meta: Label the meta GLSL clear program.
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/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"
59 #include "main/pbo.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"
85
86 /** Return offset in bytes of the field within a vertex struct */
87 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
88
89 static void
90 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
91
92 static struct blit_shader *
93 choose_blit_shader(GLenum target, struct blit_shader_table *table);
94
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);
99
100 void
101 _mesa_meta_bind_fbo_image(GLenum attachment,
102 struct gl_texture_image *texImage, GLuint layer)
103 {
104 struct gl_texture_object *texObj = texImage->TexObject;
105 int level = texImage->Level;
106 GLenum target = texObj->Target;
107
108 switch (target) {
109 case GL_TEXTURE_1D:
110 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER,
111 attachment,
112 target,
113 texObj->Name,
114 level);
115 break;
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:
120 case GL_TEXTURE_3D:
121 _mesa_FramebufferTextureLayer(GL_FRAMEBUFFER,
122 attachment,
123 texObj->Name,
124 level,
125 layer);
126 break;
127 default: /* 2D / cube */
128 if (target == GL_TEXTURE_CUBE_MAP)
129 target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
130
131 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER,
132 attachment,
133 target,
134 texObj->Name,
135 level);
136 }
137 }
138
139 GLuint
140 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
141 const GLcharARB *source)
142 {
143 GLuint shader;
144 GLint ok, size;
145 GLchar *info;
146
147 shader = _mesa_CreateShader(target);
148 _mesa_ShaderSource(shader, 1, &source, NULL);
149 _mesa_CompileShader(shader);
150
151 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
152 if (ok)
153 return shader;
154
155 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
156 if (size == 0) {
157 _mesa_DeleteShader(shader);
158 return 0;
159 }
160
161 info = malloc(size);
162 if (!info) {
163 _mesa_DeleteShader(shader);
164 return 0;
165 }
166
167 _mesa_GetShaderInfoLog(shader, size, NULL, info);
168 _mesa_problem(ctx,
169 "meta program compile failed:\n%s\n"
170 "source:\n%s\n",
171 info, source);
172
173 free(info);
174 _mesa_DeleteShader(shader);
175
176 return 0;
177 }
178
179 GLuint
180 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
181 {
182 GLint ok, size;
183 GLchar *info;
184
185 _mesa_LinkProgram(program);
186
187 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
188 if (ok)
189 return program;
190
191 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
192 if (size == 0)
193 return 0;
194
195 info = malloc(size);
196 if (!info)
197 return 0;
198
199 _mesa_GetProgramInfoLog(program, size, NULL, info);
200 _mesa_problem(ctx, "meta program link failed:\n%s", info);
201
202 free(info);
203
204 return 0;
205 }
206
207 void
208 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
209 const char *vs_source,
210 const char *fs_source,
211 const char *name,
212 GLuint *program)
213 {
214 GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
215 vs_source);
216 GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
217 fs_source);
218
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);
228
229 _mesa_UseProgram(*program);
230 }
231
232 /**
233 * Generate a generic shader to blit from a texture to a framebuffer
234 *
235 * \param ctx Current GL context
236 * \param texTarget Texture target that will be the source of the blit
237 *
238 * \returns a handle to a shader program on success or zero on failure.
239 */
240 void
241 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
242 GLenum target,
243 struct blit_shader_table *table)
244 {
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;
249
250 if (ctx->Const.GLSLVersion < 130) {
251 vs_preprocess = "";
252 vs_input = "attribute";
253 vs_output = "varying";
254 fs_preprocess = "#extension GL_EXT_texture_array : enable";
255 fs_input = "varying";
256 } else {
257 vs_preprocess = "#version 130";
258 vs_input = "in";
259 vs_output = "out";
260 fs_preprocess = "#version 130";
261 fs_input = "in";
262 shader->func = "texture";
263 }
264
265 assert(shader != NULL);
266
267 if (shader->shader_prog != 0) {
268 _mesa_UseProgram(shader->shader_prog);
269 return;
270 }
271
272 vs_source = ralloc_asprintf(mem_ctx,
273 "%s\n"
274 "%s vec2 position;\n"
275 "%s vec4 textureCoords;\n"
276 "%s vec4 texCoords;\n"
277 "void main()\n"
278 "{\n"
279 " texCoords = textureCoords;\n"
280 " gl_Position = vec4(position, 0.0, 1.0);\n"
281 "}\n",
282 vs_preprocess, vs_input, vs_input, vs_output);
283
284 fs_source = ralloc_asprintf(mem_ctx,
285 "%s\n"
286 "#extension GL_ARB_texture_cube_map_array: enable\n"
287 "uniform %s texSampler;\n"
288 "%s vec4 texCoords;\n"
289 "void main()\n"
290 "{\n"
291 " gl_FragColor = %s(texSampler, %s);\n"
292 " gl_FragDepth = gl_FragColor.x;\n"
293 "}\n",
294 fs_preprocess, shader->type, fs_input,
295 shader->func, shader->texcoords);
296
297 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
298 ralloc_asprintf(mem_ctx, "%s blit",
299 shader->type),
300 &shader->shader_prog);
301 ralloc_free(mem_ctx);
302 }
303
304 /**
305 * Configure vertex buffer and vertex array objects for tests
306 *
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.
310 *
311 * \param VAO Storage for vertex array object handle. If 0, a new VAO
312 * will be created.
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
322 * enabled.
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.
325 *
326 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
327 * Use \c texcoord_size instead.
328 */
329 void
330 _mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
331 bool use_generic_attributes,
332 unsigned vertex_size, unsigned texcoord_size,
333 unsigned color_size)
334 {
335 if (*VAO == 0) {
336 assert(*VBO == 0);
337
338 /* create vertex array object */
339 _mesa_GenVertexArrays(1, VAO);
340 _mesa_BindVertexArray(*VAO);
341
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,
346 GL_DYNAMIC_DRAW);
347
348 /* setup vertex arrays */
349 if (use_generic_attributes) {
350 assert(color_size == 0);
351
352 _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
353 sizeof(struct vertex), OFFSET(x));
354 _mesa_EnableVertexAttribArray(0);
355
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);
360 }
361 } else {
362 _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
363 OFFSET(x));
364 _mesa_EnableClientState(GL_VERTEX_ARRAY);
365
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);
370 }
371
372 if (color_size > 0) {
373 _mesa_ColorPointer(color_size, GL_FLOAT,
374 sizeof(struct vertex), OFFSET(r));
375 _mesa_EnableClientState(GL_COLOR_ARRAY);
376 }
377 }
378 } else {
379 _mesa_BindVertexArray(*VAO);
380 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
381 }
382 }
383
384 /**
385 * Initialize meta-ops for a context.
386 * To be called once during context creation.
387 */
388 void
389 _mesa_meta_init(struct gl_context *ctx)
390 {
391 ASSERT(!ctx->Meta);
392
393 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
394 }
395
396 static GLenum
397 gl_buffer_index_to_drawbuffers_enum(gl_buffer_index bufindex)
398 {
399 assert(bufindex < BUFFER_COUNT);
400
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)
408 return GL_BACK_LEFT;
409 else if (bufindex == BUFFER_BACK_RIGHT)
410 return GL_BACK_RIGHT;
411
412 return GL_NONE;
413 }
414
415 /**
416 * Free context meta-op state.
417 * To be called once during context destruction.
418 */
419 void
420 _mesa_meta_free(struct gl_context *ctx)
421 {
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);
430 if (old_context)
431 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
432 else
433 _mesa_make_current(NULL, NULL, NULL);
434 free(ctx->Meta);
435 ctx->Meta = NULL;
436 }
437
438
439 /**
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.
442 *
443 * \param state bitmask of MESA_META_* flags indicating which attribute groups
444 * to save and reset to their defaults
445 */
446 void
447 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
448 {
449 struct save_state *save;
450
451 /* hope MAX_META_OPS_DEPTH is large enough */
452 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
453
454 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
455 memset(save, 0, sizeof(*save));
456 save->SavedState = state;
457
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.
461 */
462 save->API = ctx->API;
463 ctx->API = API_OPENGL_COMPAT;
464
465 /* Pausing transform feedback needs to be done early, or else we won't be
466 * able to change other state.
467 */
468 save->TransformFeedbackNeedsResume =
469 _mesa_is_xfb_active_and_unpaused(ctx);
470 if (save->TransformFeedbackNeedsResume)
471 _mesa_PauseTransformFeedback();
472
473 /* After saving the current occlusion object, call EndQuery so that no
474 * occlusion querying will be active during the meta-operation.
