few things we need to override:
2392 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2393 MESA_META_PIXEL_STORE
|
2394 MESA_META_RASTERIZATION
|
2397 MESA_META_TRANSFORM
|
2400 MESA_META_VIEWPORT
));
2402 _mesa_meta_setup_vertex_objects(ctx
, &bitmap
->VAO
, &bitmap
->buf_obj
, false,
2405 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2407 /* Silence valgrind warnings about reading uninitialized stack. */
2408 memset(verts
, 0, sizeof(verts
));
2410 /* vertex positions, texcoords, colors (after texture allocation!) */
2412 const GLfloat x0
= (GLfloat
) x
;
2413 const GLfloat y0
= (GLfloat
) y
;
2414 const GLfloat x1
= (GLfloat
) (x
+ width
);
2415 const GLfloat y1
= (GLfloat
) (y
+ height
);
2416 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2422 verts
[0].tex
[0] = 0.0F
;
2423 verts
[0].tex
[1] = 0.0F
;
2427 verts
[1].tex
[0] = tex
->Sright
;
2428 verts
[1].tex
[1] = 0.0F
;
2432 verts
[2].tex
[0] = tex
->Sright
;
2433 verts
[2].tex
[1] = tex
->Ttop
;
2437 verts
[3].tex
[0] = 0.0F
;
2438 verts
[3].tex
[1] = tex
->Ttop
;
2440 for (i
= 0; i
< 4; i
++) {
2441 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2442 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2443 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2444 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2447 /* upload new vertex data */
2448 _mesa_buffer_sub_data(ctx
, bitmap
->buf_obj
, 0, sizeof(verts
), verts
,
2452 /* choose different foreground/background alpha values */
2453 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2454 bg
= (fg
> 127 ? 0 : 255);
2456 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2458 _mesa_meta_end(ctx
);
2462 bitmap8
= malloc(width
* height
);
2464 memset(bitmap8
, bg
, width
* height
);
2465 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2466 bitmap8
, width
, fg
);
2468 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2470 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2471 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2473 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2474 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2476 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2478 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2483 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2485 _mesa_meta_end(ctx
);
2489 * Compute the texture coordinates for the four vertices of a quad for
2490 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2491 * and width, height specify a sub-region of the 2D image.
2493 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2494 * \param slice slice of a 1D/2D array texture or 3D texture
2495 * \param xoffset X position of sub texture
2496 * \param yoffset Y position of sub texture
2497 * \param width width of the sub texture image
2498 * \param height height of the sub texture image
2499 * \param total_width total width of the texture image
2500 * \param total_height total height of the texture image
2501 * \param total_depth total depth of the texture image
2502 * \param coords0/1/2/3 returns the computed texcoords
2505 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2521 const float s0
= (float) xoffset
/ (float) total_width
;
2522 const float s1
= (float) (xoffset
+ width
) / (float) total_width
;
2523 const float t0
= (float) yoffset
/ (float) total_height
;
2524 const float t1
= (float) (yoffset
+ height
) / (float) total_height
;
2527 /* setup the reference texcoords */
2537 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2538 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2540 /* Currently all texture targets want the W component to be 1.0.
