mesa: replace gl_framebuffer::_IntegerColor wih _IntegerBuffers
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/framebuffer.h"
52 #include "main/glformats.h"
53 #include "main/image.h"
54 #include "main/macros.h"
55 #include "main/matrix.h"
56 #include "main/mipmap.h"
57 #include "main/multisample.h"
58 #include "main/objectlabel.h"
59 #include "main/pipelineobj.h"
60 #include "main/pixel.h"
61 #include "main/pbo.h"
62 #include "main/polygon.h"
63 #include "main/queryobj.h"
64 #include "main/readpix.h"
65 #include "main/renderbuffer.h"
66 #include "main/scissor.h"
67 #include "main/shaderapi.h"
68 #include "main/shaderobj.h"
69 #include "main/state.h"
70 #include "main/stencil.h"
71 #include "main/texobj.h"
72 #include "main/texenv.h"
73 #include "main/texgetimage.h"
74 #include "main/teximage.h"
75 #include "main/texparam.h"
76 #include "main/texstate.h"
77 #include "main/texstore.h"
78 #include "main/transformfeedback.h"
79 #include "main/uniforms.h"
80 #include "main/varray.h"
81 #include "main/viewport.h"
82 #include "main/samplerobj.h"
83 #include "program/program.h"
84 #include "swrast/swrast.h"
85 #include "drivers/common/meta.h"
86 #include "main/enums.h"
87 #include "main/glformats.h"
88 #include "util/bitscan.h"
89 #include "util/ralloc.h"
90
91 /** Return offset in bytes of the field within a vertex struct */
92 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
93
94 static void
95 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
96
97 static struct blit_shader *
98 choose_blit_shader(GLenum target, struct blit_shader_table *table);
99
100 static void cleanup_temp_texture(struct temp_texture *tex);
101 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
102 struct clear_state *clear);
103 static void meta_decompress_cleanup(struct gl_context *ctx,
104 struct decompress_state *decompress);
105 static void meta_drawpix_cleanup(struct gl_context *ctx,
106 struct drawpix_state *drawpix);
107
108 void
109 _mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
110 struct gl_framebuffer *fb,
111 GLenum attachment,
112 struct gl_texture_image *texImage,
113 GLuint layer)
114 {
115 struct gl_texture_object *texObj = texImage->TexObject;
116 int level = texImage->Level;
117 const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP
118 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face
119 : texObj->Target;
120
121 _mesa_framebuffer_texture(ctx, fb, attachment, texObj, texTarget,
122 level, layer, false, __func__);
123 }
124
125 static struct gl_shader *
126 meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
127 const GLcharARB *source)
128 {
129 const GLuint name = ~0;
130 struct gl_shader *sh;
131
132 sh = _mesa_new_shader(name, stage);
133 sh->Source = strdup(source);
134 sh->CompileStatus = false;
135 _mesa_compile_shader(ctx, sh);
136
137 if (!sh->CompileStatus) {
138 if (sh->InfoLog) {
139 _mesa_problem(ctx,
140 "meta program compile failed:\n%s\nsource:\n%s\n",
141 sh->InfoLog, source);
142 }
143
144 _mesa_reference_shader(ctx, &sh, NULL);
145 }
146
147 return sh;
148 }
149
150 void
151 _mesa_meta_link_program_with_debug(struct gl_context *ctx,
152 struct gl_shader_program *sh_prog)
153 {
154 _mesa_link_program(ctx, sh_prog);
155
156 if (!sh_prog->LinkStatus) {
157 _mesa_problem(ctx, "meta program link failed:\n%s", sh_prog->InfoLog);
158 }
159 }
160
161 void
162 _mesa_meta_use_program(struct gl_context *ctx,
163 struct gl_shader_program *sh_prog)
164 {
165 /* Attach shader state to the binding point */
166 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
167
168 /* Update the program */
169 _mesa_use_program(ctx, sh_prog);
170 }
171
172 void
173 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
174 const char *vs_source,
175 const char *fs_source,
176 const char *name,
177 struct gl_shader_program **out_sh_prog)
178 {
179 struct gl_shader_program *sh_prog;
180 const GLuint id = ~0;
181
182 sh_prog = _mesa_new_shader_program(id);
183 sh_prog->Label = strdup(name);
184 sh_prog->NumShaders = 2;
185 sh_prog->Shaders = malloc(2 * sizeof(struct gl_shader *));
186 sh_prog->Shaders[0] =
187 meta_compile_shader_with_debug(ctx, MESA_SHADER_VERTEX, vs_source);
188 sh_prog->Shaders[1] =
189 meta_compile_shader_with_debug(ctx, MESA_SHADER_FRAGMENT, fs_source);
190
191 _mesa_meta_link_program_with_debug(ctx, sh_prog);
192
193 _mesa_meta_use_program(ctx, sh_prog);
194
195 *out_sh_prog = sh_prog;
196 }
197
198 /**
199 * Generate a generic shader to blit from a texture to a framebuffer
200 *
201 * \param ctx Current GL context
202 * \param texTarget Texture target that will be the source of the blit
203 *
204 * \returns a handle to a shader program on success or zero on failure.