475 */
476 if (state & MESA_META_OCCLUSION_QUERY) {
477 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
478 if (save->CurrentOcclusionObject)
479 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
480 }
481
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);
488 }
489
490 if (state & MESA_META_BLEND) {
491 save->BlendEnabled = ctx->Color.BlendEnabled;
492 if (ctx->Color.BlendEnabled) {
493 if (ctx->Extensions.EXT_draw_buffers2) {
494 GLuint i;
495 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
496 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
497 }
498 }
499 else {
500 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
501 }
502 }
503 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
504 if (ctx->Color.ColorLogicOpEnabled)
505 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
506 }
507
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);
516 }
517
518 if (state & MESA_META_DEPTH_TEST) {
519 save->Depth = ctx->Depth; /* struct copy */
520 if (ctx->Depth.Test)
521 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
522 }
523
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);
528 }
529
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;
535 }
536
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;
556 /* XXX more state */
557 ctx->NewState |=_NEW_PIXEL;
558 }
559
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);
572 }
573
574 if (state & MESA_META_SCISSOR) {
575 save->Scissor = ctx->Scissor; /* struct copy */
576 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
577 }
578
579 if (state & MESA_META_SHADER) {
580 int i;
581
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);
587 }
588
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);
594 }
595
596 if (ctx->Extensions.ATI_fragment_shader) {
597 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
598 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
599 }
600
601 if (ctx->Pipeline.Current) {
602 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
603 ctx->Pipeline.Current);
604 _mesa_BindProgramPipeline(0);
605 }
606
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.
609 */
610 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
611 _mesa_reference_shader_program(ctx, &save->Shader[i],
612 ctx->Shader.CurrentProgram[i]);
613 }
614 _mesa_reference_shader_program(ctx, &save->ActiveShader,
615 ctx->Shader.ActiveProgram);
616
617 _mesa_UseProgram(0);
618 }
619
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 */
625 }
626
627 if (state & MESA_META_TEXTURE) {
628 GLuint u, tgt;
629
630 save->ActiveUnit = ctx->Texture.CurrentUnit;
631 save->ClientActiveUnit = ctx->Array.ActiveTexture;
632 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
633
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);
644
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);
653 }
654 }
655
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]);
660 }
661
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);
666 }
667
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();
686
687 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
688 * This can occur when there is no draw buffer.
689 */
690 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
691 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
692 0.0, ctx->DrawBuffer->Height,
693 -1.0, 1.0);
694 }
695
696 if (state & MESA_META_CLIP) {
697 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
698 if (ctx->Transform.ClipPlanesEnabled) {
699 GLuint i;
700 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
701 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
702 }
703 }
704 }
705
706 if (state & MESA_META_VERTEX) {
707 /* save vertex array object state */
708 _mesa_reference_vao(ctx, &save->VAO,
709 ctx->Array.VAO);
710 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
711 ctx->Array.ArrayBufferObj);
712 /* set some default state? */
713 }
714
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);
728 }
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);
734 }
735
736 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
737 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
738
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.
742 */
743 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
744 ctx->Extensions.ARB_color_buffer_float)
745 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
746 }
747
748 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
749 save->ClampVertexColor = ctx->Light.ClampVertexColor;
750
751 /* Generally in here we never want vertex color clamping --
752 * result clamping is only dependent on fragment clamping.
753 */
754 if (ctx->Extensions.ARB_color_buffer_float)
755 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
756 }
757
758 if (state & MESA_META_CONDITIONAL_RENDER) {
759 save->CondRenderQuery = ctx->Query.CondRenderQuery;
760 save->CondRenderMode = ctx->Query.CondRenderMode;
761
762 if (ctx->Query.CondRenderQuery)
763 _mesa_EndConditionalRender();
764 }
765
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);
774 }
775 }
776
777 if (state & MESA_META_MULTISAMPLE) {
778 save->Multisample = ctx->Multisample; /* struct copy */
779
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);
792 }
793
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);
798 }
799
800 if (state & MESA_META_DRAW_BUFFERS) {
801 int buf, real_color_buffers = 0;
802 memset(save->ColorDrawBuffers, 0, sizeof(save->ColorDrawBuffers));
803
804 for (buf = 0; buf < MAX_DRAW_BUFFERS; buf++) {
805 int buf_index = ctx->DrawBuffer->_ColorDrawBufferIndexes[buf];
806 if (buf_index == -1)
807 continue;
808
809 save->ColorDrawBuffers[buf] =
810 gl_buffer_index_to_drawbuffers_enum(buf_index);
811
812 if (++real_color_buffers >= ctx->DrawBuffer->_NumColorDrawBuffers)
813 break;
814 }
815 }
816
817 /* misc */
818 {
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);
825
826 save->DrawBufferName = ctx->DrawBuffer->Name;
827 save->ReadBufferName = ctx->ReadBuffer->Name;
828 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
829 ctx->CurrentRenderbuffer->Name : 0);
830 }
831 }
832
833
834 /**
835 * Leave meta state. This is like a light-weight version of glPopAttrib().
836 */
837 void
838 _mesa_meta_end(struct gl_context *ctx)
839 {
840 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
841 const GLbitfield state = save->SavedState;
842 int i;
843
844 /* After starting a new occlusion query, initialize the results to the
845 * values saved previously. The driver will then continue to increment
846 * these values.
847 */
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;
853 }
854 }
855
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);
860 }
861
862 if (state & MESA_META_BLEND) {
863 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
864 if (ctx->Extensions.EXT_draw_buffers2) {
865 GLuint i;
866 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
867 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
868 }
869 }
870 else {
871 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
872 }
873 }
874 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
875 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
876 }
877
878 if (state & MESA_META_COLOR_MASK) {
879 GLuint i;
880 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
881 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
882 if (i == 0) {
883 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
884 save->ColorMask[i][2], save->ColorMask[i][3]);
885 }
886 else {
887 _mesa_ColorMaski(i,
888 save->ColorMask[i][0],
889 save->ColorMask[i][1],
890 save->ColorMask[i][2],
891 save->ColorMask[i][3]);
892 }
893 }
894 }
895 }
896
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);
902 }
903
904 if (state & MESA_META_FOG) {
905 _mesa_set_enable(ctx, GL_FOG, save->Fog);
906 }
907
908 if (state & MESA_META_PIXEL_STORE) {
909 ctx->Pack = save->Pack;
910 ctx->Unpack = save->Unpack;
911 }
912
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;
923 /* XXX more state */
924 ctx->NewState |=_NEW_PIXEL;
925 }
926
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);
934 }
935
936 if (state & MESA_META_SCISSOR) {
937 unsigned i;
938
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);
947 }
948 }
949
950 if (state & MESA_META_SHADER) {
951 static const GLenum targets[] = {
952 GL_VERTEX_SHADER,
953 GL_GEOMETRY_SHADER,
954 GL_FRAGMENT_SHADER,
955 };
956
957 bool any_shader;
958
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);
965 }
966
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);
973 }
974
975 if (ctx->Extensions.ATI_fragment_shader) {
976 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
977 save->ATIFragmentShaderEnabled);
978 }
979
980 any_shader = false;
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
986 * in that case.
987 */
988 _mesa_use_shader_program(ctx, targets[i],
989 save->Shader[i],
990 &ctx->Shader);
991
992 /* Do this *before* killing the reference. :)
993 */
994 if (save->Shader[i] != NULL)
995 any_shader = true;
996
997 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
998 }
999
1000 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1001 save->ActiveShader);
1002 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1003
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.