2547 switch (faceTarget
) {
2551 case GL_TEXTURE_2D_ARRAY
:
2552 if (faceTarget
== GL_TEXTURE_3D
) {
2553 assert(slice
< total_depth
);
2554 assert(total_depth
>= 1);
2555 r
= (slice
+ 0.5f
) / total_depth
;
2557 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2561 coords0
[0] = st
[0][0]; /* s */
2562 coords0
[1] = st
[0][1]; /* t */
2563 coords0
[2] = r
; /* r */
2564 coords1
[0] = st
[1][0];
2565 coords1
[1] = st
[1][1];
2567 coords2
[0] = st
[2][0];
2568 coords2
[1] = st
[2][1];
2570 coords3
[0] = st
[3][0];
2571 coords3
[1] = st
[3][1];
2574 case GL_TEXTURE_RECTANGLE_ARB
:
2575 coords0
[0] = (float) xoffset
; /* s */
2576 coords0
[1] = (float) yoffset
; /* t */
2577 coords0
[2] = 0.0F
; /* r */
2578 coords1
[0] = (float) (xoffset
+ width
);
2579 coords1
[1] = (float) yoffset
;
2581 coords2
[0] = (float) (xoffset
+ width
);
2582 coords2
[1] = (float) (yoffset
+ height
);
2584 coords3
[0] = (float) xoffset
;
2585 coords3
[1] = (float) (yoffset
+ height
);
2588 case GL_TEXTURE_1D_ARRAY
:
2589 coords0
[0] = st
[0][0]; /* s */
2590 coords0
[1] = (float) slice
; /* t */
2591 coords0
[2] = 0.0F
; /* r */
2592 coords1
[0] = st
[1][0];
2593 coords1
[1] = (float) slice
;
2595 coords2
[0] = st
[2][0];
2596 coords2
[1] = (float) slice
;
2598 coords3
[0] = st
[3][0];
2599 coords3
[1] = (float) slice
;
2603 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2604 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2605 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2606 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2607 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2608 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2609 /* loop over quad verts */
2610 for (i
= 0; i
< 4; i
++) {
2611 /* Compute sc = +/-scale and tc = +/-scale.
2612 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2613 * though that can still sometimes happen with this scale factor...
2615 const GLfloat scale
= 0.9999f
;
2616 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2617 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2634 unreachable("not reached");
2637 coord
[3] = (float) (slice
/ 6);
2639 switch (faceTarget
) {
2640 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2645 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2650 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2655 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2660 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2665 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2676 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2680 static struct blit_shader
*
2681 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2685 table
->sampler_1d
.type
= "sampler1D";
2686 table
->sampler_1d
.func
= "texture1D";
2687 table
->sampler_1d
.texcoords
= "texCoords.x";
2688 return &table
->sampler_1d
;
2690 table
->sampler_2d
.type
= "sampler2D";
2691 table
->sampler_2d
.func
= "texture2D";
2692 table
->sampler_2d
.texcoords
= "texCoords.xy";
2693 return &table
->sampler_2d
;
2694 case GL_TEXTURE_RECTANGLE
:
2695 table
->sampler_rect
.type
= "sampler2DRect";
2696 table
->sampler_rect
.func
= "texture2DRect";
2697 table
->sampler_rect
.texcoords
= "texCoords.xy";
2698 return &table
->sampler_rect
;
2700 /* Code for mipmap generation with 3D textures is not used yet.
2701 * It's a sw fallback.
2703 table
->sampler_3d
.type
= "sampler3D";
2704 table
->sampler_3d
.func
= "texture3D";
2705 table
->sampler_3d
.texcoords
= "texCoords.xyz";
2706 return &table
->sampler_3d
;
2707 case GL_TEXTURE_CUBE_MAP
:
2708 table
->sampler_cubemap
.type
= "samplerCube";
2709 table
->sampler_cubemap
.func
= "textureCube";
2710 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
2711 return &table
->sampler_cubemap
;
2712 case GL_TEXTURE_1D_ARRAY
:
2713 table
->sampler_1d_array
.type
= "sampler1DArray";
2714 table
->sampler_1d_array
.func
= "texture1DArray";
2715 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
2716 return &table
->sampler_1d_array
;
2717 case GL_TEXTURE_2D_ARRAY
:
2718 table
->sampler_2d_array
.type
= "sampler2DArray";
2719 table
->sampler_2d_array
.func
= "texture2DArray";
2720 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
2721 return &table
->sampler_2d_array
;
