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/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/glformats.h"
50 #include "main/image.h"
51 #include "main/macros.h"
52 #include "main/matrix.h"
53 #include "main/mipmap.h"
54 #include "main/pixel.h"
56 #include "main/polygon.h"
57 #include "main/queryobj.h"
58 #include "main/readpix.h"
59 #include "main/scissor.h"
60 #include "main/shaderapi.h"
61 #include "main/shaderobj.h"
62 #include "main/state.h"
63 #include "main/stencil.h"
64 #include "main/texobj.h"
65 #include "main/texenv.h"
66 #include "main/texgetimage.h"
67 #include "main/teximage.h"
68 #include "main/texparam.h"
69 #include "main/texstate.h"
70 #include "main/transformfeedback.h"
71 #include "main/uniforms.h"
72 #include "main/varray.h"
73 #include "main/viewport.h"
74 #include "main/samplerobj.h"
75 #include "program/program.h"
76 #include "swrast/swrast.h"
77 #include "drivers/common/meta.h"
78 #include "main/enums.h"
79 #include "main/glformats.h"
80 #include "../glsl/ralloc.h"
82 /** Return offset in bytes of the field within a vertex struct */
83 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
86 * State which we may save/restore across meta ops.
87 * XXX this may be incomplete...
91 GLbitfield SavedState
; /**< bitmask of MESA_META_* flags */
93 /** MESA_META_CLEAR (and others?) */
94 struct gl_query_object
*CurrentOcclusionObject
;
96 /** MESA_META_ALPHA_TEST */
97 GLboolean AlphaEnabled
;
101 /** MESA_META_BLEND */
102 GLbitfield BlendEnabled
;
103 GLboolean ColorLogicOpEnabled
;
105 /** MESA_META_COLOR_MASK */
106 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4];
108 /** MESA_META_DEPTH_TEST */
109 struct gl_depthbuffer_attrib Depth
;
114 /** MESA_META_PIXEL_STORE */
115 struct gl_pixelstore_attrib Pack
, Unpack
;
117 /** MESA_META_PIXEL_TRANSFER */
118 GLfloat RedBias
, RedScale
;
119 GLfloat GreenBias
, GreenScale
;
120 GLfloat BlueBias
, BlueScale
;
121 GLfloat AlphaBias
, AlphaScale
;
122 GLfloat DepthBias
, DepthScale
;
123 GLboolean MapColorFlag
;
125 /** MESA_META_RASTERIZATION */
126 GLenum FrontPolygonMode
, BackPolygonMode
;
127 GLboolean PolygonOffset
;
128 GLboolean PolygonSmooth
;
129 GLboolean PolygonStipple
;
130 GLboolean PolygonCull
;
132 /** MESA_META_SCISSOR */
133 struct gl_scissor_attrib Scissor
;
135 /** MESA_META_SHADER */
136 GLboolean VertexProgramEnabled
;
137 struct gl_vertex_program
*VertexProgram
;
138 GLboolean FragmentProgramEnabled
;
139 struct gl_fragment_program
*FragmentProgram
;
140 GLboolean ATIFragmentShaderEnabled
;
141 struct gl_shader_program
*VertexShader
;
142 struct gl_shader_program
*GeometryShader
;
143 struct gl_shader_program
*FragmentShader
;
144 struct gl_shader_program
*ActiveShader
;
146 /** MESA_META_STENCIL_TEST */
147 struct gl_stencil_attrib Stencil
;
149 /** MESA_META_TRANSFORM */
151 GLfloat ModelviewMatrix
[16];
152 GLfloat ProjectionMatrix
[16];
153 GLfloat TextureMatrix
[16];
155 /** MESA_META_CLIP */
156 GLbitfield ClipPlanesEnabled
;
158 /** MESA_META_TEXTURE */
160 GLuint ClientActiveUnit
;
161 /** for unit[0] only */
162 struct gl_texture_object
*CurrentTexture
[NUM_TEXTURE_TARGETS
];
163 /** mask of TEXTURE_2D_BIT, etc */
164 GLbitfield TexEnabled
[MAX_TEXTURE_UNITS
];
165 GLbitfield TexGenEnabled
[MAX_TEXTURE_UNITS
];
166 GLuint EnvMode
; /* unit[0] only */
168 /** MESA_META_VERTEX */
169 struct gl_array_object
*ArrayObj
;
170 struct gl_buffer_object
*ArrayBufferObj
;
172 /** MESA_META_VIEWPORT */
173 GLint ViewportX
, ViewportY
, ViewportW
, ViewportH
;
174 GLclampd DepthNear
, DepthFar
;
176 /** MESA_META_CLAMP_FRAGMENT_COLOR */
177 GLenum ClampFragmentColor
;
179 /** MESA_META_CLAMP_VERTEX_COLOR */
180 GLenum ClampVertexColor
;
182 /** MESA_META_CONDITIONAL_RENDER */
183 struct gl_query_object
*CondRenderQuery
;
184 GLenum CondRenderMode
;
186 /** MESA_META_SELECT_FEEDBACK */
188 struct gl_selection Select
;
189 struct gl_feedback Feedback
;
191 /** MESA_META_MULTISAMPLE */
192 GLboolean MultisampleEnabled
;
194 /** MESA_META_FRAMEBUFFER_SRGB */
195 GLboolean sRGBEnabled
;
197 /** Miscellaneous (always disabled) */
199 GLboolean RasterDiscard
;
200 GLboolean TransformFeedbackNeedsResume
;
204 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
205 * This is currently shared by all the meta ops. But we could create a
206 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
211 GLenum Target
; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
212 GLsizei MinSize
; /**< Min texture size to allocate */
213 GLsizei MaxSize
; /**< Max possible texture size */
214 GLboolean NPOT
; /**< Non-power of two size OK? */
215 GLsizei Width
, Height
; /**< Current texture size */
217 GLfloat Sright
, Ttop
; /**< right, top texcoords */
222 * State for glBlitFramebufer()
230 GLuint RectShaderProg
;
231 struct temp_texture depthTex
;
236 * State for glClear()
245 GLuint IntegerShaderProg
;
246 GLint IntegerColorLocation
;
251 * State for glCopyPixels()
261 * State for glDrawPixels()
267 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
268 GLuint DepthFP
; /**< Fragment program for drawing depth images */
273 * State for glBitmap()
279 struct temp_texture Tex
; /**< separate texture from other meta ops */
283 * State for GLSL texture sampler which is used to generate fragment
284 * shader in _mesa_meta_generate_mipmap().
286 struct glsl_sampler
{
289 const char *texcoords
;
294 * State for _mesa_meta_generate_mipmap()
296 struct gen_mipmap_state
303 struct glsl_sampler sampler_1d
;
304 struct glsl_sampler sampler_2d
;
305 struct glsl_sampler sampler_3d
;
306 struct glsl_sampler sampler_cubemap
;
307 struct glsl_sampler sampler_1d_array
;
308 struct glsl_sampler sampler_2d_array
;
312 * State for texture decompression
314 struct decompress_state
317 GLuint VBO
, FBO
, RBO
, Sampler
;
322 * State for glDrawTex()
330 #define MAX_META_OPS_DEPTH 8
332 * All per-context meta state.
336 /** Stack of state saved during meta-ops */
337 struct save_state Save
[MAX_META_OPS_DEPTH
];
338 /** Save stack depth */
339 GLuint SaveStackDepth
;
341 struct temp_texture TempTex
;
343 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
344 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
345 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
346 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
347 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
348 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
349 struct decompress_state Decompress
; /**< For texture decompression */
350 struct drawtex_state DrawTex
; /**< For _mesa_meta_DrawTex() */
353 static void meta_glsl_blit_cleanup(struct gl_context
*ctx
, struct blit_state
*blit
);
354 static void cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
);
355 static void meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
);
356 static void meta_glsl_generate_mipmap_cleanup(struct gl_context
*ctx
,
357 struct gen_mipmap_state
*mipmap
);
360 compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
, const GLcharARB
*source
)
366 shader
= _mesa_CreateShaderObjectARB(target
);
367 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
368 _mesa_CompileShader(shader
);
370 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
374 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
376 _mesa_DeleteObjectARB(shader
);
382 _mesa_DeleteObjectARB(shader
);
386 _mesa_GetProgramInfoLog(shader
, size
, NULL
, info
);
388 "meta program compile failed:\n%s\n"
393 _mesa_DeleteObjectARB(shader
);
399 link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
404 _mesa_LinkProgram(program
);
406 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
410 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
418 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
419 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
427 * Initialize meta-ops for a context.
428 * To be called once during context creation.
431 _mesa_meta_init(struct gl_context
*ctx
)
435 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
440 * Free context meta-op state.
441 * To be called once during context destruction.
444 _mesa_meta_free(struct gl_context
*ctx
)
446 GET_CURRENT_CONTEXT(old_context
);
447 _mesa_make_current(ctx
, NULL
, NULL
);
448 meta_glsl_blit_cleanup(ctx
, &ctx
->Meta
->Blit
);
449 meta_glsl_clear_cleanup(ctx
, &ctx
->Meta
->Clear
);
450 meta_glsl_generate_mipmap_cleanup(ctx
, &ctx
->Meta
->Mipmap
);
451 cleanup_temp_texture(ctx
, &ctx
->Meta
->TempTex
);
453 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
455 _mesa_make_current(NULL
, NULL
, NULL
);
462 * Enter meta state. This is like a light-weight version of glPushAttrib
463 * but it also resets most GL state back to default values.
465 * \param state bitmask of MESA_META_* flags indicating which attribute groups
466 * to save and reset to their defaults
469 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
471 struct save_state
*save
;
473 /* hope MAX_META_OPS_DEPTH is large enough */
474 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
476 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
477 memset(save
, 0, sizeof(*save
));
478 save
->SavedState
= state
;
480 /* Pausing transform feedback needs to be done early, or else we won't be
481 * able to change other state.
483 save
->TransformFeedbackNeedsResume
=
484 _mesa_is_xfb_active_and_unpaused(ctx
);
485 if (save
->TransformFeedbackNeedsResume
)
486 _mesa_PauseTransformFeedback();
488 /* After saving the current occlusion object, call EndQuery so that no
489 * occlusion querying will be active during the meta-operation.
