2 * Mesa 3-D graphics library
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/formats.h"
48 #include "main/image.h"
49 #include "main/macros.h"
50 #include "main/matrix.h"
51 #include "main/mipmap.h"
53 #include "main/polygon.h"
54 #include "main/readpix.h"
55 #include "main/scissor.h"
56 #include "main/shaderapi.h"
57 #include "main/shaderobj.h"
58 #include "main/state.h"
59 #include "main/stencil.h"
60 #include "main/texobj.h"
61 #include "main/texenv.h"
62 #include "main/teximage.h"
63 #include "main/texparam.h"
64 #include "main/texstate.h"
65 #include "main/uniforms.h"
66 #include "main/varray.h"
67 #include "main/viewport.h"
68 #include "program/program.h"
69 #include "swrast/swrast.h"
70 #include "drivers/common/meta.h"
73 /** Return offset in bytes of the field within a vertex struct */
74 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
77 * State which we may save/restore across meta ops.
78 * XXX this may be incomplete...
82 GLbitfield SavedState
; /**< bitmask of MESA_META_* flags */
84 /** MESA_META_ALPHA_TEST */
85 GLboolean AlphaEnabled
;
89 /** MESA_META_BLEND */
90 GLbitfield BlendEnabled
;
91 GLboolean ColorLogicOpEnabled
;
93 /** MESA_META_COLOR_MASK */
94 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4];
96 /** MESA_META_DEPTH_TEST */
97 struct gl_depthbuffer_attrib Depth
;
102 /** MESA_META_PIXEL_STORE */
103 struct gl_pixelstore_attrib Pack
, Unpack
;
105 /** MESA_META_PIXEL_TRANSFER */
106 GLfloat RedBias
, RedScale
;
107 GLfloat GreenBias
, GreenScale
;
108 GLfloat BlueBias
, BlueScale
;
109 GLfloat AlphaBias
, AlphaScale
;
110 GLfloat DepthBias
, DepthScale
;
111 GLboolean MapColorFlag
;
113 /** MESA_META_RASTERIZATION */
114 GLenum FrontPolygonMode
, BackPolygonMode
;
115 GLboolean PolygonOffset
;
116 GLboolean PolygonSmooth
;
117 GLboolean PolygonStipple
;
118 GLboolean PolygonCull
;
120 /** MESA_META_SCISSOR */
121 struct gl_scissor_attrib Scissor
;
123 /** MESA_META_SHADER */
124 GLboolean VertexProgramEnabled
;
125 struct gl_vertex_program
*VertexProgram
;
126 GLboolean FragmentProgramEnabled
;
127 struct gl_fragment_program
*FragmentProgram
;
128 struct gl_shader_program
*VertexShader
;
129 struct gl_shader_program
*GeometryShader
;
130 struct gl_shader_program
*FragmentShader
;
131 struct gl_shader_program
*ActiveShader
;
133 /** MESA_META_STENCIL_TEST */
134 struct gl_stencil_attrib Stencil
;
136 /** MESA_META_TRANSFORM */
138 GLfloat ModelviewMatrix
[16];
139 GLfloat ProjectionMatrix
[16];
140 GLfloat TextureMatrix
[16];
142 /** MESA_META_CLIP */
143 GLbitfield ClipPlanesEnabled
;
145 /** MESA_META_TEXTURE */
147 GLuint ClientActiveUnit
;
148 /** for unit[0] only */
149 struct gl_texture_object
*CurrentTexture
[NUM_TEXTURE_TARGETS
];
150 /** mask of TEXTURE_2D_BIT, etc */
151 GLbitfield TexEnabled
[MAX_TEXTURE_UNITS
];
152 GLbitfield TexGenEnabled
[MAX_TEXTURE_UNITS
];
153 GLuint EnvMode
; /* unit[0] only */
155 /** MESA_META_VERTEX */
156 struct gl_array_object
*ArrayObj
;
157 struct gl_buffer_object
*ArrayBufferObj
;
159 /** MESA_META_VIEWPORT */
160 GLint ViewportX
, ViewportY
, ViewportW
, ViewportH
;
161 GLclampd DepthNear
, DepthFar
;
163 /** MESA_META_CLAMP_FRAGMENT_COLOR */
164 GLenum ClampFragmentColor
;
166 /** MESA_META_CLAMP_VERTEX_COLOR */
167 GLenum ClampVertexColor
;
169 /** MESA_META_CONDITIONAL_RENDER */
170 struct gl_query_object
*CondRenderQuery
;
171 GLenum CondRenderMode
;
173 /** Miscellaneous (always disabled) */
179 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
180 * This is currently shared by all the meta ops. But we could create a
181 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
186 GLenum Target
; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
187 GLsizei MinSize
; /**< Min texture size to allocate */
188 GLsizei MaxSize
; /**< Max possible texture size */
189 GLboolean NPOT
; /**< Non-power of two size OK? */
190 GLsizei Width
, Height
; /**< Current texture size */
192 GLfloat Sright
, Ttop
; /**< right, top texcoords */
197 * State for glBlitFramebufer()
208 * State for glClear()
220 * State for glCopyPixels()
230 * State for glDrawPixels()
236 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
237 GLuint DepthFP
; /**< Fragment program for drawing depth images */
242 * State for glBitmap()
248 struct temp_texture Tex
; /**< separate texture from other meta ops */
253 * State for _mesa_meta_generate_mipmap()
255 struct gen_mipmap_state
262 #define MAX_META_OPS_DEPTH 2
264 * All per-context meta state.
268 /** Stack of state saved during meta-ops */
269 struct save_state Save
[MAX_META_OPS_DEPTH
];
270 /** Save stack depth */
271 GLuint SaveStackDepth
;
273 struct temp_texture TempTex
;
275 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
276 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
277 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
278 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
279 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
280 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
285 * Initialize meta-ops for a context.
286 * To be called once during context creation.
289 _mesa_meta_init(struct gl_context
*ctx
)
293 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
298 * Free context meta-op state.
299 * To be called once during context destruction.
302 _mesa_meta_free(struct gl_context
*ctx
)
304 /* Note: Any textures, VBOs, etc, that we allocate should get
305 * freed by the normal context destruction code. But this would be
306 * the place to free other meta data someday.
314 * Enter meta state. This is like a light-weight version of glPushAttrib
315 * but it also resets most GL state back to default values.