1007 */
1008 if (any_shader)
1009 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1010 &ctx->Shader);
1011 else
1012 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1013 ctx->Pipeline.Default);
1014
1015 if (save->Pipeline) {
1016 _mesa_bind_pipeline(ctx, save->Pipeline);
1017
1018 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1019 }
1020 }
1021
1022 if (state & MESA_META_STENCIL_TEST) {
1023 const struct gl_stencil_attrib *stencil = &save->Stencil;
1024
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);
1032 }
1033 /* front state */
1034 _mesa_StencilFuncSeparate(GL_FRONT,
1035 stencil->Function[0],
1036 stencil->Ref[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]);
1042 /* back state */
1043 _mesa_StencilFuncSeparate(GL_BACK,
1044 stencil->Function[1],
1045 stencil->Ref[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]);
1051 }
1052
1053 if (state & MESA_META_TEXTURE) {
1054 GLuint u, tgt;
1055
1056 ASSERT(ctx->Texture.CurrentUnit == 0);
1057
1058 /* restore texenv for unit[0] */
1059 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1060
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]);
1067 }
1068 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1069 }
1070
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];
1076 }
1077
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];
1081 }
1082 }
1083
1084 /* restore current unit state */
1085 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1086 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1087 }
1088
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);
1095
1096 _mesa_MatrixMode(GL_MODELVIEW);
1097 _mesa_LoadMatrixf(save->ModelviewMatrix);
1098
1099 _mesa_MatrixMode(GL_PROJECTION);
1100 _mesa_LoadMatrixf(save->ProjectionMatrix);
1101
1102 _mesa_MatrixMode(save->MatrixMode);
1103 }
1104
1105 if (state & MESA_META_CLIP) {
1106 if (save->ClipPlanesEnabled) {
1107 GLuint i;
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);
1111 }
1112 }
1113 }
1114 }
1115
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);
1120
1121 /* restore vertex array object */
1122 _mesa_BindVertexArray(save->VAO->Name);
1123 _mesa_reference_vao(ctx, &save->VAO, NULL);
1124 }
1125
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);
1133 }
1134 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1135 }
1136
1137 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1138 ctx->Extensions.ARB_color_buffer_float) {
1139 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1140 }
1141
1142 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1143 ctx->Extensions.ARB_color_buffer_float) {
1144 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1145 }
1146
1147 if (state & MESA_META_CONDITIONAL_RENDER) {
1148 if (save->CondRenderQuery)
1149 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1150 save->CondRenderMode);
1151 }
1152
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;
1160 }
1161 }
1162
1163 if (state & MESA_META_MULTISAMPLE) {
1164 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1165 struct gl_multisample_attrib *save_ms = &save->Multisample;
1166
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);
1179 }
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);
1188 }
1189
1190 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1191 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1192 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1193 }
1194
1195 /* misc */
1196 if (save->Lighting) {
1197 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1198 }
1199 if (save->RasterDiscard) {
1200 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1201 }
1202 if (save->TransformFeedbackNeedsResume)
1203 _mesa_ResumeTransformFeedback();
1204
1205 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1206 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1207
1208 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1209 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1210
1211 if (!ctx->CurrentRenderbuffer ||
1212 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1213 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1214
1215 if (state & MESA_META_DRAW_BUFFERS) {
1216 _mesa_DrawBuffers(MAX_DRAW_BUFFERS, save->ColorDrawBuffers);
1217 }
1218
1219 ctx->Meta->SaveStackDepth--;
1220
1221 ctx->API = save->API;
1222 }
1223
1224
1225 /**
1226 * Determine whether Mesa is currently in a meta state.
1227 */
1228 GLboolean
1229 _mesa_meta_in_progress(struct gl_context *ctx)
1230 {
1231 return ctx->Meta->SaveStackDepth != 0;
1232 }
1233
1234
1235 /**
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.
1241 */
1242 static INLINE GLfloat
1243 invert_z(GLfloat normZ)
1244 {
1245 GLfloat objZ = 1.0f - 2.0f * normZ;
1246 return objZ;
1247 }
1248
1249
1250 /**
1251 * One-time init for a temp_texture object.
1252 * Choose tex target, compute max tex size, etc.
1253 */
1254 static void
1255 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1256 {
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;
1262 }
1263 else {
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;
1268 }
1269 tex->MinSize = 16; /* 16 x 16 at least */
1270 assert(tex->MaxSize > 0);
1271
1272 _mesa_GenTextures(1, &tex->TexObj);
1273 }
1274
1275 static void
1276 cleanup_temp_texture(struct temp_texture *tex)
1277 {
1278 if (!tex->TexObj)
1279 return;
1280 _mesa_DeleteTextures(1, &tex->TexObj);
1281 tex->TexObj = 0;
1282 }
1283
1284
1285 /**
1286 * Return pointer to temp_texture info for non-bitmap ops.
1287 * This does some one-time init if needed.
1288 */
1289 struct temp_texture *
1290 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1291 {
1292 struct temp_texture *tex = &ctx->Meta->TempTex;
1293
1294 if (!tex->TexObj) {
1295 init_temp_texture(ctx, tex);
1296 }
1297
1298 return tex;
1299 }
1300
1301
1302 /**
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.
1306 */
1307 static struct temp_texture *
1308 get_bitmap_temp_texture(struct gl_context *ctx)
1309 {
1310 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1311
1312 if (!tex->TexObj) {
1313 init_temp_texture(ctx, tex);
1314 }
1315
1316 return tex;
1317 }
1318
1319 /**
1320 * Return pointer to depth temp_texture.
1321 * This does some one-time init if needed.
1322 */
1323 struct temp_texture *
1324 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1325 {
1326 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1327
1328 if (!tex->TexObj) {
1329 init_temp_texture(ctx, tex);
1330 }
1331
1332 return tex;
1333 }
1334
1335 /**
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.
1341 *
1342 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1343 */
1344 GLboolean
1345 _mesa_meta_alloc_texture(struct temp_texture *tex,
1346 GLsizei width, GLsizei height, GLenum intFormat)
1347 {
1348 GLboolean newTex = GL_FALSE;
1349
1350 ASSERT(width <= tex->MaxSize);
1351 ASSERT(height <= tex->MaxSize);
1352
1353 if (width > tex->Width ||
1354 height > tex->Height ||
1355 intFormat != tex->IntFormat) {
1356 /* alloc new texture (larger or different format) */
1357
1358 if (tex->NPOT) {
1359 /* use non-power of two size */
1360 tex->Width = MAX2(tex->MinSize, width);
1361 tex->Height = MAX2(tex->MinSize, height);
1362 }
1363 else {
1364 /* find power of two size */
1365 GLsizei w, h;
1366 w = h = tex->MinSize;
1367 while (w < width)
1368 w *= 2;
1369 while (h < height)
1370 h *= 2;
1371 tex->Width = w;
1372 tex->Height = h;
1373 }
1374
1375 tex->IntFormat = intFormat;
1376
1377 newTex = GL_TRUE;
1378 }
1379
1380 /* compute texcoords */
1381 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1382 tex->Sright = (GLfloat) width;
1383 tex->Ttop = (GLfloat) height;
1384 }
1385 else {
1386 tex->Sright = (GLfloat) width / tex->Width;
1387 tex->Ttop = (GLfloat) height / tex->Height;
1388 }
1389
1390 return newTex;
1391 }
1392
1393
1394 /**
1395 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1396 */
1397 void
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,
1402 GLenum intFormat,
1403 GLenum filter)
1404 {
1405 bool newTex;
1406
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);
1411
1412 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1413
1414 /* copy framebuffer image to texture */
1415 if (newTex) {
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);
1421 }
1422 else {
1423 /* create empty texture */
1424 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1425 tex->Width, tex->Height, 0,
1426 intFormat, GL_UNSIGNED_BYTE, NULL);
1427 /* load image */
1428 _mesa_CopyTexSubImage2D(tex->Target, 0,
1429 0, 0, srcX, srcY, width, height);
1430 }
1431 }
1432 else {
1433 /* replace existing tex image */
1434 _mesa_CopyTexSubImage2D(tex->Target, 0,
1435 0, 0, srcX, srcY, width, height);
1436 }
1437 }
1438
1439
1440 /**
1441 * Setup/load texture for glDrawPixels.