2722 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2723 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
2724 table
->sampler_cubemap_array
.func
= "textureCubeArray";
2725 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
2726 return &table
->sampler_cubemap_array
;
2728 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2729 " setup_texture_sampler()\n", target
);
2735 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table
*table
)
2737 _mesa_DeleteProgram(table
->sampler_1d
.shader_prog
);
2738 _mesa_DeleteProgram(table
->sampler_2d
.shader_prog
);
2739 _mesa_DeleteProgram(table
->sampler_3d
.shader_prog
);
2740 _mesa_DeleteProgram(table
->sampler_rect
.shader_prog
);
2741 _mesa_DeleteProgram(table
->sampler_cubemap
.shader_prog
);
2742 _mesa_DeleteProgram(table
->sampler_1d_array
.shader_prog
);
2743 _mesa_DeleteProgram(table
->sampler_2d_array
.shader_prog
);
2744 _mesa_DeleteProgram(table
->sampler_cubemap_array
.shader_prog
);
2746 table
->sampler_1d
.shader_prog
= 0;
2747 table
->sampler_2d
.shader_prog
= 0;
2748 table
->sampler_3d
.shader_prog
= 0;
2749 table
->sampler_rect
.shader_prog
= 0;
2750 table
->sampler_cubemap
.shader_prog
= 0;
2751 table
->sampler_1d_array
.shader_prog
= 0;
2752 table
->sampler_2d_array
.shader_prog
= 0;
2753 table
->sampler_cubemap_array
.shader_prog
= 0;
2757 * Determine the GL data type to use for the temporary image read with
2758 * ReadPixels() and passed to Tex[Sub]Image().
2761 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2763 const GLenum baseFormat
= _mesa_get_format_base_format(format
);
2764 const GLenum datatype
= _mesa_get_format_datatype(format
);
2765 const GLint format_red_bits
= _mesa_get_format_bits(format
, GL_RED_BITS
);
2767 switch (baseFormat
) {
2774 case GL_LUMINANCE_ALPHA
:
2776 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2778 } else if (format_red_bits
<= 8) {
2779 return GL_UNSIGNED_BYTE
;
2780 } else if (format_red_bits
<= 16) {
2781 return GL_UNSIGNED_SHORT
;
2784 case GL_DEPTH_COMPONENT
:
2785 if (datatype
== GL_FLOAT
)
2788 return GL_UNSIGNED_INT
;
2789 case GL_DEPTH_STENCIL
:
2790 if (datatype
== GL_FLOAT
)
2791 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
2793 return GL_UNSIGNED_INT_24_8
;
2795 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2802 * Attempts to wrap the destination texture in an FBO and use
2803 * glBlitFramebuffer() to implement glCopyTexSubImage().
2806 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2807 struct gl_texture_image
*texImage
,
2811 struct gl_renderbuffer
*rb
,
2813 GLsizei width
, GLsizei height
)
2816 bool success
= false;
2820 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2823 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2825 _mesa_GenFramebuffers(1, &fbo
);
2826 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
2828 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2829 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2830 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, 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_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
2838 mask
|= GL_STENCIL_BUFFER_BIT
;
2840 _mesa_DrawBuffer(GL_NONE
);
2842 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
2844 mask
= GL_COLOR_BUFFER_BIT
;
2845 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2848 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
2849 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2852 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2854 /* Since we've bound a new draw framebuffer, we need to update
2855 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2858 _mesa_update_state(ctx
);
2860 /* We skip the core BlitFramebuffer checks for format consistency, which
2861 * are too strict for CopyTexImage. We know meta will be fine with format
2864 mask
= _mesa_meta_BlitFramebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
,
2866 x
+ width
, y
+ height
,
2868 xoffset
+ width
, yoffset
+ height
,
2870 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2871 success
= mask
== 0x0;
2874 _mesa_DeleteFramebuffers(1, &fbo
);
2875 _mesa_meta_end(ctx
);
2880 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2881 * Have to be careful with locking and meta state for pixel transfer.