205 */
206 void
207 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
208 GLenum target,
209 bool do_depth,
210 struct blit_shader_table *table)
211 {
212 char *vs_source, *fs_source;
213 struct blit_shader *shader = choose_blit_shader(target, table);
214 const char *fs_input, *vs_preprocess, *fs_preprocess;
215 void *mem_ctx;
216
217 if (ctx->Const.GLSLVersion < 130) {
218 vs_preprocess = "";
219 fs_preprocess = "#extension GL_EXT_texture_array : enable";
220 fs_input = "varying";
221 } else {
222 vs_preprocess = "#version 130";
223 fs_preprocess = "#version 130";
224 fs_input = "in";
225 shader->func = "texture";
226 }
227
228 assert(shader != NULL);
229
230 if (shader->shader_prog != NULL) {
231 _mesa_meta_use_program(ctx, shader->shader_prog);
232 return;
233 }
234
235 mem_ctx = ralloc_context(NULL);
236
237 vs_source = ralloc_asprintf(mem_ctx,
238 "%s\n"
239 "#extension GL_ARB_explicit_attrib_location: enable\n"
240 "layout(location = 0) in vec2 position;\n"
241 "layout(location = 1) in vec4 textureCoords;\n"
242 "out vec4 texCoords;\n"
243 "void main()\n"
244 "{\n"
245 " texCoords = textureCoords;\n"
246 " gl_Position = vec4(position, 0.0, 1.0);\n"
247 "}\n",
248 vs_preprocess);
249
250 fs_source = ralloc_asprintf(mem_ctx,
251 "%s\n"
252 "#extension GL_ARB_texture_cube_map_array: enable\n"
253 "uniform %s texSampler;\n"
254 "%s vec4 texCoords;\n"
255 "void main()\n"
256 "{\n"
257 " gl_FragColor = %s(texSampler, %s);\n"
258 "%s"
259 "}\n",
260 fs_preprocess, shader->type, fs_input,
261 shader->func, shader->texcoords,
262 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
263
264 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
265 ralloc_asprintf(mem_ctx, "%s blit",
266 shader->type),
267 &shader->shader_prog);
268 ralloc_free(mem_ctx);
269 }
270
271 /**
272 * Configure vertex buffer and vertex array objects for tests
273 *
274 * Regardless of whether a new VAO is created, the object referenced by \c VAO
275 * will be bound into the GL state vector when this function terminates. The
276 * object referenced by \c VBO will \b not be bound.
277 *
278 * \param VAO Storage for vertex array object handle. If 0, a new VAO
279 * will be created.
280 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
281 * will be created. The new VBO will have storage for 4
282 * \c vertex structures.
283 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
284 * or should traditional, fixed-function color and texture
285 * coordinate be used?
286 * \param vertex_size Number of components for attribute 0 / vertex.
287 * \param texcoord_size Number of components for attribute 1 / texture
288 * coordinate. If this is 0, attribute 1 will not be set or
289 * enabled.
290 * \param color_size Number of components for attribute 1 / primary color.
291 * If this is 0, attribute 1 will not be set or enabled.
292 *
293 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
294 * Use \c texcoord_size instead.
295 */
296 void
297 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
298 GLuint *VAO, struct gl_buffer_object **buf_obj,
299 bool use_generic_attributes,
300 unsigned vertex_size, unsigned texcoord_size,
301 unsigned color_size)
302 {
303 if (*VAO == 0) {
304 struct gl_vertex_array_object *array_obj;
305 assert(*buf_obj == NULL);
306
307 /* create vertex array object */
308 _mesa_GenVertexArrays(1, VAO);
309 _mesa_BindVertexArray(*VAO);
310
311 array_obj = _mesa_lookup_vao(ctx, *VAO);
312 assert(array_obj != NULL);
313
314 /* create vertex array buffer */
315 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
316 if (*buf_obj == NULL)
317 return;
318
319 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
320 GL_DYNAMIC_DRAW, __func__);
321
322 /* setup vertex arrays */
323 if (use_generic_attributes) {
324 assert(color_size == 0);
325
326 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
327 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
328 GL_FALSE, GL_FALSE,
329 offsetof(struct vertex, x), true);
330 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
331 *buf_obj, 0, sizeof(struct vertex));
332 _mesa_enable_vertex_array_attrib(ctx, array_obj,
333 VERT_ATTRIB_GENERIC(0));
334 if (texcoord_size > 0) {
335 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
336 texcoord_size, GL_FLOAT, GL_RGBA,
337 GL_FALSE, GL_FALSE, GL_FALSE,
338 offsetof(struct vertex, tex), false);
339 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
340 *buf_obj, 0, sizeof(struct vertex));
341 _mesa_enable_vertex_array_attrib(ctx, array_obj,
342 VERT_ATTRIB_GENERIC(1));
343 }
344 } else {
345 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
346 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
347 GL_FALSE, GL_FALSE,
348 offsetof(struct vertex, x), true);
349 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
350 *buf_obj, 0, sizeof(struct vertex));
351 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
352
353 if (texcoord_size > 0) {
354 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
355 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
356 GL_FALSE, GL_FALSE,
357 offsetof(struct vertex, tex), false);
358 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
359 *buf_obj, 0, sizeof(struct vertex));
360 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
361 }
362
363 if (color_size > 0) {
364 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
365 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
366 GL_FALSE, GL_FALSE,
367 offsetof(struct vertex, r), false);
368 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
369 *buf_obj, 0, sizeof(struct vertex));
370 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
371 }
372 }
373 } else {
374 _mesa_BindVertexArray(*VAO);
375 }
376 }
377
378 /**
379 * Initialize meta-ops for a context.
380 * To be called once during context creation.
381 */
382 void
383 _mesa_meta_init(struct gl_context *ctx)
384 {
385 assert(!ctx->Meta);
386
387 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
388 }
389
390 /**
391 * Free context meta-op state.
392 * To be called once during context destruction.