1442 */
1443 void
1444 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1445 struct temp_texture *tex,
1446 GLboolean newTex,
1447 GLsizei width, GLsizei height,
1448 GLenum format, GLenum type,
1449 const GLvoid *pixels)
1450 {
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);
1455
1456 /* copy pixel data to texture */
1457 if (newTex) {
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);
1463 }
1464 else {
1465 struct gl_buffer_object *save_unpack_obj = NULL;
1466
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);
1476 /* load image */
1477 _mesa_TexSubImage2D(tex->Target, 0,
1478 0, 0, width, height, format, type, pixels);
1479 }
1480 }
1481 else {
1482 /* replace existing tex image */
1483 _mesa_TexSubImage2D(tex->Target, 0,
1484 0, 0, width, height, format, type, pixels);
1485 }
1486 }
1487
1488 void
1489 _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
1490 unsigned texcoord_size)
1491 {
1492 _mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0);
1493
1494 /* setup projection matrix */
1495 _mesa_MatrixMode(GL_PROJECTION);
1496 _mesa_LoadIdentity();
1497 }
1498
1499 /**
1500 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1501 */
1502 void
1503 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1504 {
1505 meta_clear(ctx, buffers, false);
1506 }
1507
1508 void
1509 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1510 {
1511 meta_clear(ctx, buffers, true);
1512 }
1513
1514 static void
1515 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1516 {
1517 const char *vs_source =
1518 "attribute vec4 position;\n"
1519 "void main()\n"
1520 "{\n"
1521 " gl_Position = position;\n"
1522 "}\n";
1523 const char *gs_source =
1524 "#version 150\n"
1525 "layout(triangles) in;\n"
1526 "layout(triangle_strip, max_vertices = 4) out;\n"
1527 "uniform int layer;\n"
1528 "void main()\n"
1529 "{\n"
1530 " for (int i = 0; i < 3; i++) {\n"
1531 " gl_Layer = layer;\n"
1532 " gl_Position = gl_in[i].gl_Position;\n"
1533 " EmitVertex();\n"
1534 " }\n"
1535 "}\n";
1536 const char *fs_source =
1537 "uniform vec4 color;\n"
1538 "void main()\n"
1539 "{\n"
1540 " gl_FragColor = color;\n"
1541 "}\n";
1542 GLuint vs, gs = 0, fs;
1543 bool has_integer_textures;
1544
1545 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0);
1546
1547 if (clear->ShaderProg != 0)
1548 return;
1549
1550 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1551 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1552 _mesa_CompileShader(vs);
1553
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);
1558 }
1559
1560 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1561 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1562 _mesa_CompileShader(fs);
1563
1564 clear->ShaderProg = _mesa_CreateProgram();
1565 _mesa_AttachShader(clear->ShaderProg, fs);
1566 _mesa_DeleteShader(fs);
1567 if (gs != 0)
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);
1574
1575 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg,
1576 "color");
1577 if (gs != 0) {
1578 clear->LayerLocation = _mesa_GetUniformLocation(clear->ShaderProg,
1579 "layer");
1580 }
1581
1582 has_integer_textures = _mesa_is_gles3(ctx) ||
1583 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1584
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,
1589 "#version 130\n"
1590 "in vec4 position;\n"
1591 "void main()\n"
1592 "{\n"
1593 " gl_Position = position;\n"
1594 "}\n");
1595 const char *fs_int_source =
1596 ralloc_asprintf(shader_source_mem_ctx,
1597 "#version 130\n"
1598 "uniform ivec4 color;\n"
1599 "out ivec4 out_color;\n"
1600 "\n"
1601 "void main()\n"
1602 "{\n"
1603 " out_color = color;\n"
1604 "}\n");
1605
1606 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1607 vs_int_source);
1608 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1609 fs_int_source);
1610 ralloc_free(shader_source_mem_ctx);
1611
1612 clear->IntegerShaderProg = _mesa_CreateProgram();
1613 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1614 _mesa_DeleteShader(fs);
1615 if (gs != 0)
1616 _mesa_AttachShader(clear->IntegerShaderProg, gs);
1617 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1618 _mesa_DeleteShader(vs);
1619 _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
1620
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.
1624 */
1625
1626 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1627 "integer clear");
1628 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1629
1630 clear->IntegerColorLocation =
1631 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
1632 if (gs != 0) {
1633 clear->IntegerLayerLocation =
1634 _mesa_GetUniformLocation(clear->IntegerShaderProg, "layer");
1635 }
1636 }
1637 if (gs != 0)
1638 _mesa_DeleteShader(gs);
1639 }
1640
1641 static void
1642 meta_glsl_clear_cleanup(struct clear_state *clear)
1643 {
1644 if (clear->VAO == 0)
1645 return;
1646 _mesa_DeleteVertexArrays(1, &clear->VAO);
1647 clear->VAO = 0;
1648 _mesa_DeleteBuffers(1, &clear->VBO);
1649 clear->VBO = 0;
1650 _mesa_DeleteProgram(clear->ShaderProg);
1651 clear->ShaderProg = 0;
1652
1653 if (clear->IntegerShaderProg) {
1654 _mesa_DeleteProgram(clear->IntegerShaderProg);
1655 clear->IntegerShaderProg = 0;
1656 }
1657 }
1658
1659 /**
1660 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1661 * set GL to only draw to those buffers.
1662 *
1663 * Since the bitfield has no associated order, the assignment of draw buffer
1664 * indices to color attachment indices is rather arbitrary.
1665 */
1666 static void
1667 drawbuffers_from_bitfield(GLbitfield bits)
1668 {
1669 GLenum enums[MAX_DRAW_BUFFERS];
1670 int i = 0;
1671 int n;
1672
1673 /* This function is only legal for color buffer bitfields. */
1674 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1675
1676 /* Make sure we don't overflow any arrays. */
1677 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1678
1679 enums[0] = GL_NONE;
1680
1681 if (bits & BUFFER_BIT_FRONT_LEFT)
1682 enums[i++] = GL_FRONT_LEFT;
1683
1684 if (bits & BUFFER_BIT_FRONT_RIGHT)
1685 enums[i++] = GL_FRONT_RIGHT;
1686
1687 if (bits & BUFFER_BIT_BACK_LEFT)
1688 enums[i++] = GL_BACK_LEFT;
1689
1690 if (bits & BUFFER_BIT_BACK_RIGHT)
1691 enums[i++] = GL_BACK_RIGHT;
1692
1693 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1694 if (bits & (1 << (BUFFER_COLOR0 + n)))
1695 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1696 }
1697
1698 _mesa_DrawBuffers(i, enums);
1699 }
1700
1701 /**
1702 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1703 */
1704 static void
1705 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1706 {
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];
1713 int i;
1714
1715 metaSave = (MESA_META_ALPHA_TEST |
1716 MESA_META_BLEND |
1717 MESA_META_DEPTH_TEST |
1718 MESA_META_RASTERIZATION |
1719 MESA_META_SHADER |
1720 MESA_META_STENCIL_TEST |
1721 MESA_META_VERTEX |
1722 MESA_META_VIEWPORT |
1723 MESA_META_CLIP |
1724 MESA_META_CLAMP_FRAGMENT_COLOR |
1725 MESA_META_MULTISAMPLE |
1726 MESA_META_OCCLUSION_QUERY);
1727
1728 if (!glsl) {
1729 metaSave |= MESA_META_FOG |
1730 MESA_META_PIXEL_TRANSFER |
1731 MESA_META_TRANSFORM |
1732 MESA_META_TEXTURE |
1733 MESA_META_CLAMP_VERTEX_COLOR |
1734 MESA_META_SELECT_FEEDBACK;
1735 }
1736
1737 if (buffers & BUFFER_BITS_COLOR) {
1738 metaSave |= MESA_META_DRAW_BUFFERS;
1739 } else {
1740 /* We'll use colormask to disable color writes. Otherwise,
1741 * respect color mask
1742 */
1743 metaSave |= MESA_META_COLOR_MASK;
1744 }
1745
1746 _mesa_meta_begin(ctx, metaSave);
1747
1748 if (glsl) {
1749 meta_glsl_clear_init(ctx, clear);
1750
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);
1756 } else {
1757 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
1758
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);
1764 }
1765
1766 if (fb->_IntegerColor) {
1767 assert(glsl);
1768 _mesa_UseProgram(clear->IntegerShaderProg);
1769 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
1770 ctx->Color.ClearColor.i);
1771 } else if (glsl) {
1772 _mesa_UseProgram(clear->ShaderProg);
1773 _mesa_Uniform4fv(clear->ColorLocation, 1,
1774 ctx->Color.ClearColor.f);
1775 }
1776
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);
1781
1782 /* leave colormask state as-is */
1783
1784 /* Clears never have the color clamped. */
1785 if (ctx->Extensions.ARB_color_buffer_float)
1786 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1787 }
1788 else {
1789 ASSERT(metaSave & MESA_META_COLOR_MASK);
1790 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1791 }
1792
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);
1798 }
1799 else {
1800 assert(!ctx->Depth.Test);
1801 }
1802
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]);
1811 }
1812 else {
1813 assert(!ctx->Stencil.Enabled);
1814 }
1815
1816 /* vertex positions */
1817 verts[0].x = x0;
1818 verts[0].y = y0;
1819 verts[0].z = z;
1820 verts[1].x = x1;
1821 verts[1].y = y0;
1822 verts[1].z = z;
1823 verts[2].x = x1;
1824 verts[2].y = y1;
1825 verts[2].z = z;
1826 verts[3].x = x0;
1827 verts[3].y = y1;
1828 verts[3].z = z;
1829
1830 if (!glsl) {
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];
1836 }
1837 }
1838
1839 /* upload new vertex data */
1840 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1841 GL_DYNAMIC_DRAW_ARB);
1842
1843 /* draw quad(s) */
1844 if (fb->MaxNumLayers > 0) {
1845 unsigned layer;
1846 assert(glsl);
1847 for (layer = 0; layer < fb->MaxNumLayers; layer++) {
1848 if (fb->_IntegerColor)
1849 _mesa_Uniform1i(clear->IntegerLayerLocation, layer);
1850 else
1851 _mesa_Uniform1i(clear->LayerLocation, layer);
1852 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1853 }
1854 } else {
1855 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1856 }
1857
1858 _mesa_meta_end(ctx);
1859 }
1860
1861 /**
1862 * Meta implementation of ctx->Driver.CopyPixels() in terms
1863 * of texture mapping and polygon rendering and GLSL shaders.