2884 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
2885 struct gl_texture_image
*texImage
,
2886 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2887 struct gl_renderbuffer
*rb
,
2889 GLsizei width
, GLsizei height
)
2891 GLenum format
, type
;
2895 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2897 xoffset
, yoffset
, zoffset
,
2904 /* Choose format/type for temporary image buffer */
2905 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2906 if (format
== GL_LUMINANCE
||
2907 format
== GL_LUMINANCE_ALPHA
||
2908 format
== GL_INTENSITY
) {
2909 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2910 * temp image buffer because glReadPixels will do L=R+G+B which is
2911 * not what we want (should be L=R).
2916 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
2917 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
2918 format
= _mesa_base_format_to_integer_format(format
);
2920 bpp
= _mesa_bytes_per_pixel(format
, type
);
2922 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2927 * Alloc image buffer (XXX could use a PBO)
2929 buf
= malloc(width
* height
* bpp
);
2931 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2936 * Read image from framebuffer (disable pixel transfer ops)
2938 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2939 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2940 format
, type
, &ctx
->Pack
, buf
);
2941 _mesa_meta_end(ctx
);
2943 _mesa_update_state(ctx
); /* to update pixel transfer state */
2946 * Store texture data (with pixel transfer ops)
2948 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2950 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
2951 assert(yoffset
== 0);
2952 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2953 xoffset
, zoffset
, 0, width
, 1, 1,
2954 format
, type
, buf
, &ctx
->Unpack
);
2956 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2957 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2958 format
, type
, buf
, &ctx
->Unpack
);
2961 _mesa_meta_end(ctx
);
2967 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2969 if (decompress_fbo
->FBO
!= 0) {
2970 _mesa_DeleteFramebuffers(1, &decompress_fbo
->FBO
);
2971 _mesa_DeleteRenderbuffers(1, &decompress_fbo
->RBO
);
2974 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2978 meta_decompress_cleanup(struct gl_context
*ctx
,
2979 struct decompress_state
*decompress
)
2981 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2982 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2984 if (decompress
->VAO
!= 0) {
2985 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2986 _mesa_reference_buffer_object(ctx
, &decompress
->buf_obj
, NULL
);
2989 _mesa_reference_sampler_object(ctx
, &decompress
->samp_obj
, NULL
);
2991 memset(decompress
, 0, sizeof(*decompress
));
2995 * Decompress a texture image by drawing a quad with the compressed
2996 * texture and reading the pixels out of the color buffer.
2997 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2998 * \param destFormat format, ala glReadPixels
2999 * \param destType type, ala glReadPixels
3000 * \param dest destination buffer
3001 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3004 decompress_texture_image(struct gl_context
*ctx
,
3005 struct gl_texture_image
*texImage
,
3007 GLint xoffset
, GLint yoffset
,
3008 GLsizei width
, GLsizei height
,
3009 GLenum destFormat
, GLenum destType
,
3012 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3013 struct decompress_fbo_state
*decompress_fbo
;
3014 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3015 const GLenum target
= texObj
->Target
;
3018 struct vertex verts
[4];
3019 struct gl_sampler_object
*samp_obj_save
= NULL
;
3021 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3022 ctx
->Extensions
.ARB_fragment_shader
;
3024 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
3026 decompress_fbo
= &decompress
->floatFBO
;
3027 rbFormat
= GL_RGBA32F
;
3029 case GL_UNSIGNED_NORMALIZED
:
3030 decompress_fbo
= &decompress
->byteFBO
;
3038 assert(target
== GL_TEXTURE_3D
||
3039 target
== GL_TEXTURE_2D_ARRAY
||
