2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/colortab.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/glformats.h"
51 #include "main/image.h"
52 #include "main/macros.h"
53 #include "main/matrix.h"
54 #include "main/mipmap.h"
55 #include "main/multisample.h"
56 #include "main/objectlabel.h"
57 #include "main/pipelineobj.h"
58 #include "main/pixel.h"
60 #include "main/polygon.h"
61 #include "main/queryobj.h"
62 #include "main/readpix.h"
63 #include "main/scissor.h"
64 #include "main/shaderapi.h"
65 #include "main/shaderobj.h"
66 #include "main/state.h"
67 #include "main/stencil.h"
68 #include "main/texobj.h"
69 #include "main/texenv.h"
70 #include "main/texgetimage.h"
71 #include "main/teximage.h"
72 #include "main/texparam.h"
73 #include "main/texstate.h"
74 #include "main/transformfeedback.h"
75 #include "main/uniforms.h"
76 #include "main/varray.h"
77 #include "main/viewport.h"
78 #include "main/samplerobj.h"
79 #include "program/program.h"
80 #include "swrast/swrast.h"
81 #include "drivers/common/meta.h"
82 #include "main/enums.h"
83 #include "main/glformats.h"
84 #include "../glsl/ralloc.h"
86 /** Return offset in bytes of the field within a vertex struct */
87 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
90 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
92 static struct blit_shader
*
93 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
95 static void cleanup_temp_texture(struct temp_texture
*tex
);
96 static void meta_glsl_clear_cleanup(struct clear_state
*clear
);
97 static void meta_decompress_cleanup(struct decompress_state
*decompress
);
98 static void meta_drawpix_cleanup(struct drawpix_state
*drawpix
);
101 _mesa_meta_bind_fbo_image(GLenum attachment
,
102 struct gl_texture_image
*texImage
, GLuint layer
)
104 struct gl_texture_object
*texObj
= texImage
->TexObject
;
105 int level
= texImage
->Level
;
106 GLenum target
= texObj
->Target
;
110 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER
,
116 case GL_TEXTURE_1D_ARRAY
:
117 case GL_TEXTURE_2D_ARRAY
:
118 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
119 case GL_TEXTURE_CUBE_MAP_ARRAY
:
121 _mesa_FramebufferTextureLayer(GL_FRAMEBUFFER
,
127 default: /* 2D / cube */
128 if (target
== GL_TEXTURE_CUBE_MAP
)
129 target
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
131 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER
,
140 _mesa_meta_compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
,
141 const GLcharARB
*source
)
147 shader
= _mesa_CreateShader(target
);
148 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
149 _mesa_CompileShader(shader
);
151 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
155 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
157 _mesa_DeleteShader(shader
);
163 _mesa_DeleteShader(shader
);
167 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
169 "meta program compile failed:\n%s\n"
174 _mesa_DeleteShader(shader
);
180 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
185 _mesa_LinkProgram(program
);
187 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
191 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
199 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
200 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
208 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
209 const char *vs_source
,
210 const char *fs_source
,
214 GLuint vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
216 GLuint fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
219 *program
= _mesa_CreateProgram();
220 _mesa_AttachShader(*program
, fs
);
221 _mesa_DeleteShader(fs
);
222 _mesa_AttachShader(*program
, vs
);
223 _mesa_DeleteShader(vs
);
224 _mesa_BindAttribLocation(*program
, 0, "position");
225 _mesa_BindAttribLocation(*program
, 1, "texcoords");
226 _mesa_meta_link_program_with_debug(ctx
, *program
);
227 _mesa_ObjectLabel(GL_PROGRAM
, *program
, -1, name
);
229 _mesa_UseProgram(*program
);
233 * Generate a generic shader to blit from a texture to a framebuffer
235 * \param ctx Current GL context
236 * \param texTarget Texture target that will be the source of the blit
238 * \returns a handle to a shader program on success or zero on failure.
241 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
243 struct blit_shader_table
*table
)
245 char *vs_source
, *fs_source
;
246 void *const mem_ctx
= ralloc_context(NULL
);
247 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
248 const char *vs_input
, *vs_output
, *fs_input
, *vs_preprocess
, *fs_preprocess
;
250 if (ctx
->Const
.GLSLVersion
< 130) {
252 vs_input
= "attribute";
253 vs_output
= "varying";
254 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
255 fs_input
= "varying";
257 vs_preprocess
= "#version 130";
260 fs_preprocess
= "#version 130";
262 shader
->func
= "texture";
265 assert(shader
!= NULL
);
267 if (shader
->shader_prog
!= 0) {
268 _mesa_UseProgram(shader
->shader_prog
);
272 vs_source
= ralloc_asprintf(mem_ctx
,
274 "%s vec2 position;\n"
275 "%s vec4 textureCoords;\n"
276 "%s vec4 texCoords;\n"
279 " texCoords = textureCoords;\n"
280 " gl_Position = vec4(position, 0.0, 1.0);\n"
282 vs_preprocess
, vs_input
, vs_input
, vs_output
);
284 fs_source
= ralloc_asprintf(mem_ctx
,
286 "#extension GL_ARB_texture_cube_map_array: enable\n"
287 "uniform %s texSampler;\n"
288 "%s vec4 texCoords;\n"
291 " gl_FragColor = %s(texSampler, %s);\n"
292 " gl_FragDepth = gl_FragColor.x;\n"
294 fs_preprocess
, shader
->type
, fs_input
,
295 shader
->func
, shader
->texcoords
);
297 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
298 ralloc_asprintf(mem_ctx
, "%s blit",
300 &shader
->shader_prog
);
301 ralloc_free(mem_ctx
);
305 * Configure vertex buffer and vertex array objects for tests
307 * Regardless of whether a new VAO and new VBO are created, the objects
308 * referenced by \c VAO and \c VBO will be bound into the GL state vector
309 * when this function terminates.
311 * \param VAO Storage for vertex array object handle. If 0, a new VAO
313 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
314 * will be created. The new VBO will have storage for 4
315 * \c vertex structures.
316 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
317 * or should traditional, fixed-function color and texture
318 * coordinate be used?
319 * \param vertex_size Number of components for attribute 0 / vertex.
320 * \param texcoord_size Number of components for attribute 1 / texture
321 * coordinate. If this is 0, attribute 1 will not be set or
323 * \param color_size Number of components for attribute 1 / primary color.
324 * If this is 0, attribute 1 will not be set or enabled.
326 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
327 * Use \c texcoord_size instead.
330 _mesa_meta_setup_vertex_objects(GLuint
*VAO
, GLuint
*VBO
,
331 bool use_generic_attributes
,
332 unsigned vertex_size
, unsigned texcoord_size
,
338 /* create vertex array object */
339 _mesa_GenVertexArrays(1, VAO
);
340 _mesa_BindVertexArray(*VAO
);
342 /* create vertex array buffer */
343 _mesa_GenBuffers(1, VBO
);
344 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
345 _mesa_BufferData(GL_ARRAY_BUFFER
, 4 * sizeof(struct vertex
), NULL
,
348 /* setup vertex arrays */
349 if (use_generic_attributes
) {
350 assert(color_size
== 0);
352 _mesa_VertexAttribPointer(0, vertex_size
, GL_FLOAT
, GL_FALSE
,
353 sizeof(struct vertex
), OFFSET(x
));
354 _mesa_EnableVertexAttribArray(0);
356 if (texcoord_size
> 0) {
357 _mesa_VertexAttribPointer(1, texcoord_size
, GL_FLOAT
, GL_FALSE
,
358 sizeof(struct vertex
), OFFSET(tex
));
359 _mesa_EnableVertexAttribArray(1);
362 _mesa_VertexPointer(vertex_size
, GL_FLOAT
, sizeof(struct vertex
),
364 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
366 if (texcoord_size
> 0) {
367 _mesa_TexCoordPointer(texcoord_size
, GL_FLOAT
,
368 sizeof(struct vertex
), OFFSET(tex
));
369 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
372 if (color_size
> 0) {
373 _mesa_ColorPointer(color_size
, GL_FLOAT
,
374 sizeof(struct vertex
), OFFSET(r
));
375 _mesa_EnableClientState(GL_COLOR_ARRAY
);
379 _mesa_BindVertexArray(*VAO
);
380 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
385 * Initialize meta-ops for a context.
386 * To be called once during context creation.
389 _mesa_meta_init(struct gl_context
*ctx
)
393 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
397 gl_buffer_index_to_drawbuffers_enum(gl_buffer_index bufindex
)
399 assert(bufindex
< BUFFER_COUNT
);
401 if (bufindex
>= BUFFER_COLOR0
)
402 return GL_COLOR_ATTACHMENT0
+ bufindex
- BUFFER_COLOR0
;
403 else if (bufindex
== BUFFER_FRONT_LEFT
)
404 return GL_FRONT_LEFT
;
405 else if (bufindex
== BUFFER_FRONT_RIGHT
)
406 return GL_FRONT_RIGHT
;
407 else if (bufindex
== BUFFER_BACK_LEFT
)
409 else if (bufindex
== BUFFER_BACK_RIGHT
)
410 return GL_BACK_RIGHT
;
416 * Free context meta-op state.
417 * To be called once during context destruction.
420 _mesa_meta_free(struct gl_context
*ctx
)
422 GET_CURRENT_CONTEXT(old_context
);
423 _mesa_make_current(ctx
, NULL
, NULL
);
424 _mesa_meta_glsl_blit_cleanup(&ctx
->Meta
->Blit
);
425 meta_glsl_clear_cleanup(&ctx
->Meta
->Clear
);
426 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx
->Meta
->Mipmap
);
427 cleanup_temp_texture(&ctx
->Meta
->TempTex
);
428 meta_decompress_cleanup(&ctx
->Meta
->Decompress
);
429 meta_drawpix_cleanup(&ctx
->Meta
->DrawPix
);
431 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
433 _mesa_make_current(NULL
, NULL
, NULL
);
440 * Enter meta state. This is like a light-weight version of glPushAttrib
441 * but it also resets most GL state back to default values.