393 */
394 void
395 _mesa_meta_free(struct gl_context *ctx)
396 {
397 GET_CURRENT_CONTEXT(old_context);
398 _mesa_make_current(ctx, NULL, NULL);
399 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
400 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
401 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
402 cleanup_temp_texture(&ctx->Meta->TempTex);
403 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
404 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
405 if (old_context)
406 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
407 else
408 _mesa_make_current(NULL, NULL, NULL);
409 free(ctx->Meta);
410 ctx->Meta = NULL;
411 }
412
413
414 /**
415 * Enter meta state. This is like a light-weight version of glPushAttrib
416 * but it also resets most GL state back to default values.
417 *
418 * \param state bitmask of MESA_META_* flags indicating which attribute groups
419 * to save and reset to their defaults
420 */
421 void
422 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
423 {
424 struct save_state *save;
425
426 /* hope MAX_META_OPS_DEPTH is large enough */
427 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
428
429 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
430 memset(save, 0, sizeof(*save));
431 save->SavedState = state;
432
433 /* We always push into desktop GL mode and pop out at the end. No sense in
434 * writing our shaders varying based on the user's context choice, when
435 * Mesa can handle either.
436 */
437 save->API = ctx->API;
438 ctx->API = API_OPENGL_COMPAT;
439
440 /* Mesa's extension helper functions use the current context's API to look up
441 * the version required by an extension as a step in determining whether or
442 * not it has been advertised. Since meta aims to only be restricted by the
443 * driver capability (and not by whether or not an extension has been
444 * advertised), set the helper functions' Version variable to a value that
445 * will make the checks on the context API and version unconditionally pass.
446 */
447 save->ExtensionsVersion = ctx->Extensions.Version;
448 ctx->Extensions.Version = ~0;
449
450 /* Pausing transform feedback needs to be done early, or else we won't be
451 * able to change other state.
452 */
453 save->TransformFeedbackNeedsResume =
454 _mesa_is_xfb_active_and_unpaused(ctx);
455 if (save->TransformFeedbackNeedsResume)
456 _mesa_PauseTransformFeedback();
457
458 /* After saving the current occlusion object, call EndQuery so that no
459 * occlusion querying will be active during the meta-operation.
460 */
461 if (state & MESA_META_OCCLUSION_QUERY) {
462 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
463 if (save->CurrentOcclusionObject)
464 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
465 }
466
467 if (state & MESA_META_ALPHA_TEST) {
468 save->AlphaEnabled = ctx->Color.AlphaEnabled;
469 save->AlphaFunc = ctx->Color.AlphaFunc;
470 save->AlphaRef = ctx->Color.AlphaRef;
471 if (ctx->Color.AlphaEnabled)
472 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
473 }
474
475 if (state & MESA_META_BLEND) {
476 save->BlendEnabled = ctx->Color.BlendEnabled;
477 if (ctx->Color.BlendEnabled) {
478 if (ctx->Extensions.EXT_draw_buffers2) {
479 GLuint i;
480 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
481 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
482 }
483 }
484 else {
485 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
486 }
487 }
488 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
489 if (ctx->Color.ColorLogicOpEnabled)
490 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
491 }
492
493 if (state & MESA_META_DITHER) {
494 save->DitherFlag = ctx->Color.DitherFlag;
495 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
496 }
497
498 if (state & MESA_META_COLOR_MASK) {
499 memcpy(save->ColorMask, ctx->Color.ColorMask,
500 sizeof(ctx->Color.ColorMask));
501 }
502
503 if (state & MESA_META_DEPTH_TEST) {
504 save->Depth = ctx->Depth; /* struct copy */
505 if (ctx->Depth.Test)
506 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
507 }
508
509 if (state & MESA_META_FOG) {
510 save->Fog = ctx->Fog.Enabled;
511 if (ctx->Fog.Enabled)
512 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
513 }
514
515 if (state & MESA_META_PIXEL_STORE) {
516 save->Pack = ctx->Pack;
517 save->Unpack = ctx->Unpack;
518 ctx->Pack = ctx->DefaultPacking;
519 ctx->Unpack = ctx->DefaultPacking;
520 }
521
522 if (state & MESA_META_PIXEL_TRANSFER) {
523 save->RedScale = ctx->Pixel.RedScale;
524 save->RedBias = ctx->Pixel.RedBias;
525 save->GreenScale = ctx->Pixel.GreenScale;
526 save->GreenBias = ctx->Pixel.GreenBias;
527 save->BlueScale = ctx->Pixel.BlueScale;
528 save->BlueBias = ctx->Pixel.BlueBias;
529 save->AlphaScale = ctx->Pixel.AlphaScale;
530 save->AlphaBias = ctx->Pixel.AlphaBias;
531 save->MapColorFlag = ctx->Pixel.MapColorFlag;
532 ctx->Pixel.RedScale = 1.0F;
533 ctx->Pixel.RedBias = 0.0F;
534 ctx->Pixel.GreenScale = 1.0F;
535 ctx->Pixel.GreenBias = 0.0F;
536 ctx->Pixel.BlueScale = 1.0F;
537 ctx->Pixel.BlueBias = 0.0F;
538 ctx->Pixel.AlphaScale = 1.0F;
539 ctx->Pixel.AlphaBias = 0.0F;
540 ctx->Pixel.MapColorFlag = GL_FALSE;
541 /* XXX more state */
542 ctx->NewState |=_NEW_PIXEL;
543 }
544
545 if (state & MESA_META_RASTERIZATION) {
546 save->FrontPolygonMode = ctx->Polygon.FrontMode;
547 save->BackPolygonMode = ctx->Polygon.BackMode;
548 save->PolygonOffset = ctx->Polygon.OffsetFill;
549 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
550 save->PolygonStipple = ctx->Polygon.StippleFlag;
551 save->PolygonCull = ctx->Polygon.CullFlag;
552 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
553 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
554 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
555 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
556 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
557 }
558
559 if (state & MESA_META_SCISSOR) {
560 save->Scissor = ctx->Scissor; /* struct copy */
561 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
562 }
563
564 if (state & MESA_META_SHADER) {
565 int i;
566
567 if (ctx->Extensions.ARB_vertex_program) {
568 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
569 _mesa_reference_vertprog(ctx, &save->VertexProgram,
570 ctx->VertexProgram.Current);
571 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
572 }
573
574 if (ctx->Extensions.ARB_fragment_program) {
575 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
576 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
577 ctx->FragmentProgram.Current);
578 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
579 }
580
581 if (ctx->Extensions.ATI_fragment_shader) {
582 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
583 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
584 }
585
586 if (ctx->Pipeline.Current) {
587 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
588 ctx->Pipeline.Current);
589 _mesa_BindProgramPipeline(0);
590 }
591
592 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
593 * that we don't have to worry about the current pipeline state.