3040 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3045 case GL_TEXTURE_1D_ARRAY
:
3046 assert(!"No compressed 1D textures.");
3050 assert(!"No compressed 3D textures.");
3053 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3054 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3057 case GL_TEXTURE_CUBE_MAP
:
3058 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3062 faceTarget
= target
;
3066 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3067 MESA_META_DRAW_BUFFERS
));
3069 _mesa_reference_sampler_object(ctx
, &samp_obj_save
,
3070 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
);
3072 /* Create/bind FBO/renderbuffer */
3073 if (decompress_fbo
->FBO
== 0) {
3074 _mesa_CreateRenderbuffers(1, &decompress_fbo
->RBO
);
3076 _mesa_GenFramebuffers(1, &decompress_fbo
->FBO
);
3077 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
3078 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3079 GL_COLOR_ATTACHMENT0_EXT
,
3080 GL_RENDERBUFFER_EXT
,
3081 decompress_fbo
->RBO
);
3084 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
3087 /* alloc dest surface */
3088 if (width
> decompress_fbo
->Width
|| height
> decompress_fbo
->Height
) {
3089 _mesa_NamedRenderbufferStorage(decompress_fbo
->RBO
, rbFormat
,
3091 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3092 if (status
!= GL_FRAMEBUFFER_COMPLETE
) {
3093 /* If the framebuffer isn't complete then we'll leave
3094 * decompress_fbo->Width as zero so that it will fail again next time
3096 _mesa_meta_end(ctx
);
3099 decompress_fbo
->Width
= width
;
3100 decompress_fbo
->Height
= height
;
3103 if (use_glsl_version
) {
3104 _mesa_meta_setup_vertex_objects(ctx
, &decompress
->VAO
,
3105 &decompress
->buf_obj
, true,
3108 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3110 _mesa_meta_setup_ff_tnl_for_blit(ctx
, &decompress
->VAO
,
3111 &decompress
->buf_obj
, 3);
3114 if (decompress
->samp_obj
== NULL
) {
3115 decompress
->samp_obj
= ctx
->Driver
.NewSamplerObject(ctx
, 0xDEADBEEF);
3116 if (decompress
->samp_obj
== NULL
) {
3117 _mesa_meta_end(ctx
);
3119 /* This is a bit lazy. Flag out of memory, and then don't bother to
3120 * clean up. Once out of memory is flagged, the only realistic next
3121 * move is to destroy the context. That will trigger all the right
3124 * Returning true prevents other GetTexImage methods from attempting
3125 * anything since they will likely fail too.
3127 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGetTexImage");
3131 /* nearest filtering */
3132 _mesa_set_sampler_filters(ctx
, decompress
->samp_obj
, GL_NEAREST
, GL_NEAREST
);
3134 /* We don't want to encode or decode sRGB values; treat them as linear. */
3135 _mesa_set_sampler_srgb_decode(ctx
, decompress
->samp_obj
, GL_SKIP_DECODE_EXT
);
3138 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, decompress
->samp_obj
);
3140 /* Silence valgrind warnings about reading uninitialized stack. */
3141 memset(verts
, 0, sizeof(verts
));
3143 _mesa_meta_setup_texture_coords(faceTarget
, slice
,
3144 xoffset
, yoffset
, width
, height
,
3145 texImage
->Width
, texImage
->Height
,
3152 /* setup vertex positions */
3162 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3164 /* upload new vertex data */
3165 _mesa_buffer_sub_data(ctx
, decompress
->buf_obj
, 0, sizeof(verts
), verts
,
3168 /* setup texture state */
3169 _mesa_BindTexture(target
, texObj
->Name
);
3171 if (!use_glsl_version
)
3172 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3175 /* save texture object state */
3176 const GLint baseLevelSave
= texObj
->BaseLevel
;
3177 const GLint maxLevelSave
= texObj
->MaxLevel
;
3179 /* restrict sampling to the texture level of interest */
3180 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3181 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3182 (GLint
*) &texImage
->Level
, false);
3183 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3184 (GLint
*) &texImage
->Level
, false);
3187 /* render quad w/ texture into renderbuffer */
3188 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3190 /* Restore texture object state, the texture binding will
3191 * be restored by _mesa_meta_end().