491 if (state
& MESA_META_OCCLUSION_QUERY
) {
492 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
493 if (save
->CurrentOcclusionObject
)
494 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
497 if (state
& MESA_META_ALPHA_TEST
) {
498 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
499 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
500 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
501 if (ctx
->Color
.AlphaEnabled
)
502 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
505 if (state
& MESA_META_BLEND
) {
506 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
507 if (ctx
->Color
.BlendEnabled
) {
508 if (ctx
->Extensions
.EXT_draw_buffers2
) {
510 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
511 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
515 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
518 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
519 if (ctx
->Color
.ColorLogicOpEnabled
)
520 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
523 if (state
& MESA_META_COLOR_MASK
) {
524 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
525 sizeof(ctx
->Color
.ColorMask
));
526 if (!ctx
->Color
.ColorMask
[0][0] ||
527 !ctx
->Color
.ColorMask
[0][1] ||
528 !ctx
->Color
.ColorMask
[0][2] ||
529 !ctx
->Color
.ColorMask
[0][3])
530 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
533 if (state
& MESA_META_DEPTH_TEST
) {
534 save
->Depth
= ctx
->Depth
; /* struct copy */
536 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
539 if ((state
& MESA_META_FOG
)
540 && ctx
->API
!= API_OPENGL_CORE
541 && ctx
->API
!= API_OPENGLES2
) {
542 save
->Fog
= ctx
->Fog
.Enabled
;
543 if (ctx
->Fog
.Enabled
)
544 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
547 if (state
& MESA_META_PIXEL_STORE
) {
548 save
->Pack
= ctx
->Pack
;
549 save
->Unpack
= ctx
->Unpack
;
550 ctx
->Pack
= ctx
->DefaultPacking
;
551 ctx
->Unpack
= ctx
->DefaultPacking
;
554 if (state
& MESA_META_PIXEL_TRANSFER
) {
555 save
->RedScale
= ctx
->Pixel
.RedScale
;
556 save
->RedBias
= ctx
->Pixel
.RedBias
;
557 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
558 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
559 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
560 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
561 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
562 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
563 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
564 ctx
->Pixel
.RedScale
= 1.0F
;
565 ctx
->Pixel
.RedBias
= 0.0F
;
566 ctx
->Pixel
.GreenScale
= 1.0F
;
567 ctx
->Pixel
.GreenBias
= 0.0F
;
568 ctx
->Pixel
.BlueScale
= 1.0F
;
569 ctx
->Pixel
.BlueBias
= 0.0F
;
570 ctx
->Pixel
.AlphaScale
= 1.0F
;
571 ctx
->Pixel
.AlphaBias
= 0.0F
;
572 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
574 ctx
->NewState
|=_NEW_PIXEL
;
577 if (state
& MESA_META_RASTERIZATION
) {
578 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
579 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
580 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
581 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
582 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
583 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
584 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
585 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
586 if (ctx
->API
== API_OPENGL_COMPAT
) {
587 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
588 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
590 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
593 if (state
& MESA_META_SCISSOR
) {
594 save
->Scissor
= ctx
->Scissor
; /* struct copy */
595 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
598 if (state
& MESA_META_SHADER
) {
599 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
600 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
601 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
602 ctx
->VertexProgram
.Current
);
603 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
606 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
607 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
608 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
609 ctx
->FragmentProgram
.Current
);
610 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
613 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
614 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
615 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
618 _mesa_reference_shader_program(ctx
, &save
->VertexShader
,
619 ctx
->Shader
.CurrentVertexProgram
);
620 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
,
621 ctx
->Shader
.CurrentGeometryProgram
);
622 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
,
623 ctx
->Shader
.CurrentFragmentProgram
);
624 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
625 ctx
->Shader
.ActiveProgram
);
630 if (state
& MESA_META_STENCIL_TEST
) {
631 save
->Stencil
= ctx
->Stencil
; /* struct copy */
632 if (ctx
->Stencil
.Enabled
)
633 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
634 /* NOTE: other stencil state not reset */
637 if (state
& MESA_META_TEXTURE
) {
640 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
641 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
642 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
644 /* Disable all texture units */
645 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
646 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
647 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
648 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
649 if (ctx
->Texture
.Unit
[u
].Enabled
||
650 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
651 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
652 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
653 if (ctx
->Extensions
.ARB_texture_cube_map
)
654 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
655 if (_mesa_is_gles(ctx
) &&
656 ctx
->Extensions
.OES_EGL_image_external
)
657 _mesa_set_enable(ctx
, GL_TEXTURE_EXTERNAL_OES
, GL_FALSE
);
659 if (ctx
->API
== API_OPENGL_COMPAT
) {
660 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
661 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
662 if (ctx
->Extensions
.NV_texture_rectangle
)
663 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
664 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
665 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
666 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
667 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
669 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_STR_OES
, GL_FALSE
);
675 /* save current texture objects for unit[0] only */
676 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
677 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
678 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
681 /* set defaults for unit[0] */
682 _mesa_ActiveTexture(GL_TEXTURE0
);
683 _mesa_ClientActiveTexture(GL_TEXTURE0
);
684 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
685 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
689 if (state
& MESA_META_TRANSFORM
) {
690 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
691 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
692 16 * sizeof(GLfloat
));
693 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
694 16 * sizeof(GLfloat
));
695 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
696 16 * sizeof(GLfloat
));
697 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
698 /* set 1:1 vertex:pixel coordinate transform */
699 _mesa_ActiveTexture(GL_TEXTURE0
);
700 _mesa_MatrixMode(GL_TEXTURE
);
701 _mesa_LoadIdentity();
702 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
703 _mesa_MatrixMode(GL_MODELVIEW
);
704 _mesa_LoadIdentity();
705 _mesa_MatrixMode(GL_PROJECTION
);
706 _mesa_LoadIdentity();
707 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
708 0.0, ctx
->DrawBuffer
->Height
,
712 if (state
& MESA_META_CLIP
) {
713 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
714 if (ctx
->Transform
.ClipPlanesEnabled
) {
716 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
717 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
722 if (state
& MESA_META_VERTEX
) {
723 /* save vertex array object state */
724 _mesa_reference_array_object(ctx
, &save
->ArrayObj
,
725 ctx
->Array
.ArrayObj
);
726 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
727 ctx
->Array
.ArrayBufferObj
);
728 /* set some default state? */
731 if (state
& MESA_META_VIEWPORT
) {
732 /* save viewport state */
733 save
->ViewportX
= ctx
->Viewport
.X
;
734 save
->ViewportY
= ctx
->Viewport
.Y
;
735 save
->ViewportW
= ctx
->Viewport
.Width
;
736 save
->ViewportH
= ctx
->Viewport
.Height
;
737 /* set viewport to match window size */
738 if (ctx
->Viewport
.X
!= 0 ||
739 ctx
->Viewport
.Y
!= 0 ||
740 ctx
->Viewport
.Width
!= ctx
->DrawBuffer
->Width
||
741 ctx
->Viewport
.Height
!= ctx
->DrawBuffer
->Height
) {
742 _mesa_set_viewport(ctx
, 0, 0,
743 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
745 /* save depth range state */
746 save
->DepthNear
= ctx
->Viewport
.Near
;
747 save
->DepthFar
= ctx
->Viewport
.Far
;
748 /* set depth range to default */
749 _mesa_DepthRange(0.0, 1.0);
752 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
753 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
755 /* Generally in here we want to do clamping according to whether
756 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
757 * regardless of the internal implementation of the metaops.
759 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
760 ctx
->Extensions
.ARB_color_buffer_float
)
761 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
764 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
765 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
767 /* Generally in here we never want vertex color clamping --
768 * result clamping is only dependent on fragment clamping.
770 if (ctx
->Extensions
.ARB_color_buffer_float
)
771 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
774 if (state
& MESA_META_CONDITIONAL_RENDER
) {
775 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
776 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
778 if (ctx
->Query
.CondRenderQuery
)
779 _mesa_EndConditionalRender();
782 if (state
& MESA_META_SELECT_FEEDBACK
) {
783 save
->RenderMode
= ctx
->RenderMode
;
784 if (ctx
->RenderMode
== GL_SELECT
) {
785 save
->Select
= ctx
->Select
; /* struct copy */
786 _mesa_RenderMode(GL_RENDER
);
787 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
788 save
->Feedback
= ctx
->Feedback
; /* struct copy */
789 _mesa_RenderMode(GL_RENDER
);
793 if (state
& MESA_META_MULTISAMPLE
) {
794 save
->MultisampleEnabled
= ctx
->Multisample
.Enabled
;
795 if (ctx
->Multisample
.Enabled
)
796 _mesa_set_multisample(ctx
, GL_FALSE
);
799 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
800 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
801 if (ctx
->Color
.sRGBEnabled
)
802 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
807 save
->Lighting
= ctx
->Light
.Enabled
;
808 if (ctx
->Light
.Enabled
)
809 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
810 save
->RasterDiscard
= ctx
->RasterDiscard
;
811 if (ctx
->RasterDiscard
)
812 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
818 * Leave meta state. This is like a light-weight version of glPopAttrib().
821 _mesa_meta_end(struct gl_context
*ctx
)
823 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
824 const GLbitfield state
= save
->SavedState
;
826 /* After starting a new occlusion query, initialize the results to the
827 * values saved previously. The driver will then continue to increment
830 if (state
& MESA_META_OCCLUSION_QUERY
) {
831 if (save
->CurrentOcclusionObject
) {
832 _mesa_BeginQuery(save
->CurrentOcclusionObject
->Target
,
833 save
->CurrentOcclusionObject
->Id
);
834 ctx
->Query
.CurrentOcclusionObject
->Result
= save
->CurrentOcclusionObject
->Result
;
838 if (state
& MESA_META_ALPHA_TEST
) {
839 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
840 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
841 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
844 if (state
& MESA_META_BLEND
) {
845 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
846 if (ctx
->Extensions
.EXT_draw_buffers2
) {
848 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
849 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
853 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
856 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
857 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
860 if (state
& MESA_META_COLOR_MASK
) {
862 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
863 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
865 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
866 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
870 save
->ColorMask
[i
][0],
871 save
->ColorMask
[i
][1],
872 save
->ColorMask
[i
][2],
873 save
->ColorMask
[i
][3]);
879 if (state
& MESA_META_DEPTH_TEST
) {
880 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
881 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
882 _mesa_DepthFunc(save
->Depth
.Func
);
883 _mesa_DepthMask(save
->Depth
.Mask
);
886 if ((state
& MESA_META_FOG
)
887 && ctx
->API
!= API_OPENGL_CORE
888 && ctx
->API
!= API_OPENGLES2
) {
889 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
892 if (state
& MESA_META_PIXEL_STORE
) {
893 ctx
->Pack
= save
->Pack
;
894 ctx
->Unpack
= save
->Unpack
;
897 if (state
& MESA_META_PIXEL_TRANSFER
) {
898 ctx
->Pixel
.RedScale
= save
->RedScale
;
899 ctx
->Pixel
.RedBias
= save
->RedBias
;
900 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
901 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
902 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
903 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
904 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
905 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
906 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
908 ctx
->NewState
|=_NEW_PIXEL
;
911 if (state
& MESA_META_RASTERIZATION
) {
912 /* Core context requires that front and back mode be the same.
914 if (ctx
->API
== API_OPENGL_CORE
) {
915 _mesa_PolygonMode(GL_FRONT_AND_BACK
, save
->FrontPolygonMode
);
917 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
918 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
920 if (ctx
->API
== API_OPENGL_COMPAT
) {
921 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
922 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
924 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
925 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
928 if (state
& MESA_META_SCISSOR
) {
929 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, save
->Scissor
.Enabled
);
930 _mesa_Scissor(save
->Scissor
.X
, save
->Scissor
.Y
,
931 save
->Scissor
.Width
, save
->Scissor
.Height
);
934 if (state
& MESA_META_SHADER
) {
935 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
936 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
937 save
->VertexProgramEnabled
);
938 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
939 save
->VertexProgram
);
940 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
943 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
944 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
945 save
->FragmentProgramEnabled
);
946 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
947 save
->FragmentProgram
);
948 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
951 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
952 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
953 save
->ATIFragmentShaderEnabled
);
956 if (ctx
->Extensions
.ARB_vertex_shader
)
957 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
, save
->VertexShader
);
959 if (ctx
->Extensions
.ARB_geometry_shader4
)
960 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
961 save
->GeometryShader
);
963 if (ctx
->Extensions
.ARB_fragment_shader
)
964 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
965 save
->FragmentShader
);
967 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
970 _mesa_reference_shader_program(ctx
, &save
->VertexShader
, NULL
);
971 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
, NULL
);
972 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
, NULL
);
973 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
976 if (state
& MESA_META_STENCIL_TEST
) {
977 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
979 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
980 _mesa_ClearStencil(stencil
->Clear
);
981 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.EXT_stencil_two_side
) {
982 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
983 stencil
->TestTwoSide
);
984 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
985 ? GL_BACK
: GL_FRONT
);
988 _mesa_StencilFuncSeparate(GL_FRONT
,
989 stencil
->Function
[0],
991 stencil
->ValueMask
[0]);
992 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
993 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
994 stencil
->ZFailFunc
[0],
995 stencil
->ZPassFunc
[0]);
997 _mesa_StencilFuncSeparate(GL_BACK
,
998 stencil
->Function
[1],
1000 stencil
->ValueMask
[1]);
1001 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1002 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1003 stencil
->ZFailFunc
[1],
1004 stencil
->ZPassFunc
[1]);
1007 if (state
& MESA_META_TEXTURE
) {
1010 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1012 /* restore texenv for unit[0] */
1013 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1014 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1017 /* restore texture objects for unit[0] only */
1018 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1019 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1020 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1021 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1022 save
->CurrentTexture
[tgt
]);
1024 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1027 /* Restore fixed function texture enables, texgen */
1028 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1029 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1030 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1031 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1032 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1035 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1036 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1037 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1042 /* restore current unit state */
1043 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1044 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1047 if (state
& MESA_META_TRANSFORM
) {
1048 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1049 _mesa_ActiveTexture(GL_TEXTURE0
);
1050 _mesa_MatrixMode(GL_TEXTURE
);
1051 _mesa_LoadMatrixf(save
->TextureMatrix
);
1052 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1054 _mesa_MatrixMode(GL_MODELVIEW
);
1055 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1057 _mesa_MatrixMode(GL_PROJECTION
);
1058 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1060 _mesa_MatrixMode(save
->MatrixMode
);
1063 if (state
& MESA_META_CLIP
) {
1064 if (save
->ClipPlanesEnabled
) {
1066 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1067 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1068 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1074 if (state
& MESA_META_VERTEX
) {
1075 /* restore vertex buffer object */
1076 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1077 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1079 /* restore vertex array object */
1080 _mesa_BindVertexArray(save
->ArrayObj
->Name
);
1081 _mesa_reference_array_object(ctx
, &save
->ArrayObj
, NULL
);
1084 if (state
& MESA_META_VIEWPORT
) {
1085 if (save
->ViewportX
!= ctx
->Viewport
.X
||
1086 save
->ViewportY
!= ctx
->Viewport
.Y
||
1087 save
->ViewportW
!= ctx
->Viewport
.Width
||
1088 save
->ViewportH
!= ctx
->Viewport
.Height
) {
1089 _mesa_set_viewport(ctx
, save
->ViewportX
, save
->ViewportY
,
1090 save
->ViewportW
, save
->ViewportH
);
1092 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1095 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1096 ctx
->Extensions
.ARB_color_buffer_float
) {
1097 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1100 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1101 ctx
->Extensions
.ARB_color_buffer_float
) {
1102 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1105 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1106 if (save
->CondRenderQuery
)
1107 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1108 save
->CondRenderMode
);
1111 if (state
& MESA_META_SELECT_FEEDBACK
) {
1112 if (save
->RenderMode
== GL_SELECT
) {
1113 _mesa_RenderMode(GL_SELECT
);
1114 ctx
->Select
= save
->Select
;
1115 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1116 _mesa_RenderMode(GL_FEEDBACK
);
1117 ctx
->Feedback
= save
->Feedback
;
1121 if (state
& MESA_META_MULTISAMPLE
) {
1122 if (ctx
->Multisample
.Enabled
!= save
->MultisampleEnabled
)
1123 _mesa_set_multisample(ctx
, save
->MultisampleEnabled
);
1126 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1127 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1128 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1132 if (save
->Lighting
) {
1133 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1135 if (save
->RasterDiscard
) {
1136 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1138 if (save
->TransformFeedbackNeedsResume
)
1139 _mesa_ResumeTransformFeedback();
1141 ctx
->Meta
->SaveStackDepth
--;
1146 * Determine whether Mesa is currently in a meta state.