594 */
595 for (i = 0; i < MESA_SHADER_STAGES; i++) {
596 _mesa_reference_shader_program(ctx, &save->Shader[i],
597 ctx->Shader.CurrentProgram[i]);
598 }
599 _mesa_reference_shader_program(ctx, &save->ActiveShader,
600 ctx->Shader.ActiveProgram);
601
602 _mesa_UseProgram(0);
603 }
604
605 if (state & MESA_META_STENCIL_TEST) {
606 save->Stencil = ctx->Stencil; /* struct copy */
607 if (ctx->Stencil.Enabled)
608 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
609 /* NOTE: other stencil state not reset */
610 }
611
612 if (state & MESA_META_TEXTURE) {
613 GLuint u, tgt;
614
615 save->ActiveUnit = ctx->Texture.CurrentUnit;
616 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
617
618 /* Disable all texture units */
619 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
620 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
621 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
622 if (ctx->Texture.Unit[u].Enabled ||
623 ctx->Texture.Unit[u].TexGenEnabled) {
624 _mesa_ActiveTexture(GL_TEXTURE0 + u);
625 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
626 if (ctx->Extensions.ARB_texture_cube_map)
627 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
628
629 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
630 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
631 if (ctx->Extensions.NV_texture_rectangle)
632 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
633 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
634 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
635 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
636 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
637 }
638 }
639
640 /* save current texture objects for unit[0] only */
641 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
642 _mesa_reference_texobj(&save->CurrentTexture[tgt],
643 ctx->Texture.Unit[0].CurrentTex[tgt]);
644 }
645
646 /* set defaults for unit[0] */
647 _mesa_ActiveTexture(GL_TEXTURE0);
648 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
649 }
650
651 if (state & MESA_META_TRANSFORM) {
652 GLuint activeTexture = ctx->Texture.CurrentUnit;
653 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
654 16 * sizeof(GLfloat));
655 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
656 16 * sizeof(GLfloat));
657 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
658 16 * sizeof(GLfloat));
659 save->MatrixMode = ctx->Transform.MatrixMode;
660 /* set 1:1 vertex:pixel coordinate transform */
661 _mesa_ActiveTexture(GL_TEXTURE0);
662 _mesa_MatrixMode(GL_TEXTURE);
663 _mesa_LoadIdentity();
664 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
665 _mesa_MatrixMode(GL_MODELVIEW);
666 _mesa_LoadIdentity();
667 _mesa_MatrixMode(GL_PROJECTION);
668 _mesa_LoadIdentity();
669
670 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
671 * This can occur when there is no draw buffer.
672 */
673 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
674 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
675 0.0, ctx->DrawBuffer->Height,
676 -1.0, 1.0);
677
678 if (ctx->Extensions.ARB_clip_control) {
679 save->ClipOrigin = ctx->Transform.ClipOrigin;
680 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
681 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
682 }
683 }
684
685 if (state & MESA_META_CLIP) {
686 GLbitfield mask;
687 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
688 mask = ctx->Transform.ClipPlanesEnabled;
689 while (mask) {
690 const int i = u_bit_scan(&mask);
691 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
692 }
693 }
694
695 if (state & MESA_META_VERTEX) {
696 /* save vertex array object state */
697 _mesa_reference_vao(ctx, &save->VAO,
698 ctx->Array.VAO);
699 /* set some default state? */
700 }
701
702 if (state & MESA_META_VIEWPORT) {
703 /* save viewport state */
704 save->ViewportX = ctx->ViewportArray[0].X;
705 save->ViewportY = ctx->ViewportArray[0].Y;
706 save->ViewportW = ctx->ViewportArray[0].Width;
707 save->ViewportH = ctx->ViewportArray[0].Height;
708 /* set viewport to match window size */
709 if (ctx->ViewportArray[0].X != 0 ||
710 ctx->ViewportArray[0].Y != 0 ||
711 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
712 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
713 _mesa_set_viewport(ctx, 0, 0, 0,
714 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
715 }
716 /* save depth range state */
717 save->DepthNear = ctx->ViewportArray[0].Near;
718 save->DepthFar = ctx->ViewportArray[0].Far;
719 /* set depth range to default */
720 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
721 }
722
723 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
724 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
725
726 /* Generally in here we want to do clamping according to whether
727 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
728 * regardless of the internal implementation of the metaops.
