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