3193 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3194 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3195 &baseLevelSave
, false);
3196 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3197 &maxLevelSave
, false);
3202 /* read pixels from renderbuffer */
3204 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3205 GLenum destBaseFormat
= _mesa_unpack_format_to_base_format(destFormat
);
3207 /* The pixel transfer state will be set to default values at this point
3208 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3209 * turned off (as required by glGetTexImage) but we need to handle some
3210 * special cases. In particular, single-channel texture values are
3211 * returned as red and two-channel texture values are returned as
3214 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat
,
3216 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3217 * luminance then we need to return L=tex(R).
3219 _mesa_need_rgb_to_luminance_conversion(baseTexFormat
,
3221 /* Green and blue must be zero */
3222 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3223 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3226 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3229 /* disable texture unit */
3230 if (!use_glsl_version
)
3231 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3233 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, samp_obj_save
);
3234 _mesa_reference_sampler_object(ctx
, &samp_obj_save
, NULL
);
3236 _mesa_meta_end(ctx
);
3243 * This is just a wrapper around _mesa_get_tex_image() and
3244 * decompress_texture_image(). Meta functions should not be directly called
3248 _mesa_meta_GetTexSubImage(struct gl_context
*ctx
,
3249 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3250 GLsizei width
, GLsizei height
, GLsizei depth
,
3251 GLenum format
, GLenum type
, GLvoid
*pixels
,
3252 struct gl_texture_image
*texImage
)
3254 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3258 for (slice
= 0; slice
< depth
; slice
++) {
3260 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
3261 || texImage
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
) {
3262 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3263 * in the decompress_texture_image() function's call to
3264 * glReadPixels but we need to compute the dest slice's address
3265 * here (according to SkipImages and ImageHeight).
3267 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
3268 packing
.SkipPixels
= 0;
3269 packing
.SkipRows
= 0;
3270 dst
= _mesa_image_address3d(&packing
, pixels
, width
, height
,
3271 format
, type
, slice
, 0, 0);
3276 result
= decompress_texture_image(ctx
, texImage
, slice
,
3277 xoffset
, yoffset
, width
, height
,
3287 _mesa_GetTexSubImage_sw(ctx
, xoffset
, yoffset
, zoffset
,
3288 width
, height
, depth
, format
, type
, pixels
, texImage
);
3293 * Meta implementation of ctx->Driver.DrawTex() in terms
3294 * of polygon rendering.
3297 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3298 GLfloat width
, GLfloat height
)
3300 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3302 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3304 struct vertex verts
[4];
3307 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3309 MESA_META_TRANSFORM
|
3311 MESA_META_VIEWPORT
));
3313 if (drawtex
->VAO
== 0) {
3314 /* one-time setup */
3315 struct gl_vertex_array_object
*array_obj
;
3317 /* create vertex array object */
3318 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3319 _mesa_BindVertexArray(drawtex
->VAO
);
3321 array_obj
= _mesa_lookup_vao(ctx
, drawtex
->VAO
);
3322 assert(array_obj
!= NULL
);
3324 /* create vertex array buffer */
3325 drawtex
->buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
3326 if (drawtex
->buf_obj
== NULL
)
3329 _mesa_buffer_data(ctx
, drawtex
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
3330 GL_DYNAMIC_DRAW
, __func__
);
3332 /* setup vertex arrays */
3333 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
3334 3, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3336 offsetof(struct vertex
, x
), true);
3337 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
3338 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3339 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
3342 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3343 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3344 2, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3346 offsetof(struct vertex
, st
[i
]), true);
3347 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3348 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3349 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_TEX(i
));
3353 _mesa_BindVertexArray(drawtex
->VAO
);
3356 /* vertex positions, texcoords */
3358 const GLfloat x1
= x
+ width
;
3359 const GLfloat y1
= y
+ height
;
3361 z
= CLAMP(z
, 0.0f
, 1.0f
);