443 * \param state bitmask of MESA_META_* flags indicating which attribute groups
444 * to save and reset to their defaults
447 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
449 struct save_state
*save
;
451 /* hope MAX_META_OPS_DEPTH is large enough */
452 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
454 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
455 memset(save
, 0, sizeof(*save
));
456 save
->SavedState
= state
;
458 /* We always push into desktop GL mode and pop out at the end. No sense in
459 * writing our shaders varying based on the user's context choice, when
460 * Mesa can handle either.
462 save
->API
= ctx
->API
;
463 ctx
->API
= API_OPENGL_COMPAT
;
465 /* Pausing transform feedback needs to be done early, or else we won't be
466 * able to change other state.
468 save
->TransformFeedbackNeedsResume
=
469 _mesa_is_xfb_active_and_unpaused(ctx
);
470 if (save
->TransformFeedbackNeedsResume
)
471 _mesa_PauseTransformFeedback();
473 /* After saving the current occlusion object, call EndQuery so that no
474 * occlusion querying will be active during the meta-operation.
476 if (state
& MESA_META_OCCLUSION_QUERY
) {
477 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
478 if (save
->CurrentOcclusionObject
)
479 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
482 if (state
& MESA_META_ALPHA_TEST
) {
483 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
484 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
485 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
486 if (ctx
->Color
.AlphaEnabled
)
487 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
490 if (state
& MESA_META_BLEND
) {
491 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
492 if (ctx
->Color
.BlendEnabled
) {
493 if (ctx
->Extensions
.EXT_draw_buffers2
) {
495 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
496 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
500 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
503 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
504 if (ctx
->Color
.ColorLogicOpEnabled
)
505 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
508 if (state
& MESA_META_COLOR_MASK
) {
509 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
510 sizeof(ctx
->Color
.ColorMask
));
511 if (!ctx
->Color
.ColorMask
[0][0] ||
512 !ctx
->Color
.ColorMask
[0][1] ||
513 !ctx
->Color
.ColorMask
[0][2] ||
514 !ctx
->Color
.ColorMask
[0][3])
515 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
518 if (state
& MESA_META_DEPTH_TEST
) {
519 save
->Depth
= ctx
->Depth
; /* struct copy */
521 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
524 if (state
& MESA_META_FOG
) {
525 save
->Fog
= ctx
->Fog
.Enabled
;
526 if (ctx
->Fog
.Enabled
)
527 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
530 if (state
& MESA_META_PIXEL_STORE
) {
531 save
->Pack
= ctx
->Pack
;
532 save
->Unpack
= ctx
->Unpack
;
533 ctx
->Pack
= ctx
->DefaultPacking
;
534 ctx
->Unpack
= ctx
->DefaultPacking
;
537 if (state
& MESA_META_PIXEL_TRANSFER
) {
538 save
->RedScale
= ctx
->Pixel
.RedScale
;
539 save
->RedBias
= ctx
->Pixel
.RedBias
;
540 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
541 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
542 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
543 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
544 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
545 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
546 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
547 ctx
->Pixel
.RedScale
= 1.0F
;
548 ctx
->Pixel
.RedBias
= 0.0F
;
549 ctx
->Pixel
.GreenScale
= 1.0F
;
550 ctx
->Pixel
.GreenBias
= 0.0F
;
551 ctx
->Pixel
.BlueScale
= 1.0F
;
552 ctx
->Pixel
.BlueBias
= 0.0F
;
553 ctx
->Pixel
.AlphaScale
= 1.0F
;
554 ctx
->Pixel
.AlphaBias
= 0.0F
;
555 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
557 ctx
->NewState
|=_NEW_PIXEL
;
560 if (state
& MESA_META_RASTERIZATION
) {
561 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
562 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
563 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
564 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
565 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
566 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
567 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
568 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
569 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
570 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
571 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
574 if (state
& MESA_META_SCISSOR
) {
575 save
->Scissor
= ctx
->Scissor
; /* struct copy */
576 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
579 if (state
& MESA_META_SHADER
) {
582 if (ctx
->Extensions
.ARB_vertex_program
) {
583 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
584 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
585 ctx
->VertexProgram
.Current
);
586 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
589 if (ctx
->Extensions
.ARB_fragment_program
) {
590 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
591 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
592 ctx
->FragmentProgram
.Current
);
593 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
596 if (ctx
->Extensions
.ATI_fragment_shader
) {
597 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
598 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
601 if (ctx
->Pipeline
.Current
) {
602 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
603 ctx
->Pipeline
.Current
);
604 _mesa_BindProgramPipeline(0);
607 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
608 * that we don't have to worry about the current pipeline state.
610 for (i
= 0; i
<= MESA_SHADER_FRAGMENT
; i
++) {
611 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
612 ctx
->Shader
.CurrentProgram
[i
]);
614 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
615 ctx
->Shader
.ActiveProgram
);
620 if (state
& MESA_META_STENCIL_TEST
) {
621 save
->Stencil
= ctx
->Stencil
; /* struct copy */
622 if (ctx
->Stencil
.Enabled
)
623 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
624 /* NOTE: other stencil state not reset */
627 if (state
& MESA_META_TEXTURE
) {
630 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
631 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
632 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
634 /* Disable all texture units */
635 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
636 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
637 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
638 if (ctx
->Texture
.Unit
[u
].Enabled
||
639 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
640 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
641 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
642 if (ctx
->Extensions
.ARB_texture_cube_map
)
643 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
645 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
646 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
647 if (ctx
->Extensions
.NV_texture_rectangle
)
648 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
649 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
650 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
651 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
652 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
656 /* save current texture objects for unit[0] only */
657 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
658 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
659 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
662 /* set defaults for unit[0] */
663 _mesa_ActiveTexture(GL_TEXTURE0
);
664 _mesa_ClientActiveTexture(GL_TEXTURE0
);
665 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
668 if (state
& MESA_META_TRANSFORM
) {
669 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
670 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
671 16 * sizeof(GLfloat
));
672 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
673 16 * sizeof(GLfloat
));
674 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
675 16 * sizeof(GLfloat
));
676 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
677 /* set 1:1 vertex:pixel coordinate transform */
678 _mesa_ActiveTexture(GL_TEXTURE0
);
679 _mesa_MatrixMode(GL_TEXTURE
);
680 _mesa_LoadIdentity();
681 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
682 _mesa_MatrixMode(GL_MODELVIEW
);
683 _mesa_LoadIdentity();
684 _mesa_MatrixMode(GL_PROJECTION
);
685 _mesa_LoadIdentity();
687 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
688 * This can occur when there is no draw buffer.
690 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
691 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
692 0.0, ctx
->DrawBuffer
->Height
,
696 if (state
& MESA_META_CLIP
) {
697 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
698 if (ctx
->Transform
.ClipPlanesEnabled
) {
700 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
701 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
706 if (state
& MESA_META_VERTEX
) {
707 /* save vertex array object state */
708 _mesa_reference_vao(ctx
, &save
->VAO
,
710 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
711 ctx
->Array
.ArrayBufferObj
);
712 /* set some default state? */
715 if (state
& MESA_META_VIEWPORT
) {
716 /* save viewport state */
717 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
718 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
719 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
720 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
721 /* set viewport to match window size */
722 if (ctx
->ViewportArray
[0].X
!= 0 ||
723 ctx
->ViewportArray
[0].Y
!= 0 ||
724 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
725 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
726 _mesa_set_viewport(ctx
, 0, 0, 0,
727 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
729 /* save depth range state */
730 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
731 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
732 /* set depth range to default */
733 _mesa_DepthRange(0.0, 1.0);
736 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
737 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
739 /* Generally in here we want to do clamping according to whether
740 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
741 * regardless of the internal implementation of the metaops.
743 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
744 ctx
->Extensions
.ARB_color_buffer_float
)
745 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
748 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
749 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
751 /* Generally in here we never want vertex color clamping --
752 * result clamping is only dependent on fragment clamping.
754 if (ctx
->Extensions
.ARB_color_buffer_float
)
755 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
758 if (state
& MESA_META_CONDITIONAL_RENDER
) {
759 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
760 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
762 if (ctx
->Query
.CondRenderQuery
)
763 _mesa_EndConditionalRender();
766 if (state
& MESA_META_SELECT_FEEDBACK
) {
767 save
->RenderMode
= ctx
->RenderMode
;
768 if (ctx
->RenderMode
== GL_SELECT
) {
769 save
->Select
= ctx
->Select
; /* struct copy */
770 _mesa_RenderMode(GL_RENDER
);
771 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
772 save
->Feedback
= ctx
->Feedback
; /* struct copy */
773 _mesa_RenderMode(GL_RENDER
);
777 if (state
& MESA_META_MULTISAMPLE
) {
778 save
->Multisample
= ctx
->Multisample
; /* struct copy */
780 if (ctx
->Multisample
.Enabled
)
781 _mesa_set_multisample(ctx
, GL_FALSE
);
782 if (ctx
->Multisample
.SampleCoverage
)
783 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, GL_FALSE
);
784 if (ctx
->Multisample
.SampleAlphaToCoverage
)
785 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, GL_FALSE
);
786 if (ctx
->Multisample
.SampleAlphaToOne
)
787 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, GL_FALSE
);
788 if (ctx
->Multisample
.SampleShading
)
789 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, GL_FALSE
);
790 if (ctx
->Multisample
.SampleMask
)
791 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, GL_FALSE
);
794 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
795 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
796 if (ctx
->Color
.sRGBEnabled
)
797 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
800 if (state
& MESA_META_DRAW_BUFFERS
) {
801 int buf
, real_color_buffers
= 0;
802 memset(save
->ColorDrawBuffers
, 0, sizeof(save
->ColorDrawBuffers
));
804 for (buf
= 0; buf
< MAX_DRAW_BUFFERS
; buf
++) {
805 int buf_index
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[buf
];
809 save
->ColorDrawBuffers
[buf
] =
810 gl_buffer_index_to_drawbuffers_enum(buf_index
);
812 if (++real_color_buffers
>= ctx
->DrawBuffer
->_NumColorDrawBuffers
)
819 save
->Lighting
= ctx
->Light
.Enabled
;
820 if (ctx
->Light
.Enabled
)
821 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
822 save
->RasterDiscard
= ctx
->RasterDiscard
;
823 if (ctx
->RasterDiscard
)
824 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
826 save
->DrawBufferName
= ctx
->DrawBuffer
->Name
;
827 save
->ReadBufferName
= ctx
->ReadBuffer
->Name
;
828 save
->RenderbufferName
= (ctx
->CurrentRenderbuffer
?