317 * \param state bitmask of MESA_META_* flags indicating which attribute groups
318 * to save and reset to their defaults
321 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
323 struct save_state
*save
;
325 /* hope MAX_META_OPS_DEPTH is large enough */
326 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
328 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
329 memset(save
, 0, sizeof(*save
));
330 save
->SavedState
= state
;
332 if (state
& MESA_META_ALPHA_TEST
) {
333 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
334 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
335 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
336 if (ctx
->Color
.AlphaEnabled
)
337 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
340 if (state
& MESA_META_BLEND
) {
341 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
342 if (ctx
->Color
.BlendEnabled
) {
343 if (ctx
->Extensions
.EXT_draw_buffers2
) {
345 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
346 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
350 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
353 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
354 if (ctx
->Color
.ColorLogicOpEnabled
)
355 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
358 if (state
& MESA_META_COLOR_MASK
) {
359 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
360 sizeof(ctx
->Color
.ColorMask
));
361 if (!ctx
->Color
.ColorMask
[0][0] ||
362 !ctx
->Color
.ColorMask
[0][1] ||
363 !ctx
->Color
.ColorMask
[0][2] ||
364 !ctx
->Color
.ColorMask
[0][3])
365 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
368 if (state
& MESA_META_DEPTH_TEST
) {
369 save
->Depth
= ctx
->Depth
; /* struct copy */
371 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
374 if (state
& MESA_META_FOG
) {
375 save
->Fog
= ctx
->Fog
.Enabled
;
376 if (ctx
->Fog
.Enabled
)
377 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
380 if (state
& MESA_META_PIXEL_STORE
) {
381 save
->Pack
= ctx
->Pack
;
382 save
->Unpack
= ctx
->Unpack
;
383 ctx
->Pack
= ctx
->DefaultPacking
;
384 ctx
->Unpack
= ctx
->DefaultPacking
;
387 if (state
& MESA_META_PIXEL_TRANSFER
) {
388 save
->RedScale
= ctx
->Pixel
.RedScale
;
389 save
->RedBias
= ctx
->Pixel
.RedBias
;
390 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
391 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
392 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
393 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
394 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
395 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
396 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
397 ctx
->Pixel
.RedScale
= 1.0F
;
398 ctx
->Pixel
.RedBias
= 0.0F
;
399 ctx
->Pixel
.GreenScale
= 1.0F
;
400 ctx
->Pixel
.GreenBias
= 0.0F
;
401 ctx
->Pixel
.BlueScale
= 1.0F
;
402 ctx
->Pixel
.BlueBias
= 0.0F
;
403 ctx
->Pixel
.AlphaScale
= 1.0F
;
404 ctx
->Pixel
.AlphaBias
= 0.0F
;
405 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
407 ctx
->NewState
|=_NEW_PIXEL
;
410 if (state
& MESA_META_RASTERIZATION
) {
411 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
412 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
413 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
414 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
415 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
416 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
417 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
418 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
419 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
420 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
421 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
424 if (state
& MESA_META_SCISSOR
) {
425 save
->Scissor
= ctx
->Scissor
; /* struct copy */
426 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
429 if (state
& MESA_META_SHADER
) {
430 if (ctx
->Extensions
.ARB_vertex_program
) {
431 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
432 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
433 ctx
->VertexProgram
.Current
);
434 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
437 if (ctx
->Extensions
.ARB_fragment_program
) {
438 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
439 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
440 ctx
->FragmentProgram
.Current
);
441 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
444 if (ctx
->Extensions
.ARB_shader_objects
) {
445 _mesa_reference_shader_program(ctx
, &save
->VertexShader
,
446 ctx
->Shader
.CurrentVertexProgram
);
447 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
,
448 ctx
->Shader
.CurrentGeometryProgram
);
449 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
,
450 ctx
->Shader
.CurrentFragmentProgram
);
451 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
452 ctx
->Shader
.CurrentFragmentProgram
);
454 _mesa_UseProgramObjectARB(0);
458 if (state
& MESA_META_STENCIL_TEST
) {
459 save
->Stencil
= ctx
->Stencil
; /* struct copy */
460 if (ctx
->Stencil
.Enabled
)
461 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
462 /* NOTE: other stencil state not reset */
465 if (state
& MESA_META_TEXTURE
) {
468 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
469 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
470 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
472 /* Disable all texture units */
473 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
474 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
475 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
476 if (ctx
->Texture
.Unit
[u
].Enabled
||
477 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
478 _mesa_ActiveTextureARB(GL_TEXTURE0
+ u
);
479 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
480 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
481 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
482 if (ctx
->Extensions
.ARB_texture_cube_map
)
483 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
484 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
485 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
486 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
487 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
488 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
492 /* save current texture objects for unit[0] only */
493 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
494 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
495 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
498 /* set defaults for unit[0] */
499 _mesa_ActiveTextureARB(GL_TEXTURE0
);
500 _mesa_ClientActiveTextureARB(GL_TEXTURE0
);
501 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
504 if (state
& MESA_META_TRANSFORM
) {
505 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
506 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
507 16 * sizeof(GLfloat
));
508 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
509 16 * sizeof(GLfloat
));
510 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
511 16 * sizeof(GLfloat
));
512 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
513 /* set 1:1 vertex:pixel coordinate transform */
514 _mesa_ActiveTextureARB(GL_TEXTURE0
);
515 _mesa_MatrixMode(GL_TEXTURE
);
516 _mesa_LoadIdentity();
517 _mesa_ActiveTextureARB(GL_TEXTURE0
+ activeTexture
);
518 _mesa_MatrixMode(GL_MODELVIEW
);
519 _mesa_LoadIdentity();
520 _mesa_MatrixMode(GL_PROJECTION
);
521 _mesa_LoadIdentity();
522 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
523 0.0, ctx
->DrawBuffer
->Height
,
527 if (state
& MESA_META_CLIP
) {
528 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
529 if (ctx
->Transform
.ClipPlanesEnabled
) {
531 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
532 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
537 if (state
& MESA_META_VERTEX
) {
538 /* save vertex array object state */
539 _mesa_reference_array_object(ctx
, &save
->ArrayObj
,
540 ctx
->Array
.ArrayObj
);
541 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
542 ctx
->Array
.ArrayBufferObj
);
543 /* set some default state? */
546 if (state
& MESA_META_VIEWPORT
) {
547 /* save viewport state */
548 save
->ViewportX
= ctx
->Viewport
.X
;
549 save
->ViewportY
= ctx
->Viewport
.Y
;
550 save
->ViewportW
= ctx
->Viewport
.Width
;
551 save
->ViewportH
= ctx
->Viewport
.Height
;
552 /* set viewport to match window size */
553 if (ctx
->Viewport
.X
!= 0 ||
554 ctx
->Viewport
.Y
!= 0 ||
555 ctx
->Viewport
.Width
!= ctx
->DrawBuffer
->Width
||
556 ctx
->Viewport
.Height
!= ctx
->DrawBuffer
->Height
) {
557 _mesa_set_viewport(ctx
, 0, 0,
558 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
560 /* save depth range state */
561 save
->DepthNear
= ctx
->Viewport
.Near
;
562 save
->DepthFar
= ctx
->Viewport
.Far
;
563 /* set depth range to default */
564 _mesa_DepthRange(0.0, 1.0);
567 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
568 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
570 /* Generally in here we want to do clamping according to whether
571 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
572 * regardless of the internal implementation of the metaops.
574 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
)
575 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
578 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
579 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
581 /* Generally in here we never want vertex color clamping --
582 * result clamping is only dependent on fragment clamping.
584 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
587 if (state
& MESA_META_CONDITIONAL_RENDER
) {
588 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
589 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
591 if (ctx
->Query
.CondRenderQuery
)
592 _mesa_EndConditionalRender();
597 save
->Lighting
= ctx
->Light
.Enabled
;
598 if (ctx
->Light
.Enabled
)
599 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
605 * Leave meta state. This is like a light-weight version of glPopAttrib().
608 _mesa_meta_end(struct gl_context
*ctx
)
610 struct save_state
*save
= &ctx
->Meta
->Save
[--ctx
->Meta
->SaveStackDepth
];
611 const GLbitfield state
= save
->SavedState
;
613 if (state
& MESA_META_ALPHA_TEST
) {
614 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
615 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
616 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
619 if (state
& MESA_META_BLEND
) {
620 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
621 if (ctx
->Extensions
.EXT_draw_buffers2
) {
623 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
624 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
628 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
631 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
632 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
635 if (state
& MESA_META_COLOR_MASK
) {
637 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
638 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
640 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
641 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
644 _mesa_ColorMaskIndexed(i
,
645 save
->ColorMask
[i
][0],
646 save
->ColorMask
[i
][1],
647 save
->ColorMask
[i
][2],
648 save
->ColorMask
[i
][3]);
654 if (state
& MESA_META_DEPTH_TEST
) {
655 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
656 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
657 _mesa_DepthFunc(save
->Depth
.Func
);
658 _mesa_DepthMask(save
->Depth
.Mask
);
661 if (state
& MESA_META_FOG
) {
662 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
665 if (state
& MESA_META_PIXEL_STORE
) {
666 ctx
->Pack
= save
->Pack
;
667 ctx
->Unpack
= save
->Unpack
;
670 if (state
& MESA_META_PIXEL_TRANSFER
) {
671 ctx
->Pixel
.RedScale
= save
->RedScale
;
672 ctx
->Pixel
.RedBias
= save
->RedBias
;
673 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
674 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
675 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
676 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
677 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
678 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