1149 _mesa_meta_in_progress(struct gl_context
*ctx
)
1151 return ctx
->Meta
->SaveStackDepth
!= 0;
1156 * Convert Z from a normalized value in the range [0, 1] to an object-space
1157 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1158 * default/identity ortho projection results in the original Z value.
1159 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1160 * value comes from the clear value or raster position.
1162 static INLINE GLfloat
1163 invert_z(GLfloat normZ
)
1165 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1171 * One-time init for a temp_texture object.
1172 * Choose tex target, compute max tex size, etc.
1175 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1177 /* prefer texture rectangle */
1178 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1179 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1180 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1181 tex
->NPOT
= GL_TRUE
;
1184 /* use 2D texture, NPOT if possible */
1185 tex
->Target
= GL_TEXTURE_2D
;
1186 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1187 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1189 tex
->MinSize
= 16; /* 16 x 16 at least */
1190 assert(tex
->MaxSize
> 0);
1192 _mesa_GenTextures(1, &tex
->TexObj
);
1196 cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1200 _mesa_DeleteTextures(1, &tex
->TexObj
);
1206 * Return pointer to temp_texture info for non-bitmap ops.
1207 * This does some one-time init if needed.
1209 static struct temp_texture
*
1210 get_temp_texture(struct gl_context
*ctx
)
1212 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1215 init_temp_texture(ctx
, tex
);
1223 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1224 * We use a separate texture for bitmaps to reduce texture
1225 * allocation/deallocation.
1227 static struct temp_texture
*
1228 get_bitmap_temp_texture(struct gl_context
*ctx
)
1230 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1233 init_temp_texture(ctx
, tex
);
1240 * Return pointer to depth temp_texture.
1241 * This does some one-time init if needed.
1243 static struct temp_texture
*
1244 get_temp_depth_texture(struct gl_context
*ctx
)
1246 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1249 init_temp_texture(ctx
, tex
);
1256 * Compute the width/height of texture needed to draw an image of the
1257 * given size. Return a flag indicating whether the current texture
1258 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1259 * allocated (glTexImage2D).
1260 * Also, compute s/t texcoords for drawing.
1262 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1265 alloc_texture(struct temp_texture
*tex
,
1266 GLsizei width
, GLsizei height
, GLenum intFormat
)
1268 GLboolean newTex
= GL_FALSE
;
1270 ASSERT(width
<= tex
->MaxSize
);
1271 ASSERT(height
<= tex
->MaxSize
);
1273 if (width
> tex
->Width
||
1274 height
> tex
->Height
||
1275 intFormat
!= tex
->IntFormat
) {
1276 /* alloc new texture (larger or different format) */
1279 /* use non-power of two size */
1280 tex
->Width
= MAX2(tex
->MinSize
, width
);
1281 tex
->Height
= MAX2(tex
->MinSize
, height
);
1284 /* find power of two size */
1286 w
= h
= tex
->MinSize
;
1295 tex
->IntFormat
= intFormat
;
1300 /* compute texcoords */
1301 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1302 tex
->Sright
= (GLfloat
) width
;
1303 tex
->Ttop
= (GLfloat
) height
;
1306 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1307 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1315 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1318 setup_copypix_texture(struct gl_context
*ctx
,
1319 struct temp_texture
*tex
,
1321 GLint srcX
, GLint srcY
,
1322 GLsizei width
, GLsizei height
, GLenum intFormat
,
1325 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1326 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1327 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1328 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1329 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1331 /* copy framebuffer image to texture */
1333 /* create new tex image */
1334 if (tex
->Width
== width
&& tex
->Height
== height
) {
1335 /* create new tex with framebuffer data */
1336 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1337 srcX
, srcY
, width
, height
, 0);
1340 /* create empty texture */
1341 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1342 tex
->Width
, tex
->Height
, 0,
1343 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1345 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1346 0, 0, srcX
, srcY
, width
, height
);
1350 /* replace existing tex image */
1351 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1352 0, 0, srcX
, srcY
, width
, height
);
1358 * Setup/load texture for glDrawPixels.
1361 setup_drawpix_texture(struct gl_context
*ctx
,
1362 struct temp_texture
*tex
,
1364 GLenum texIntFormat
,
1365 GLsizei width
, GLsizei height
,
1366 GLenum format
, GLenum type
,
1367 const GLvoid
*pixels
)
1369 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1370 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1371 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1372 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1373 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1375 /* copy pixel data to texture */
1377 /* create new tex image */
1378 if (tex
->Width
== width
&& tex
->Height
== height
) {
1379 /* create new tex and load image data */
1380 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1381 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1384 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1386 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1387 ctx
->Unpack
.BufferObj
);
1388 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1389 /* create empty texture */
1390 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1391 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1392 if (save_unpack_obj
!= NULL
)
1393 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1394 save_unpack_obj
->Name
);
1396 _mesa_TexSubImage2D(tex
->Target
, 0,
1397 0, 0, width
, height
, format
, type
, pixels
);
1401 /* replace existing tex image */
1402 _mesa_TexSubImage2D(tex
->Target
, 0,
1403 0, 0, width
, height
, format
, type
, pixels
);
1410 * One-time init for drawing depth pixels.
1413 init_blit_depth_pixels(struct gl_context
*ctx
)
1415 static const char *program
=
1417 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1420 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1421 struct temp_texture
*tex
= get_temp_texture(ctx
);
1422 const char *texTarget
;
1424 assert(blit
->DepthFP
== 0);
1426 /* replace %s with "RECT" or "2D" */
1427 assert(strlen(program
) + 4 < sizeof(program2
));
1428 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1432 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1434 _mesa_GenProgramsARB(1, &blit
->DepthFP
);
1435 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1436 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1437 strlen(program2
), (const GLubyte
*) program2
);
1441 setup_ff_blit_framebuffer(struct gl_context
*ctx
,
1442 struct blit_state
*blit
)
1447 struct vertex verts
[4];
1449 if (blit
->ArrayObj
== 0) {
1450 /* one-time setup */
1452 /* create vertex array object */
1453 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1454 _mesa_BindVertexArray(blit
->ArrayObj
);
1456 /* create vertex array buffer */
1457 _mesa_GenBuffers(1, &blit
->VBO
);
1458 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1459 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1460 NULL
, GL_DYNAMIC_DRAW_ARB
);
1462 /* setup vertex arrays */
1463 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1464 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1465 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1466 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1469 /* setup projection matrix */
1470 _mesa_MatrixMode(GL_PROJECTION
);
1471 _mesa_LoadIdentity();
1472 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
1477 setup_glsl_blit_framebuffer(struct gl_context
*ctx
,
1478 struct blit_state
*blit
,
1484 struct vertex verts
[4];
1485 const char *vs_source
;
1490 GLboolean texture_2d
= (target
== GL_TEXTURE_2D
);
1492 /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
1493 assert(_mesa_is_desktop_gl(ctx
) || texture_2d
);
1495 /* Check if already initialized */
1496 if (blit
->ArrayObj
== 0) {
1498 /* create vertex array object */
1499 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1500 _mesa_BindVertexArray(blit
->ArrayObj
);
1502 /* create vertex array buffer */
1503 _mesa_GenBuffers(1, &blit
->VBO
);
1504 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1505 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1506 NULL
, GL_DYNAMIC_DRAW_ARB
);
1508 /* setup vertex arrays */
1509 _mesa_VertexAttribPointer(0, 2, GL_FLOAT
, GL_FALSE
,
1510 sizeof(struct vertex
), OFFSET(x
));
1511 _mesa_VertexAttribPointer(1, 2, GL_FLOAT
, GL_FALSE
,
1512 sizeof(struct vertex
), OFFSET(s
));
1515 /* Generate a relevant fragment shader program for the texture target */
1516 if ((target
== GL_TEXTURE_2D
&& blit
->ShaderProg
!= 0) ||
1517 (target
== GL_TEXTURE_RECTANGLE
&& blit
->RectShaderProg
!= 0)) {
1521 mem_ctx
= ralloc_context(NULL
);
1523 if (ctx
->Const
.GLSLVersion
< 130) {
1525 "attribute vec2 position;\n"
1526 "attribute vec2 textureCoords;\n"
1527 "varying vec2 texCoords;\n"
1530 " texCoords = textureCoords;\n"
1531 " gl_Position = vec4(position, 0.0, 1.0);\n"
1534 fs_source
= ralloc_asprintf(mem_ctx
,
1535 "uniform %s texSampler;\n"
1536 "varying vec2 texCoords;\n"
1539 " gl_FragColor = %s(texSampler, texCoords);\n"
1540 " gl_FragDepth = gl_FragColor.r;\n"
1542 texture_2d
? "sampler2D" : "sampler2DRect",
1543 texture_2d
? "texture2D" : "texture2DRect");
1546 vs_source
= ralloc_asprintf(mem_ctx
,
1548 "in vec2 position;\n"
1549 "in vec2 textureCoords;\n"
1550 "out vec2 texCoords;\n"
1553 " texCoords = textureCoords;\n"
1554 " gl_Position = vec4(position, 0.0, 1.0);\n"
1556 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
1557 fs_source
= ralloc_asprintf(mem_ctx
,
1559 "uniform %s texSampler;\n"
1560 "in vec2 texCoords;\n"
1561 "out vec4 out_color;\n"
1565 " out_color = %s(texSampler, texCoords);\n"
1566 " gl_FragDepth = out_color.r;\n"
1568 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
1569 texture_2d
? "sampler2D" : "sampler2DRect",
1570 texture_2d
? "texture" : "texture2DRect");
1573 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
1574 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
1576 ShaderProg
= _mesa_CreateProgramObjectARB();
1577 _mesa_AttachShader(ShaderProg
, fs
);
1578 _mesa_DeleteObjectARB(fs
);
1579 _mesa_AttachShader(ShaderProg
, vs
);
1580 _mesa_DeleteObjectARB(vs
);
1581 _mesa_BindAttribLocation(ShaderProg
, 0, "position");
1582 _mesa_BindAttribLocation(ShaderProg
, 1, "texcoords");
1583 _mesa_EnableVertexAttribArray(0);
1584 _mesa_EnableVertexAttribArray(1);
1585 link_program_with_debug(ctx
, ShaderProg
);
1586 ralloc_free(mem_ctx
);
1588 blit
->ShaderProg
= ShaderProg
;
1590 blit
->RectShaderProg
= ShaderProg
;
1594 * Try to do a glBlitFramebuffer using no-copy texturing.
1595 * We can do this when the src renderbuffer is actually a texture.
1596 * But if the src buffer == dst buffer we cannot do this.