829 ctx
->CurrentRenderbuffer
->Name
: 0);
835 * Leave meta state. This is like a light-weight version of glPopAttrib().
838 _mesa_meta_end(struct gl_context
*ctx
)
840 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
841 const GLbitfield state
= save
->SavedState
;
844 /* After starting a new occlusion query, initialize the results to the
845 * values saved previously. The driver will then continue to increment
848 if (state
& MESA_META_OCCLUSION_QUERY
) {
849 if (save
->CurrentOcclusionObject
) {
850 _mesa_BeginQuery(save
->CurrentOcclusionObject
->Target
,
851 save
->CurrentOcclusionObject
->Id
);
852 ctx
->Query
.CurrentOcclusionObject
->Result
= save
->CurrentOcclusionObject
->Result
;
856 if (state
& MESA_META_ALPHA_TEST
) {
857 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
858 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
859 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
862 if (state
& MESA_META_BLEND
) {
863 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
864 if (ctx
->Extensions
.EXT_draw_buffers2
) {
866 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
867 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
871 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
874 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
875 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
878 if (state
& MESA_META_COLOR_MASK
) {
880 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
881 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
883 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
884 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
888 save
->ColorMask
[i
][0],
889 save
->ColorMask
[i
][1],
890 save
->ColorMask
[i
][2],
891 save
->ColorMask
[i
][3]);
897 if (state
& MESA_META_DEPTH_TEST
) {
898 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
899 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
900 _mesa_DepthFunc(save
->Depth
.Func
);
901 _mesa_DepthMask(save
->Depth
.Mask
);
904 if (state
& MESA_META_FOG
) {
905 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
908 if (state
& MESA_META_PIXEL_STORE
) {
909 ctx
->Pack
= save
->Pack
;
910 ctx
->Unpack
= save
->Unpack
;
913 if (state
& MESA_META_PIXEL_TRANSFER
) {
914 ctx
->Pixel
.RedScale
= save
->RedScale
;
915 ctx
->Pixel
.RedBias
= save
->RedBias
;
916 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
917 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
918 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
919 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
920 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
921 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
922 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
924 ctx
->NewState
|=_NEW_PIXEL
;
927 if (state
& MESA_META_RASTERIZATION
) {
928 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
929 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
930 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
931 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
932 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
933 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
936 if (state
& MESA_META_SCISSOR
) {
939 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
940 _mesa_set_scissor(ctx
, i
,
941 save
->Scissor
.ScissorArray
[i
].X
,
942 save
->Scissor
.ScissorArray
[i
].Y
,
943 save
->Scissor
.ScissorArray
[i
].Width
,
944 save
->Scissor
.ScissorArray
[i
].Height
);
945 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
946 (save
->Scissor
.EnableFlags
>> i
) & 1);
950 if (state
& MESA_META_SHADER
) {
951 static const GLenum targets
[] = {
959 if (ctx
->Extensions
.ARB_vertex_program
) {
960 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
961 save
->VertexProgramEnabled
);
962 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
963 save
->VertexProgram
);
964 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
967 if (ctx
->Extensions
.ARB_fragment_program
) {
968 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
969 save
->FragmentProgramEnabled
);
970 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
971 save
->FragmentProgram
);
972 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
975 if (ctx
->Extensions
.ATI_fragment_shader
) {
976 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
977 save
->ATIFragmentShaderEnabled
);
981 for (i
= 0; i
<= MESA_SHADER_FRAGMENT
; i
++) {
982 /* It is safe to call _mesa_use_shader_program even if the extension
983 * necessary for that program state is not supported. In that case,
984 * the saved program object must be NULL and the currently bound
985 * program object must be NULL. _mesa_use_shader_program is a no-op
988 _mesa_use_shader_program(ctx
, targets
[i
],
992 /* Do this *before* killing the reference. :)
994 if (save
->Shader
[i
] != NULL
)
997 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
1000 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1001 save
->ActiveShader
);
1002 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
1004 /* If there were any stages set with programs, use ctx->Shader as the
1005 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1006 * hasn't been restored yet, and that may modify ctx->_Shader further.
1009 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1012 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1013 ctx
->Pipeline
.Default
);
1015 if (save
->Pipeline
) {
1016 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1018 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1022 if (state
& MESA_META_STENCIL_TEST
) {
1023 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1025 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1026 _mesa_ClearStencil(stencil
->Clear
);
1027 if (ctx
->Extensions
.EXT_stencil_two_side
) {
1028 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1029 stencil
->TestTwoSide
);
1030 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1031 ? GL_BACK
: GL_FRONT
);
1034 _mesa_StencilFuncSeparate(GL_FRONT
,
1035 stencil
->Function
[0],
1037 stencil
->ValueMask
[0]);
1038 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1039 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1040 stencil
->ZFailFunc
[0],
1041 stencil
->ZPassFunc
[0]);
1043 _mesa_StencilFuncSeparate(GL_BACK
,
1044 stencil
->Function
[1],
1046 stencil
->ValueMask
[1]);
1047 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1048 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1049 stencil
->ZFailFunc
[1],
1050 stencil
->ZPassFunc
[1]);
1053 if (state
& MESA_META_TEXTURE
) {
1056 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1058 /* restore texenv for unit[0] */
1059 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1061 /* restore texture objects for unit[0] only */
1062 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1063 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1064 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1065 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1066 save
->CurrentTexture
[tgt
]);
1068 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1071 /* Restore fixed function texture enables, texgen */
1072 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1073 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1074 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1075 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1078 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1079 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1080 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1084 /* restore current unit state */
1085 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1086 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1089 if (state
& MESA_META_TRANSFORM
) {
1090 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1091 _mesa_ActiveTexture(GL_TEXTURE0
);
1092 _mesa_MatrixMode(GL_TEXTURE
);
1093 _mesa_LoadMatrixf(save
->TextureMatrix
);
1094 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1096 _mesa_MatrixMode(GL_MODELVIEW
);
1097 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1099 _mesa_MatrixMode(GL_PROJECTION
);
1100 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1102 _mesa_MatrixMode(save
->MatrixMode
);
1105 if (state
& MESA_META_CLIP
) {
1106 if (save
->ClipPlanesEnabled
) {
1108 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1109 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1110 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1116 if (state
& MESA_META_VERTEX
) {
1117 /* restore vertex buffer object */
1118 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1119 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1121 /* restore vertex array object */
1122 _mesa_BindVertexArray(save
->VAO
->Name
);
1123 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1126 if (state
& MESA_META_VIEWPORT
) {
1127 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1128 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1129 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1130 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1131 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1132 save
->ViewportW
, save
->ViewportH
);
1134 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1137 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1138 ctx
->Extensions
.ARB_color_buffer_float
) {
1139 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1142 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1143 ctx
->Extensions
.ARB_color_buffer_float
) {
1144 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1147 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1148 if (save
->CondRenderQuery
)
1149 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1150 save
->CondRenderMode
);
1153 if (state
& MESA_META_SELECT_FEEDBACK
) {
1154 if (save
->RenderMode
== GL_SELECT
) {
1155 _mesa_RenderMode(GL_SELECT
);
1156 ctx
->Select
= save
->Select
;
1157 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1158 _mesa_RenderMode(GL_FEEDBACK
);
1159 ctx
->Feedback
= save
->Feedback
;
1163 if (state
& MESA_META_MULTISAMPLE
) {
1164 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1165 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
1167 if (ctx_ms
->Enabled
!= save_ms
->Enabled
)
1168 _mesa_set_multisample(ctx
, save_ms
->Enabled
);
1169 if (ctx_ms
->SampleCoverage
!= save_ms
->SampleCoverage
)
1170 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, save_ms
->SampleCoverage
);
1171 if (ctx_ms
->SampleAlphaToCoverage
!= save_ms
->SampleAlphaToCoverage
)
1172 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, save_ms
->SampleAlphaToCoverage
);
1173 if (ctx_ms
->SampleAlphaToOne
!= save_ms
->SampleAlphaToOne
)
1174 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, save_ms
->SampleAlphaToOne
);
1175 if (ctx_ms
->SampleCoverageValue
!= save_ms
->SampleCoverageValue
||
1176 ctx_ms
->SampleCoverageInvert
!= save_ms
->SampleCoverageInvert
) {
1177 _mesa_SampleCoverage(save_ms
->SampleCoverageValue
,
1178 save_ms
->SampleCoverageInvert
);
1180 if (ctx_ms
->SampleShading
!= save_ms
->SampleShading
)
1181 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, save_ms
->SampleShading
);
1182 if (ctx_ms
->SampleMask
!= save_ms
->SampleMask
)
1183 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, save_ms
->SampleMask
);
1184 if (ctx_ms
->SampleMaskValue
!= save_ms
->SampleMaskValue
)
1185 _mesa_SampleMaski(0, save_ms
->SampleMaskValue
);
1186 if (ctx_ms
->MinSampleShadingValue
!= save_ms
->MinSampleShadingValue
)
1187 _mesa_MinSampleShading(save_ms
->MinSampleShadingValue
);
1190 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1191 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1192 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1196 if (save
->Lighting
) {
1197 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1199 if (save
->RasterDiscard
) {
1200 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1202 if (save
->TransformFeedbackNeedsResume
)
1203 _mesa_ResumeTransformFeedback();
1205 if (ctx
->DrawBuffer
->Name
!= save
->DrawBufferName
)
1206 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, save
->DrawBufferName
);
1208 if (ctx
->ReadBuffer
->Name
!= save
->ReadBufferName
)
1209 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER
, save
->ReadBufferName
);
1211 if (!ctx
->CurrentRenderbuffer
||
1212 ctx
->CurrentRenderbuffer
->Name
!= save
->RenderbufferName
)
1213 _mesa_BindRenderbuffer(GL_RENDERBUFFER
, save
->RenderbufferName
);
1215 if (state
& MESA_META_DRAW_BUFFERS
) {
1216 _mesa_DrawBuffers(MAX_DRAW_BUFFERS
, save
->ColorDrawBuffers
);
1219 ctx
->Meta
->SaveStackDepth
--;
1221 ctx
->API
= save
->API
;
1226 * Determine whether Mesa is currently in a meta state.