679 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
681 ctx
->NewState
|=_NEW_PIXEL
;
684 if (state
& MESA_META_RASTERIZATION
) {
685 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
686 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
687 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
688 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
689 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
690 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
693 if (state
& MESA_META_SCISSOR
) {
694 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, save
->Scissor
.Enabled
);
695 _mesa_Scissor(save
->Scissor
.X
, save
->Scissor
.Y
,
696 save
->Scissor
.Width
, save
->Scissor
.Height
);
699 if (state
& MESA_META_SHADER
) {
700 if (ctx
->Extensions
.ARB_vertex_program
) {
701 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
702 save
->VertexProgramEnabled
);
703 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
704 save
->VertexProgram
);
705 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
708 if (ctx
->Extensions
.ARB_fragment_program
) {
709 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
710 save
->FragmentProgramEnabled
);
711 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
712 save
->FragmentProgram
);
713 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
716 if (ctx
->Extensions
.ARB_vertex_shader
)
717 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
, save
->VertexShader
);
719 if (ctx
->Extensions
.ARB_geometry_shader4
)
720 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
721 save
->GeometryShader
);
723 if (ctx
->Extensions
.ARB_fragment_shader
)
724 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
725 save
->FragmentShader
);
727 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
731 if (state
& MESA_META_STENCIL_TEST
) {
732 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
734 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
735 _mesa_ClearStencil(stencil
->Clear
);
736 if (ctx
->Extensions
.EXT_stencil_two_side
) {
737 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
738 stencil
->TestTwoSide
);
739 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
740 ? GL_BACK
: GL_FRONT
);
743 _mesa_StencilFuncSeparate(GL_FRONT
,
744 stencil
->Function
[0],
746 stencil
->ValueMask
[0]);
747 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
748 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
749 stencil
->ZFailFunc
[0],
750 stencil
->ZPassFunc
[0]);
752 _mesa_StencilFuncSeparate(GL_BACK
,
753 stencil
->Function
[1],
755 stencil
->ValueMask
[1]);
756 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
757 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
758 stencil
->ZFailFunc
[1],
759 stencil
->ZPassFunc
[1]);
762 if (state
& MESA_META_TEXTURE
) {
765 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
767 /* restore texenv for unit[0] */
768 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
770 /* restore texture objects for unit[0] only */
771 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
772 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
773 save
->CurrentTexture
[tgt
]);
774 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
777 /* Re-enable textures, texgen */
778 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
779 if (save
->TexEnabled
[u
]) {
780 _mesa_ActiveTextureARB(GL_TEXTURE0
+ u
);
782 if (save
->TexEnabled
[u
] & TEXTURE_1D_BIT
)
783 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_TRUE
);
784 if (save
->TexEnabled
[u
] & TEXTURE_2D_BIT
)
785 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_TRUE
);
786 if (save
->TexEnabled
[u
] & TEXTURE_3D_BIT
)
787 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_TRUE
);
788 if (save
->TexEnabled
[u
] & TEXTURE_CUBE_BIT
)
789 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_TRUE
);
790 if (save
->TexEnabled
[u
] & TEXTURE_RECT_BIT
)
791 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_TRUE
);
794 if (save
->TexGenEnabled
[u
]) {
795 _mesa_ActiveTextureARB(GL_TEXTURE0
+ u
);
797 if (save
->TexGenEnabled
[u
] & S_BIT
)
798 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_TRUE
);
799 if (save
->TexGenEnabled
[u
] & T_BIT
)
800 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_TRUE
);
801 if (save
->TexGenEnabled
[u
] & R_BIT
)
802 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_TRUE
);
803 if (save
->TexGenEnabled
[u
] & Q_BIT
)
804 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_TRUE
);
808 /* restore current unit state */
809 _mesa_ActiveTextureARB(GL_TEXTURE0
+ save
->ActiveUnit
);
810 _mesa_ClientActiveTextureARB(GL_TEXTURE0
+ save
->ClientActiveUnit
);
813 if (state
& MESA_META_TRANSFORM
) {
814 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
815 _mesa_ActiveTextureARB(GL_TEXTURE0
);
816 _mesa_MatrixMode(GL_TEXTURE
);
817 _mesa_LoadMatrixf(save
->TextureMatrix
);
818 _mesa_ActiveTextureARB(GL_TEXTURE0
+ activeTexture
);
820 _mesa_MatrixMode(GL_MODELVIEW
);
821 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
823 _mesa_MatrixMode(GL_PROJECTION
);
824 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
826 _mesa_MatrixMode(save
->MatrixMode
);
829 if (state
& MESA_META_CLIP
) {
830 if (save
->ClipPlanesEnabled
) {
832 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
833 if (save
->ClipPlanesEnabled
& (1 << i
)) {
834 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
840 if (state
& MESA_META_VERTEX
) {
841 /* restore vertex buffer object */
842 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
843 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
845 /* restore vertex array object */
846 _mesa_BindVertexArray(save
->ArrayObj
->Name
);
847 _mesa_reference_array_object(ctx
, &save
->ArrayObj
, NULL
);
850 if (state
& MESA_META_VIEWPORT
) {
851 if (save
->ViewportX
!= ctx
->Viewport
.X
||
852 save
->ViewportY
!= ctx
->Viewport
.Y
||
853 save
->ViewportW
!= ctx
->Viewport
.Width
||
854 save
->ViewportH
!= ctx
->Viewport
.Height
) {
855 _mesa_set_viewport(ctx
, save
->ViewportX
, save
->ViewportY
,
856 save
->ViewportW
, save
->ViewportH
);
858 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
861 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
862 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
865 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
866 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
869 if (state
& MESA_META_CONDITIONAL_RENDER
) {
870 if (save
->CondRenderQuery
)
871 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
872 save
->CondRenderMode
);
876 if (save
->Lighting
) {
877 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
883 * Convert Z from a normalized value in the range [0, 1] to an object-space
884 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
885 * default/identity ortho projection results in the original Z value.
886 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
887 * value comes from the clear value or raster position.
889 static INLINE GLfloat
890 invert_z(GLfloat normZ
)
892 GLfloat objZ
= 1.0 - 2.0 * normZ
;
898 * One-time init for a temp_texture object.
899 * Choose tex target, compute max tex size, etc.
902 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
904 /* prefer texture rectangle */
905 if (ctx
->Extensions
.NV_texture_rectangle
) {
906 tex
->Target
= GL_TEXTURE_RECTANGLE
;
907 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
911 /* use 2D texture, NPOT if possible */
912 tex
->Target
= GL_TEXTURE_2D
;
913 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
914 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
916 tex
->MinSize
= 16; /* 16 x 16 at least */
917 assert(tex
->MaxSize
> 0);
919 _mesa_GenTextures(1, &tex
->TexObj
);
924 * Return pointer to temp_texture info for non-bitmap ops.
925 * This does some one-time init if needed.
927 static struct temp_texture
*
928 get_temp_texture(struct gl_context
*ctx
)
930 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
933 init_temp_texture(ctx
, tex
);
941 * Return pointer to temp_texture info for _mesa_meta_bitmap().
942 * We use a separate texture for bitmaps to reduce texture
943 * allocation/deallocation.
945 static struct temp_texture
*
946 get_bitmap_temp_texture(struct gl_context
*ctx
)
948 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
951 init_temp_texture(ctx
, tex
);
959 * Compute the width/height of texture needed to draw an image of the
960 * given size. Return a flag indicating whether the current texture
961 * can be re-used (glTexSubImage2D) or if a new texture needs to be
962 * allocated (glTexImage2D).
963 * Also, compute s/t texcoords for drawing.
965 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
968 alloc_texture(struct temp_texture
*tex
,
969 GLsizei width
, GLsizei height
, GLenum intFormat
)
971 GLboolean newTex
= GL_FALSE
;
973 ASSERT(width
<= tex
->MaxSize
);
974 ASSERT(height
<= tex
->MaxSize
);
976 if (width
> tex
->Width
||
977 height
> tex
->Height
||
978 intFormat
!= tex
->IntFormat
) {
979 /* alloc new texture (larger or different format) */
982 /* use non-power of two size */
983 tex
->Width
= MAX2(tex
->MinSize
, width
);
984 tex
->Height
= MAX2(tex
->MinSize
, height
);
987 /* find power of two size */
989 w
= h
= tex
->MinSize
;
998 tex
->IntFormat
= intFormat
;
1003 /* compute texcoords */
1004 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1005 tex
->Sright
= (GLfloat
) width
;
1006 tex
->Ttop
= (GLfloat
) height
;
1009 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1010 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1018 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1021 setup_copypix_texture(struct temp_texture
*tex
,
1023 GLint srcX
, GLint srcY
,
1024 GLsizei width
, GLsizei height
, GLenum intFormat
,
1027 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1028 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1029 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1030 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1032 /* copy framebuffer image to texture */
1034 /* create new tex image */
1035 if (tex
->Width
== width
&& tex
->Height
== height
) {
1036 /* create new tex with framebuffer data */
1037 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1038 srcX
, srcY
, width
, height
, 0);
1041 /* create empty texture */
1042 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1043 tex
->Width
, tex
->Height
, 0,
1044 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1046 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1047 0, 0, srcX
, srcY
, width
, height
);
1051 /* replace existing tex image */
1052 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1053 0, 0, srcX
, srcY
, width
, height
);
1059 * Setup/load texture for glDrawPixels.
1062 setup_drawpix_texture(struct gl_context
*ctx
,
1063 struct temp_texture
*tex
,
1065 GLenum texIntFormat
,
1066 GLsizei width
, GLsizei height
,
1067 GLenum format
, GLenum type
,
1068 const GLvoid
*pixels
)
1070 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1071 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1072 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1073 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1075 /* copy pixel data to texture */
1077 /* create new tex image */
1078 if (tex
->Width
== width
&& tex
->Height
== height
) {
1079 /* create new tex and load image data */
1080 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1081 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1084 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1086 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1087 ctx
->Unpack
.BufferObj
);
1088 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1089 /* create empty texture */
1090 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1091 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1092 if (save_unpack_obj
!= NULL
)
1093 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
,
1094 save_unpack_obj
->Name
);
1096 _mesa_TexSubImage2D(tex
->Target
, 0,
1097 0, 0, width
, height
, format
, type
, pixels
);
1101 /* replace existing tex image */
1102 _mesa_TexSubImage2D(tex
->Target
, 0,
1103 0, 0, width
, height
, format
, type
, pixels
);
1110 * One-time init for drawing depth pixels.