1598 * \return new buffer mask indicating the buffers left to blit using the
1602 blitframebuffer_texture(struct gl_context
*ctx
,
1603 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1604 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1605 GLbitfield mask
, GLenum filter
, GLint flipX
,
1606 GLint flipY
, GLboolean glsl_version
)
1608 if (mask
& GL_COLOR_BUFFER_BIT
) {
1609 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1610 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1611 const struct gl_renderbuffer_attachment
*drawAtt
;
1612 const struct gl_renderbuffer_attachment
*readAtt
=
1613 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1615 if (readAtt
&& readAtt
->Texture
) {
1616 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1617 const GLint dstX
= MIN2(dstX0
, dstX1
);
1618 const GLint dstY
= MIN2(dstY0
, dstY1
);
1619 const GLint dstW
= abs(dstX1
- dstX0
);
1620 const GLint dstH
= abs(dstY1
- dstY0
);
1621 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1622 const GLuint srcLevel
= readAtt
->TextureLevel
;
1623 const GLint baseLevelSave
= texObj
->BaseLevel
;
1624 const GLint maxLevelSave
= texObj
->MaxLevel
;
1625 const GLenum target
= texObj
->Target
;
1626 GLuint sampler
, samplerSave
=
1627 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
1628 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
1631 /* Iterate through all draw buffers */
1632 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1633 int idx
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1636 drawAtt
= &drawFb
->Attachment
[idx
];
1638 if (drawAtt
->Texture
== readAtt
->Texture
) {
1639 /* Can't use same texture as both the source and dest. We need
1640 * to handle overlapping blits and besides, some hw may not
1647 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1648 /* Can't handle other texture types at this time */
1652 /* Choose between glsl version and fixed function version of
1653 * BlitFramebuffer function.
1656 setup_glsl_blit_framebuffer(ctx
, blit
, target
);
1657 if (target
== GL_TEXTURE_2D
)
1658 _mesa_UseProgram(blit
->ShaderProg
);
1660 _mesa_UseProgram(blit
->RectShaderProg
);
1663 setup_ff_blit_framebuffer(ctx
, &ctx
->Meta
->Blit
);
1666 _mesa_BindVertexArray(blit
->ArrayObj
);
1667 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1669 _mesa_GenSamplers(1, &sampler
);
1670 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, sampler
);
1673 printf("Blit from texture!\n");
1674 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1675 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1678 /* Prepare src texture state */
1679 _mesa_BindTexture(target
, texObj
->Name
);
1680 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MIN_FILTER
, filter
);
1681 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MAG_FILTER
, filter
);
1682 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1683 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1684 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1686 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1687 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1689 /* Always do our blits with no sRGB decode or encode. Note that
1690 * GL_FRAMEBUFFER_SRGB has already been disabled by
1691 * _mesa_meta_begin().
1693 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1694 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
1695 GL_SKIP_DECODE_EXT
);
1698 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1699 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1700 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1703 /* Prepare vertex data (the VBO was previously created and bound) */
1708 struct vertex verts
[4];
1709 GLfloat s0
, t0
, s1
, t1
;
1711 if (target
== GL_TEXTURE_2D
) {
1712 const struct gl_texture_image
*texImage
1713 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1714 s0
= srcX0
/ (float) texImage
->Width
;
1715 s1
= srcX1
/ (float) texImage
->Width
;
1716 t0
= srcY0
/ (float) texImage
->Height
;
1717 t1
= srcY1
/ (float) texImage
->Height
;
1720 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1727 /* setup vertex positions */
1728 verts
[0].x
= -1.0F
* flipX
;
1729 verts
[0].y
= -1.0F
* flipY
;
1730 verts
[1].x
= 1.0F
* flipX
;
1731 verts
[1].y
= -1.0F
* flipY
;
1732 verts
[2].x
= 1.0F
* flipX
;
1733 verts
[2].y
= 1.0F
* flipY
;
1734 verts
[3].x
= -1.0F
* flipX
;
1735 verts
[3].y
= 1.0F
* flipY
;
1746 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1749 /* setup viewport */
1750 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1751 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1752 _mesa_DepthMask(GL_FALSE
);
1753 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1755 /* Restore texture object state, the texture binding will
1756 * be restored by _mesa_meta_end().
1758 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1759 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1760 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1763 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
1764 _mesa_DeleteSamplers(1, &sampler
);
1766 /* Done with color buffer */
1767 mask
&= ~GL_COLOR_BUFFER_BIT
;
1776 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1777 * of texture mapping and polygon rendering.
1780 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1781 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1782 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1783 GLbitfield mask
, GLenum filter
)
1785 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1786 struct temp_texture
*tex
= get_temp_texture(ctx
);
1787 struct temp_texture
*depthTex
= get_temp_depth_texture(ctx
);
1788 const GLsizei maxTexSize
= tex
->MaxSize
;
1789 const GLint srcX
= MIN2(srcX0
, srcX1
);
1790 const GLint srcY
= MIN2(srcY0
, srcY1
);
1791 const GLint srcW
= abs(srcX1
- srcX0
);
1792 const GLint srcH
= abs(srcY1
- srcY0
);
1793 const GLint dstX
= MIN2(dstX0
, dstX1
);
1794 const GLint dstY
= MIN2(dstY0
, dstY1
);
1795 const GLint dstW
= abs(dstX1
- dstX0
);
1796 const GLint dstH
= abs(dstY1
- dstY0
);
1797 const GLint srcFlipX
= (srcX1
- srcX0
) / srcW
;
1798 const GLint srcFlipY
= (srcY1
- srcY0
) / srcH
;
1799 const GLint dstFlipX
= (dstX1
- dstX0
) / dstW
;
1800 const GLint dstFlipY
= (dstY1
- dstY0
) / dstH
;
1801 const GLint flipX
= srcFlipX
* dstFlipX
;
1802 const GLint flipY
= srcFlipY
* dstFlipY
;
1807 struct vertex verts
[4];
1809 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
1810 ctx
->Extensions
.ARB_fragment_shader
&&
1811 (ctx
->API
!= API_OPENGLES
);
1813 /* In addition to falling back if the blit size is larger than the maximum
1814 * texture size, fallback if the source is multisampled. This fallback can
1815 * be removed once Mesa gets support ARB_texture_multisample.
1817 if (srcW
> maxTexSize
|| srcH
> maxTexSize
1818 || ctx
->ReadBuffer
->Visual
.samples
> 0) {
1819 /* XXX avoid this fallback */
1820 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1821 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1825 /* only scissor effects blit so save/clear all other relevant state */
1826 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1828 /* Try faster, direct texture approach first */
1829 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1830 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
,
1831 dstFlipX
, dstFlipY
, use_glsl_version
);
1833 _mesa_meta_end(ctx
);
1837 /* Choose between glsl version and fixed function version of
1838 * BlitFramebuffer function.
1840 if (use_glsl_version
) {
1841 setup_glsl_blit_framebuffer(ctx
, blit
, tex
->Target
);
1842 if (tex
->Target
== GL_TEXTURE_2D
)
1843 _mesa_UseProgram(blit
->ShaderProg
);
1845 _mesa_UseProgram(blit
->RectShaderProg
);
1848 setup_ff_blit_framebuffer(ctx
, blit
);
1851 _mesa_BindVertexArray(blit
->ArrayObj
);
1852 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1854 /* Continue with "normal" approach which involves copying the src rect
1855 * into a temporary texture and is "blitted" by drawing a textured quad.
1858 /* setup vertex positions */
1859 verts
[0].x
= -1.0F
* flipX
;
1860 verts
[0].y
= -1.0F
* flipY
;
1861 verts
[1].x
= 1.0F
* flipX
;
1862 verts
[1].y
= -1.0F
* flipY
;
1863 verts
[2].x
= 1.0F
* flipX
;
1864 verts
[2].y
= 1.0F
* flipY
;
1865 verts
[3].x
= -1.0F
* flipX
;
1866 verts
[3].y
= 1.0F
* flipY
;
1870 /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
1873 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1874 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1876 if (mask
& GL_COLOR_BUFFER_BIT
) {
1877 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1878 const struct gl_renderbuffer
*colorReadRb
= readFb
->_ColorReadBuffer
;
1879 const GLenum rb_base_format
=
1880 _mesa_base_tex_format(ctx
, colorReadRb
->InternalFormat
);
1882 newTex
= alloc_texture(tex
, srcW
, srcH
, rb_base_format
);
1883 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, srcW
, srcH
,
1884 rb_base_format
, filter
);
1885 /* texcoords (after texture allocation!) */
1889 verts
[1].s
= tex
->Sright
;
1891 verts
[2].s
= tex
->Sright
;
1892 verts
[2].t
= tex
->Ttop
;
1894 verts
[3].t
= tex
->Ttop
;
1896 /* upload new vertex data */
1897 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1900 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1901 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1902 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
1903 _mesa_DepthMask(GL_FALSE
);
1904 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1905 mask
&= ~GL_COLOR_BUFFER_BIT
;
1908 if ((mask
& GL_DEPTH_BUFFER_BIT
) &&
1909 _mesa_is_desktop_gl(ctx
) &&
1910 ctx
->Extensions
.ARB_depth_texture
&&
1911 ctx
->Extensions
.ARB_fragment_program
) {
1913 GLuint
*tmp
= malloc(srcW
* srcH
* sizeof(GLuint
));
1917 newTex
= alloc_texture(depthTex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
1918 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
, GL_DEPTH_COMPONENT
,
1919 GL_UNSIGNED_INT
, tmp
);
1920 setup_drawpix_texture(ctx
, depthTex
, newTex
, GL_DEPTH_COMPONENT
,
1921 srcW
, srcH
, GL_DEPTH_COMPONENT
,
1922 GL_UNSIGNED_INT
, tmp
);
1924 /* texcoords (after texture allocation!) */
1928 verts
[1].s
= depthTex
->Sright
;
1930 verts
[2].s
= depthTex
->Sright
;
1931 verts
[2].t
= depthTex
->Ttop
;
1933 verts
[3].t
= depthTex
->Ttop
;
1935 /* upload new vertex data */
1936 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1940 init_blit_depth_pixels(ctx
);
1942 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1943 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
1944 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1945 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1946 _mesa_DepthFunc(GL_ALWAYS
);
1947 _mesa_DepthMask(GL_TRUE
);
1949 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1950 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1951 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1952 mask
&= ~GL_DEPTH_BUFFER_BIT
;
1958 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1959 /* XXX can't easily do stencil */
1962 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1963 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1965 _mesa_meta_end(ctx
);
1968 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1969 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1974 meta_glsl_blit_cleanup(struct gl_context
*ctx
, struct blit_state
*blit
)
1976 if (blit
->ArrayObj
) {
1977 _mesa_DeleteVertexArrays(1, &blit
->ArrayObj
);
1979 _mesa_DeleteBuffers(1, &blit
->VBO
);
1982 if (blit
->DepthFP
) {
1983 _mesa_DeleteProgramsARB(1, &blit
->DepthFP
);
1987 _mesa_DeleteObjectARB(blit
->ShaderProg
);
1988 blit
->ShaderProg
= 0;
1989 _mesa_DeleteObjectARB(blit
->RectShaderProg
);
1990 blit
->RectShaderProg
= 0;
1992 _mesa_DeleteTextures(1, &blit
->depthTex
.TexObj
);
1993 blit
->depthTex
.TexObj
= 0;
1998 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2001 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2003 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2005 GLfloat x
, y
, z
, r
, g
, b
, a
;
2007 struct vertex verts
[4];
2008 /* save all state but scissor, pixel pack/unpack */
2009 GLbitfield metaSave
= (MESA_META_ALL
-
2011 MESA_META_PIXEL_STORE
-
2012 MESA_META_CONDITIONAL_RENDER
-
2013 MESA_META_FRAMEBUFFER_SRGB
);
2014 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2016 if (buffers
& BUFFER_BITS_COLOR
) {
2017 /* if clearing color buffers, don't save/restore colormask */
2018 metaSave
-= MESA_META_COLOR_MASK
;
2021 _mesa_meta_begin(ctx
, metaSave
);
2023 if (clear
->ArrayObj
== 0) {
2024 /* one-time setup */
2026 /* create vertex array object */
2027 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
2028 _mesa_BindVertexArray(clear
->ArrayObj
);
2030 /* create vertex array buffer */
2031 _mesa_GenBuffers(1, &clear
->VBO
);
2032 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2034 /* setup vertex arrays */
2035 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2036 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2037 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2038 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2041 _mesa_BindVertexArray(clear
->ArrayObj
);
2042 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2045 /* GL_COLOR_BUFFER_BIT */
2046 if (buffers
& BUFFER_BITS_COLOR
) {
2047 /* leave colormask, glDrawBuffer state as-is */
2049 /* Clears never have the color clamped. */
2050 if (ctx
->Extensions
.ARB_color_buffer_float
)
2051 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2054 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2055 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2058 /* GL_DEPTH_BUFFER_BIT */
2059 if (buffers
& BUFFER_BIT_DEPTH
) {
2060 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2061 _mesa_DepthFunc(GL_ALWAYS
);
2062 _mesa_DepthMask(GL_TRUE
);
2065 assert(!ctx
->Depth
.Test
);
2068 /* GL_STENCIL_BUFFER_BIT */