1864 */
1865 void
1866 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1867 GLsizei width, GLsizei height,
1868 GLint dstX, GLint dstY, GLenum type)
1869 {
1870 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1871 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1872 struct vertex verts[4];
1873
1874 if (type != GL_COLOR ||
1875 ctx->_ImageTransferState ||
1876 ctx->Fog.Enabled ||
1877 width > tex->MaxSize ||
1878 height > tex->MaxSize) {
1879 /* XXX avoid this fallback */
1880 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1881 return;
1882 }
1883
1884 /* Most GL state applies to glCopyPixels, but a there's a few things
1885 * we need to override:
1886 */
1887 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1888 MESA_META_SHADER |
1889 MESA_META_TEXTURE |
1890 MESA_META_TRANSFORM |
1891 MESA_META_CLIP |
1892 MESA_META_VERTEX |
1893 MESA_META_VIEWPORT));
1894
1895 _mesa_meta_setup_vertex_objects(&copypix->VAO, &copypix->VBO, false,
1896 3, 2, 0);
1897
1898 /* Silence valgrind warnings about reading uninitialized stack. */
1899 memset(verts, 0, sizeof(verts));
1900
1901 /* Alloc/setup texture */
1902 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1903 GL_RGBA, GL_NEAREST);
1904
1905 /* vertex positions, texcoords (after texture allocation!) */
1906 {
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]);
1912
1913 verts[0].x = dstX0;
1914 verts[0].y = dstY0;
1915 verts[0].z = z;
1916 verts[0].tex[0] = 0.0F;
1917 verts[0].tex[1] = 0.0F;
1918 verts[1].x = dstX1;
1919 verts[1].y = dstY0;
1920 verts[1].z = z;
1921 verts[1].tex[0] = tex->Sright;
1922 verts[1].tex[1] = 0.0F;
1923 verts[2].x = dstX1;
1924 verts[2].y = dstY1;
1925 verts[2].z = z;
1926 verts[2].tex[0] = tex->Sright;
1927 verts[2].tex[1] = tex->Ttop;
1928 verts[3].x = dstX0;
1929 verts[3].y = dstY1;
1930 verts[3].z = z;
1931 verts[3].tex[0] = 0.0F;
1932 verts[3].tex[1] = tex->Ttop;
1933
1934 /* upload new vertex data */
1935 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1936 }
1937
1938 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1939
1940 /* draw textured quad */
1941 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1942
1943 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1944
1945 _mesa_meta_end(ctx);
1946 }
1947
1948 static void
1949 meta_drawpix_cleanup(struct drawpix_state *drawpix)
1950 {
1951 if (drawpix->VAO != 0) {
1952 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1953 drawpix->VAO = 0;
1954
1955 _mesa_DeleteBuffers(1, &drawpix->VBO);
1956 drawpix->VBO = 0;
1957 }
1958
1959 if (drawpix->StencilFP != 0) {
1960 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1961 drawpix->StencilFP = 0;
1962 }
1963
1964 if (drawpix->DepthFP != 0) {
1965 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1966 drawpix->DepthFP = 0;
1967 }
1968 }
1969
1970 /**
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.
1974 */
1975 static void
1976 tiled_draw_pixels(struct gl_context *ctx,
1977 GLint tileSize,
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)
1982 {
1983 struct gl_pixelstore_attrib tileUnpack = *unpack;
1984 GLint i, j;
1985
1986 if (tileUnpack.RowLength == 0)
1987 tileUnpack.RowLength = width;
1988
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);
1992
1993 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1994
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);
1998
1999 tileUnpack.SkipRows = unpack->SkipRows + j;
2000
2001 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2002 format, type, &tileUnpack, pixels);
2003 }
2004 }
2005 }
2006
2007
2008 /**
2009 * One-time init for drawing stencil pixels.
2010 */
2011 static void
2012 init_draw_stencil_pixels(struct gl_context *ctx)
2013 {
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.
2019 *
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).
2023 * else
2024 * result is zero.
2025 * The program parameter contains three values:
2026 * parm.x = 255 / (1 << bit)
2027 * parm.y = 0.5
2028 * parm.z = 0.0
2029 */
2030 static const char *program =
2031 "!!ARBfp1.0\n"
2032 "PARAM parm = program.local[0]; \n"
2033 "TEMP t; \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"
2037 "# t = (int) t \n"
2038 "FRC t.y, t.x; \n"
2039 "SUB t.x, t.x, t.y; \n"
2040 "# t = t * 0.5 \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"
2046 "KIL -t.x; \n"
2047 "# for debug only \n"
2048 "#MOV result.color, t.x; \n"
2049 "END \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;
2054
2055 assert(drawpix->StencilFP == 0);
2056
2057 /* replace %s with "RECT" or "2D" */
2058 assert(strlen(program) + 4 < sizeof(program2));
2059 if (tex->Target == GL_TEXTURE_RECTANGLE)
2060 texTarget = "RECT";
2061 else
2062 texTarget = "2D";
2063 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2064
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);
2069 }
2070
2071
2072 /**
2073 * One-time init for drawing depth pixels.
2074 */
2075 static void
2076 init_draw_depth_pixels(struct gl_context *ctx)
2077 {
2078 static const char *program =
2079 "!!ARBfp1.0\n"
2080 "PARAM color = program.local[0]; \n"
2081 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2082 "MOV result.color, color; \n"
2083 "END \n";
2084 char program2[200];
2085 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2086 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2087 const char *texTarget;
2088
2089 assert(drawpix->DepthFP == 0);
2090
2091 /* replace %s with "RECT" or "2D" */
2092 assert(strlen(program) + 4 < sizeof(program2));
2093 if (tex->Target == GL_TEXTURE_RECTANGLE)
2094 texTarget = "RECT";
2095 else
2096 texTarget = "2D";
2097 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2098
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);
2103 }
2104
2105
2106 /**
2107 * Meta implementation of ctx->Driver.DrawPixels() in terms
2108 * of texture mapping and polygon rendering.
2109 */
2110 void
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)
2116 {
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;
2125
2126 /*
2127 * Determine if we can do the glDrawPixels with texture mapping.
2128 */
2129 fallback = GL_FALSE;
2130 if (ctx->Fog.Enabled) {
2131 fallback = GL_TRUE;
2132 }
2133
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).
2138 */
2139 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2140 texIntFormat = format;
2141 else
2142 texIntFormat = GL_RGBA;
2143
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
2147 * point.
2148 */
2149 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2150 ctx->Extensions.ARB_texture_float)
2151 texIntFormat = GL_RGBA32F;
2152 }
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
2160 * in [0,1].
2161 */
2162 texIntFormat = GL_ALPHA;
2163 metaExtraSave = (MESA_META_COLOR_MASK |
2164 MESA_META_DEPTH_TEST |
2165 MESA_META_PIXEL_TRANSFER |
2166 MESA_META_SHADER |
2167 MESA_META_STENCIL_TEST);
2168 }
2169 else {
2170 fallback = GL_TRUE;
2171 }
2172 }
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);
2178 }
2179 else {
2180 fallback = GL_TRUE;
2181 }
2182 }
2183 else {
2184 fallback = GL_TRUE;
2185 }
2186
2187 if (fallback) {
2188 _swrast_DrawPixels(ctx, x, y, width, height,
2189 format, type, unpack, pixels);
2190 return;
2191 }
2192
2193 /*
2194 * Check image size against max texture size, draw as tiles if needed.