1113 init_blit_depth_pixels(struct gl_context
*ctx
)
1115 static const char *program
=
1117 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1120 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1121 struct temp_texture
*tex
= get_temp_texture(ctx
);
1122 const char *texTarget
;
1124 assert(blit
->DepthFP
== 0);
1126 /* replace %s with "RECT" or "2D" */
1127 assert(strlen(program
) + 4 < sizeof(program2
));
1128 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1132 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1134 _mesa_GenPrograms(1, &blit
->DepthFP
);
1135 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1136 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1137 strlen(program2
), (const GLubyte
*) program2
);
1142 * Try to do a glBlitFramebuffer using no-copy texturing.
1143 * We can do this when the src renderbuffer is actually a texture.
1144 * But if the src buffer == dst buffer we cannot do this.
1146 * \return new buffer mask indicating the buffers left to blit using the
1150 blitframebuffer_texture(struct gl_context
*ctx
,
1151 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1152 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1153 GLbitfield mask
, GLenum filter
)
1155 if (mask
& GL_COLOR_BUFFER_BIT
) {
1156 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1157 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1158 const struct gl_renderbuffer_attachment
*drawAtt
=
1159 &drawFb
->Attachment
[drawFb
->_ColorDrawBufferIndexes
[0]];
1160 const struct gl_renderbuffer_attachment
*readAtt
=
1161 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1163 if (readAtt
&& readAtt
->Texture
) {
1164 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1165 const GLuint srcLevel
= readAtt
->TextureLevel
;
1166 const GLenum minFilterSave
= texObj
->Sampler
.MinFilter
;
1167 const GLenum magFilterSave
= texObj
->Sampler
.MagFilter
;
1168 const GLint baseLevelSave
= texObj
->BaseLevel
;
1169 const GLint maxLevelSave
= texObj
->MaxLevel
;
1170 const GLenum wrapSSave
= texObj
->Sampler
.WrapS
;
1171 const GLenum wrapTSave
= texObj
->Sampler
.WrapT
;
1172 const GLenum srgbSave
= texObj
->Sampler
.sRGBDecode
;
1173 const GLenum fbo_srgb_save
= ctx
->Color
.sRGBEnabled
;
1174 const GLenum target
= texObj
->Target
;
1176 if (drawAtt
->Texture
== readAtt
->Texture
) {
1177 /* Can't use same texture as both the source and dest. We need
1178 * to handle overlapping blits and besides, some hw may not
1184 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1185 /* Can't handle other texture types at this time */
1190 printf("Blit from texture!\n");
1191 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1192 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1195 /* Prepare src texture state */
1196 _mesa_BindTexture(target
, texObj
->Name
);
1197 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, filter
);
1198 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, filter
);
1199 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1200 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1201 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1203 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1204 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1206 /* Always do our blits with no sRGB decode or encode.*/
1207 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1208 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
1209 GL_SKIP_DECODE_EXT
);
1211 _mesa_Disable(GL_FRAMEBUFFER_SRGB_EXT
);
1213 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1214 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1216 /* Prepare vertex data (the VBO was previously created and bound) */
1221 struct vertex verts
[4];
1222 GLfloat s0
, t0
, s1
, t1
;
1224 if (target
== GL_TEXTURE_2D
) {
1225 const struct gl_texture_image
*texImage
1226 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1227 s0
= srcX0
/ (float) texImage
->Width
;
1228 s1
= srcX1
/ (float) texImage
->Width
;
1229 t0
= srcY0
/ (float) texImage
->Height
;
1230 t1
= srcY1
/ (float) texImage
->Height
;
1233 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1240 verts
[0].x
= (GLfloat
) dstX0
;
1241 verts
[0].y
= (GLfloat
) dstY0
;
1242 verts
[1].x
= (GLfloat
) dstX1
;
1243 verts
[1].y
= (GLfloat
) dstY0
;
1244 verts
[2].x
= (GLfloat
) dstX1
;
1245 verts
[2].y
= (GLfloat
) dstY1
;
1246 verts
[3].x
= (GLfloat
) dstX0
;
1247 verts
[3].y
= (GLfloat
) dstY1
;
1258 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1261 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1263 /* Restore texture object state, the texture binding will
1264 * be restored by _mesa_meta_end().
1266 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, minFilterSave
);
1267 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, magFilterSave
);
1268 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1269 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1270 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1272 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, wrapSSave
);
1273 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, wrapTSave
);
1274 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1275 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, srgbSave
);
1277 if (ctx
->Extensions
.EXT_texture_sRGB_decode
&& fbo_srgb_save
) {
1278 _mesa_Enable(GL_FRAMEBUFFER_SRGB_EXT
);
1281 /* Done with color buffer */
1282 mask
&= ~GL_COLOR_BUFFER_BIT
;
1291 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1292 * of texture mapping and polygon rendering.
1295 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1296 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1297 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1298 GLbitfield mask
, GLenum filter
)
1300 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1301 struct temp_texture
*tex
= get_temp_texture(ctx
);
1302 const GLsizei maxTexSize
= tex
->MaxSize
;
1303 const GLint srcX
= MIN2(srcX0
, srcX1
);
1304 const GLint srcY
= MIN2(srcY0
, srcY1
);
1305 const GLint srcW
= abs(srcX1
- srcX0
);
1306 const GLint srcH
= abs(srcY1
- srcY0
);
1307 const GLboolean srcFlipX
= srcX1
< srcX0
;
1308 const GLboolean srcFlipY
= srcY1
< srcY0
;
1312 struct vertex verts
[4];
1315 if (srcW
> maxTexSize
|| srcH
> maxTexSize
) {
1316 /* XXX avoid this fallback */
1317 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1318 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1334 /* only scissor effects blit so save/clear all other relevant state */
1335 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1337 if (blit
->ArrayObj
== 0) {
1338 /* one-time setup */
1340 /* create vertex array object */
1341 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1342 _mesa_BindVertexArray(blit
->ArrayObj
);
1344 /* create vertex array buffer */
1345 _mesa_GenBuffersARB(1, &blit
->VBO
);
1346 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1347 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1348 NULL
, GL_DYNAMIC_DRAW_ARB
);
1350 /* setup vertex arrays */
1351 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1352 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1353 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1354 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1357 _mesa_BindVertexArray(blit
->ArrayObj
);
1358 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1361 /* Try faster, direct texture approach first */
1362 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1363 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1365 _mesa_meta_end(ctx
);
1369 /* Continue with "normal" approach which involves copying the src rect
1370 * into a temporary texture and is "blitted" by drawing a textured quad.