1229 _mesa_meta_in_progress(struct gl_context
*ctx
)
1231 return ctx
->Meta
->SaveStackDepth
!= 0;
1236 * Convert Z from a normalized value in the range [0, 1] to an object-space
1237 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1238 * default/identity ortho projection results in the original Z value.
1239 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1240 * value comes from the clear value or raster position.
1242 static INLINE GLfloat
1243 invert_z(GLfloat normZ
)
1245 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1251 * One-time init for a temp_texture object.
1252 * Choose tex target, compute max tex size, etc.
1255 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1257 /* prefer texture rectangle */
1258 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1259 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1260 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1261 tex
->NPOT
= GL_TRUE
;
1264 /* use 2D texture, NPOT if possible */
1265 tex
->Target
= GL_TEXTURE_2D
;
1266 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1267 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1269 tex
->MinSize
= 16; /* 16 x 16 at least */
1270 assert(tex
->MaxSize
> 0);
1272 _mesa_GenTextures(1, &tex
->TexObj
);
1276 cleanup_temp_texture(struct temp_texture
*tex
)
1280 _mesa_DeleteTextures(1, &tex
->TexObj
);
1286 * Return pointer to temp_texture info for non-bitmap ops.
1287 * This does some one-time init if needed.
1289 struct temp_texture
*
1290 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1292 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1295 init_temp_texture(ctx
, tex
);
1303 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1304 * We use a separate texture for bitmaps to reduce texture
1305 * allocation/deallocation.
1307 static struct temp_texture
*
1308 get_bitmap_temp_texture(struct gl_context
*ctx
)
1310 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1313 init_temp_texture(ctx
, tex
);
1320 * Return pointer to depth temp_texture.
1321 * This does some one-time init if needed.
1323 struct temp_texture
*
1324 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1326 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1329 init_temp_texture(ctx
, tex
);
1336 * Compute the width/height of texture needed to draw an image of the
1337 * given size. Return a flag indicating whether the current texture
1338 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1339 * allocated (glTexImage2D).
1340 * Also, compute s/t texcoords for drawing.
1342 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1345 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1346 GLsizei width
, GLsizei height
, GLenum intFormat
)
1348 GLboolean newTex
= GL_FALSE
;
1350 ASSERT(width
<= tex
->MaxSize
);
1351 ASSERT(height
<= tex
->MaxSize
);
1353 if (width
> tex
->Width
||
1354 height
> tex
->Height
||
1355 intFormat
!= tex
->IntFormat
) {
1356 /* alloc new texture (larger or different format) */
1359 /* use non-power of two size */
1360 tex
->Width
= MAX2(tex
->MinSize
, width
);
1361 tex
->Height
= MAX2(tex
->MinSize
, height
);
1364 /* find power of two size */
1366 w
= h
= tex
->MinSize
;
1375 tex
->IntFormat
= intFormat
;
1380 /* compute texcoords */
1381 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1382 tex
->Sright
= (GLfloat
) width
;
1383 tex
->Ttop
= (GLfloat
) height
;
1386 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1387 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1395 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1398 _mesa_meta_setup_copypix_texture(struct gl_context
*ctx
,
1399 struct temp_texture
*tex
,
1400 GLint srcX
, GLint srcY
,
1401 GLsizei width
, GLsizei height
,
1407 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1408 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1409 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1410 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1412 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1414 /* copy framebuffer image to texture */
1416 /* create new tex image */
1417 if (tex
->Width
== width
&& tex
->Height
== height
) {
1418 /* create new tex with framebuffer data */
1419 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1420 srcX
, srcY
, width
, height
, 0);
1423 /* create empty texture */
1424 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1425 tex
->Width
, tex
->Height
, 0,
1426 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1428 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1429 0, 0, srcX
, srcY
, width
, height
);
1433 /* replace existing tex image */
1434 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1435 0, 0, srcX
, srcY
, width
, height
);
1441 * Setup/load texture for glDrawPixels.
1444 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1445 struct temp_texture
*tex
,
1447 GLsizei width
, GLsizei height
,
1448 GLenum format
, GLenum type
,
1449 const GLvoid
*pixels
)
1451 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1452 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1453 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1454 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1456 /* copy pixel data to texture */
1458 /* create new tex image */
1459 if (tex
->Width
== width
&& tex
->Height
== height
) {
1460 /* create new tex and load image data */
1461 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1462 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1465 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1467 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1468 ctx
->Unpack
.BufferObj
);
1469 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1470 /* create empty texture */
1471 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1472 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1473 if (save_unpack_obj
!= NULL
)
1474 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1475 save_unpack_obj
->Name
);
1477 _mesa_TexSubImage2D(tex
->Target
, 0,
1478 0, 0, width
, height
, format
, type
, pixels
);
1482 /* replace existing tex image */
1483 _mesa_TexSubImage2D(tex
->Target
, 0,
1484 0, 0, width
, height
, format
, type
, pixels
);
1489 _mesa_meta_setup_ff_tnl_for_blit(GLuint
*VAO
, GLuint
*VBO
,
1490 unsigned texcoord_size
)
1492 _mesa_meta_setup_vertex_objects(VAO
, VBO
, false, 2, texcoord_size
, 0);
1494 /* setup projection matrix */
1495 _mesa_MatrixMode(GL_PROJECTION
);
1496 _mesa_LoadIdentity();
1500 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1503 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1505 meta_clear(ctx
, buffers
, false);
1509 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1511 meta_clear(ctx
, buffers
, true);
1515 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1517 const char *vs_source
=
1518 "attribute vec4 position;\n"
1521 " gl_Position = position;\n"
1523 const char *gs_source
=
1525 "layout(triangles) in;\n"
1526 "layout(triangle_strip, max_vertices = 4) out;\n"
1527 "uniform int layer;\n"
1530 " for (int i = 0; i < 3; i++) {\n"
1531 " gl_Layer = layer;\n"
1532 " gl_Position = gl_in[i].gl_Position;\n"
1536 const char *fs_source
=
1537 "uniform vec4 color;\n"
1540 " gl_FragColor = color;\n"
1542 GLuint vs
, gs
= 0, fs
;
1543 bool has_integer_textures
;
1545 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, true, 3, 0, 0);
1547 if (clear
->ShaderProg
!= 0)
1550 vs
= _mesa_CreateShader(GL_VERTEX_SHADER
);
1551 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
1552 _mesa_CompileShader(vs
);
1554 if (_mesa_has_geometry_shaders(ctx
)) {
1555 gs
= _mesa_CreateShader(GL_GEOMETRY_SHADER
);
1556 _mesa_ShaderSource(gs
, 1, &gs_source
, NULL
);
1557 _mesa_CompileShader(gs
);
1560 fs
= _mesa_CreateShader(GL_FRAGMENT_SHADER
);
1561 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
1562 _mesa_CompileShader(fs
);
1564 clear
->ShaderProg
= _mesa_CreateProgram();
1565 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1566 _mesa_DeleteShader(fs
);
1568 _mesa_AttachShader(clear
->ShaderProg
, gs
);
1569 _mesa_AttachShader(clear
->ShaderProg
, vs
);
1570 _mesa_DeleteShader(vs
);
1571 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
1572 _mesa_ObjectLabel(GL_PROGRAM
, clear
->ShaderProg
, -1, "meta clear");
1573 _mesa_LinkProgram(clear
->ShaderProg
);
1575 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
1578 clear
->LayerLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
1582 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1583 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
1585 if (has_integer_textures
) {
1586 void *shader_source_mem_ctx
= ralloc_context(NULL
);
1587 const char *vs_int_source
=
1588 ralloc_asprintf(shader_source_mem_ctx
,
1590 "in vec4 position;\n"
1593 " gl_Position = position;\n"
1595 const char *fs_int_source
=
1596 ralloc_asprintf(shader_source_mem_ctx
,
1598 "uniform ivec4 color;\n"
1599 "out ivec4 out_color;\n"
1603 " out_color = color;\n"
1606 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
1608 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
1610 ralloc_free(shader_source_mem_ctx
);
1612 clear
->IntegerShaderProg
= _mesa_CreateProgram();
1613 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1614 _mesa_DeleteShader(fs
);
1616 _mesa_AttachShader(clear
->IntegerShaderProg
, gs
);
1617 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1618 _mesa_DeleteShader(vs
);
1619 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
1621 /* Note that user-defined out attributes get automatically assigned
1622 * locations starting from 0, so we don't need to explicitly
1623 * BindFragDataLocation to 0.