2195 */
2196 if (width > tex->MaxSize || height > tex->MaxSize) {
2197 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2198 format, type, unpack, pixels);
2199 return;
2200 }
2201
2202 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2203 * but a there's a few things we need to override:
2204 */
2205 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2206 MESA_META_SHADER |
2207 MESA_META_TEXTURE |
2208 MESA_META_TRANSFORM |
2209 MESA_META_CLIP |
2210 MESA_META_VERTEX |
2211 MESA_META_VIEWPORT |
2212 metaExtraSave));
2213
2214 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2215
2216 _mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false,
2217 3, 2, 0);
2218
2219 /* Silence valgrind warnings about reading uninitialized stack. */
2220 memset(verts, 0, sizeof(verts));
2221
2222 /* vertex positions, texcoords (after texture allocation!) */
2223 {
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]);
2229
2230 verts[0].x = x0;
2231 verts[0].y = y0;
2232 verts[0].z = z;
2233 verts[0].tex[0] = 0.0F;
2234 verts[0].tex[1] = 0.0F;
2235 verts[1].x = x1;
2236 verts[1].y = y0;
2237 verts[1].z = z;
2238 verts[1].tex[0] = tex->Sright;
2239 verts[1].tex[1] = 0.0F;
2240 verts[2].x = x1;
2241 verts[2].y = y1;
2242 verts[2].z = z;
2243 verts[2].tex[0] = tex->Sright;
2244 verts[2].tex[1] = tex->Ttop;
2245 verts[3].x = x0;
2246 verts[3].y = y1;
2247 verts[3].z = z;
2248 verts[3].tex[0] = 0.0F;
2249 verts[3].tex[1] = tex->Ttop;
2250 }
2251
2252 /* upload new vertex data */
2253 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2254 verts, GL_DYNAMIC_DRAW_ARB);
2255
2256 /* set given unpack params */
2257 ctx->Unpack = *unpack;
2258
2259 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2260
2261 if (_mesa_is_stencil_format(format)) {
2262 /* Drawing stencil */
2263 GLint bit;
2264
2265 if (!drawpix->StencilFP)
2266 init_draw_stencil_pixels(ctx);
2267
2268 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2269 GL_ALPHA, type, pixels);
2270
2271 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2272
2273 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2274
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);
2279
2280 /* set stencil bits to 1 where needed */
2281 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2282
2283 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2284 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2285
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);
2291
2292 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2293 255.0f / mask, 0.5f, 0.0f, 0.0f);
2294
2295 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2296 }
2297 }
2298 }
2299 else if (_mesa_is_depth_format(format)) {
2300 /* Drawing depth */
2301 if (!drawpix->DepthFP)
2302 init_draw_depth_pixels(ctx);
2303
2304 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2305 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2306
2307 /* polygon color = current raster color */
2308 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2309 ctx->Current.RasterColor);
2310
2311 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2312 format, type, pixels);
2313
2314 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2315 }
2316 else {
2317 /* Drawing RGBA */
2318 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2319 format, type, pixels);
2320 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2321 }
2322
2323 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2324
2325 /* restore unpack params */
2326 ctx->Unpack = unpackSave;
2327
2328 _mesa_meta_end(ctx);
2329 }
2330
2331 static GLboolean
2332 alpha_test_raster_color(struct gl_context *ctx)
2333 {
2334 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2335 GLfloat ref = ctx->Color.AlphaRef;
2336
2337 switch (ctx->Color.AlphaFunc) {
2338 case GL_NEVER:
2339 return GL_FALSE;
2340 case GL_LESS:
2341 return alpha < ref;
2342 case GL_EQUAL:
2343 return alpha == ref;
2344 case GL_LEQUAL:
2345 return alpha <= ref;
2346 case GL_GREATER:
2347 return alpha > ref;
2348 case GL_NOTEQUAL:
2349 return alpha != ref;
2350 case GL_GEQUAL:
2351 return alpha >= ref;
2352 case GL_ALWAYS:
2353 return GL_TRUE;
2354 default:
2355 assert(0);
2356 return GL_FALSE;
2357 }
2358 }
2359
2360 /**
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.
2364 */
2365 void
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)
2370 {
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;
2375 GLubyte fg, bg;
2376 struct vertex verts[4];
2377 GLboolean newTex;
2378 GLubyte *bitmap8;
2379
2380 /*
2381 * Check if swrast fallback is needed.
2382 */
2383 if (ctx->_ImageTransferState ||
2384 ctx->FragmentProgram._Enabled ||
2385 ctx->Fog.Enabled ||
2386 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2387 width > tex->MaxSize ||
2388 height > tex->MaxSize) {
2389 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2390 return;
2391 }
2392
2393 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2394 return;
2395
2396 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2397 * but a there's a few things we need to override:
2398 */
2399 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2400 MESA_META_PIXEL_STORE |
2401 MESA_META_RASTERIZATION |
2402 MESA_META_SHADER |
2403 MESA_META_TEXTURE |
2404 MESA_META_TRANSFORM |
2405 MESA_META_CLIP |
2406 MESA_META_VERTEX |
2407 MESA_META_VIEWPORT));
2408
2409 _mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4);
2410
2411 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2412
2413 /* Silence valgrind warnings about reading uninitialized stack. */
2414 memset(verts, 0, sizeof(verts));
2415
2416 /* vertex positions, texcoords, colors (after texture allocation!) */
2417 {
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]);
2423 GLuint i;
2424
2425 verts[0].x = x0;
2426 verts[0].y = y0;
2427 verts[0].z = z;
2428 verts[0].tex[0] = 0.0F;
2429 verts[0].tex[1] = 0.0F;
2430 verts[1].x = x1;
2431 verts[1].y = y0;
2432 verts[1].z = z;
2433 verts[1].tex[0] = tex->Sright;
2434 verts[1].tex[1] = 0.0F;
2435 verts[2].x = x1;
2436 verts[2].y = y1;
2437 verts[2].z = z;
2438 verts[2].tex[0] = tex->Sright;
2439 verts[2].tex[1] = tex->Ttop;
2440 verts[3].x = x0;
2441 verts[3].y = y1;
2442 verts[3].z = z;
2443 verts[3].tex[0] = 0.0F;
2444 verts[3].tex[1] = tex->Ttop;
2445
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];
2451 }
2452
2453 /* upload new vertex data */
2454 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2455 }
2456
2457 /* choose different foreground/background alpha values */
2458 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2459 bg = (fg > 127 ? 0 : 255);
2460
2461 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2462 if (!bitmap1) {
2463 _mesa_meta_end(ctx);
2464 return;
2465 }
2466
2467 bitmap8 = malloc(width * height);
2468 if (bitmap8) {
2469 memset(bitmap8, bg, width * height);
2470 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2471 bitmap8, width, fg);
2472
2473 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2474
2475 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2476 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2477
2478 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2479 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2480
2481 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2482
2483 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2484
2485 free(bitmap8);
2486 }
2487
2488 _mesa_unmap_pbo_source(ctx, &unpackSave);
2489
2490 _mesa_meta_end(ctx);
2491 }
2492
2493 /**
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
2501 */
2502 void
2503 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2504 GLint slice,
2505 GLint width,
2506 GLint height,
2507 GLint depth,
2508 GLfloat coords0[4],
2509 GLfloat coords1[4],
2510 GLfloat coords2[4],
2511 GLfloat coords3[4])
2512 {
2513 static const GLfloat st[4][2] = {
2514 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2515 };
2516 GLuint i;
2517 GLfloat r;
2518
2519 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2520 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2521
2522 /* Currently all texture targets want the W component to be 1.0.