1373 newTex
= alloc_texture(tex
, srcW
, srcH
, GL_RGBA
);
1375 /* vertex positions/texcoords (after texture allocation!) */
1377 verts
[0].x
= (GLfloat
) dstX0
;
1378 verts
[0].y
= (GLfloat
) dstY0
;
1379 verts
[1].x
= (GLfloat
) dstX1
;
1380 verts
[1].y
= (GLfloat
) dstY0
;
1381 verts
[2].x
= (GLfloat
) dstX1
;
1382 verts
[2].y
= (GLfloat
) dstY1
;
1383 verts
[3].x
= (GLfloat
) dstX0
;
1384 verts
[3].y
= (GLfloat
) dstY1
;
1388 verts
[1].s
= tex
->Sright
;
1390 verts
[2].s
= tex
->Sright
;
1391 verts
[2].t
= tex
->Ttop
;
1393 verts
[3].t
= tex
->Ttop
;
1395 /* upload new vertex data */
1396 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1399 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1401 if (mask
& GL_COLOR_BUFFER_BIT
) {
1402 setup_copypix_texture(tex
, newTex
, srcX
, srcY
, srcW
, srcH
,
1404 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1405 mask
&= ~GL_COLOR_BUFFER_BIT
;
1408 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1409 GLuint
*tmp
= (GLuint
*) malloc(srcW
* srcH
* sizeof(GLuint
));
1412 init_blit_depth_pixels(ctx
);
1414 /* maybe change tex format here */
1415 newTex
= alloc_texture(tex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
1417 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
,
1418 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, tmp
);
1420 setup_drawpix_texture(ctx
, tex
, newTex
, GL_DEPTH_COMPONENT
, srcW
, srcH
,
1421 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, tmp
);
1423 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1424 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
1425 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1426 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1427 _mesa_DepthFunc(GL_ALWAYS
);
1428 _mesa_DepthMask(GL_TRUE
);
1430 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1431 mask
&= ~GL_DEPTH_BUFFER_BIT
;
1437 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1438 /* XXX can't easily do stencil */
1441 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1443 _mesa_meta_end(ctx
);
1446 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1447 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1453 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1456 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1458 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1460 GLfloat x
, y
, z
, r
, g
, b
, a
;
1462 struct vertex verts
[4];
1463 /* save all state but scissor, pixel pack/unpack */
1464 GLbitfield metaSave
= (MESA_META_ALL
-
1466 MESA_META_PIXEL_STORE
-
1467 MESA_META_CONDITIONAL_RENDER
);
1468 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1470 if (buffers
& BUFFER_BITS_COLOR
) {
1471 /* if clearing color buffers, don't save/restore colormask */
1472 metaSave
-= MESA_META_COLOR_MASK
;
1475 _mesa_meta_begin(ctx
, metaSave
);
1477 if (clear
->ArrayObj
== 0) {
1478 /* one-time setup */
1480 /* create vertex array object */
1481 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
1482 _mesa_BindVertexArray(clear
->ArrayObj
);
1484 /* create vertex array buffer */
1485 _mesa_GenBuffersARB(1, &clear
->VBO
);
1486 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1488 /* setup vertex arrays */
1489 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1490 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
1491 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1492 _mesa_EnableClientState(GL_COLOR_ARRAY
);
1495 _mesa_BindVertexArray(clear
->ArrayObj
);
1496 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1499 /* GL_COLOR_BUFFER_BIT */
1500 if (buffers
& BUFFER_BITS_COLOR
) {
1501 /* leave colormask, glDrawBuffer state as-is */
1503 /* Clears never have the color clamped. */
1504 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1507 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1508 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1511 /* GL_DEPTH_BUFFER_BIT */
1512 if (buffers
& BUFFER_BIT_DEPTH
) {
1513 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1514 _mesa_DepthFunc(GL_ALWAYS
);
1515 _mesa_DepthMask(GL_TRUE
);
1518 assert(!ctx
->Depth
.Test
);
1521 /* GL_STENCIL_BUFFER_BIT */
1522 if (buffers
& BUFFER_BIT_STENCIL
) {
1523 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1524 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1525 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1526 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1527 ctx
->Stencil
.Clear
& stencilMax
,
1528 ctx
->Stencil
.WriteMask
[0]);
1531 assert(!ctx
->Stencil
.Enabled
);
1534 /* vertex positions/colors */
1536 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
1537 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
1538 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
1539 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
1540 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
1557 for (i
= 0; i
< 4; i
++) {
1558 verts
[i
].r
= ctx
->Color
.ClearColorUnclamped
[0];
1559 verts
[i
].g
= ctx
->Color
.ClearColorUnclamped
[1];
1560 verts
[i
].b
= ctx
->Color
.ClearColorUnclamped
[2];
1561 verts
[i
].a
= ctx
->Color
.ClearColorUnclamped
[3];
1564 /* upload new vertex data */
1565 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1566 GL_DYNAMIC_DRAW_ARB
);
1570 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1572 _mesa_meta_end(ctx
);
1576 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1578 const char *vs_source
=
1579 "attribute vec4 position;\n"
1582 " gl_Position = position;\n"
1584 const char *fs_source
=
1585 "uniform vec4 color;\n"
1588 " gl_FragColor = color;\n"
1592 if (clear
->ArrayObj
!= 0)
1595 /* create vertex array object */
1596 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
1597 _mesa_BindVertexArray(clear
->ArrayObj
);
1599 /* create vertex array buffer */
1600 _mesa_GenBuffersARB(1, &clear
->VBO
);
1601 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1603 /* setup vertex arrays */
1604 _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT
, GL_FALSE
, 0, (void *)0);
1605 _mesa_EnableVertexAttribArrayARB(0);
1607 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
1608 _mesa_ShaderSourceARB(vs
, 1, &vs_source
, NULL
);
1609 _mesa_CompileShaderARB(vs
);
1611 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
1612 _mesa_ShaderSourceARB(fs
, 1, &fs_source
, NULL
);
1613 _mesa_CompileShaderARB(fs
);
1615 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
1616 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1617 _mesa_AttachShader(clear
->ShaderProg
, vs
);
1618 _mesa_BindAttribLocationARB(clear
->ShaderProg
, 0, "position");
1619 _mesa_LinkProgramARB(clear
->ShaderProg
);
1621 clear
->ColorLocation
= _mesa_GetUniformLocationARB(clear
->ShaderProg
,
1626 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1629 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1631 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1632 GLbitfield metaSave
;
1633 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1634 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1635 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1636 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1637 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1638 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1639 const float z
= -invert_z(ctx
->Depth
.Clear
);
1644 metaSave
= (MESA_META_ALPHA_TEST
|
1646 MESA_META_DEPTH_TEST
|
1647 MESA_META_RASTERIZATION
|
1649 MESA_META_STENCIL_TEST
|
1651 MESA_META_VIEWPORT
|
1653 MESA_META_CLAMP_FRAGMENT_COLOR
);
1655 if (!(buffers
& BUFFER_BITS_COLOR
)) {
1656 /* We'll use colormask to disable color writes. Otherwise,
1657 * respect color mask
1659 metaSave
|= MESA_META_COLOR_MASK
;
1662 _mesa_meta_begin(ctx
, metaSave
);
1664 meta_glsl_clear_init(ctx
, clear
);
1666 _mesa_UseProgramObjectARB(clear
->ShaderProg
);
1667 _mesa_Uniform4fvARB(clear
->ColorLocation
, 1,
1668 ctx
->Color
.ClearColorUnclamped
);
1670 _mesa_BindVertexArray(clear
->ArrayObj
);
1671 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1673 /* GL_COLOR_BUFFER_BIT */
1674 if (buffers
& BUFFER_BITS_COLOR
) {
1675 /* leave colormask, glDrawBuffer state as-is */
1677 /* Clears never have the color clamped. */
1678 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1681 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1682 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1685 /* GL_DEPTH_BUFFER_BIT */
1686 if (buffers
& BUFFER_BIT_DEPTH
) {
1687 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1688 _mesa_DepthFunc(GL_ALWAYS
);
1689 _mesa_DepthMask(GL_TRUE
);
1692 assert(!ctx
->Depth
.Test
);
1695 /* GL_STENCIL_BUFFER_BIT */
1696 if (buffers
& BUFFER_BIT_STENCIL
) {
1697 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1698 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1699 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1700 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1701 ctx
->Stencil
.Clear
& stencilMax
,
1702 ctx
->Stencil
.WriteMask
[0]);
1705 assert(!ctx
->Stencil
.Enabled
);
1708 /* vertex positions */
1722 /* upload new vertex data */
1723 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1724 GL_DYNAMIC_DRAW_ARB
);
1727 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1729 _mesa_meta_end(ctx
);
1733 * Meta implementation of ctx->Driver.CopyPixels() in terms
1734 * of texture mapping and polygon rendering and GLSL shaders.
1737 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1738 GLsizei width
, GLsizei height
,
1739 GLint dstX
, GLint dstY
, GLenum type
)
1741 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1742 struct temp_texture
*tex
= get_temp_texture(ctx
);
1744 GLfloat x
, y
, z
, s
, t
;
1746 struct vertex verts
[4];
1748 GLenum intFormat
= GL_RGBA
;
1750 if (type
!= GL_COLOR
||
1751 ctx
->_ImageTransferState
||
1753 width
> tex
->MaxSize
||
1754 height
> tex
->MaxSize
) {
1755 /* XXX avoid this fallback */
1756 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1760 /* Most GL state applies to glCopyPixels, but a there's a few things
1761 * we need to override:
1763 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1766 MESA_META_TRANSFORM
|
1769 MESA_META_VIEWPORT
));
1771 if (copypix
->ArrayObj
== 0) {
1772 /* one-time setup */
1774 /* create vertex array object */
1775 _mesa_GenVertexArrays(1, ©pix
->ArrayObj
);
1776 _mesa_BindVertexArray(copypix
->ArrayObj
);
1778 /* create vertex array buffer */
1779 _mesa_GenBuffersARB(1, ©pix
->VBO
);
1780 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
1781 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1782 NULL
, GL_DYNAMIC_DRAW_ARB
);
1784 /* setup vertex arrays */
1785 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1786 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1787 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1788 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1791 _mesa_BindVertexArray(copypix
->ArrayObj
);
1792 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
1795 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
1797 /* vertex positions, texcoords (after texture allocation!) */
1799 const GLfloat dstX0
= (GLfloat
) dstX
;
1800 const GLfloat dstY0
= (GLfloat
) dstY
;
1801 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1802 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1803 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1813 verts
[1].s
= tex
->Sright
;
1818 verts
[2].s
= tex
->Sright
;
1819 verts
[2].t
= tex
->Ttop
;
1824 verts
[3].t
= tex
->Ttop
;
1826 /* upload new vertex data */
1827 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1830 /* Alloc/setup texture */
1831 setup_copypix_texture(tex
, newTex
, srcX
, srcY
, width
, height
,
1832 GL_RGBA
, GL_NEAREST
);
1834 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1836 /* draw textured quad */
1837 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1839 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1841 _mesa_meta_end(ctx
);
1847 * When the glDrawPixels() image size is greater than the max rectangle
1848 * texture size we use this function to break the glDrawPixels() image
1849 * into tiles which fit into the max texture size.