1626 _mesa_ObjectLabel(GL_PROGRAM
, clear
->IntegerShaderProg
, -1,
1628 _mesa_meta_link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1630 clear
->IntegerColorLocation
=
1631 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
1633 clear
->IntegerLayerLocation
=
1634 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "layer");
1638 _mesa_DeleteShader(gs
);
1642 meta_glsl_clear_cleanup(struct clear_state
*clear
)
1644 if (clear
->VAO
== 0)
1646 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1648 _mesa_DeleteBuffers(1, &clear
->VBO
);
1650 _mesa_DeleteProgram(clear
->ShaderProg
);
1651 clear
->ShaderProg
= 0;
1653 if (clear
->IntegerShaderProg
) {
1654 _mesa_DeleteProgram(clear
->IntegerShaderProg
);
1655 clear
->IntegerShaderProg
= 0;
1660 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1661 * set GL to only draw to those buffers.
1663 * Since the bitfield has no associated order, the assignment of draw buffer
1664 * indices to color attachment indices is rather arbitrary.
1667 drawbuffers_from_bitfield(GLbitfield bits
)
1669 GLenum enums
[MAX_DRAW_BUFFERS
];
1673 /* This function is only legal for color buffer bitfields. */
1674 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1676 /* Make sure we don't overflow any arrays. */
1677 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1681 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1682 enums
[i
++] = GL_FRONT_LEFT
;
1684 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1685 enums
[i
++] = GL_FRONT_RIGHT
;
1687 if (bits
& BUFFER_BIT_BACK_LEFT
)
1688 enums
[i
++] = GL_BACK_LEFT
;
1690 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1691 enums
[i
++] = GL_BACK_RIGHT
;
1693 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1694 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1695 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1698 _mesa_DrawBuffers(i
, enums
);
1702 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1705 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
1707 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1708 GLbitfield metaSave
;
1709 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1710 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1711 float x0
, y0
, x1
, y1
, z
;
1712 struct vertex verts
[4];
1715 metaSave
= (MESA_META_ALPHA_TEST
|
1717 MESA_META_DEPTH_TEST
|
1718 MESA_META_RASTERIZATION
|
1720 MESA_META_STENCIL_TEST
|
1722 MESA_META_VIEWPORT
|
1724 MESA_META_CLAMP_FRAGMENT_COLOR
|
1725 MESA_META_MULTISAMPLE
|
1726 MESA_META_OCCLUSION_QUERY
);
1729 metaSave
|= MESA_META_FOG
|
1730 MESA_META_PIXEL_TRANSFER
|
1731 MESA_META_TRANSFORM
|
1733 MESA_META_CLAMP_VERTEX_COLOR
|
1734 MESA_META_SELECT_FEEDBACK
;
1737 if (buffers
& BUFFER_BITS_COLOR
) {
1738 metaSave
|= MESA_META_DRAW_BUFFERS
;
1740 /* We'll use colormask to disable color writes. Otherwise,
1741 * respect color mask
1743 metaSave
|= MESA_META_COLOR_MASK
;
1746 _mesa_meta_begin(ctx
, metaSave
);
1749 meta_glsl_clear_init(ctx
, clear
);
1751 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1752 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1753 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1754 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1755 z
= -invert_z(ctx
->Depth
.Clear
);
1757 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, false, 3, 0, 4);
1759 x0
= (float) fb
->_Xmin
;
1760 y0
= (float) fb
->_Ymin
;
1761 x1
= (float) fb
->_Xmax
;
1762 y1
= (float) fb
->_Ymax
;
1763 z
= invert_z(ctx
->Depth
.Clear
);
1766 if (fb
->_IntegerColor
) {
1768 _mesa_UseProgram(clear
->IntegerShaderProg
);
1769 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
1770 ctx
->Color
.ClearColor
.i
);
1772 _mesa_UseProgram(clear
->ShaderProg
);
1773 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
1774 ctx
->Color
.ClearColor
.f
);
1777 /* GL_COLOR_BUFFER_BIT */
1778 if (buffers
& BUFFER_BITS_COLOR
) {
1779 /* Only draw to the buffers we were asked to clear. */
1780 drawbuffers_from_bitfield(buffers
& BUFFER_BITS_COLOR
);
1782 /* leave colormask state as-is */
1784 /* Clears never have the color clamped. */
1785 if (ctx
->Extensions
.ARB_color_buffer_float
)
1786 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1789 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1790 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1793 /* GL_DEPTH_BUFFER_BIT */
1794 if (buffers
& BUFFER_BIT_DEPTH
) {
1795 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1796 _mesa_DepthFunc(GL_ALWAYS
);
1797 _mesa_DepthMask(GL_TRUE
);
1800 assert(!ctx
->Depth
.Test
);
1803 /* GL_STENCIL_BUFFER_BIT */
1804 if (buffers
& BUFFER_BIT_STENCIL
) {
1805 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1806 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1807 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1808 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1809 ctx
->Stencil
.Clear
& stencilMax
,
1810 ctx
->Stencil
.WriteMask
[0]);
1813 assert(!ctx
->Stencil
.Enabled
);
1816 /* vertex positions */
1831 for (i
= 0; i
< 4; i
++) {
1832 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1833 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1834 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1835 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1839 /* upload new vertex data */
1840 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1841 GL_DYNAMIC_DRAW_ARB
);
1844 if (fb
->MaxNumLayers
> 0) {
1847 for (layer
= 0; layer
< fb
->MaxNumLayers
; layer
++) {
1848 if (fb
->_IntegerColor
)
1849 _mesa_Uniform1i(clear
->IntegerLayerLocation
, layer
);
1851 _mesa_Uniform1i(clear
->LayerLocation
, layer
);
1852 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1855 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1858 _mesa_meta_end(ctx
);
1862 * Meta implementation of ctx->Driver.CopyPixels() in terms
1863 * of texture mapping and polygon rendering and GLSL shaders.
1866 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1867 GLsizei width
, GLsizei height
,
1868 GLint dstX
, GLint dstY
, GLenum type
)
1870 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1871 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1872 struct vertex verts
[4];
1874 if (type
!= GL_COLOR
||
1875 ctx
->_ImageTransferState
||
1877 width
> tex
->MaxSize
||
1878 height
> tex
->MaxSize
) {
1879 /* XXX avoid this fallback */
1880 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1884 /* Most GL state applies to glCopyPixels, but a there's a few things
1885 * we need to override:
1887 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1890 MESA_META_TRANSFORM
|
1893 MESA_META_VIEWPORT
));
1895 _mesa_meta_setup_vertex_objects(©pix
->VAO
, ©pix
->VBO
, false,
1898 /* Silence valgrind warnings about reading uninitialized stack. */
1899 memset(verts
, 0, sizeof(verts
));
1901 /* Alloc/setup texture */
1902 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1903 GL_RGBA
, GL_NEAREST
);
1905 /* vertex positions, texcoords (after texture allocation!) */
1907 const GLfloat dstX0
= (GLfloat
) dstX
;
1908 const GLfloat dstY0
= (GLfloat
) dstY
;
1909 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1910 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1911 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1916 verts
[0].tex
[0] = 0.0F
;
1917 verts
[0].tex
[1] = 0.0F
;
1921 verts
[1].tex
[0] = tex
->Sright
;
1922 verts
[1].tex
[1] = 0.0F
;
1926 verts
[2].tex
[0] = tex
->Sright
;
1927 verts
[2].tex
[1] = tex
->Ttop
;
1931 verts
[3].tex
[0] = 0.0F
;
1932 verts
[3].tex
[1] = tex
->Ttop
;
1934 /* upload new vertex data */
1935 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1938 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1940 /* draw textured quad */
1941 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1943 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1945 _mesa_meta_end(ctx
);
1949 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
1951 if (drawpix
->VAO
!= 0) {
1952 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1955 _mesa_DeleteBuffers(1, &drawpix
->VBO
);
1959 if (drawpix
->StencilFP
!= 0) {
1960 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1961 drawpix
->StencilFP
= 0;
1964 if (drawpix
->DepthFP
!= 0) {
1965 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1966 drawpix
->DepthFP
= 0;
1971 * When the glDrawPixels() image size is greater than the max rectangle
1972 * texture size we use this function to break the glDrawPixels() image
1973 * into tiles which fit into the max texture size.
1976 tiled_draw_pixels(struct gl_context
*ctx
,
1978 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
1979 GLenum format
, GLenum type
,
1980 const struct gl_pixelstore_attrib
*unpack
,
1981 const GLvoid
*pixels
)
1983 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1986 if (tileUnpack
.RowLength
== 0)
1987 tileUnpack
.RowLength
= width
;
1989 for (i
= 0; i
< width
; i
+= tileSize
) {
1990 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
1991 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
1993 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
1995 for (j
= 0; j
< height
; j
+= tileSize
) {
1996 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
1997 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
1999 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2001 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2002 format
, type
, &tileUnpack
, pixels
);
2009 * One-time init for drawing stencil pixels.
2012 init_draw_stencil_pixels(struct gl_context
*ctx
)
2014 /* This program is run eight times, once for each stencil bit.
2015 * The stencil values to draw are found in an 8-bit alpha texture.
2016 * We read the texture/stencil value and test if bit 'b' is set.
2017 * If the bit is not set, use KIL to kill the fragment.
2018 * Finally, we use the stencil test to update the stencil buffer.