2069 if (buffers
& BUFFER_BIT_STENCIL
) {
2070 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2071 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2072 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2073 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2074 ctx
->Stencil
.Clear
& stencilMax
,
2075 ctx
->Stencil
.WriteMask
[0]);
2078 assert(!ctx
->Stencil
.Enabled
);
2081 /* vertex positions/colors */
2083 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
2084 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
2085 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
2086 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
2087 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
2104 for (i
= 0; i
< 4; i
++) {
2105 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
2106 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
2107 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
2108 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
2111 /* upload new vertex data */
2112 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2113 GL_DYNAMIC_DRAW_ARB
);
2117 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2119 _mesa_meta_end(ctx
);
2123 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
2125 const char *vs_source
=
2126 "attribute vec4 position;\n"
2129 " gl_Position = position;\n"
2131 const char *fs_source
=
2132 "uniform vec4 color;\n"
2135 " gl_FragColor = color;\n"
2138 bool has_integer_textures
;
2140 if (clear
->ArrayObj
!= 0)
2143 /* create vertex array object */
2144 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
2145 _mesa_BindVertexArray(clear
->ArrayObj
);
2147 /* create vertex array buffer */
2148 _mesa_GenBuffers(1, &clear
->VBO
);
2149 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2151 /* setup vertex arrays */
2152 _mesa_VertexAttribPointer(0, 3, GL_FLOAT
, GL_FALSE
, 0, (void *)0);
2153 _mesa_EnableVertexAttribArray(0);
2155 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
2156 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
2157 _mesa_CompileShader(vs
);
2159 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
2160 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
2161 _mesa_CompileShader(fs
);
2163 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
2164 _mesa_AttachShader(clear
->ShaderProg
, fs
);
2165 _mesa_DeleteObjectARB(fs
);
2166 _mesa_AttachShader(clear
->ShaderProg
, vs
);
2167 _mesa_DeleteObjectARB(vs
);
2168 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
2169 _mesa_LinkProgram(clear
->ShaderProg
);
2171 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2174 has_integer_textures
= _mesa_is_gles3(ctx
) ||
2175 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
2177 if (has_integer_textures
) {
2178 void *shader_source_mem_ctx
= ralloc_context(NULL
);
2179 const char *vs_int_source
=
2180 ralloc_asprintf(shader_source_mem_ctx
,
2182 "in vec4 position;\n"
2185 " gl_Position = position;\n"
2187 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2188 const char *fs_int_source
=
2189 ralloc_asprintf(shader_source_mem_ctx
,
2191 "uniform ivec4 color;\n"
2192 "out ivec4 out_color;\n"
2196 " out_color = color;\n"
2198 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2200 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_int_source
);
2201 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_int_source
);
2202 ralloc_free(shader_source_mem_ctx
);
2204 clear
->IntegerShaderProg
= _mesa_CreateProgramObjectARB();
2205 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
2206 _mesa_DeleteObjectARB(fs
);
2207 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
2208 _mesa_DeleteObjectARB(vs
);
2209 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
2211 /* Note that user-defined out attributes get automatically assigned
2212 * locations starting from 0, so we don't need to explicitly
2213 * BindFragDataLocation to 0.
2216 link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
2218 clear
->IntegerColorLocation
=
2219 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
2224 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
2226 if (clear
->ArrayObj
== 0)
2228 _mesa_DeleteVertexArrays(1, &clear
->ArrayObj
);
2229 clear
->ArrayObj
= 0;
2230 _mesa_DeleteBuffers(1, &clear
->VBO
);
2232 _mesa_DeleteObjectARB(clear
->ShaderProg
);
2233 clear
->ShaderProg
= 0;
2235 if (clear
->IntegerShaderProg
) {
2236 _mesa_DeleteObjectARB(clear
->IntegerShaderProg
);
2237 clear
->IntegerShaderProg
= 0;
2242 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2245 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2247 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2248 GLbitfield metaSave
;
2249 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2250 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
2251 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
2252 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
2253 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
2254 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
2255 const float z
= -invert_z(ctx
->Depth
.Clear
);
2260 metaSave
= (MESA_META_ALPHA_TEST
|
2262 MESA_META_DEPTH_TEST
|
2263 MESA_META_RASTERIZATION
|
2265 MESA_META_STENCIL_TEST
|
2267 MESA_META_VIEWPORT
|
2269 MESA_META_CLAMP_FRAGMENT_COLOR
|
2270 MESA_META_MULTISAMPLE
|
2271 MESA_META_OCCLUSION_QUERY
);
2273 if (!(buffers
& BUFFER_BITS_COLOR
)) {
2274 /* We'll use colormask to disable color writes. Otherwise,
2275 * respect color mask
2277 metaSave
|= MESA_META_COLOR_MASK
;
2280 _mesa_meta_begin(ctx
, metaSave
);
2282 meta_glsl_clear_init(ctx
, clear
);
2284 if (fb
->_IntegerColor
) {
2285 _mesa_UseProgram(clear
->IntegerShaderProg
);
2286 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
2287 ctx
->Color
.ClearColor
.i
);
2289 _mesa_UseProgram(clear
->ShaderProg
);
2290 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
2291 ctx
->Color
.ClearColor
.f
);
2294 _mesa_BindVertexArray(clear
->ArrayObj
);
2295 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2297 /* GL_COLOR_BUFFER_BIT */
2298 if (buffers
& BUFFER_BITS_COLOR
) {
2299 /* leave colormask, glDrawBuffer state as-is */
2301 /* Clears never have the color clamped. */
2302 if (ctx
->Extensions
.ARB_color_buffer_float
)
2303 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2306 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2307 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2310 /* GL_DEPTH_BUFFER_BIT */
2311 if (buffers
& BUFFER_BIT_DEPTH
) {
2312 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2313 _mesa_DepthFunc(GL_ALWAYS
);
2314 _mesa_DepthMask(GL_TRUE
);
2317 assert(!ctx
->Depth
.Test
);
2320 /* GL_STENCIL_BUFFER_BIT */
2321 if (buffers
& BUFFER_BIT_STENCIL
) {
2322 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2323 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2324 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2325 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2326 ctx
->Stencil
.Clear
& stencilMax
,
2327 ctx
->Stencil
.WriteMask
[0]);
2330 assert(!ctx
->Stencil
.Enabled
);
2333 /* vertex positions */
2347 /* upload new vertex data */
2348 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2349 GL_DYNAMIC_DRAW_ARB
);
2352 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2354 _mesa_meta_end(ctx
);
2358 * Meta implementation of ctx->Driver.CopyPixels() in terms
2359 * of texture mapping and polygon rendering and GLSL shaders.
2362 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
2363 GLsizei width
, GLsizei height
,
2364 GLint dstX
, GLint dstY
, GLenum type
)
2366 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
2367 struct temp_texture
*tex
= get_temp_texture(ctx
);
2369 GLfloat x
, y
, z
, s
, t
;
2371 struct vertex verts
[4];
2373 GLenum intFormat
= GL_RGBA
;
2375 if (type
!= GL_COLOR
||
2376 ctx
->_ImageTransferState
||
2378 width
> tex
->MaxSize
||
2379 height
> tex
->MaxSize
) {
2380 /* XXX avoid this fallback */
2381 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
2385 /* Most GL state applies to glCopyPixels, but a there's a few things
2386 * we need to override:
2388 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2391 MESA_META_TRANSFORM
|
2394 MESA_META_VIEWPORT
));
2396 if (copypix
->ArrayObj
== 0) {
2397 /* one-time setup */
2399 /* create vertex array object */
2400 _mesa_GenVertexArrays(1, ©pix
->ArrayObj
);
2401 _mesa_BindVertexArray(copypix
->ArrayObj
);
2403 /* create vertex array buffer */
2404 _mesa_GenBuffers(1, ©pix
->VBO
);
2405 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
2406 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2407 NULL
, GL_DYNAMIC_DRAW_ARB
);
2409 /* setup vertex arrays */
2410 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2411 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2412 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2413 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2416 _mesa_BindVertexArray(copypix
->ArrayObj
);
2417 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
2420 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
2422 /* vertex positions, texcoords (after texture allocation!) */
2424 const GLfloat dstX0
= (GLfloat
) dstX
;
2425 const GLfloat dstY0
= (GLfloat
) dstY
;
2426 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
2427 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
2428 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2438 verts
[1].s
= tex
->Sright
;
2443 verts
[2].s
= tex
->Sright
;
2444 verts
[2].t
= tex
->Ttop
;
2449 verts
[3].t
= tex
->Ttop
;
2451 /* upload new vertex data */
2452 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2455 /* Alloc/setup texture */
2456 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, width
, height
,
2457 GL_RGBA
, GL_NEAREST
);
2459 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2461 /* draw textured quad */
2462 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2464 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2466 _mesa_meta_end(ctx
);
2472 * When the glDrawPixels() image size is greater than the max rectangle
2473 * texture size we use this function to break the glDrawPixels() image
2474 * into tiles which fit into the max texture size.
2477 tiled_draw_pixels(struct gl_context
*ctx
,
2479 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2480 GLenum format
, GLenum type
,
2481 const struct gl_pixelstore_attrib
*unpack
,
2482 const GLvoid
*pixels
)
2484 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2487 if (tileUnpack
.RowLength
== 0)
2488 tileUnpack
.RowLength
= width
;
2490 for (i
= 0; i
< width
; i
+= tileSize
) {
2491 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2492 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2494 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2496 for (j
= 0; j
< height
; j
+= tileSize
) {
2497 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2498 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2500 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2502 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2503 format
, type
, &tileUnpack
, pixels
);
2510 * One-time init for drawing stencil pixels.
2513 init_draw_stencil_pixels(struct gl_context
*ctx
)
2515 /* This program is run eight times, once for each stencil bit.
2516 * The stencil values to draw are found in an 8-bit alpha texture.
2517 * We read the texture/stencil value and test if bit 'b' is set.
2518 * If the bit is not set, use KIL to kill the fragment.
2519 * Finally, we use the stencil test to update the stencil buffer.
2521 * The basic algorithm for checking if a bit is set is:
2522 * if (is_odd(value / (1 << bit)))
2523 * result is one (or non-zero).
2526 * The program parameter contains three values:
2527 * parm.x = 255 / (1 << bit)
2531 static const char *program
=
2533 "PARAM parm = program.local[0]; \n"
2535 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2536 "# t = t * 255 / bit \n"
2537 "MUL t.x, t.a, parm.x; \n"
2540 "SUB t.x, t.x, t.y; \n"
2542 "MUL t.x, t.x, parm.y; \n"
2543 "# t = fract(t.x) \n"
2544 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2545 "# t.x = (t.x == 0 ? 1 : 0) \n"
2546 "SGE t.x, -t.x, parm.z; \n"
2548 "# for debug only \n"
2549 "#MOV result.color, t.x; \n"
2551 char program2
[1000];
2552 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2553 struct temp_texture
*tex
= get_temp_texture(ctx
);
2554 const char *texTarget
;
2556 assert(drawpix
->StencilFP
== 0);
2558 /* replace %s with "RECT" or "2D" */
2559 assert(strlen(program
) + 4 < sizeof(program2
));
2560 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2564 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2566 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2567 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2568 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2569 strlen(program2
), (const GLubyte
*) program2
);
2574 * One-time init for drawing depth pixels.
2577 init_draw_depth_pixels(struct gl_context
*ctx
)
2579 static const char *program
=
2581 "PARAM color = program.local[0]; \n"
2582 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2583 "MOV result.color, color; \n"
2586 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2587 struct temp_texture
*tex
= get_temp_texture(ctx
);
2588 const char *texTarget
;
2590 assert(drawpix
->DepthFP
== 0);
2592 /* replace %s with "RECT" or "2D" */
2593 assert(strlen(program
) + 4 < sizeof(program2
));
2594 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2598 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2600 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2601 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2602 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2603 strlen(program2
), (const GLubyte
*) program2
);
2608 * Meta implementation of ctx->Driver.DrawPixels() in terms
2609 * of texture mapping and polygon rendering.