3380 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3381 const struct gl_texture_object
*texObj
;
3382 const struct gl_texture_image
*texImage
;
3383 GLfloat s
, t
, s1
, t1
;
3386 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3388 for (j
= 0; j
< 4; j
++) {
3389 verts
[j
].st
[i
][0] = 0.0f
;
3390 verts
[j
].st
[i
][1] = 0.0f
;
3395 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3396 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3397 tw
= texImage
->Width2
;
3398 th
= texImage
->Height2
;
3400 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3401 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3402 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3403 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3405 verts
[0].st
[i
][0] = s
;
3406 verts
[0].st
[i
][1] = t
;
3408 verts
[1].st
[i
][0] = s1
;
3409 verts
[1].st
[i
][1] = t
;
3411 verts
[2].st
[i
][0] = s1
;
3412 verts
[2].st
[i
][1] = t1
;
3414 verts
[3].st
[i
][0] = s
;
3415 verts
[3].st
[i
][1] = t1
;
3418 _mesa_buffer_sub_data(ctx
, drawtex
->buf_obj
, 0, sizeof(verts
), verts
,
3422 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3424 _mesa_meta_end(ctx
);
3428 cleartexsubimage_color(struct gl_context
*ctx
,
3429 struct gl_texture_image
*texImage
,
3430 const GLvoid
*clearValue
,
3434 union gl_color_union colorValue
;
3438 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
3441 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3442 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3445 /* We don't want to apply an sRGB conversion so override the format */
3446 format
= _mesa_get_srgb_format_linear(texImage
->TexFormat
);
3447 datatype
= _mesa_get_format_datatype(format
);
3450 case GL_UNSIGNED_INT
:
3453 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3454 (GLuint (*)[4]) colorValue
.ui
);
3456 memset(&colorValue
, 0, sizeof colorValue
);
3457 if (datatype
== GL_INT
)
3458 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3460 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3464 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3465 (GLfloat (*)[4]) colorValue
.f
);
3467 memset(&colorValue
, 0, sizeof colorValue
);
3468 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3476 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3477 struct gl_texture_image
*texImage
,
3478 const GLvoid
*clearValue
,
3485 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
3488 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3489 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
3492 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3493 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3497 GLuint depthStencilValue
[2];
3499 /* Convert the clearValue from whatever format it's in to a floating
3500 * point value for the depth and an integer value for the stencil index
3502 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
3506 /* We need a memcpy here instead of a cast because we need to
3507 * reinterpret the bytes as a float rather than converting it
3509 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3510 stencilValue
= depthStencilValue
[1] & 0xff;
3516 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3517 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3519 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3525 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3526 struct gl_texture_image
*texImage
,
3528 const GLvoid
*clearValue
)
3533 _mesa_GenFramebuffers(1, &fbo
);
3534 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
3536 switch(texImage
->_BaseFormat
) {
3537 case GL_DEPTH_STENCIL
:
3538 case GL_DEPTH_COMPONENT
:
3539 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3540 clearValue
, zoffset
);
3543 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3547 _mesa_DeleteFramebuffers(1, &fbo
);
3553 cleartexsubimage_using_fbo(struct gl_context
*ctx
,
3554 struct gl_texture_image
*texImage
,
3555 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3556 GLsizei width
, GLsizei height
, GLsizei depth
,
3557 const GLvoid
*clearValue
)
3559 bool success
= true;
3562 _mesa_meta_begin(ctx
,
3564 MESA_META_COLOR_MASK
|
3566 MESA_META_FRAMEBUFFER_SRGB
);
3568 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3570 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3571 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3573 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3574 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3580 _mesa_meta_end(ctx
);
3586 _mesa_meta_ClearTexSubImage(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
)
3594 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3595 xoffset
, yoffset
, zoffset
,
3596 width
, height
, depth
,
3603 "Falling back to mapping the texture in "
3604 "glClearTexSubImage\n");
3606 _mesa_store_cleartexsubimage(ctx
, texImage
,
3607 xoffset
, yoffset
, zoffset
,
3608 width
, height
, depth
,