2020 * The basic algorithm for checking if a bit is set is:
2021 * if (is_odd(value / (1 << bit)))
2022 * result is one (or non-zero).
2025 * The program parameter contains three values:
2026 * parm.x = 255 / (1 << bit)
2030 static const char *program
=
2032 "PARAM parm = program.local[0]; \n"
2034 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2035 "# t = t * 255 / bit \n"
2036 "MUL t.x, t.a, parm.x; \n"
2039 "SUB t.x, t.x, t.y; \n"
2041 "MUL t.x, t.x, parm.y; \n"
2042 "# t = fract(t.x) \n"
2043 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2044 "# t.x = (t.x == 0 ? 1 : 0) \n"
2045 "SGE t.x, -t.x, parm.z; \n"
2047 "# for debug only \n"
2048 "#MOV result.color, t.x; \n"
2050 char program2
[1000];
2051 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2052 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2053 const char *texTarget
;
2055 assert(drawpix
->StencilFP
== 0);
2057 /* replace %s with "RECT" or "2D" */
2058 assert(strlen(program
) + 4 < sizeof(program2
));
2059 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2063 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2065 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2066 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2067 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2068 strlen(program2
), (const GLubyte
*) program2
);
2073 * One-time init for drawing depth pixels.
2076 init_draw_depth_pixels(struct gl_context
*ctx
)
2078 static const char *program
=
2080 "PARAM color = program.local[0]; \n"
2081 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2082 "MOV result.color, color; \n"
2085 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2086 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2087 const char *texTarget
;
2089 assert(drawpix
->DepthFP
== 0);
2091 /* replace %s with "RECT" or "2D" */
2092 assert(strlen(program
) + 4 < sizeof(program2
));
2093 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2097 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2099 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2100 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2101 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2102 strlen(program2
), (const GLubyte
*) program2
);
2107 * Meta implementation of ctx->Driver.DrawPixels() in terms
2108 * of texture mapping and polygon rendering.
2111 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2112 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2113 GLenum format
, GLenum type
,
2114 const struct gl_pixelstore_attrib
*unpack
,
2115 const GLvoid
*pixels
)
2117 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2118 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2119 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2120 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2121 struct vertex verts
[4];
2122 GLenum texIntFormat
;
2123 GLboolean fallback
, newTex
;
2124 GLbitfield metaExtraSave
= 0x0;
2127 * Determine if we can do the glDrawPixels with texture mapping.
2129 fallback
= GL_FALSE
;
2130 if (ctx
->Fog
.Enabled
) {
2134 if (_mesa_is_color_format(format
)) {
2135 /* use more compact format when possible */
2136 /* XXX disable special case for GL_LUMINANCE for now to work around
2137 * apparent i965 driver bug (see bug #23670).
2139 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2140 texIntFormat
= format
;
2142 texIntFormat
= GL_RGBA
;
2144 /* If we're not supposed to clamp the resulting color, then just
2145 * promote our texture to fully float. We could do better by
2146 * just going for the matching set of channels, in floating
2149 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2150 ctx
->Extensions
.ARB_texture_float
)
2151 texIntFormat
= GL_RGBA32F
;
2153 else if (_mesa_is_stencil_format(format
)) {
2154 if (ctx
->Extensions
.ARB_fragment_program
&&
2155 ctx
->Pixel
.IndexShift
== 0 &&
2156 ctx
->Pixel
.IndexOffset
== 0 &&
2157 type
== GL_UNSIGNED_BYTE
) {
2158 /* We'll store stencil as alpha. This only works for GLubyte
2159 * image data because of how incoming values are mapped to alpha
2162 texIntFormat
= GL_ALPHA
;
2163 metaExtraSave
= (MESA_META_COLOR_MASK
|
2164 MESA_META_DEPTH_TEST
|
2165 MESA_META_PIXEL_TRANSFER
|
2167 MESA_META_STENCIL_TEST
);
2173 else if (_mesa_is_depth_format(format
)) {
2174 if (ctx
->Extensions
.ARB_depth_texture
&&
2175 ctx
->Extensions
.ARB_fragment_program
) {
2176 texIntFormat
= GL_DEPTH_COMPONENT
;
2177 metaExtraSave
= (MESA_META_SHADER
);
2188 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2189 format
, type
, unpack
, pixels
);
2194 * Check image size against max texture size, draw as tiles if needed.
2196 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2197 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2198 format
, type
, unpack
, pixels
);
2202 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2203 * but a there's a few things we need to override:
2205 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2208 MESA_META_TRANSFORM
|
2211 MESA_META_VIEWPORT
|
2214 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2216 _mesa_meta_setup_vertex_objects(&drawpix
->VAO
, &drawpix
->VBO
, false,
2219 /* Silence valgrind warnings about reading uninitialized stack. */
2220 memset(verts
, 0, sizeof(verts
));
2222 /* vertex positions, texcoords (after texture allocation!) */
2224 const GLfloat x0
= (GLfloat
) x
;
2225 const GLfloat y0
= (GLfloat
) y
;
2226 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2227 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2228 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2233 verts
[0].tex
[0] = 0.0F
;
2234 verts
[0].tex
[1] = 0.0F
;
2238 verts
[1].tex
[0] = tex
->Sright
;
2239 verts
[1].tex
[1] = 0.0F
;
2243 verts
[2].tex
[0] = tex
->Sright
;
2244 verts
[2].tex
[1] = tex
->Ttop
;
2248 verts
[3].tex
[0] = 0.0F
;
2249 verts
[3].tex
[1] = tex
->Ttop
;
2252 /* upload new vertex data */
2253 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2254 verts
, GL_DYNAMIC_DRAW_ARB
);
2256 /* set given unpack params */
2257 ctx
->Unpack
= *unpack
;
2259 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2261 if (_mesa_is_stencil_format(format
)) {
2262 /* Drawing stencil */
2265 if (!drawpix
->StencilFP
)
2266 init_draw_stencil_pixels(ctx
);
2268 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2269 GL_ALPHA
, type
, pixels
);
2271 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2273 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2275 /* set all stencil bits to 0 */
2276 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2277 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2278 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2280 /* set stencil bits to 1 where needed */
2281 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2283 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2284 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2286 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2287 const GLuint mask
= 1 << bit
;
2288 if (mask
& origStencilMask
) {
2289 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2290 _mesa_StencilMask(mask
);
2292 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2293 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2295 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2299 else if (_mesa_is_depth_format(format
)) {
2301 if (!drawpix
->DepthFP
)
2302 init_draw_depth_pixels(ctx
);
2304 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2305 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2307 /* polygon color = current raster color */
2308 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2309 ctx
->Current
.RasterColor
);
2311 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2312 format
, type
, pixels
);
2314 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2318 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2319 format
, type
, pixels
);
2320 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2323 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2325 /* restore unpack params */
2326 ctx
->Unpack
= unpackSave
;
2328 _mesa_meta_end(ctx
);
2332 alpha_test_raster_color(struct gl_context
*ctx
)
2334 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2335 GLfloat ref
= ctx
->Color
.AlphaRef
;
2337 switch (ctx
->Color
.AlphaFunc
) {
2343 return alpha
== ref
;
2345 return alpha
<= ref
;
2349 return alpha
!= ref
;
2351 return alpha
>= ref
;
2361 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2362 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2363 * tracker would improve performance a lot.
2366 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2367 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2368 const struct gl_pixelstore_attrib
*unpack
,
2369 const GLubyte
*bitmap1
)
2371 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2372 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2373 const GLenum texIntFormat
= GL_ALPHA
;
2374 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2376 struct vertex verts
[4];
2381 * Check if swrast fallback is needed.
2383 if (ctx
->_ImageTransferState
||
2384 ctx
->FragmentProgram
._Enabled
||
2386 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2387 width
> tex
->MaxSize
||
2388 height
> tex
->MaxSize
) {
2389 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2393 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2396 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2397 * but a there's a few things we need to override:
2399 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2400 MESA_META_PIXEL_STORE
|
2401 MESA_META_RASTERIZATION
|
2404 MESA_META_TRANSFORM
|
2407 MESA_META_VIEWPORT
));
2409 _mesa_meta_setup_vertex_objects(&bitmap
->VAO
, &bitmap
->VBO
, false, 3, 2, 4);
2411 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2413 /* Silence valgrind warnings about reading uninitialized stack. */
2414 memset(verts
, 0, sizeof(verts
));
2416 /* vertex positions, texcoords, colors (after texture allocation!) */
2418 const GLfloat x0
= (GLfloat
) x
;
2419 const GLfloat y0
= (GLfloat
) y
;
2420 const GLfloat x1
= (GLfloat
) (x
+ width
);
2421 const GLfloat y1
= (GLfloat
) (y
+ height
);
2422 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2428 verts
[0].tex
[0] = 0.0F
;
2429 verts
[0].tex
[1] = 0.0F
;
2433 verts
[1].tex
[0] = tex
->Sright
;
2434 verts
[1].tex
[1] = 0.0F
;
2438 verts
[2].tex
[0] = tex
->Sright
;
2439 verts
[2].tex
[1] = tex
->Ttop
;
2443 verts
[3].tex
[0] = 0.0F
;
2444 verts
[3].tex
[1] = tex
->Ttop
;
2446 for (i
= 0; i
< 4; i
++) {
2447 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2448 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2449 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2450 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2453 /* upload new vertex data */
2454 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2457 /* choose different foreground/background alpha values */
2458 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2459 bg
= (fg
> 127 ? 0 : 255);
2461 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2463 _mesa_meta_end(ctx
);
2467 bitmap8
= malloc(width
* height
);
2469 memset(bitmap8
, bg
, width
* height
);
2470 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2471 bitmap8
, width
, fg
);
2473 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2475 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2476 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2478 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2479 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2481 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2483 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2488 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2490 _mesa_meta_end(ctx
);
2494 * Compute the texture coordinates for the four vertices of a quad for
2495 * drawing a 2D texture image or slice of a cube/3D texture.