2612 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2613 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2614 GLenum format
, GLenum type
,
2615 const struct gl_pixelstore_attrib
*unpack
,
2616 const GLvoid
*pixels
)
2618 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2619 struct temp_texture
*tex
= get_temp_texture(ctx
);
2620 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2621 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2623 GLfloat x
, y
, z
, s
, t
;
2625 struct vertex verts
[4];
2626 GLenum texIntFormat
;
2627 GLboolean fallback
, newTex
;
2628 GLbitfield metaExtraSave
= 0x0;
2632 * Determine if we can do the glDrawPixels with texture mapping.
2634 fallback
= GL_FALSE
;
2635 if (ctx
->Fog
.Enabled
) {
2639 if (_mesa_is_color_format(format
)) {
2640 /* use more compact format when possible */
2641 /* XXX disable special case for GL_LUMINANCE for now to work around
2642 * apparent i965 driver bug (see bug #23670).
2644 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2645 texIntFormat
= format
;
2647 texIntFormat
= GL_RGBA
;
2649 /* If we're not supposed to clamp the resulting color, then just
2650 * promote our texture to fully float. We could do better by
2651 * just going for the matching set of channels, in floating
2654 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2655 ctx
->Extensions
.ARB_texture_float
)
2656 texIntFormat
= GL_RGBA32F
;
2658 else if (_mesa_is_stencil_format(format
)) {
2659 if (ctx
->Extensions
.ARB_fragment_program
&&
2660 ctx
->Pixel
.IndexShift
== 0 &&
2661 ctx
->Pixel
.IndexOffset
== 0 &&
2662 type
== GL_UNSIGNED_BYTE
) {
2663 /* We'll store stencil as alpha. This only works for GLubyte
2664 * image data because of how incoming values are mapped to alpha
2667 texIntFormat
= GL_ALPHA
;
2668 metaExtraSave
= (MESA_META_COLOR_MASK
|
2669 MESA_META_DEPTH_TEST
|
2670 MESA_META_PIXEL_TRANSFER
|
2672 MESA_META_STENCIL_TEST
);
2678 else if (_mesa_is_depth_format(format
)) {
2679 if (ctx
->Extensions
.ARB_depth_texture
&&
2680 ctx
->Extensions
.ARB_fragment_program
) {
2681 texIntFormat
= GL_DEPTH_COMPONENT
;
2682 metaExtraSave
= (MESA_META_SHADER
);
2693 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2694 format
, type
, unpack
, pixels
);
2699 * Check image size against max texture size, draw as tiles if needed.
2701 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2702 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2703 format
, type
, unpack
, pixels
);
2707 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2708 * but a there's a few things we need to override:
2710 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2713 MESA_META_TRANSFORM
|
2716 MESA_META_VIEWPORT
|
2719 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2721 /* vertex positions, texcoords (after texture allocation!) */
2723 const GLfloat x0
= (GLfloat
) x
;
2724 const GLfloat y0
= (GLfloat
) y
;
2725 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2726 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2727 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2737 verts
[1].s
= tex
->Sright
;
2742 verts
[2].s
= tex
->Sright
;
2743 verts
[2].t
= tex
->Ttop
;
2748 verts
[3].t
= tex
->Ttop
;
2751 if (drawpix
->ArrayObj
== 0) {
2752 /* one-time setup: create vertex array object */
2753 _mesa_GenVertexArrays(1, &drawpix
->ArrayObj
);
2755 _mesa_BindVertexArray(drawpix
->ArrayObj
);
2757 /* create vertex array buffer */
2758 _mesa_GenBuffers(1, &vbo
);
2759 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, vbo
);
2760 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2761 verts
, GL_DYNAMIC_DRAW_ARB
);
2763 /* setup vertex arrays */
2764 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2765 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2766 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2767 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2769 /* set given unpack params */
2770 ctx
->Unpack
= *unpack
;
2772 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2774 if (_mesa_is_stencil_format(format
)) {
2775 /* Drawing stencil */
2778 if (!drawpix
->StencilFP
)
2779 init_draw_stencil_pixels(ctx
);
2781 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2782 GL_ALPHA
, type
, pixels
);
2784 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2786 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2788 /* set all stencil bits to 0 */
2789 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2790 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2791 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2793 /* set stencil bits to 1 where needed */
2794 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2796 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2797 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2799 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2800 const GLuint mask
= 1 << bit
;
2801 if (mask
& origStencilMask
) {
2802 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2803 _mesa_StencilMask(mask
);
2805 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2806 255.0 / mask
, 0.5, 0.0, 0.0);
2808 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2812 else if (_mesa_is_depth_format(format
)) {
2814 if (!drawpix
->DepthFP
)
2815 init_draw_depth_pixels(ctx
);
2817 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2818 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2820 /* polygon color = current raster color */
2821 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2822 ctx
->Current
.RasterColor
);
2824 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2825 format
, type
, pixels
);
2827 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2831 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2832 format
, type
, pixels
);
2833 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2836 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2838 _mesa_DeleteBuffers(1, &vbo
);
2840 /* restore unpack params */
2841 ctx
->Unpack
= unpackSave
;
2843 _mesa_meta_end(ctx
);
2847 alpha_test_raster_color(struct gl_context
*ctx
)
2849 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2850 GLfloat ref
= ctx
->Color
.AlphaRef
;
2852 switch (ctx
->Color
.AlphaFunc
) {
2858 return alpha
== ref
;
2860 return alpha
<= ref
;
2864 return alpha
!= ref
;
2866 return alpha
>= ref
;
2876 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2877 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2878 * tracker would improve performance a lot.
2881 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2882 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2883 const struct gl_pixelstore_attrib
*unpack
,
2884 const GLubyte
*bitmap1
)
2886 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2887 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2888 const GLenum texIntFormat
= GL_ALPHA
;
2889 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2892 GLfloat x
, y
, z
, s
, t
, r
, g
, b
, a
;
2894 struct vertex verts
[4];
2899 * Check if swrast fallback is needed.
2901 if (ctx
->_ImageTransferState
||
2902 ctx
->FragmentProgram
._Enabled
||
2904 ctx
->Texture
._EnabledUnits
||
2905 width
> tex
->MaxSize
||
2906 height
> tex
->MaxSize
) {
2907 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2911 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2914 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2915 * but a there's a few things we need to override:
2917 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2918 MESA_META_PIXEL_STORE
|
2919 MESA_META_RASTERIZATION
|
2922 MESA_META_TRANSFORM
|
2925 MESA_META_VIEWPORT
));
2927 if (bitmap
->ArrayObj
== 0) {
2928 /* one-time setup */
2930 /* create vertex array object */
2931 _mesa_GenVertexArraysAPPLE(1, &bitmap
->ArrayObj
);
2932 _mesa_BindVertexArrayAPPLE(bitmap
->ArrayObj
);
2934 /* create vertex array buffer */
2935 _mesa_GenBuffers(1, &bitmap
->VBO
);
2936 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2937 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2938 NULL
, GL_DYNAMIC_DRAW_ARB
);
2940 /* setup vertex arrays */
2941 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2942 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2943 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2944 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2945 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2946 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2949 _mesa_BindVertexArray(bitmap
->ArrayObj
);
2950 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2953 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2955 /* vertex positions, texcoords, colors (after texture allocation!) */
2957 const GLfloat x0
= (GLfloat
) x
;
2958 const GLfloat y0
= (GLfloat
) y
;
2959 const GLfloat x1
= (GLfloat
) (x
+ width
);
2960 const GLfloat y1
= (GLfloat
) (y
+ height
);
2961 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2972 verts
[1].s
= tex
->Sright
;
2977 verts
[2].s
= tex
->Sright
;
2978 verts
[2].t
= tex
->Ttop
;
2983 verts
[3].t
= tex
->Ttop
;
2985 for (i
= 0; i
< 4; i
++) {
2986 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2987 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2988 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2989 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2992 /* upload new vertex data */
2993 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2996 /* choose different foreground/background alpha values */
2997 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2998 bg
= (fg
> 127 ? 0 : 255);
3000 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
3002 _mesa_meta_end(ctx
);
3006 bitmap8
= malloc(width
* height
);
3008 memset(bitmap8
, bg
, width
* height
);
3009 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
3010 bitmap8
, width
, fg
);
3012 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
3014 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
3015 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
3017 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
3018 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
3020 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3022 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
3027 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
3029 _mesa_meta_end(ctx
);
3034 * Check if the call to _mesa_meta_GenerateMipmap() will require a
3035 * software fallback. The fallback path will require that the texture
3036 * images are mapped.
3037 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
3040 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
3041 struct gl_texture_object
*texObj
)
3043 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3044 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3045 struct gl_texture_image
*baseImage
;
3049 /* check for fallbacks */
3050 if (target
== GL_TEXTURE_3D
||
3051 target
== GL_TEXTURE_1D_ARRAY
||
3052 target
== GL_TEXTURE_2D_ARRAY
) {
3053 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3054 "glGenerateMipmap() to %s target\n",
3055 _mesa_lookup_enum_by_nr(target
));
3059 srcLevel
= texObj
->BaseLevel
;
3060 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
3062 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3063 "glGenerateMipmap() couldn't find base teximage\n");
3067 if (_mesa_is_format_compressed(baseImage
->TexFormat
)) {
3068 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3069 "glGenerateMipmap() with %s format\n",
3070 _mesa_get_format_name(baseImage
->TexFormat
));
3074 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
3075 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3076 /* The texture format is sRGB but we can't turn off sRGB->linear
3077 * texture sample conversion. So we won't be able to generate the
3078 * right colors when rendering. Need to use a fallback.
3080 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3081 "glGenerateMipmap() of sRGB texture without "
3087 * Test that we can actually render in the texture's format.
3090 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3091 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3093 if (target
== GL_TEXTURE_1D
) {
3094 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3095 GL_COLOR_ATTACHMENT0_EXT
,
3096 target
, texObj
->Name
, srcLevel
);
3099 /* other work is needed to enable 3D mipmap generation */
3100 else if (target
== GL_TEXTURE_3D
) {
3102 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3103 GL_COLOR_ATTACHMENT0_EXT
,
3104 target
, texObj
->Name
, srcLevel
, zoffset
);
3109 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3110 GL_COLOR_ATTACHMENT0_EXT
,
3111 target
, texObj
->Name
, srcLevel
);
3114 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3116 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3118 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3119 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3120 "glGenerateMipmap() got incomplete FBO\n");
3129 * Compute the texture coordinates for the four vertices of a quad for
3130 * drawing a 2D texture image or slice of a cube/3D texture.
3131 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
3132 * \param slice slice of a 1D/2D array texture or 3D texture
3133 * \param width width of the texture image
3134 * \param height height of the texture image
3135 * \param coords0/1/2/3 returns the computed texcoords
3138 setup_texture_coords(GLenum faceTarget
,
3148 static const GLfloat st
[4][2] = {
3149 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
3154 switch (faceTarget
) {
3158 case GL_TEXTURE_2D_ARRAY
:
3159 if (faceTarget
== GL_TEXTURE_3D
) {
3160 assert(slice
< depth
);
3162 r
= (slice
+ 0.5f
) / depth
;
3164 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
3168 coords0
[0] = 0.0F
; /* s */
3169 coords0
[1] = 0.0F
; /* t */
3170 coords0
[2] = r
; /* r */
3181 case GL_TEXTURE_RECTANGLE_ARB
:
3182 coords0
[0] = 0.0F
; /* s */
3183 coords0
[1] = 0.0F
; /* t */
3184 coords0
[2] = 0.0F
; /* r */
3189 coords2
[1] = height
;
3192 coords3
[1] = height
;
3195 case GL_TEXTURE_1D_ARRAY
:
3196 coords0
[0] = 0.0F
; /* s */
3197 coords0
[1] = slice
; /* t */
3198 coords0
[2] = 0.0F
; /* r */
3210 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3211 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3212 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3213 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3214 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3215 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3216 /* loop over quad verts */
3217 for (i
= 0; i
< 4; i
++) {
3218 /* Compute sc = +/-scale and tc = +/-scale.
3219 * Not +/-1 to avoid cube face selection ambiguity near the edges,
3220 * though that can still sometimes happen with this scale factor...