729 */
730 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
731 ctx->Extensions.ARB_color_buffer_float)
732 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
733 }
734
735 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
736 save->ClampVertexColor = ctx->Light.ClampVertexColor;
737
738 /* Generally in here we never want vertex color clamping --
739 * result clamping is only dependent on fragment clamping.
740 */
741 if (ctx->Extensions.ARB_color_buffer_float)
742 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
743 }
744
745 if (state & MESA_META_CONDITIONAL_RENDER) {
746 save->CondRenderQuery = ctx->Query.CondRenderQuery;
747 save->CondRenderMode = ctx->Query.CondRenderMode;
748
749 if (ctx->Query.CondRenderQuery)
750 _mesa_EndConditionalRender();
751 }
752
753 if (state & MESA_META_SELECT_FEEDBACK) {
754 save->RenderMode = ctx->RenderMode;
755 if (ctx->RenderMode == GL_SELECT) {
756 save->Select = ctx->Select; /* struct copy */
757 _mesa_RenderMode(GL_RENDER);
758 } else if (ctx->RenderMode == GL_FEEDBACK) {
759 save->Feedback = ctx->Feedback; /* struct copy */
760 _mesa_RenderMode(GL_RENDER);
761 }
762 }
763
764 if (state & MESA_META_MULTISAMPLE) {
765 save->Multisample = ctx->Multisample; /* struct copy */
766
767 if (ctx->Multisample.Enabled)
768 _mesa_set_multisample(ctx, GL_FALSE);
769 if (ctx->Multisample.SampleCoverage)
770 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
771 if (ctx->Multisample.SampleAlphaToCoverage)
772 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
773 if (ctx->Multisample.SampleAlphaToOne)
774 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
775 if (ctx->Multisample.SampleShading)
776 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
777 if (ctx->Multisample.SampleMask)
778 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
779 }
780
781 if (state & MESA_META_FRAMEBUFFER_SRGB) {
782 save->sRGBEnabled = ctx->Color.sRGBEnabled;
783 if (ctx->Color.sRGBEnabled)
784 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
785 }
786
787 if (state & MESA_META_DRAW_BUFFERS) {
788 struct gl_framebuffer *fb = ctx->DrawBuffer;
789 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
790 sizeof(save->ColorDrawBuffers));
791 }
792
793 /* misc */
794 {
795 save->Lighting = ctx->Light.Enabled;
796 if (ctx->Light.Enabled)
797 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
798 save->RasterDiscard = ctx->RasterDiscard;
799 if (ctx->RasterDiscard)
800 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
801
802 _mesa_reference_framebuffer(&save->DrawBuffer, ctx->DrawBuffer);
803 _mesa_reference_framebuffer(&save->ReadBuffer, ctx->ReadBuffer);
804 }
805 }
806
807
808 /**
809 * Leave meta state. This is like a light-weight version of glPopAttrib().
810 */
811 void
812 _mesa_meta_end(struct gl_context *ctx)
813 {
814 assert(ctx->Meta->SaveStackDepth > 0);
815
816 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
817 const GLbitfield state = save->SavedState;
818 int i;
819
820 /* Grab the result of the old occlusion query before starting it again. The
821 * old result is added to the result of the new query so the driver will
822 * continue adding where it left off. */
823 if (state & MESA_META_OCCLUSION_QUERY) {
824 if (save->CurrentOcclusionObject) {
825 struct gl_query_object *q = save->CurrentOcclusionObject;
826 GLuint64EXT result;
827 if (!q->Ready)
828 ctx->Driver.WaitQuery(ctx, q);
829 result = q->Result;
830 _mesa_BeginQuery(q->Target, q->Id);
831 ctx->Query.CurrentOcclusionObject->Result += result;
832 }
833 }
834
835 if (state & MESA_META_ALPHA_TEST) {
836 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
837 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
838 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
839 }
840
841 if (state & MESA_META_BLEND) {
842 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
843 if (ctx->Extensions.EXT_draw_buffers2) {
844 GLuint i;
845 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
846 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
847 }
848 }
849 else {
850 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
851 }
852 }
853 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
854 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
855 }
856
857 if (state & MESA_META_DITHER)
858 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
859
860 if (state & MESA_META_COLOR_MASK) {
861 GLuint i;
862 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
863 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
864 if (i == 0) {
865 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
866 save->ColorMask[i][2], save->ColorMask[i][3]);
867 }
868 else {
869 _mesa_ColorMaski(i,
870 save->ColorMask[i][0],
871 save->ColorMask[i][1],
872 save->ColorMask[i][2],
873 save->ColorMask[i][3]);
874 }
875 }
876 }
877 }
878
879 if (state & MESA_META_DEPTH_TEST) {
880 if (ctx->Depth.Test != save->Depth.Test)
881 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
882 _mesa_DepthFunc(save->Depth.Func);
883 _mesa_DepthMask(save->Depth.Mask);
884 }
885
886 if (state & MESA_META_FOG) {
887 _mesa_set_enable(ctx, GL_FOG, save->Fog);
888 }
889
890 if (state & MESA_META_PIXEL_STORE) {
891 ctx->Pack = save->Pack;
892 ctx->Unpack = save->Unpack;
893 }
894
895 if (state & MESA_META_PIXEL_TRANSFER) {
896 ctx->Pixel.RedScale = save->RedScale;
897 ctx->Pixel.RedBias = save->RedBias;
898 ctx->Pixel.GreenScale = save->GreenScale;
899 ctx->Pixel.GreenBias = save->GreenBias;
900 ctx->Pixel.BlueScale = save->BlueScale;
901 ctx->Pixel.BlueBias = save->BlueBias;
902 ctx->Pixel.AlphaScale = save->AlphaScale;
903 ctx->Pixel.AlphaBias = save->AlphaBias;
904 ctx->Pixel.MapColorFlag = save->MapColorFlag;
905 /* XXX more state */
906 ctx->NewState |=_NEW_PIXEL;
907 }
908
909 if (state & MESA_META_RASTERIZATION) {
910 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
911 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