2496 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2497 * \param slice slice of a 1D/2D array texture or 3D texture
2498 * \param width width of the texture image
2499 * \param height height of the texture image
2500 * \param coords0/1/2/3 returns the computed texcoords
2503 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2513 static const GLfloat st
[4][2] = {
2514 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
2519 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2520 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2522 /* Currently all texture targets want the W component to be 1.0.
2529 switch (faceTarget
) {
2533 case GL_TEXTURE_2D_ARRAY
:
2534 if (faceTarget
== GL_TEXTURE_3D
) {
2535 assert(slice
< depth
);
2537 r
= (slice
+ 0.5f
) / depth
;
2539 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2543 coords0
[0] = 0.0F
; /* s */
2544 coords0
[1] = 0.0F
; /* t */
2545 coords0
[2] = r
; /* r */
2556 case GL_TEXTURE_RECTANGLE_ARB
:
2557 coords0
[0] = 0.0F
; /* s */
2558 coords0
[1] = 0.0F
; /* t */
2559 coords0
[2] = 0.0F
; /* r */
2560 coords1
[0] = (float) width
;
2563 coords2
[0] = (float) width
;
2564 coords2
[1] = (float) height
;
2567 coords3
[1] = (float) height
;
2570 case GL_TEXTURE_1D_ARRAY
:
2571 coords0
[0] = 0.0F
; /* s */
2572 coords0
[1] = (float) slice
; /* t */
2573 coords0
[2] = 0.0F
; /* r */
2575 coords1
[1] = (float) slice
;
2578 coords2
[1] = (float) slice
;
2581 coords3
[1] = (float) slice
;
2585 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2586 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2587 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2588 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2589 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2590 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2591 /* loop over quad verts */
2592 for (i
= 0; i
< 4; i
++) {
2593 /* Compute sc = +/-scale and tc = +/-scale.
2594 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2595 * though that can still sometimes happen with this scale factor...
2597 const GLfloat scale
= 0.9999f
;
2598 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2599 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2619 coord
[3] = (float) (slice
/ 6);
2621 switch (faceTarget
) {
2622 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2627 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2632 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2637 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2642 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2647 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2658 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2662 static struct blit_shader
*
2663 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2667 table
->sampler_1d
.type
= "sampler1D";
2668 table
->sampler_1d
.func
= "texture1D";
2669 table
->sampler_1d
.texcoords
= "texCoords.x";
2670 return &table
->sampler_1d
;
2672 table
->sampler_2d
.type
= "sampler2D";
2673 table
->sampler_2d
.func
= "texture2D";
2674 table
->sampler_2d
.texcoords
= "texCoords.xy";
2675 return &table
->sampler_2d
;
2676 case GL_TEXTURE_RECTANGLE
:
2677 table
->sampler_rect
.type
= "sampler2DRect";
2678 table
->sampler_rect
.func
= "texture2DRect";
2679 table
->sampler_rect
.texcoords
= "texCoords.xy";
2680 return &table
->sampler_rect
;
2682 /* Code for mipmap generation with 3D textures is not used yet.
2683 * It's a sw fallback.
2685 table
->sampler_3d
.type
= "sampler3D";
2686 table
->sampler_3d
.func
= "texture3D";
2687 table
->sampler_3d
.texcoords
= "texCoords.xyz";
2688 return &table
->sampler_3d
;
2689 case GL_TEXTURE_CUBE_MAP
:
2690 table
->sampler_cubemap
.type
= "samplerCube";
2691 table
->sampler_cubemap
.func
= "textureCube";
2692 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
2693 return &table
->sampler_cubemap
;
2694 case GL_TEXTURE_1D_ARRAY
:
2695 table
->sampler_1d_array
.type
= "sampler1DArray";
2696 table
->sampler_1d_array
.func
= "texture1DArray";
2697 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
2698 return &table
->sampler_1d_array
;
2699 case GL_TEXTURE_2D_ARRAY
:
2700 table
->sampler_2d_array
.type
= "sampler2DArray";
2701 table
->sampler_2d_array
.func
= "texture2DArray";
2702 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
2703 return &table
->sampler_2d_array
;
2704 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2705 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
2706 table
->sampler_cubemap_array
.func
= "textureCubeArray";
2707 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
2708 return &table
->sampler_cubemap_array
;
2710 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2711 " setup_texture_sampler()\n", target
);
2717 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table
*table
)
2719 _mesa_DeleteProgram(table
->sampler_1d
.shader_prog
);
2720 _mesa_DeleteProgram(table
->sampler_2d
.shader_prog
);
2721 _mesa_DeleteProgram(table
->sampler_3d
.shader_prog
);
2722 _mesa_DeleteProgram(table
->sampler_rect
.shader_prog
);
2723 _mesa_DeleteProgram(table
->sampler_cubemap
.shader_prog
);
2724 _mesa_DeleteProgram(table
->sampler_1d_array
.shader_prog
);
2725 _mesa_DeleteProgram(table
->sampler_2d_array
.shader_prog
);
2726 _mesa_DeleteProgram(table
->sampler_cubemap_array
.shader_prog
);
2728 table
->sampler_1d
.shader_prog
= 0;
2729 table
->sampler_2d
.shader_prog
= 0;
2730 table
->sampler_3d
.shader_prog
= 0;
2731 table
->sampler_rect
.shader_prog
= 0;
2732 table
->sampler_cubemap
.shader_prog
= 0;
2733 table
->sampler_1d_array
.shader_prog
= 0;
2734 table
->sampler_2d_array
.shader_prog
= 0;
2735 table
->sampler_cubemap_array
.shader_prog
= 0;
2739 * Determine the GL data type to use for the temporary image read with
2740 * ReadPixels() and passed to Tex[Sub]Image().
2743 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2747 baseFormat
= _mesa_get_format_base_format(format
);
2749 switch (baseFormat
) {
2756 case GL_LUMINANCE_ALPHA
:
2758 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8) {
2759 return GL_UNSIGNED_BYTE
;
2760 } else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16) {
2761 return GL_UNSIGNED_SHORT
;
2763 GLenum datatype
= _mesa_get_format_datatype(format
);
2764 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
2768 case GL_DEPTH_COMPONENT
: {
2769 GLenum datatype
= _mesa_get_format_datatype(format
);
2770 if (datatype
== GL_FLOAT
)
2773 return GL_UNSIGNED_INT
;
2775 case GL_DEPTH_STENCIL
: {
2776 GLenum datatype
= _mesa_get_format_datatype(format
);
2777 if (datatype
== GL_FLOAT
)
2778 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
2780 return GL_UNSIGNED_INT_24_8
;
2783 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2790 * Attempts to wrap the destination texture in an FBO and use
2791 * glBlitFramebuffer() to implement glCopyTexSubImage().
2794 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2795 struct gl_texture_image
*texImage
,
2799 struct gl_renderbuffer
*rb
,
2801 GLsizei width
, GLsizei height
)
2803 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2805 bool success
= false;
2809 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2812 _mesa_unlock_texture(ctx
, texObj
);
2814 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2816 _mesa_GenFramebuffers(1, &fbo
);
2817 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
2819 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2820 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2821 _mesa_meta_bind_fbo_image(GL_DEPTH_ATTACHMENT
, texImage
, zoffset
);
2822 mask
= GL_DEPTH_BUFFER_BIT
;
2824 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2825 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2826 _mesa_meta_bind_fbo_image(GL_STENCIL_ATTACHMENT
, texImage
, zoffset
);
2827 mask
|= GL_STENCIL_BUFFER_BIT
;
2829 _mesa_DrawBuffer(GL_NONE
);
2831 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0
, texImage
, zoffset
);
2832 mask
= GL_COLOR_BUFFER_BIT
;
2833 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2836 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
2837 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2840 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2842 /* Since we've bound a new draw framebuffer, we need to update
2843 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2846 _mesa_update_state(ctx
);
2848 /* We skip the core BlitFramebuffer checks for format consistency, which
2849 * are too strict for CopyTexImage. We know meta will be fine with format
2852 mask
= _mesa_meta_BlitFramebuffer(ctx
, x
, y
,
2853 x
+ width
, y
+ height
,
2855 xoffset
+ width
, yoffset
+ height
,
2857 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2858 success
= mask
== 0x0;
2861 _mesa_lock_texture(ctx
, texObj
);
2862 _mesa_DeleteFramebuffers(1, &fbo
);
2863 _mesa_meta_end(ctx
);
2868 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2869 * Have to be careful with locking and meta state for pixel transfer.
2872 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
2873 struct gl_texture_image
*texImage
,
2874 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2875 struct gl_renderbuffer
*rb
,
2877 GLsizei width
, GLsizei height
)
2879 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2880 GLenum format
, type
;
2884 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2886 xoffset
, yoffset
, zoffset
,
2893 /* Choose format/type for temporary image buffer */
2894 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2895 if (format
== GL_LUMINANCE
||
2896 format
== GL_LUMINANCE_ALPHA
||
2897 format
== GL_INTENSITY
) {
2898 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2899 * temp image buffer because glReadPixels will do L=R+G+B which is
2900 * not what we want (should be L=R).