3222 const GLfloat scale
= 0.9999f
;
3223 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
3224 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
3244 switch (faceTarget
) {
3245 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3250 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3255 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3260 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3265 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3270 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3281 assert(0 && "unexpected target in meta setup_texture_coords()");
3287 setup_ff_generate_mipmap(struct gl_context
*ctx
,
3288 struct gen_mipmap_state
*mipmap
)
3291 GLfloat x
, y
, tex
[3];
3294 if (mipmap
->ArrayObj
== 0) {
3295 /* one-time setup */
3296 /* create vertex array object */
3297 _mesa_GenVertexArraysAPPLE(1, &mipmap
->ArrayObj
);
3298 _mesa_BindVertexArrayAPPLE(mipmap
->ArrayObj
);
3300 /* create vertex array buffer */
3301 _mesa_GenBuffers(1, &mipmap
->VBO
);
3302 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3303 /* setup vertex arrays */
3304 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3305 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3306 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3307 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3310 /* setup projection matrix */
3311 _mesa_MatrixMode(GL_PROJECTION
);
3312 _mesa_LoadIdentity();
3313 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
3317 static struct glsl_sampler
*
3318 setup_texture_sampler(GLenum target
, struct gen_mipmap_state
*mipmap
)
3322 mipmap
->sampler_1d
.type
= "sampler1D";
3323 mipmap
->sampler_1d
.func
= "texture1D";
3324 mipmap
->sampler_1d
.texcoords
= "texCoords.x";
3325 return &mipmap
->sampler_1d
;
3327 mipmap
->sampler_2d
.type
= "sampler2D";
3328 mipmap
->sampler_2d
.func
= "texture2D";
3329 mipmap
->sampler_2d
.texcoords
= "texCoords.xy";
3330 return &mipmap
->sampler_2d
;
3332 /* Code for mipmap generation with 3D textures is not used yet.
3333 * It's a sw fallback.
3335 mipmap
->sampler_3d
.type
= "sampler3D";
3336 mipmap
->sampler_3d
.func
= "texture3D";
3337 mipmap
->sampler_3d
.texcoords
= "texCoords";
3338 return &mipmap
->sampler_3d
;
3339 case GL_TEXTURE_CUBE_MAP
:
3340 mipmap
->sampler_cubemap
.type
= "samplerCube";
3341 mipmap
->sampler_cubemap
.func
= "textureCube";
3342 mipmap
->sampler_cubemap
.texcoords
= "texCoords";
3343 return &mipmap
->sampler_cubemap
;
3344 case GL_TEXTURE_1D_ARRAY
:
3345 mipmap
->sampler_1d_array
.type
= "sampler1DArray";
3346 mipmap
->sampler_1d_array
.func
= "texture1DArray";
3347 mipmap
->sampler_1d_array
.texcoords
= "texCoords.xy";
3348 return &mipmap
->sampler_1d_array
;
3349 case GL_TEXTURE_2D_ARRAY
:
3350 mipmap
->sampler_2d_array
.type
= "sampler2DArray";
3351 mipmap
->sampler_2d_array
.func
= "texture2DArray";
3352 mipmap
->sampler_2d_array
.texcoords
= "texCoords";
3353 return &mipmap
->sampler_2d_array
;
3355 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
3356 " setup_texture_sampler()\n", target
);
3363 setup_glsl_generate_mipmap(struct gl_context
*ctx
,
3364 struct gen_mipmap_state
*mipmap
,
3368 GLfloat x
, y
, tex
[3];
3370 struct glsl_sampler
*sampler
;
3371 const char *vs_source
;
3376 /* Check if already initialized */
3377 if (mipmap
->ArrayObj
== 0) {
3379 /* create vertex array object */
3380 _mesa_GenVertexArrays(1, &mipmap
->ArrayObj
);
3381 _mesa_BindVertexArray(mipmap
->ArrayObj
);
3383 /* create vertex array buffer */
3384 _mesa_GenBuffers(1, &mipmap
->VBO
);
3385 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3387 /* setup vertex arrays */
3388 _mesa_VertexAttribPointer(0, 2, GL_FLOAT
, GL_FALSE
,
3389 sizeof(struct vertex
), OFFSET(x
));
3390 _mesa_VertexAttribPointer(1, 3, GL_FLOAT
, GL_FALSE
,
3391 sizeof(struct vertex
), OFFSET(tex
));
3392 _mesa_EnableVertexAttribArray(0);
3393 _mesa_EnableVertexAttribArray(1);
3396 /* Generate a fragment shader program appropriate for the texture target */
3397 sampler
= setup_texture_sampler(target
, mipmap
);
3398 assert(sampler
!= NULL
);
3399 if (sampler
->shader_prog
!= 0) {
3400 mipmap
->ShaderProg
= sampler
->shader_prog
;
3404 mem_ctx
= ralloc_context(NULL
);
3406 if (ctx
->API
== API_OPENGLES2
|| ctx
->Const
.GLSLVersion
< 130) {
3408 "attribute vec2 position;\n"
3409 "attribute vec3 textureCoords;\n"
3410 "varying vec3 texCoords;\n"
3413 " texCoords = textureCoords;\n"
3414 " gl_Position = vec4(position, 0.0, 1.0);\n"
3417 fs_source
= ralloc_asprintf(mem_ctx
,
3418 "#extension GL_EXT_texture_array : enable\n"
3419 "uniform %s texSampler;\n"
3420 "varying vec3 texCoords;\n"
3423 " gl_FragColor = %s(texSampler, %s);\n"
3426 sampler
->func
, sampler
->texcoords
);
3429 vs_source
= ralloc_asprintf(mem_ctx
,
3431 "in vec2 position;\n"
3432 "in vec3 textureCoords;\n"
3433 "out vec3 texCoords;\n"
3436 " texCoords = textureCoords;\n"
3437 " gl_Position = vec4(position, 0.0, 1.0);\n"
3439 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
3440 fs_source
= ralloc_asprintf(mem_ctx
,
3442 "uniform %s texSampler;\n"
3443 "in vec3 texCoords;\n"
3444 "out vec4 out_color;\n"
3448 " out_color = texture(texSampler, %s);\n"
3450 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
3452 sampler
->texcoords
);
3455 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
3456 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
3458 mipmap
->ShaderProg
= _mesa_CreateProgramObjectARB();
3459 _mesa_AttachShader(mipmap
->ShaderProg
, fs
);
3460 _mesa_DeleteObjectARB(fs
);
3461 _mesa_AttachShader(mipmap
->ShaderProg
, vs
);
3462 _mesa_DeleteObjectARB(vs
);
3463 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 0, "position");
3464 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 1, "texcoords");
3465 link_program_with_debug(ctx
, mipmap
->ShaderProg
);
3466 sampler
->shader_prog
= mipmap
->ShaderProg
;
3467 ralloc_free(mem_ctx
);
3472 meta_glsl_generate_mipmap_cleanup(struct gl_context
*ctx
,
3473 struct gen_mipmap_state
*mipmap
)
3475 if (mipmap
->ArrayObj
== 0)
3477 _mesa_DeleteVertexArrays(1, &mipmap
->ArrayObj
);
3478 mipmap
->ArrayObj
= 0;
3479 _mesa_DeleteBuffers(1, &mipmap
->VBO
);
3482 _mesa_DeleteObjectARB(mipmap
->sampler_1d
.shader_prog
);
3483 _mesa_DeleteObjectARB(mipmap
->sampler_2d
.shader_prog
);
3484 _mesa_DeleteObjectARB(mipmap
->sampler_3d
.shader_prog
);
3485 _mesa_DeleteObjectARB(mipmap
->sampler_cubemap
.shader_prog
);
3486 _mesa_DeleteObjectARB(mipmap
->sampler_1d_array
.shader_prog
);
3487 _mesa_DeleteObjectARB(mipmap
->sampler_2d_array
.shader_prog
);
3489 mipmap
->sampler_1d
.shader_prog
= 0;
3490 mipmap
->sampler_2d
.shader_prog
= 0;
3491 mipmap
->sampler_3d
.shader_prog
= 0;
3492 mipmap
->sampler_cubemap
.shader_prog
= 0;
3493 mipmap
->sampler_1d_array
.shader_prog
= 0;
3494 mipmap
->sampler_2d_array
.shader_prog
= 0;
3499 * Called via ctx->Driver.GenerateMipmap()
3500 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3504 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
3505 struct gl_texture_object
*texObj
)
3507 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3509 GLfloat x
, y
, tex
[3];
3511 struct vertex verts
[4];
3512 const GLuint baseLevel
= texObj
->BaseLevel
;
3513 const GLuint maxLevel
= texObj
->MaxLevel
;
3514 const GLint maxLevelSave
= texObj
->MaxLevel
;
3515 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
3516 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3517 const GLuint currentTexUnitSave
= ctx
->Texture
.CurrentUnit
;
3518 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3519 ctx
->Extensions
.ARB_fragment_shader
&&
3520 (ctx
->API
!= API_OPENGLES
);
3523 const GLint slice
= 0;
3526 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
3527 _mesa_generate_mipmap(ctx
, target
, texObj
);
3531 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
3532 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
3533 faceTarget
= target
;
3534 target
= GL_TEXTURE_CUBE_MAP
;
3537 faceTarget
= target
;
3540 _mesa_meta_begin(ctx
, MESA_META_ALL
);
3542 /* Choose between glsl version and fixed function version of
3543 * GenerateMipmap function.
3545 if (use_glsl_version
) {
3546 setup_glsl_generate_mipmap(ctx
, mipmap
, target
);
3547 _mesa_UseProgram(mipmap
->ShaderProg
);
3550 setup_ff_generate_mipmap(ctx
, mipmap
);
3551 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3554 _mesa_BindVertexArray(mipmap
->ArrayObj
);
3555 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3557 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3558 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3560 if (currentTexUnitSave
!= 0)
3561 _mesa_BindTexture(target
, texObj
->Name
);
3564 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3567 if (!mipmap
->Sampler
) {
3568 _mesa_GenSamplers(1, &mipmap
->Sampler
);
3569 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3571 _mesa_SamplerParameteri(mipmap
->Sampler
,
3572 GL_TEXTURE_MIN_FILTER
,
3573 GL_LINEAR_MIPMAP_LINEAR
);
3574 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
3575 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
3576 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
3577 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
3579 /* We don't want to encode or decode sRGB values; treat them as linear.
3580 * This is not technically correct for GLES3 but we don't get any API
3581 * error at the moment.
3583 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3584 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3585 GL_SKIP_DECODE_EXT
);
3589 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3592 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3594 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
3595 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
3597 assert(!genMipmapSave
);
3599 /* Setup texture coordinates */
3600 setup_texture_coords(faceTarget
,
3602 0, 0, 1, /* width, height never used here */
3608 /* setup vertex positions */
3618 /* upload vertex data */
3619 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3620 verts
, GL_DYNAMIC_DRAW_ARB
);
3622 /* texture is already locked, unlock now */
3623 _mesa_unlock_texture(ctx
, texObj
);
3625 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
3626 const struct gl_texture_image
*srcImage
;
3627 const GLuint srcLevel
= dstLevel
- 1;
3628 GLsizei srcWidth
, srcHeight
, srcDepth
;
3629 GLsizei dstWidth
, dstHeight
, dstDepth
;
3632 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
3633 assert(srcImage
->Border
== 0);
3636 srcWidth
= srcImage
->Width
;
3637 srcHeight
= srcImage
->Height
;
3638 srcDepth
= srcImage
->Depth
;
3641 dstWidth
= MAX2(1, srcWidth
/ 2);
3642 dstHeight
= MAX2(1, srcHeight
/ 2);
3643 dstDepth
= MAX2(1, srcDepth
/ 2);
3645 if (dstWidth
== srcImage
->Width
&&
3646 dstHeight
== srcImage
->Height
&&
3647 dstDepth
== srcImage
->Depth
) {
3652 /* Allocate storage for the destination mipmap image(s) */
3654 /* Set MaxLevel large enough to hold the new level when we allocate it */
3655 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
3657 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
3658 dstWidth
, dstHeight
, dstDepth
,
3660 srcImage
->InternalFormat
,
3661 srcImage
->TexFormat
)) {
3662 /* All done. We either ran out of memory or we would go beyond the
3663 * last valid level of an immutable texture if we continued.