2523 */
2524 coords0[3] = 1.0F;
2525 coords1[3] = 1.0F;
2526 coords2[3] = 1.0F;
2527 coords3[3] = 1.0F;
2528
2529 switch (faceTarget) {
2530 case GL_TEXTURE_1D:
2531 case GL_TEXTURE_2D:
2532 case GL_TEXTURE_3D:
2533 case GL_TEXTURE_2D_ARRAY:
2534 if (faceTarget == GL_TEXTURE_3D) {
2535 assert(slice < depth);
2536 assert(depth >= 1);
2537 r = (slice + 0.5f) / depth;
2538 }
2539 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2540 r = (float) slice;
2541 else
2542 r = 0.0F;
2543 coords0[0] = 0.0F; /* s */
2544 coords0[1] = 0.0F; /* t */
2545 coords0[2] = r; /* r */
2546 coords1[0] = 1.0F;
2547 coords1[1] = 0.0F;
2548 coords1[2] = r;
2549 coords2[0] = 1.0F;
2550 coords2[1] = 1.0F;
2551 coords2[2] = r;
2552 coords3[0] = 0.0F;
2553 coords3[1] = 1.0F;
2554 coords3[2] = r;
2555 break;
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;
2561 coords1[1] = 0.0F;
2562 coords1[2] = 0.0F;
2563 coords2[0] = (float) width;
2564 coords2[1] = (float) height;
2565 coords2[2] = 0.0F;
2566 coords3[0] = 0.0F;
2567 coords3[1] = (float) height;
2568 coords3[2] = 0.0F;
2569 break;
2570 case GL_TEXTURE_1D_ARRAY:
2571 coords0[0] = 0.0F; /* s */
2572 coords0[1] = (float) slice; /* t */
2573 coords0[2] = 0.0F; /* r */
2574 coords1[0] = 1.0f;
2575 coords1[1] = (float) slice;
2576 coords1[2] = 0.0F;
2577 coords2[0] = 1.0F;
2578 coords2[1] = (float) slice;
2579 coords2[2] = 0.0F;
2580 coords3[0] = 0.0F;
2581 coords3[1] = (float) slice;
2582 coords3[2] = 0.0F;
2583 break;
2584
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...
2596 */
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;
2600 GLfloat *coord;
2601
2602 switch (i) {
2603 case 0:
2604 coord = coords0;
2605 break;
2606 case 1:
2607 coord = coords1;
2608 break;
2609 case 2:
2610 coord = coords2;
2611 break;
2612 case 3:
2613 coord = coords3;
2614 break;
2615 default:
2616 assert(0);
2617 }
2618
2619 coord[3] = (float) (slice / 6);
2620
2621 switch (faceTarget) {
2622 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2623 coord[0] = 1.0f;
2624 coord[1] = -tc;
2625 coord[2] = -sc;
2626 break;
2627 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2628 coord[0] = -1.0f;
2629 coord[1] = -tc;
2630 coord[2] = sc;
2631 break;
2632 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2633 coord[0] = sc;
2634 coord[1] = 1.0f;
2635 coord[2] = tc;
2636 break;
2637 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2638 coord[0] = sc;
2639 coord[1] = -1.0f;
2640 coord[2] = -tc;
2641 break;
2642 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2643 coord[0] = sc;
2644 coord[1] = -tc;
2645 coord[2] = 1.0f;
2646 break;
2647 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2648 coord[0] = -sc;
2649 coord[1] = -tc;
2650 coord[2] = -1.0f;
2651 break;
2652 default:
2653 assert(0);
2654 }
2655 }
2656 break;
2657 default:
2658 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2659 }
2660 }
2661
2662 static struct blit_shader *
2663 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2664 {
2665 switch(target) {
2666 case GL_TEXTURE_1D:
2667 table->sampler_1d.type = "sampler1D";
2668 table->sampler_1d.func = "texture1D";
2669 table->sampler_1d.texcoords = "texCoords.x";
2670 return &table->sampler_1d;
2671 case GL_TEXTURE_2D:
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;
2681 case GL_TEXTURE_3D:
2682 /* Code for mipmap generation with 3D textures is not used yet.
2683 * It's a sw fallback.
2684 */
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;
2709 default:
2710 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2711 " setup_texture_sampler()\n", target);
2712 return NULL;
2713 }
2714 }
2715
2716 void
2717 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2718 {
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);
2727
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;
2736 }
2737
2738 /**
2739 * Determine the GL data type to use for the temporary image read with
2740 * ReadPixels() and passed to Tex[Sub]Image().
2741 */
2742 static GLenum
2743 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2744 {
2745 GLenum baseFormat;
2746
2747 baseFormat = _mesa_get_format_base_format(format);
2748
2749 switch (baseFormat) {
2750 case GL_RGBA:
2751 case GL_RGB:
2752 case GL_RG:
2753 case GL_RED:
2754 case GL_ALPHA:
2755 case GL_LUMINANCE:
2756 case GL_LUMINANCE_ALPHA:
2757 case GL_INTENSITY:
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;
2762 } else {
2763 GLenum datatype = _mesa_get_format_datatype(format);
2764 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT)
2765 return datatype;
2766 return GL_FLOAT;
2767 }
2768 case GL_DEPTH_COMPONENT: {
2769 GLenum datatype = _mesa_get_format_datatype(format);
2770 if (datatype == GL_FLOAT)
2771 return GL_FLOAT;
2772 else
2773 return GL_UNSIGNED_INT;
2774 }
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;
2779 else
2780 return GL_UNSIGNED_INT_24_8;
2781 }
2782 default:
2783 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2784 baseFormat);
2785 return 0;
2786 }
2787 }
2788
2789 /**
2790 * Attempts to wrap the destination texture in an FBO and use
2791 * glBlitFramebuffer() to implement glCopyTexSubImage().
2792 */
2793 static bool
2794 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2795 struct gl_texture_image *texImage,
2796 GLint xoffset,
2797 GLint yoffset,
2798 GLint zoffset,
2799 struct gl_renderbuffer *rb,
2800 GLint x, GLint y,
2801 GLsizei width, GLsizei height)
2802 {
2803 struct gl_texture_object *texObj = texImage->TexObject;
2804 GLuint fbo;
2805 bool success = false;
2806 GLbitfield mask;
2807 GLenum status;
2808
2809 if (!ctx->Extensions.ARB_framebuffer_object)
2810 return false;
2811
2812 _mesa_unlock_texture(ctx, texObj);
2813
2814 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2815
2816 _mesa_GenFramebuffers(1, &fbo);
2817 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2818
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;
2823
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;
2828 }
2829 _mesa_DrawBuffer(GL_NONE);
2830 } else {
2831 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0, texImage, zoffset);
2832 mask = GL_COLOR_BUFFER_BIT;
2833 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2834 }
2835
2836 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2837 if (status != GL_FRAMEBUFFER_COMPLETE)
2838 goto out;
2839
2840 ctx->Meta->Blit.no_ctsi_fallback = true;
2841
2842 /* Since we've bound a new draw framebuffer, we need to update
2843 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2844 * be correct.
2845 */
2846 _mesa_update_state(ctx);
2847
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
2850 * changes.
2851 */
2852 mask = _mesa_meta_BlitFramebuffer(ctx, x, y,
2853 x + width, y + height,
2854 xoffset, yoffset,
2855 xoffset + width, yoffset + height,
2856 mask, GL_NEAREST);
2857 ctx->Meta->Blit.no_ctsi_fallback = false;
2858 success = mask == 0x0;
2859
2860 out:
2861 _mesa_lock_texture(ctx, texObj);
2862 _mesa_DeleteFramebuffers(1, &fbo);
2863 _mesa_meta_end(ctx);
2864 return success;
2865 }
2866
2867 /**
2868 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2869 * Have to be careful with locking and meta state for pixel transfer.
2870 */
2871 void
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,
2876 GLint x, GLint y,
2877 GLsizei width, GLsizei height)
2878 {
2879 struct gl_texture_object *texObj = texImage->TexObject;
2880 GLenum format, type;
2881 GLint bpp;
2882 void *buf;
2883
2884 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2885 texImage,
2886 xoffset, yoffset, zoffset,
2887 rb,
2888 x, y,
2889 width, height)) {
2890 return;
2891 }
2892
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).