912 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
913 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
914 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
915 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
916 }
917
918 if (state & MESA_META_SCISSOR) {
919 unsigned i;
920
921 for (i = 0; i < ctx->Const.MaxViewports; i++) {
922 _mesa_set_scissor(ctx, i,
923 save->Scissor.ScissorArray[i].X,
924 save->Scissor.ScissorArray[i].Y,
925 save->Scissor.ScissorArray[i].Width,
926 save->Scissor.ScissorArray[i].Height);
927 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
928 (save->Scissor.EnableFlags >> i) & 1);
929 }
930 }
931
932 if (state & MESA_META_SHADER) {
933 static const GLenum targets[] = {
934 GL_VERTEX_SHADER,
935 GL_TESS_CONTROL_SHADER,
936 GL_TESS_EVALUATION_SHADER,
937 GL_GEOMETRY_SHADER,
938 GL_FRAGMENT_SHADER,
939 GL_COMPUTE_SHADER,
940 };
941 STATIC_ASSERT(MESA_SHADER_STAGES == ARRAY_SIZE(targets));
942
943 bool any_shader;
944
945 if (ctx->Extensions.ARB_vertex_program) {
946 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
947 save->VertexProgramEnabled);
948 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
949 save->VertexProgram);
950 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
951 }
952
953 if (ctx->Extensions.ARB_fragment_program) {
954 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
955 save->FragmentProgramEnabled);
956 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
957 save->FragmentProgram);
958 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
959 }
960
961 if (ctx->Extensions.ATI_fragment_shader) {
962 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
963 save->ATIFragmentShaderEnabled);
964 }
965
966 any_shader = false;
967 for (i = 0; i < MESA_SHADER_STAGES; i++) {
968 /* It is safe to call _mesa_use_shader_program even if the extension
969 * necessary for that program state is not supported. In that case,
970 * the saved program object must be NULL and the currently bound
971 * program object must be NULL. _mesa_use_shader_program is a no-op
972 * in that case.
973 */
974 _mesa_use_shader_program(ctx, targets[i],
975 save->Shader[i],
976 &ctx->Shader);
977
978 /* Do this *before* killing the reference. :)
979 */
980 if (save->Shader[i] != NULL)
981 any_shader = true;
982
983 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
984 }
985
986 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
987 save->ActiveShader);
988 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
989
990 /* If there were any stages set with programs, use ctx->Shader as the
991 * current shader state. Otherwise, use Pipeline.Default. The pipeline
992 * hasn't been restored yet, and that may modify ctx->_Shader further.
993 */
994 if (any_shader)
995 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
996 &ctx->Shader);
997 else
998 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
999 ctx->Pipeline.Default);
1000
1001 if (save->Pipeline) {
1002 _mesa_bind_pipeline(ctx, save->Pipeline);
1003
1004 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1005 }
1006 }
1007
1008 if (state & MESA_META_STENCIL_TEST) {
1009 const struct gl_stencil_attrib *stencil = &save->Stencil;
1010
1011 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1012 _mesa_ClearStencil(stencil->Clear);
1013 if (ctx->Extensions.EXT_stencil_two_side) {
1014 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1015 stencil->TestTwoSide);
1016 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1017 ? GL_BACK : GL_FRONT);
1018 }
1019 /* front state */
1020 _mesa_StencilFuncSeparate(GL_FRONT,
1021 stencil->Function[0],
1022 stencil->Ref[0],
1023 stencil->ValueMask[0]);
1024 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1025 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1026 stencil->ZFailFunc[0],
1027 stencil->ZPassFunc[0]);
1028 /* back state */
1029 _mesa_StencilFuncSeparate(GL_BACK,
1030 stencil->Function[1],
1031 stencil->Ref[1],
1032 stencil->ValueMask[1]);
1033 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1034 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1035 stencil->ZFailFunc[1],
1036 stencil->ZPassFunc[1]);
1037 }
1038
1039 if (state & MESA_META_TEXTURE) {
1040 GLuint u, tgt;
1041
1042 assert(ctx->Texture.CurrentUnit == 0);
1043
1044 /* restore texenv for unit[0] */
1045 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1046
1047 /* restore texture objects for unit[0] only */
1048 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1049 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1050 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1051 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1052 save->CurrentTexture[tgt]);
1053 }
1054 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1055 }
1056
1057 /* Restore fixed function texture enables, texgen */
1058 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1059 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1060 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1061 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1062 }
1063
1064 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1065 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1066 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1067 }
1068 }
1069
1070 /* restore current unit state */
1071 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1072 }
1073
1074 if (state & MESA_META_TRANSFORM) {
1075 GLuint activeTexture = ctx->Texture.CurrentUnit;
1076 _mesa_ActiveTexture(GL_TEXTURE0);
1077 _mesa_MatrixMode(GL_TEXTURE);
1078 _mesa_LoadMatrixf(save->TextureMatrix);
1079 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1080
1081 _mesa_MatrixMode(GL_MODELVIEW);
1082 _mesa_LoadMatrixf(save->ModelviewMatrix);
1083
1084 _mesa_MatrixMode(GL_PROJECTION);
1085 _mesa_LoadMatrixf(save->ProjectionMatrix);
1086
1087 _mesa_MatrixMode(save->MatrixMode);
1088
1089 if (ctx->Extensions.ARB_clip_control)
1090 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1091 }