2905 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
2906 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
2907 format
= _mesa_base_format_to_integer_format(format
);
2909 bpp
= _mesa_bytes_per_pixel(format
, type
);
2911 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2916 * Alloc image buffer (XXX could use a PBO)
2918 buf
= malloc(width
* height
* bpp
);
2920 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2924 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
2927 * Read image from framebuffer (disable pixel transfer ops)
2929 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2930 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2931 format
, type
, &ctx
->Pack
, buf
);
2932 _mesa_meta_end(ctx
);
2934 _mesa_update_state(ctx
); /* to update pixel transfer state */
2937 * Store texture data (with pixel transfer ops)
2939 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2941 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
2942 assert(yoffset
== 0);
2943 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2944 xoffset
, zoffset
, 0, width
, 1, 1,
2945 format
, type
, buf
, &ctx
->Unpack
);
2947 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2948 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2949 format
, type
, buf
, &ctx
->Unpack
);
2952 _mesa_meta_end(ctx
);
2954 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
2961 meta_decompress_cleanup(struct decompress_state
*decompress
)
2963 if (decompress
->FBO
!= 0) {
2964 _mesa_DeleteFramebuffers(1, &decompress
->FBO
);
2965 _mesa_DeleteRenderbuffers(1, &decompress
->RBO
);
2968 if (decompress
->VAO
!= 0) {
2969 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2970 _mesa_DeleteBuffers(1, &decompress
->VBO
);
2973 if (decompress
->Sampler
!= 0)
2974 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
2976 memset(decompress
, 0, sizeof(*decompress
));
2980 * Decompress a texture image by drawing a quad with the compressed
2981 * texture and reading the pixels out of the color buffer.
2982 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2983 * \param destFormat format, ala glReadPixels
2984 * \param destType type, ala glReadPixels
2985 * \param dest destination buffer
2986 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2989 decompress_texture_image(struct gl_context
*ctx
,
2990 struct gl_texture_image
*texImage
,
2992 GLenum destFormat
, GLenum destType
,
2995 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
2996 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2997 const GLint width
= texImage
->Width
;
2998 const GLint height
= texImage
->Height
;
2999 const GLint depth
= texImage
->Height
;
3000 const GLenum target
= texObj
->Target
;
3002 struct vertex verts
[4];
3004 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3005 ctx
->Extensions
.ARB_fragment_shader
;
3008 assert(target
== GL_TEXTURE_3D
||
3009 target
== GL_TEXTURE_2D_ARRAY
||
3010 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3015 case GL_TEXTURE_1D_ARRAY
:
3016 assert(!"No compressed 1D textures.");
3020 assert(!"No compressed 3D textures.");
3023 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3024 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3027 case GL_TEXTURE_CUBE_MAP
:
3028 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3032 faceTarget
= target
;
3036 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3037 MESA_META_DRAW_BUFFERS
));
3039 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3040 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3042 /* Create/bind FBO/renderbuffer */
3043 if (decompress
->FBO
== 0) {
3044 _mesa_GenFramebuffers(1, &decompress
->FBO
);
3045 _mesa_GenRenderbuffers(1, &decompress
->RBO
);
3046 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3047 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3048 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3049 GL_COLOR_ATTACHMENT0_EXT
,
3050 GL_RENDERBUFFER_EXT
,
3054 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3057 /* alloc dest surface */
3058 if (width
> decompress
->Width
|| height
> decompress
->Height
) {
3059 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3060 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, GL_RGBA
,
3062 decompress
->Width
= width
;
3063 decompress
->Height
= height
;
3066 if (use_glsl_version
) {
3067 _mesa_meta_setup_vertex_objects(&decompress
->VAO
, &decompress
->VBO
, true,
3070 _mesa_meta_setup_blit_shader(ctx
, target
, &decompress
->shaders
);
3072 _mesa_meta_setup_ff_tnl_for_blit(&decompress
->VAO
, &decompress
->VBO
, 3);
3075 if (!decompress
->Sampler
) {
3076 _mesa_GenSamplers(1, &decompress
->Sampler
);
3077 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3078 /* nearest filtering */
3079 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3080 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3081 /* No sRGB decode or encode.*/
3082 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3083 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3084 GL_SKIP_DECODE_EXT
);
3088 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3091 /* Silence valgrind warnings about reading uninitialized stack. */
3092 memset(verts
, 0, sizeof(verts
));
3094 _mesa_meta_setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
3100 /* setup vertex positions */
3110 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3112 /* upload new vertex data */
3113 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3115 /* setup texture state */
3116 _mesa_BindTexture(target
, texObj
->Name
);
3118 if (!use_glsl_version
)
3119 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3122 /* save texture object state */
3123 const GLint baseLevelSave
= texObj
->BaseLevel
;
3124 const GLint maxLevelSave
= texObj
->MaxLevel
;
3126 /* restrict sampling to the texture level of interest */
3127 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3128 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
3129 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
3132 /* render quad w/ texture into renderbuffer */
3133 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3135 /* Restore texture object state, the texture binding will
3136 * be restored by _mesa_meta_end().
3138 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3139 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
3140 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3145 /* read pixels from renderbuffer */
3147 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3148 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
3150 /* The pixel transfer state will be set to default values at this point
3151 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3152 * turned off (as required by glGetTexImage) but we need to handle some
3153 * special cases. In particular, single-channel texture values are
3154 * returned as red and two-channel texture values are returned as
3157 if ((baseTexFormat
== GL_LUMINANCE
||
3158 baseTexFormat
== GL_LUMINANCE_ALPHA
||
3159 baseTexFormat
== GL_INTENSITY
) ||
3160 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3161 * luminance then we need to return L=tex(R).
3163 ((baseTexFormat
== GL_RGBA
||
3164 baseTexFormat
== GL_RGB
||
3165 baseTexFormat
== GL_RG
) &&
3166 (destBaseFormat
== GL_LUMINANCE
||
3167 destBaseFormat
== GL_LUMINANCE_ALPHA
||
3168 destBaseFormat
== GL_LUMINANCE_INTEGER_EXT
||
3169 destBaseFormat
== GL_LUMINANCE_ALPHA_INTEGER_EXT
))) {
3170 /* Green and blue must be zero */
3171 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3172 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3175 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3178 /* disable texture unit */
3179 if (!use_glsl_version
)
3180 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3182 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3184 _mesa_meta_end(ctx
);
3189 * This is just a wrapper around _mesa_get_tex_image() and
3190 * decompress_texture_image(). Meta functions should not be directly called
3194 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
3195 GLenum format
, GLenum type
, GLvoid
*pixels
,
3196 struct gl_texture_image
*texImage
)
3198 /* We can only use the decompress-with-blit method here if the texels are
3199 * unsigned, normalized values. We could handle signed and unnormalized
3200 * with floating point renderbuffers...
3202 if (_mesa_is_format_compressed(texImage
->TexFormat
) &&
3203 _mesa_get_format_datatype(texImage
->TexFormat
)
3204 == GL_UNSIGNED_NORMALIZED
) {
3205 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3207 /* Need to unlock the texture here to prevent deadlock... */
3208 _mesa_unlock_texture(ctx
, texObj
);
3209 for (slice
= 0; slice
< texImage
->Depth
; slice
++) {
3211 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
3212 || texImage
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
) {
3213 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3214 * in the decompress_texture_image() function's call to
3215 * glReadPixels but we need to compute the dest slice's address
3216 * here (according to SkipImages and ImageHeight).
3218 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
3219 packing
.SkipPixels
= 0;
3220 packing
.SkipRows
= 0;
3221 dst
= _mesa_image_address3d(&packing
, pixels
, texImage
->Width
,
3222 texImage
->Height
, format
, type
,
3228 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, dst
);
3230 /* ... and relock it */
3231 _mesa_lock_texture(ctx
, texObj
);
3234 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
3240 * Meta implementation of ctx->Driver.DrawTex() in terms
3241 * of polygon rendering.
3244 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3245 GLfloat width
, GLfloat height
)
3247 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3249 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3251 struct vertex verts
[4];
3254 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3256 MESA_META_TRANSFORM
|
3258 MESA_META_VIEWPORT
));
3260 if (drawtex
->VAO
== 0) {
3261 /* one-time setup */
3262 GLint active_texture
;
3264 /* create vertex array object */
3265 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3266 _mesa_BindVertexArray(drawtex
->VAO
);
3268 /* create vertex array buffer */
3269 _mesa_GenBuffers(1, &drawtex
->VBO
);
3270 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3271 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3272 NULL
, GL_DYNAMIC_DRAW_ARB
);
3274 /* client active texture is not part of the array object */
3275 active_texture
= ctx
->Array
.ActiveTexture
;
3277 /* setup vertex arrays */
3278 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3279 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3280 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3281 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
3282 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
3283 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3286 /* restore client active texture */
3287 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
3290 _mesa_BindVertexArray(drawtex
->VAO
);
3291 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3294 /* vertex positions, texcoords */
3296 const GLfloat x1
= x
+ width
;
3297 const GLfloat y1
= y
+ height
;
3299 z
= CLAMP(z
, 0.0f
, 1.0f
);
3318 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3319 const struct gl_texture_object
*texObj
;
3320 const struct gl_texture_image
*texImage
;
3321 GLfloat s
, t
, s1
, t1
;
3324 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3326 for (j
= 0; j
< 4; j
++) {
3327 verts
[j
].st
[i
][0] = 0.0f
;
3328 verts
[j
].st
[i
][1] = 0.0f
;
3333 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3334 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3335 tw
= texImage
->Width2
;
3336 th
= texImage
->Height2
;
3338 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3339 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3340 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3341 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3343 verts
[0].st
[i
][0] = s
;
3344 verts
[0].st
[i
][1] = t
;
3346 verts
[1].st
[i
][0] = s1
;
3347 verts
[1].st
[i
][1] = t
;
3349 verts
[2].st
[i
][0] = s1
;
3350 verts
[2].st
[i
][1] = t1
;
3352 verts
[3].st
[i
][0] = s
;
3353 verts
[3].st
[i
][1] = t1
;
3356 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3359 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3361 _mesa_meta_end(ctx
);