2901 */
2902 format = GL_RGBA;
2903 }
2904
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);
2908 }
2909 bpp = _mesa_bytes_per_pixel(format, type);
2910 if (bpp <= 0) {
2911 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2912 return;
2913 }
2914
2915 /*
2916 * Alloc image buffer (XXX could use a PBO)
2917 */
2918 buf = malloc(width * height * bpp);
2919 if (!buf) {
2920 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2921 return;
2922 }
2923
2924 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
2925
2926 /*
2927 * Read image from framebuffer (disable pixel transfer ops)
2928 */
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);
2933
2934 _mesa_update_state(ctx); /* to update pixel transfer state */
2935
2936 /*
2937 * Store texture data (with pixel transfer ops)
2938 */
2939 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2940
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);
2946 } else {
2947 ctx->Driver.TexSubImage(ctx, dims, texImage,
2948 xoffset, yoffset, zoffset, width, height, 1,
2949 format, type, buf, &ctx->Unpack);
2950 }
2951
2952 _mesa_meta_end(ctx);
2953
2954 _mesa_lock_texture(ctx, texObj); /* re-lock */
2955
2956 free(buf);
2957 }
2958
2959
2960 static void
2961 meta_decompress_cleanup(struct decompress_state *decompress)
2962 {
2963 if (decompress->FBO != 0) {
2964 _mesa_DeleteFramebuffers(1, &decompress->FBO);
2965 _mesa_DeleteRenderbuffers(1, &decompress->RBO);
2966 }
2967
2968 if (decompress->VAO != 0) {
2969 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2970 _mesa_DeleteBuffers(1, &decompress->VBO);
2971 }
2972
2973 if (decompress->Sampler != 0)
2974 _mesa_DeleteSamplers(1, &decompress->Sampler);
2975
2976 memset(decompress, 0, sizeof(*decompress));
2977 }
2978
2979 /**
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)
2987 */
2988 static void
2989 decompress_texture_image(struct gl_context *ctx,
2990 struct gl_texture_image *texImage,
2991 GLuint slice,
2992 GLenum destFormat, GLenum destType,
2993 GLvoid *dest)
2994 {
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;
3001 GLenum faceTarget;
3002 struct vertex verts[4];
3003 GLuint samplerSave;
3004 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3005 ctx->Extensions.ARB_fragment_shader;
3006
3007 if (slice > 0) {
3008 assert(target == GL_TEXTURE_3D ||
3009 target == GL_TEXTURE_2D_ARRAY ||
3010 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3011 }
3012
3013 switch (target) {
3014 case GL_TEXTURE_1D:
3015 case GL_TEXTURE_1D_ARRAY:
3016 assert(!"No compressed 1D textures.");
3017 return;
3018
3019 case GL_TEXTURE_3D:
3020 assert(!"No compressed 3D textures.");
3021 return;
3022
3023 case GL_TEXTURE_CUBE_MAP_ARRAY:
3024 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3025 break;
3026
3027 case GL_TEXTURE_CUBE_MAP:
3028 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3029 break;
3030
3031 default:
3032 faceTarget = target;
3033 break;
3034 }
3035
3036 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3037 MESA_META_DRAW_BUFFERS));
3038
3039 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3040 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3041
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,
3051 decompress->RBO);
3052 }
3053 else {
3054 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3055 }
3056
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,
3061 width, height);
3062 decompress->Width = width;
3063 decompress->Height = height;
3064 }
3065
3066 if (use_glsl_version) {
3067 _mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
3068 2, 4, 0);
3069
3070 _mesa_meta_setup_blit_shader(ctx, target, &decompress->shaders);
3071 } else {
3072 _mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
3073 }
3074
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);
3085 }
3086
3087 } else {
3088 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3089 }
3090
3091 /* Silence valgrind warnings about reading uninitialized stack. */
3092 memset(verts, 0, sizeof(verts));
3093
3094 _mesa_meta_setup_texture_coords(faceTarget, slice, width, height, depth,
3095 verts[0].tex,
3096 verts[1].tex,
3097 verts[2].tex,
3098 verts[3].tex);
3099
3100 /* setup vertex positions */
3101 verts[0].x = -1.0F;
3102 verts[0].y = -1.0F;
3103 verts[1].x = 1.0F;
3104 verts[1].y = -1.0F;
3105 verts[2].x = 1.0F;
3106 verts[2].y = 1.0F;
3107 verts[3].x = -1.0F;
3108 verts[3].y = 1.0F;
3109
3110 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3111
3112 /* upload new vertex data */
3113 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3114
3115 /* setup texture state */
3116 _mesa_BindTexture(target, texObj->Name);
3117
3118 if (!use_glsl_version)
3119 _mesa_set_enable(ctx, target, GL_TRUE);
3120
3121 {
3122 /* save texture object state */
3123 const GLint baseLevelSave = texObj->BaseLevel;
3124 const GLint maxLevelSave = texObj->MaxLevel;
3125
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);
3130 }
3131
3132 /* render quad w/ texture into renderbuffer */
3133 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3134
3135 /* Restore texture object state, the texture binding will
3136 * be restored by _mesa_meta_end().
3137 */
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);
3141 }
3142
3143 }
3144
3145 /* read pixels from renderbuffer */
3146 {
3147 GLenum baseTexFormat = texImage->_BaseFormat;
3148 GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
3149
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
3155 * red/alpha.
3156 */
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).
3162 */
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);
3173 }
3174
3175 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3176 }
3177
3178 /* disable texture unit */
3179 if (!use_glsl_version)
3180 _mesa_set_enable(ctx, target, GL_FALSE);
3181
3182 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3183
3184 _mesa_meta_end(ctx);
3185 }
3186
3187
3188 /**
3189 * This is just a wrapper around _mesa_get_tex_image() and
3190 * decompress_texture_image(). Meta functions should not be directly called
3191 * from core Mesa.
3192 */
3193 void
3194 _mesa_meta_GetTexImage(struct gl_context *ctx,
3195 GLenum format, GLenum type, GLvoid *pixels,
3196 struct gl_texture_image *texImage)
3197 {
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...
3201 */
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;
3206 GLuint slice;
3207 /* Need to unlock the texture here to prevent deadlock... */
3208 _mesa_unlock_texture(ctx, texObj);
3209 for (slice = 0; slice < texImage->Depth; slice++) {
3210 void *dst;
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).
3217 */
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,
3223 slice, 0, 0);
3224 }
3225 else {
3226 dst = pixels;
3227 }
3228 decompress_texture_image(ctx, texImage, slice, format, type, dst);
3229 }
3230 /* ... and relock it */
3231 _mesa_lock_texture(ctx, texObj);
3232 }
3233 else {
3234 _mesa_get_teximage(ctx, format, type, pixels, texImage);
3235 }
3236 }
3237
3238
3239 /**
3240 * Meta implementation of ctx->Driver.DrawTex() in terms
3241 * of polygon rendering.
3242 */
3243 void
3244 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3245 GLfloat width, GLfloat height)
3246 {
3247 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3248 struct vertex {
3249 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3250 };
3251 struct vertex verts[4];
3252 GLuint i;
3253
3254 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3255 MESA_META_SHADER |
3256 MESA_META_TRANSFORM |
3257 MESA_META_VERTEX |
3258 MESA_META_VIEWPORT));
3259
3260 if (drawtex->VAO == 0) {
3261 /* one-time setup */
3262 GLint active_texture;
3263
3264 /* create vertex array object */
3265 _mesa_GenVertexArrays(1, &drawtex->VAO);
3266 _mesa_BindVertexArray(drawtex->VAO);
3267
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);
3273
3274 /* client active texture is not part of the array object */
3275 active_texture = ctx->Array.ActiveTexture;
3276
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);
3284 }
3285
3286 /* restore client active texture */
3287 _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
3288 }
3289 else {
3290 _mesa_BindVertexArray(drawtex->VAO);
3291 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3292 }
3293
3294 /* vertex positions, texcoords */
3295 {
3296 const GLfloat x1 = x + width;
3297 const GLfloat y1 = y + height;
3298
3299 z = CLAMP(z, 0.0f, 1.0f);
3300 z = invert_z(z);
3301
3302 verts[0].x = x;
3303 verts[0].y = y;
3304 verts[0].z = z;
3305
3306 verts[1].x = x1;
3307 verts[1].y = y;
3308 verts[1].z = z;
3309
3310 verts[2].x = x1;
3311 verts[2].y = y1;
3312 verts[2].z = z;
3313
3314 verts[3].x = x;
3315 verts[3].y = y1;
3316 verts[3].z = z;
3317
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;
3322 GLuint tw, th;
3323
3324 if (!ctx->Texture.Unit[i]._Current) {
3325 GLuint j;
3326 for (j = 0; j < 4; j++) {
3327 verts[j].st[i][0] = 0.0f;
3328 verts[j].st[i][1] = 0.0f;
3329 }
3330 continue;
3331 }
3332
3333 texObj = ctx->Texture.Unit[i]._Current;
3334 texImage = texObj->Image[0][texObj->BaseLevel];
3335 tw = texImage->Width2;
3336 th = texImage->Height2;
3337
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;
3342
3343 verts[0].st[i][0] = s;
3344 verts[0].st[i][1] = t;
3345
3346 verts[1].st[i][0] = s1;
3347 verts[1].st[i][1] = t;
3348
3349 verts[2].st[i][0] = s1;
3350 verts[2].st[i][1] = t1;
3351
3352 verts[3].st[i][0] = s;
3353 verts[3].st[i][1] = t1;
3354 }
3355
3356 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3357 }
3358
3359 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3360
3361 _mesa_meta_end(ctx);
3362 }