1852 tiled_draw_pixels(struct gl_context
*ctx
,
1854 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
1855 GLenum format
, GLenum type
,
1856 const struct gl_pixelstore_attrib
*unpack
,
1857 const GLvoid
*pixels
)
1859 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1862 if (tileUnpack
.RowLength
== 0)
1863 tileUnpack
.RowLength
= width
;
1865 for (i
= 0; i
< width
; i
+= tileSize
) {
1866 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
1867 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
1869 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
1871 for (j
= 0; j
< height
; j
+= tileSize
) {
1872 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
1873 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
1875 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
1877 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
1878 format
, type
, &tileUnpack
, pixels
);
1885 * One-time init for drawing stencil pixels.
1888 init_draw_stencil_pixels(struct gl_context
*ctx
)
1890 /* This program is run eight times, once for each stencil bit.
1891 * The stencil values to draw are found in an 8-bit alpha texture.
1892 * We read the texture/stencil value and test if bit 'b' is set.
1893 * If the bit is not set, use KIL to kill the fragment.
1894 * Finally, we use the stencil test to update the stencil buffer.
1896 * The basic algorithm for checking if a bit is set is:
1897 * if (is_odd(value / (1 << bit)))
1898 * result is one (or non-zero).
1901 * The program parameter contains three values:
1902 * parm.x = 255 / (1 << bit)
1906 static const char *program
=
1908 "PARAM parm = program.local[0]; \n"
1910 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
1911 "# t = t * 255 / bit \n"
1912 "MUL t.x, t.a, parm.x; \n"
1915 "SUB t.x, t.x, t.y; \n"
1917 "MUL t.x, t.x, parm.y; \n"
1918 "# t = fract(t.x) \n"
1919 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
1920 "# t.x = (t.x == 0 ? 1 : 0) \n"
1921 "SGE t.x, -t.x, parm.z; \n"
1923 "# for debug only \n"
1924 "#MOV result.color, t.x; \n"
1926 char program2
[1000];
1927 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
1928 struct temp_texture
*tex
= get_temp_texture(ctx
);
1929 const char *texTarget
;
1931 assert(drawpix
->StencilFP
== 0);
1933 /* replace %s with "RECT" or "2D" */
1934 assert(strlen(program
) + 4 < sizeof(program2
));
1935 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1939 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1941 _mesa_GenPrograms(1, &drawpix
->StencilFP
);
1942 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
1943 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1944 strlen(program2
), (const GLubyte
*) program2
);
1949 * One-time init for drawing depth pixels.
1952 init_draw_depth_pixels(struct gl_context
*ctx
)
1954 static const char *program
=
1956 "PARAM color = program.local[0]; \n"
1957 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1958 "MOV result.color, color; \n"
1961 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
1962 struct temp_texture
*tex
= get_temp_texture(ctx
);
1963 const char *texTarget
;
1965 assert(drawpix
->DepthFP
== 0);
1967 /* replace %s with "RECT" or "2D" */
1968 assert(strlen(program
) + 4 < sizeof(program2
));
1969 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1973 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1975 _mesa_GenPrograms(1, &drawpix
->DepthFP
);
1976 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
1977 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1978 strlen(program2
), (const GLubyte
*) program2
);
1983 * Meta implementation of ctx->Driver.DrawPixels() in terms
1984 * of texture mapping and polygon rendering.
1987 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
1988 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
1989 GLenum format
, GLenum type
,
1990 const struct gl_pixelstore_attrib
*unpack
,
1991 const GLvoid
*pixels
)
1993 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
1994 struct temp_texture
*tex
= get_temp_texture(ctx
);
1995 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
1996 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
1998 GLfloat x
, y
, z
, s
, t
;
2000 struct vertex verts
[4];
2001 GLenum texIntFormat
;
2002 GLboolean fallback
, newTex
;
2003 GLbitfield metaExtraSave
= 0x0;
2007 * Determine if we can do the glDrawPixels with texture mapping.
2009 fallback
= GL_FALSE
;
2010 if (ctx
->_ImageTransferState
||
2015 if (_mesa_is_color_format(format
)) {
2016 /* use more compact format when possible */
2017 /* XXX disable special case for GL_LUMINANCE for now to work around
2018 * apparent i965 driver bug (see bug #23670).
2020 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2021 texIntFormat
= format
;
2023 texIntFormat
= GL_RGBA
;
2025 /* If we're not supposed to clamp the resulting color, then just
2026 * promote our texture to fully float. We could do better by
2027 * just going for the matching set of channels, in floating
2030 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2031 ctx
->Extensions
.ARB_texture_float
)
2032 texIntFormat
= GL_RGBA32F
;
2034 else if (_mesa_is_stencil_format(format
)) {
2035 if (ctx
->Extensions
.ARB_fragment_program
&&
2036 ctx
->Pixel
.IndexShift
== 0 &&
2037 ctx
->Pixel
.IndexOffset
== 0 &&
2038 type
== GL_UNSIGNED_BYTE
) {
2039 /* We'll store stencil as alpha. This only works for GLubyte
2040 * image data because of how incoming values are mapped to alpha
2043 texIntFormat
= GL_ALPHA
;
2044 metaExtraSave
= (MESA_META_COLOR_MASK
|
2045 MESA_META_DEPTH_TEST
|
2047 MESA_META_STENCIL_TEST
);
2053 else if (_mesa_is_depth_format(format
)) {
2054 if (ctx
->Extensions
.ARB_depth_texture
&&
2055 ctx
->Extensions
.ARB_fragment_program
) {
2056 texIntFormat
= GL_DEPTH_COMPONENT
;
2057 metaExtraSave
= (MESA_META_SHADER
);
2068 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2069 format
, type
, unpack
, pixels
);
2074 * Check image size against max texture size, draw as tiles if needed.
2076 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2077 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2078 format
, type
, unpack
, pixels
);
2082 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2083 * but a there's a few things we need to override:
2085 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2088 MESA_META_TRANSFORM
|
2091 MESA_META_VIEWPORT
|
2092 MESA_META_CLAMP_FRAGMENT_COLOR
|
2095 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2097 /* vertex positions, texcoords (after texture allocation!) */
2099 const GLfloat x0
= (GLfloat
) x
;
2100 const GLfloat y0
= (GLfloat
) y
;
2101 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2102 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2103 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2113 verts
[1].s
= tex
->Sright
;
2118 verts
[2].s
= tex
->Sright
;
2119 verts
[2].t
= tex
->Ttop
;
2124 verts
[3].t
= tex
->Ttop
;
2127 if (drawpix
->ArrayObj
== 0) {
2128 /* one-time setup: create vertex array object */
2129 _mesa_GenVertexArrays(1, &drawpix
->ArrayObj
);
2131 _mesa_BindVertexArray(drawpix
->ArrayObj
);
2133 /* create vertex array buffer */
2134 _mesa_GenBuffersARB(1, &vbo
);
2135 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, vbo
);
2136 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2137 verts
, GL_DYNAMIC_DRAW_ARB
);
2139 /* setup vertex arrays */
2140 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2141 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2142 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2143 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2145 /* set given unpack params */
2146 ctx
->Unpack
= *unpack
;
2148 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2150 if (_mesa_is_stencil_format(format
)) {
2151 /* Drawing stencil */
2154 if (!drawpix
->StencilFP
)
2155 init_draw_stencil_pixels(ctx
);
2157 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2158 GL_ALPHA
, type
, pixels
);
2160 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2162 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2164 /* set all stencil bits to 0 */
2165 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2166 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2167 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2169 /* set stencil bits to 1 where needed */
2170 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2172 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2173 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2175 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2176 const GLuint mask
= 1 << bit
;
2177 if (mask
& origStencilMask
) {
2178 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2179 _mesa_StencilMask(mask
);
2181 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2182 255.0 / mask
, 0.5, 0.0, 0.0);
2184 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2188 else if (_mesa_is_depth_format(format
)) {
2190 if (!drawpix
->DepthFP
)
2191 init_draw_depth_pixels(ctx
);
2193 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2194 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2196 /* polygon color = current raster color */
2197 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2198 ctx
->Current
.RasterColor
);
2200 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2201 format
, type
, pixels
);
2203 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2207 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2208 format
, type
, pixels
);
2209 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2212 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2214 _mesa_DeleteBuffersARB(1, &vbo
);
2216 /* restore unpack params */
2217 ctx
->Unpack
= unpackSave
;
2219 _mesa_meta_end(ctx
);
2223 alpha_test_raster_color(struct gl_context
*ctx
)
2225 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2226 GLfloat ref
= ctx
->Color
.AlphaRef
;
2228 switch (ctx
->Color
.AlphaFunc
) {
2234 return alpha
== ref
;
2236 return alpha
<= ref
;
2240 return alpha
!= ref
;
2242 return alpha
>= ref
;
2252 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2253 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2254 * tracker would improve performance a lot.