3668 /* limit minification to src level */
3669 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
3671 /* Set to draw into the current dstLevel */
3672 if (target
== GL_TEXTURE_1D
) {
3673 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3674 GL_COLOR_ATTACHMENT0_EXT
,
3679 else if (target
== GL_TEXTURE_3D
) {
3680 GLint zoffset
= 0; /* XXX unfinished */
3681 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3682 GL_COLOR_ATTACHMENT0_EXT
,
3689 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3690 GL_COLOR_ATTACHMENT0_EXT
,
3696 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
3699 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3700 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3701 _mesa_problem(ctx
, "Unexpected incomplete framebuffer in "
3702 "_mesa_meta_GenerateMipmap()");
3706 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
3707 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
3709 /* setup viewport */
3710 _mesa_set_viewport(ctx
, 0, 0, dstWidth
, dstHeight
);
3712 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3715 _mesa_lock_texture(ctx
, texObj
); /* relock */
3717 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3719 _mesa_meta_end(ctx
);
3721 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3723 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
3725 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3730 * Determine the GL data type to use for the temporary image read with
3731 * ReadPixels() and passed to Tex[Sub]Image().
3734 get_temp_image_type(struct gl_context
*ctx
, gl_format format
)
3738 baseFormat
= _mesa_get_format_base_format(format
);
3740 switch (baseFormat
) {
3747 case GL_LUMINANCE_ALPHA
:
3749 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8) {
3750 return GL_UNSIGNED_BYTE
;
3751 } else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16) {
3752 return GL_UNSIGNED_SHORT
;
3754 GLenum datatype
= _mesa_get_format_datatype(format
);
3755 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
3759 case GL_DEPTH_COMPONENT
: {
3760 GLenum datatype
= _mesa_get_format_datatype(format
);
3761 if (datatype
== GL_FLOAT
)
3764 return GL_UNSIGNED_INT
;
3766 case GL_DEPTH_STENCIL
: {
3767 GLenum datatype
= _mesa_get_format_datatype(format
);
3768 if (datatype
== GL_FLOAT
)
3769 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
3771 return GL_UNSIGNED_INT_24_8
;
3774 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
3782 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3783 * Have to be careful with locking and meta state for pixel transfer.
3786 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
3787 struct gl_texture_image
*texImage
,
3788 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3789 struct gl_renderbuffer
*rb
,
3791 GLsizei width
, GLsizei height
)
3793 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3794 GLenum format
, type
;
3798 /* Choose format/type for temporary image buffer */
3799 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
3800 if (format
== GL_LUMINANCE
||
3801 format
== GL_LUMINANCE_ALPHA
||
3802 format
== GL_INTENSITY
) {
3803 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3804 * temp image buffer because glReadPixels will do L=R+G+B which is
3805 * not what we want (should be L=R).
3810 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
3811 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
3812 format
= _mesa_base_format_to_integer_format(format
);
3814 bpp
= _mesa_bytes_per_pixel(format
, type
);
3816 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3821 * Alloc image buffer (XXX could use a PBO)
3823 buf
= malloc(width
* height
* bpp
);
3825 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
3829 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
3832 * Read image from framebuffer (disable pixel transfer ops)
3834 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
3835 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
3836 format
, type
, &ctx
->Pack
, buf
);
3837 _mesa_meta_end(ctx
);
3839 _mesa_update_state(ctx
); /* to update pixel transfer state */
3842 * Store texture data (with pixel transfer ops)
3844 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
3846 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
3847 assert(yoffset
== 0);
3848 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3849 xoffset
, zoffset
, 0, width
, 1, 1,
3850 format
, type
, buf
, &ctx
->Unpack
);
3852 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3853 xoffset
, yoffset
, zoffset
, width
, height
, 1,
3854 format
, type
, buf
, &ctx
->Unpack
);
3857 _mesa_meta_end(ctx
);
3859 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
3866 * Decompress a texture image by drawing a quad with the compressed
3867 * texture and reading the pixels out of the color buffer.
3868 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3869 * \param destFormat format, ala glReadPixels
3870 * \param destType type, ala glReadPixels
3871 * \param dest destination buffer
3872 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3875 decompress_texture_image(struct gl_context
*ctx
,
3876 struct gl_texture_image
*texImage
,
3878 GLenum destFormat
, GLenum destType
,
3881 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3882 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3883 const GLint width
= texImage
->Width
;
3884 const GLint height
= texImage
->Height
;
3885 const GLint depth
= texImage
->Height
;
3886 const GLenum target
= texObj
->Target
;
3889 GLfloat x
, y
, tex
[3];
3891 struct vertex verts
[4];
3892 GLuint fboDrawSave
, fboReadSave
;
3897 assert(target
== GL_TEXTURE_3D
||
3898 target
== GL_TEXTURE_2D_ARRAY
);
3901 if (target
== GL_TEXTURE_CUBE_MAP
) {
3902 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3905 faceTarget
= target
;
3908 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3909 fboDrawSave
= ctx
->DrawBuffer
->Name
;
3910 fboReadSave
= ctx
->ReadBuffer
->Name
;
3911 rbSave
= ctx
->CurrentRenderbuffer
? ctx
->CurrentRenderbuffer
->Name
: 0;
3913 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_PIXEL_STORE
);
3915 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3916 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3918 /* Create/bind FBO/renderbuffer */
3919 if (decompress
->FBO
== 0) {
3920 _mesa_GenFramebuffers(1, &decompress
->FBO
);
3921 _mesa_GenRenderbuffers(1, &decompress
->RBO
);
3922 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3923 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3924 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3925 GL_COLOR_ATTACHMENT0_EXT
,
3926 GL_RENDERBUFFER_EXT
,
3930 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3933 /* alloc dest surface */
3934 if (width
> decompress
->Width
|| height
> decompress
->Height
) {
3935 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3936 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, GL_RGBA
,
3938 decompress
->Width
= width
;
3939 decompress
->Height
= height
;
3942 /* setup VBO data */
3943 if (decompress
->ArrayObj
== 0) {
3944 /* create vertex array object */
3945 _mesa_GenVertexArrays(1, &decompress
->ArrayObj
);
3946 _mesa_BindVertexArray(decompress
->ArrayObj
);
3948 /* create vertex array buffer */
3949 _mesa_GenBuffers(1, &decompress
->VBO
);
3950 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3951 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3952 NULL
, GL_DYNAMIC_DRAW_ARB
);
3954 /* setup vertex arrays */
3955 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3956 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3957 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3958 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3961 _mesa_BindVertexArray(decompress
->ArrayObj
);
3962 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3965 if (!decompress
->Sampler
) {
3966 _mesa_GenSamplers(1, &decompress
->Sampler
);
3967 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3968 /* nearest filtering */
3969 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3970 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3971 /* No sRGB decode or encode.*/
3972 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3973 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3974 GL_SKIP_DECODE_EXT
);
3978 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3981 setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
3987 /* setup vertex positions */
3993 verts
[2].y
= height
;
3995 verts
[3].y
= height
;
3997 /* upload new vertex data */
3998 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4000 /* setup texture state */
4001 _mesa_BindTexture(target
, texObj
->Name
);
4002 _mesa_set_enable(ctx
, target
, GL_TRUE
);
4005 /* save texture object state */
4006 const GLint baseLevelSave
= texObj
->BaseLevel
;
4007 const GLint maxLevelSave
= texObj
->MaxLevel
;
4009 /* restrict sampling to the texture level of interest */
4010 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
4011 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
4012 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
4015 /* render quad w/ texture into renderbuffer */
4016 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4018 /* Restore texture object state, the texture binding will
4019 * be restored by _mesa_meta_end().
4021 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
4022 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
4023 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
4028 /* read pixels from renderbuffer */
4030 GLenum baseTexFormat
= texImage
->_BaseFormat
;
4031 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
4033 /* The pixel transfer state will be set to default values at this point
4034 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
4035 * turned off (as required by glGetTexImage) but we need to handle some
4036 * special cases. In particular, single-channel texture values are
4037 * returned as red and two-channel texture values are returned as
4040 if ((baseTexFormat
== GL_LUMINANCE
||
4041 baseTexFormat
== GL_LUMINANCE_ALPHA
||
4042 baseTexFormat
== GL_INTENSITY
) ||
4043 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
4044 * luminance then we need to return L=tex(R).
4046 ((baseTexFormat
== GL_RGBA
||
4047 baseTexFormat
== GL_RGB
||
4048 baseTexFormat
== GL_RG
) &&
4049 (destBaseFormat
== GL_LUMINANCE
||
4050 destBaseFormat
== GL_LUMINANCE_ALPHA
||
4051 destBaseFormat
== GL_LUMINANCE_INTEGER_EXT
||
4052 destBaseFormat
== GL_LUMINANCE_ALPHA_INTEGER_EXT
))) {
4053 /* Green and blue must be zero */
4054 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
4055 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
4058 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
4061 /* disable texture unit */
4062 _mesa_set_enable(ctx
, target
, GL_FALSE
);
4064 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
4066 _mesa_meta_end(ctx
);
4068 /* restore fbo bindings */
4069 if (fboDrawSave
== fboReadSave
) {
4070 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboDrawSave
);
4073 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT
, fboDrawSave
);
4074 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT
, fboReadSave
);
4076 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, rbSave
);
4081 * This is just a wrapper around _mesa_get_tex_image() and
4082 * decompress_texture_image(). Meta functions should not be directly called
4086 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
4087 GLenum format
, GLenum type
, GLvoid
*pixels
,
4088 struct gl_texture_image
*texImage
)
4090 /* We can only use the decompress-with-blit method here if the texels are
4091 * unsigned, normalized values. We could handle signed and unnormalized
4092 * with floating point renderbuffers...
4094 if (_mesa_is_format_compressed(texImage
->TexFormat
) &&
4095 _mesa_get_format_datatype(texImage
->TexFormat
)
4096 == GL_UNSIGNED_NORMALIZED
) {
4097 struct gl_texture_object
*texObj
= texImage
->TexObject
;
4098 const GLuint slice
= 0; /* only 2D compressed textures for now */
4099 /* Need to unlock the texture here to prevent deadlock... */
4100 _mesa_unlock_texture(ctx
, texObj
);
4101 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, pixels
);
4102 /* ... and relock it */
4103 _mesa_lock_texture(ctx
, texObj
);
4106 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
4112 * Meta implementation of ctx->Driver.DrawTex() in terms
4113 * of polygon rendering.
4116 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
4117 GLfloat width
, GLfloat height
)
4119 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
4121 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
4123 struct vertex verts
[4];
4126 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
4128 MESA_META_TRANSFORM
|
4130 MESA_META_VIEWPORT
));
4132 if (drawtex
->ArrayObj
== 0) {
4133 /* one-time setup */
4134 GLint active_texture
;
4136 /* create vertex array object */
4137 _mesa_GenVertexArrays(1, &drawtex
->ArrayObj
);
4138 _mesa_BindVertexArray(drawtex
->ArrayObj
);
4140 /* create vertex array buffer */
4141 _mesa_GenBuffers(1, &drawtex
->VBO
);
4142 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4143 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
4144 NULL
, GL_DYNAMIC_DRAW_ARB
);
4146 /* client active texture is not part of the array object */
4147 active_texture
= ctx
->Array
.ActiveTexture
;
4149 /* setup vertex arrays */
4150 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
4151 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
4152 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4153 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
4154 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
4155 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
4158 /* restore client active texture */
4159 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
4162 _mesa_BindVertexArray(drawtex
->ArrayObj
);
4163 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4166 /* vertex positions, texcoords */
4168 const GLfloat x1
= x
+ width
;
4169 const GLfloat y1
= y
+ height
;
4171 z
= CLAMP(z
, 0.0f
, 1.0f
);
4190 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4191 const struct gl_texture_object
*texObj
;
4192 const struct gl_texture_image
*texImage
;
4193 GLfloat s
, t
, s1
, t1
;
4196 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
4198 for (j
= 0; j
< 4; j
++) {
4199 verts
[j
].st
[i
][0] = 0.0f
;
4200 verts
[j
].st
[i
][1] = 0.0f
;
4205 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
4206 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
4207 tw
= texImage
->Width2
;
4208 th
= texImage
->Height2
;
4210 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
4211 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
4212 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
4213 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
4215 verts
[0].st
[i
][0] = s
;
4216 verts
[0].st
[i
][1] = t
;
4218 verts
[1].st
[i
][0] = s1
;
4219 verts
[1].st
[i
][1] = t
;
4221 verts
[2].st
[i
][0] = s1
;
4222 verts
[2].st
[i
][1] = t1
;
4224 verts
[3].st
[i
][0] = s
;
4225 verts
[3].st
[i
][1] = t1
;
4228 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4231 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4233 _mesa_meta_end(ctx
);