1092
1093 if (state & MESA_META_CLIP) {
1094 GLbitfield mask = save->ClipPlanesEnabled;
1095 while (mask) {
1096 const int i = u_bit_scan(&mask);
1097 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1098 }
1099 }
1100
1101 if (state & MESA_META_VERTEX) {
1102 /* restore vertex array object */
1103 _mesa_BindVertexArray(save->VAO->Name);
1104 _mesa_reference_vao(ctx, &save->VAO, NULL);
1105 }
1106
1107 if (state & MESA_META_VIEWPORT) {
1108 if (save->ViewportX != ctx->ViewportArray[0].X ||
1109 save->ViewportY != ctx->ViewportArray[0].Y ||
1110 save->ViewportW != ctx->ViewportArray[0].Width ||
1111 save->ViewportH != ctx->ViewportArray[0].Height) {
1112 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1113 save->ViewportW, save->ViewportH);
1114 }
1115 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1116 }
1117
1118 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1119 ctx->Extensions.ARB_color_buffer_float) {
1120 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1121 }
1122
1123 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1124 ctx->Extensions.ARB_color_buffer_float) {
1125 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1126 }
1127
1128 if (state & MESA_META_CONDITIONAL_RENDER) {
1129 if (save->CondRenderQuery)
1130 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1131 save->CondRenderMode);
1132 }
1133
1134 if (state & MESA_META_SELECT_FEEDBACK) {
1135 if (save->RenderMode == GL_SELECT) {
1136 _mesa_RenderMode(GL_SELECT);
1137 ctx->Select = save->Select;
1138 } else if (save->RenderMode == GL_FEEDBACK) {
1139 _mesa_RenderMode(GL_FEEDBACK);
1140 ctx->Feedback = save->Feedback;
1141 }
1142 }
1143
1144 if (state & MESA_META_MULTISAMPLE) {
1145 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1146 struct gl_multisample_attrib *save_ms = &save->Multisample;
1147
1148 if (ctx_ms->Enabled != save_ms->Enabled)
1149 _mesa_set_multisample(ctx, save_ms->Enabled);
1150 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1151 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1152 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1153 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1154 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1155 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1156 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1157 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1158 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1159 save_ms->SampleCoverageInvert);
1160 }
1161 if (ctx_ms->SampleShading != save_ms->SampleShading)
1162 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1163 if (ctx_ms->SampleMask != save_ms->SampleMask)
1164 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1165 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1166 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1167 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1168 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1169 }
1170
1171 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1172 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1173 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1174 }
1175
1176 /* misc */
1177 if (save->Lighting) {
1178 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1179 }
1180 if (save->RasterDiscard) {
1181 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1182 }
1183 if (save->TransformFeedbackNeedsResume)
1184 _mesa_ResumeTransformFeedback();
1185
1186 _mesa_bind_framebuffers(ctx, save->DrawBuffer, save->ReadBuffer);
1187 _mesa_reference_framebuffer(&save->DrawBuffer, NULL);
1188 _mesa_reference_framebuffer(&save->ReadBuffer, NULL);
1189
1190 if (state & MESA_META_DRAW_BUFFERS) {
1191 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1192 save->ColorDrawBuffers, NULL);
1193 }
1194
1195 ctx->Meta->SaveStackDepth--;
1196
1197 ctx->API = save->API;
1198 ctx->Extensions.Version = save->ExtensionsVersion;
1199 }
1200
1201
1202 /**
1203 * Convert Z from a normalized value in the range [0, 1] to an object-space
1204 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1205 * default/identity ortho projection results in the original Z value.
1206 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1207 * value comes from the clear value or raster position.
1208 */
1209 static inline GLfloat
1210 invert_z(GLfloat normZ)
1211 {
1212 GLfloat objZ = 1.0f - 2.0f * normZ;
1213 return objZ;
1214 }
1215
1216
1217 /**
1218 * One-time init for a temp_texture object.
1219 * Choose tex target, compute max tex size, etc.
1220 */
1221 static void
1222 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1223 {
1224 /* prefer texture rectangle */
1225 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1226 tex->Target = GL_TEXTURE_RECTANGLE;
1227 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1228 tex->NPOT = GL_TRUE;
1229 }
1230 else {
1231 /* use 2D texture, NPOT if possible */
1232 tex->Target = GL_TEXTURE_2D;
1233 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1234 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1235 }
1236 tex->MinSize = 16; /* 16 x 16 at least */
1237 assert(tex->MaxSize > 0);
1238
1239 _mesa_GenTextures(1, &tex->TexObj);
1240 }
1241
1242 static void
1243 cleanup_temp_texture(struct temp_texture *tex)
1244 {
1245 if (!tex->TexObj)
1246 return;
1247 _mesa_DeleteTextures(1, &tex->TexObj);
1248 tex->TexObj = 0;
1249 }
1250
1251
1252 /**
1253 * Return pointer to temp_texture info for non-bitmap ops.
1254 * This does some one-time init if needed.
1255 */
1256 struct temp_texture *
1257 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1258 {
1259 struct temp_texture *tex = &ctx->Meta->TempTex;
1260
1261 if (!tex->TexObj) {
1262 init_temp_texture(ctx, tex);
1263 }
1264
1265 return tex;
1266 }
1267
1268
1269 /**
1270 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1271 * We use a separate texture for bitmaps to reduce texture
1272 * allocation/deallocation.