2257 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2258 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2259 const struct gl_pixelstore_attrib
*unpack
,
2260 const GLubyte
*bitmap1
)
2262 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2263 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2264 const GLenum texIntFormat
= GL_ALPHA
;
2265 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2268 GLfloat x
, y
, z
, s
, t
, r
, g
, b
, a
;
2270 struct vertex verts
[4];
2275 * Check if swrast fallback is needed.
2277 if (ctx
->_ImageTransferState
||
2278 ctx
->FragmentProgram
._Enabled
||
2280 ctx
->Texture
._EnabledUnits
||
2281 width
> tex
->MaxSize
||
2282 height
> tex
->MaxSize
) {
2283 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2287 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2290 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2291 * but a there's a few things we need to override:
2293 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2294 MESA_META_PIXEL_STORE
|
2295 MESA_META_RASTERIZATION
|
2298 MESA_META_TRANSFORM
|
2301 MESA_META_VIEWPORT
));
2303 if (bitmap
->ArrayObj
== 0) {
2304 /* one-time setup */
2306 /* create vertex array object */
2307 _mesa_GenVertexArraysAPPLE(1, &bitmap
->ArrayObj
);
2308 _mesa_BindVertexArrayAPPLE(bitmap
->ArrayObj
);
2310 /* create vertex array buffer */
2311 _mesa_GenBuffersARB(1, &bitmap
->VBO
);
2312 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2313 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2314 NULL
, GL_DYNAMIC_DRAW_ARB
);
2316 /* setup vertex arrays */
2317 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2318 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2319 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2320 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2321 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2322 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2325 _mesa_BindVertexArray(bitmap
->ArrayObj
);
2326 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2329 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2331 /* vertex positions, texcoords, colors (after texture allocation!) */
2333 const GLfloat x0
= (GLfloat
) x
;
2334 const GLfloat y0
= (GLfloat
) y
;
2335 const GLfloat x1
= (GLfloat
) (x
+ width
);
2336 const GLfloat y1
= (GLfloat
) (y
+ height
);
2337 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2348 verts
[1].s
= tex
->Sright
;
2353 verts
[2].s
= tex
->Sright
;
2354 verts
[2].t
= tex
->Ttop
;
2359 verts
[3].t
= tex
->Ttop
;
2361 for (i
= 0; i
< 4; i
++) {
2362 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2363 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2364 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2365 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2368 /* upload new vertex data */
2369 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2372 /* choose different foreground/background alpha values */
2373 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2374 bg
= (fg
> 127 ? 0 : 255);
2376 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2378 _mesa_meta_end(ctx
);
2382 bitmap8
= (GLubyte
*) malloc(width
* height
);
2384 memset(bitmap8
, bg
, width
* height
);
2385 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2386 bitmap8
, width
, fg
);
2388 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2390 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2391 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2393 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2394 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2396 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2398 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2403 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2405 _mesa_meta_end(ctx
);
2410 * Check if the call to _mesa_meta_GenerateMipmap() will require a
2411 * software fallback. The fallback path will require that the texture
2412 * images are mapped.
2413 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
2416 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
2417 struct gl_texture_object
*texObj
)
2419 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
2420 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
2421 struct gl_texture_image
*baseImage
;
2425 /* check for fallbacks */
2426 if (!ctx
->Extensions
.EXT_framebuffer_object
||
2427 target
== GL_TEXTURE_3D
) {
2431 srcLevel
= texObj
->BaseLevel
;
2432 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
2433 if (!baseImage
|| _mesa_is_format_compressed(baseImage
->TexFormat
)) {
2438 * Test that we can actually render in the texture's format.
2441 _mesa_GenFramebuffersEXT(1, &mipmap
->FBO
);
2442 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
2444 if (target
== GL_TEXTURE_1D
) {
2445 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT
,
2446 GL_COLOR_ATTACHMENT0_EXT
,
2447 target
, texObj
->Name
, srcLevel
);
2450 /* other work is needed to enable 3D mipmap generation */
2451 else if (target
== GL_TEXTURE_3D
) {
2453 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT
,
2454 GL_COLOR_ATTACHMENT0_EXT
,
2455 target
, texObj
->Name
, srcLevel
, zoffset
);
2460 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
,
2461 GL_COLOR_ATTACHMENT0_EXT
,
2462 target
, texObj
->Name
, srcLevel
);
2465 status
= _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
);
2467 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fboSave
);
2469 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
2478 * Called via ctx->Driver.GenerateMipmap()
2479 * Note: texture borders and 3D texture support not yet complete.
2482 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
2483 struct gl_texture_object
*texObj
)
2485 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
2487 GLfloat x
, y
, s
, t
, r
;
2489 struct vertex verts
[4];
2490 const GLuint baseLevel
= texObj
->BaseLevel
;
2491 const GLuint maxLevel
= texObj
->MaxLevel
;
2492 const GLenum minFilterSave
= texObj
->Sampler
.MinFilter
;
2493 const GLenum magFilterSave
= texObj
->Sampler
.MagFilter
;
2494 const GLint maxLevelSave
= texObj
->MaxLevel
;
2495 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
2496 const GLenum wrapSSave
= texObj
->Sampler
.WrapS
;
2497 const GLenum wrapTSave
= texObj
->Sampler
.WrapT
;
2498 const GLenum wrapRSave
= texObj
->Sampler
.WrapR
;
2499 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
2500 const GLuint original_active_unit
= ctx
->Texture
.CurrentUnit
;
2505 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
2506 _mesa_generate_mipmap(ctx
, target
, texObj
);
2510 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
2511 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
2512 faceTarget
= target
;
2513 target
= GL_TEXTURE_CUBE_MAP
;
2516 faceTarget
= target
;
2519 _mesa_meta_begin(ctx
, MESA_META_ALL
);
2521 if (original_active_unit
!= 0)
2522 _mesa_BindTexture(target
, texObj
->Name
);
2524 if (mipmap
->ArrayObj
== 0) {
2525 /* one-time setup */
2527 /* create vertex array object */
2528 _mesa_GenVertexArraysAPPLE(1, &mipmap
->ArrayObj
);
2529 _mesa_BindVertexArrayAPPLE(mipmap
->ArrayObj
);
2531 /* create vertex array buffer */
2532 _mesa_GenBuffersARB(1, &mipmap
->VBO
);
2533 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
2534 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2535 NULL
, GL_DYNAMIC_DRAW_ARB
);
2537 /* setup vertex arrays */
2538 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2539 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2540 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2541 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2544 _mesa_BindVertexArray(mipmap
->ArrayObj
);
2545 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
2549 _mesa_GenFramebuffersEXT(1, &mipmap
->FBO
);
2551 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
2553 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR_MIPMAP_LINEAR
);
2554 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2555 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
2556 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2557 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2558 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2560 _mesa_set_enable(ctx
, target
, GL_TRUE
);
2562 /* setup texcoords once (XXX what about border?) */
2563 switch (faceTarget
) {
2585 static const GLfloat st
[4][2] = {
2586 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
2590 /* loop over quad verts */
2591 for (i
= 0; i
< 4; i
++) {
2592 /* Compute sc = +/-scale and tc = +/-scale.
2593 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2594 * though that can still sometimes happen with this scale factor...
2596 const GLfloat scale
= 0.9999f
;
2597 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2598 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2600 switch (faceTarget
) {
2601 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2606 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2611 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2616 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2621 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2626 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2638 _mesa_set_enable(ctx
, target
, GL_TRUE
);
2640 /* setup vertex positions */
2651 /* upload new vertex data */
2652 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2655 /* setup projection matrix */
2656 _mesa_MatrixMode(GL_PROJECTION
);
2657 _mesa_LoadIdentity();
2658 _mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
2660 /* texture is already locked, unlock now */
2661 _mesa_unlock_texture(ctx
, texObj
);
2663 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
2664 const struct gl_texture_image
*srcImage
;
2665 const GLuint srcLevel
= dstLevel
- 1;
2666 GLsizei srcWidth
, srcHeight
, srcDepth
;
2667 GLsizei dstWidth
, dstHeight
, dstDepth
;
2670 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
2671 assert(srcImage
->Border
== 0); /* XXX we can fix this */
2673 /* src size w/out border */
2674 srcWidth
= srcImage
->Width
- 2 * border
;
2675 srcHeight
= srcImage
->Height
- 2 * border
;
2676 srcDepth
= srcImage
->Depth
- 2 * border
;
2678 /* new dst size w/ border */
2679 dstWidth
= MAX2(1, srcWidth
/ 2) + 2 * border
;
2680 dstHeight
= MAX2(1, srcHeight
/ 2) + 2 * border
;
2681 dstDepth
= MAX2(1, srcDepth
/ 2) + 2 * border
;
2683 if (dstWidth
== srcImage
->Width
&&
2684 dstHeight
== srcImage
->Height
&&
2685 dstDepth
== srcImage
->Depth
) {
2690 /* Set MaxLevel large enough to hold the new level when we allocate it */
2691 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
2693 /* Create empty dest image */
2694 if (target
== GL_TEXTURE_1D
) {
2695 _mesa_TexImage1D(target
, dstLevel
, srcImage
->InternalFormat
,
2697 GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
2699 else if (target
== GL_TEXTURE_3D
) {
2700 _mesa_TexImage3D(target
, dstLevel
, srcImage
->InternalFormat
,
2701 dstWidth
, dstHeight
, dstDepth
, border
,
2702 GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
2706 _mesa_TexImage2D(faceTarget
, dstLevel
, srcImage
->InternalFormat
,
2707 dstWidth
, dstHeight
, border
,
2708 GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
2710 if (target
== GL_TEXTURE_CUBE_MAP
) {
2711 /* If texturing from a cube, we need to make sure all src faces
2712 * have been defined (even if we're not sampling from them.)
2713 * Otherwise the texture object will be 'incomplete' and
2714 * texturing from it will not be allowed.
2717 for (face
= 0; face
< 6; face
++) {
2718 if (!texObj
->Image
[face
][srcLevel
] ||
2719 texObj
->Image
[face
][srcLevel
]->Width
!= srcWidth
) {
2720 _mesa_TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ face
,
2721 srcLevel
, srcImage
->InternalFormat
,
2722 srcWidth
, srcHeight
, border
,
2723 GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
2729 /* limit minification to src level */
2730 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
2732 /* Set to draw into the current dstLevel */
2733 if (target
== GL_TEXTURE_1D
) {
2734 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT
,
2735 GL_COLOR_ATTACHMENT0_EXT
,
2740 else if (target
== GL_TEXTURE_3D
) {
2741 GLint zoffset
= 0; /* XXX unfinished */
2742 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT
,
2743 GL_COLOR_ATTACHMENT0_EXT
,
2750 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
,
2751 GL_COLOR_ATTACHMENT0_EXT
,
2757 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
2760 status
= _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
);
2761 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
2766 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
2767 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
2769 /* setup viewport */
2770 _mesa_set_viewport(ctx
, 0, 0, dstWidth
, dstHeight
);
2772 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2775 _mesa_lock_texture(ctx
, texObj
); /* relock */
2777 _mesa_meta_end(ctx
);
2779 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, minFilterSave
);
2780 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, magFilterSave
);
2781 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
2782 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
2783 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, wrapSSave
);
2784 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, wrapTSave
);
2785 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_R
, wrapRSave
);
2787 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fboSave
);
2792 * Determine the GL data type to use for the temporary image read with
2793 * ReadPixels() and passed to Tex[Sub]Image().
2796 get_temp_image_type(struct gl_context
*ctx
, GLenum baseFormat
)
2798 switch (baseFormat
) {
2803 case GL_LUMINANCE_ALPHA
:
2805 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8)
2806 return GL_UNSIGNED_BYTE
;
2807 else if (ctx
->DrawBuffer
->Visual
.redBits
<= 8)
2808 return GL_UNSIGNED_SHORT
;
2811 case GL_DEPTH_COMPONENT
:
2812 return GL_UNSIGNED_INT
;
2813 case GL_DEPTH_STENCIL
:
2814 return GL_UNSIGNED_INT_24_8
;
2816 _mesa_problem(ctx
, "Unexpected format in get_temp_image_type()");
2823 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2824 * Have to be careful with locking and meta state for pixel transfer.
2827 copy_tex_sub_image(struct gl_context
*ctx
,
2828 GLuint dims
, GLenum target
, GLint level
,
2829 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2831 GLsizei width
, GLsizei height
)
2833 struct gl_texture_object
*texObj
;
2834 struct gl_texture_image
*texImage
;
2835 GLenum format
, type
;
2839 texObj
= _mesa_get_current_tex_object(ctx
, target
);
2840 texImage
= _mesa_select_tex_image(ctx
, texObj
, target
, level
);
2842 /* Choose format/type for temporary image buffer */
2843 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2844 if (format
== GL_LUMINANCE
||
2845 format
== GL_LUMINANCE_ALPHA
||
2846 format
== GL_INTENSITY
) {
2847 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2848 * temp image buffer because glReadPixels will do L=R+G+B which is
2849 * not what we want (should be L=R).
2854 type
= get_temp_image_type(ctx
, format
);
2855 bpp
= _mesa_bytes_per_pixel(format
, type
);
2857 _mesa_problem(ctx
, "Bad bpp in meta copy_tex_sub_image()");
2862 * Alloc image buffer (XXX could use a PBO)
2864 buf
= malloc(width
* height
* bpp
);
2866 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2870 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
2873 * Read image from framebuffer (disable pixel transfer ops)
2875 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2876 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2877 format
, type
, &ctx
->Pack
, buf
);
2878 _mesa_meta_end(ctx
);
2880 _mesa_update_state(ctx
); /* to update pixel transfer state */
2883 * Store texture data (with pixel transfer ops)
2885 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2886 if (target
== GL_TEXTURE_1D
) {
2887 ctx
->Driver
.TexSubImage1D(ctx
, target
, level
, xoffset
,
2888 width
, format
, type
, buf
,
2889 &ctx
->Unpack
, texObj
, texImage
);
2891 else if (target
== GL_TEXTURE_3D
) {
2892 ctx
->Driver
.TexSubImage3D(ctx
, target
, level
, xoffset
, yoffset
, zoffset
,
2893 width
, height
, 1, format
, type
, buf
,
2894 &ctx
->Unpack
, texObj
, texImage
);
2897 ctx
->Driver
.TexSubImage2D(ctx
, target
, level
, xoffset
, yoffset
,
2898 width
, height
, format
, type
, buf
,
2899 &ctx
->Unpack
, texObj
, texImage
);
2901 _mesa_meta_end(ctx
);
2903 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
2910 _mesa_meta_CopyTexSubImage1D(struct gl_context
*ctx
, GLenum target
, GLint level
,
2912 GLint x
, GLint y
, GLsizei width
)
2914 copy_tex_sub_image(ctx
, 1, target
, level
, xoffset
, 0, 0,
2920 _mesa_meta_CopyTexSubImage2D(struct gl_context
*ctx
, GLenum target
, GLint level
,
2921 GLint xoffset
, GLint yoffset
,
2923 GLsizei width
, GLsizei height
)
2925 copy_tex_sub_image(ctx
, 2, target
, level
, xoffset
, yoffset
, 0,
2926 x
, y
, width
, height
);
2931 _mesa_meta_CopyTexSubImage3D(struct gl_context
*ctx
, GLenum target
, GLint level
,
2932 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2934 GLsizei width
, GLsizei height
)
2936 copy_tex_sub_image(ctx
, 3, target
, level
, xoffset
, yoffset
, zoffset
,
2937 x
, y
, width
, height
);
2942 _mesa_meta_CopyColorTable(struct gl_context
*ctx
,
2943 GLenum target
, GLenum internalformat
,
2944 GLint x
, GLint y
, GLsizei width
)
2948 buf
= (GLfloat
*) malloc(width
* 4 * sizeof(GLfloat
));
2950 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyColorTable");
2955 * Read image from framebuffer (disable pixel transfer ops)
2957 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2958 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, 1,
2959 GL_RGBA
, GL_FLOAT
, &ctx
->Pack
, buf
);
2961 _mesa_ColorTable(target
, internalformat
, width
, GL_RGBA
, GL_FLOAT
, buf
);
2963 _mesa_meta_end(ctx
);
2970 _mesa_meta_CopyColorSubTable(struct gl_context
*ctx
,GLenum target
, GLsizei start
,
2971 GLint x
, GLint y
, GLsizei width
)
2975 buf
= (GLfloat
*) malloc(width
* 4 * sizeof(GLfloat
));
2977 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyColorSubTable");
2982 * Read image from framebuffer (disable pixel transfer ops)
2984 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2985 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, 1,
2986 GL_RGBA
, GL_FLOAT
, &ctx
->Pack
, buf
);
2988 _mesa_ColorSubTable(target
, start
, width
, GL_RGBA
, GL_FLOAT
, buf
);
2990 _mesa_meta_end(ctx
);