1273 */
1274 static struct temp_texture *
1275 get_bitmap_temp_texture(struct gl_context *ctx)
1276 {
1277 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1278
1279 if (!tex->TexObj) {
1280 init_temp_texture(ctx, tex);
1281 }
1282
1283 return tex;
1284 }
1285
1286 /**
1287 * Return pointer to depth temp_texture.
1288 * This does some one-time init if needed.
1289 */
1290 struct temp_texture *
1291 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1292 {
1293 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1294
1295 if (!tex->TexObj) {
1296 init_temp_texture(ctx, tex);
1297 }
1298
1299 return tex;
1300 }
1301
1302 /**
1303 * Compute the width/height of texture needed to draw an image of the
1304 * given size. Return a flag indicating whether the current texture
1305 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1306 * allocated (glTexImage2D).
1307 * Also, compute s/t texcoords for drawing.
1308 *
1309 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1310 */
1311 GLboolean
1312 _mesa_meta_alloc_texture(struct temp_texture *tex,
1313 GLsizei width, GLsizei height, GLenum intFormat)
1314 {
1315 GLboolean newTex = GL_FALSE;
1316
1317 assert(width <= tex->MaxSize);
1318 assert(height <= tex->MaxSize);
1319
1320 if (width > tex->Width ||
1321 height > tex->Height ||
1322 intFormat != tex->IntFormat) {
1323 /* alloc new texture (larger or different format) */
1324
1325 if (tex->NPOT) {
1326 /* use non-power of two size */
1327 tex->Width = MAX2(tex->MinSize, width);
1328 tex->Height = MAX2(tex->MinSize, height);
1329 }
1330 else {
1331 /* find power of two size */
1332 GLsizei w, h;
1333 w = h = tex->MinSize;
1334 while (w < width)
1335 w *= 2;
1336 while (h < height)
1337 h *= 2;
1338 tex->Width = w;
1339 tex->Height = h;
1340 }
1341
1342 tex->IntFormat = intFormat;
1343
1344 newTex = GL_TRUE;
1345 }
1346
1347 /* compute texcoords */
1348 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1349 tex->Sright = (GLfloat) width;
1350 tex->Ttop = (GLfloat) height;
1351 }
1352 else {
1353 tex->Sright = (GLfloat) width / tex->Width;
1354 tex->Ttop = (GLfloat) height / tex->Height;
1355 }
1356
1357 return newTex;
1358 }
1359
1360
1361 /**
1362 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1363 */
1364 void
1365 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1366 struct temp_texture *tex,
1367 GLint srcX, GLint srcY,
1368 GLsizei width, GLsizei height,
1369 GLenum intFormat,
1370 GLenum filter)
1371 {
1372 bool newTex;
1373
1374 _mesa_BindTexture(tex->Target, tex->TexObj);
1375 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1376 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1377 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1378
1379 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1380
1381 /* copy framebuffer image to texture */
1382 if (newTex) {
1383 /* create new tex image */
1384 if (tex->Width == width && tex->Height == height) {
1385 /* create new tex with framebuffer data */
1386 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1387 srcX, srcY, width, height, 0);
1388 }
1389 else {
1390 /* create empty texture */
1391 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1392 tex->Width, tex->Height, 0,
1393 intFormat, GL_UNSIGNED_BYTE, NULL);
1394 /* load image */
1395 _mesa_CopyTexSubImage2D(tex->Target, 0,
1396 0, 0, srcX, srcY, width, height);
1397 }
1398 }
1399 else {
1400 /* replace existing tex image */
1401 _mesa_CopyTexSubImage2D(tex->Target, 0,
1402 0, 0, srcX, srcY, width, height);
1403 }
1404 }
1405
1406
1407 /**
1408 * Setup/load texture for glDrawPixels.
1409 */
1410 void
1411 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1412 struct temp_texture *tex,
1413 GLboolean newTex,
1414 GLsizei width, GLsizei height,
1415 GLenum format, GLenum type,
1416 const GLvoid *pixels)
1417 {
1418 _mesa_BindTexture(tex->Target, tex->TexObj);
1419 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1420 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1421 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1422
1423 /* copy pixel data to texture */
1424 if (newTex) {
1425 /* create new tex image */
1426 if (tex->Width == width && tex->Height == height) {
1427 /* create new tex and load image data */
1428 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1429 tex->Width, tex->Height, 0, format, type, pixels);
1430 }
1431 else {
1432 struct gl_buffer_object *save_unpack_obj = NULL;
1433
1434 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1435 ctx->Unpack.BufferObj);
1436 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1437 /* create empty texture */
1438 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1439 tex->Width, tex->Height, 0, format, type, NULL);
1440 if (save_unpack_obj != NULL)
1441 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1442 save_unpack_obj->Name);
1443 /* load image */
1444 _mesa_TexSubImage2D(tex->Target, 0,
1445 0, 0, width, height, format, type, pixels);
1446 }
1447 }
1448 else {
1449 /* replace existing tex image */
1450 _mesa_TexSubImage2D(tex->Target, 0,
1451 0, 0, width, height, format, type, pixels);
1452 }
1453 }
1454
1455 void
1456 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1457 GLuint *VAO, struct gl_buffer_object **buf_obj,
1458 unsigned texcoord_size)
1459 {
1460 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1461 0);
1462
1463 /* setup projection matrix */
1464 _mesa_MatrixMode(GL_PROJECTION);
1465 _mesa_LoadIdentity();
1466 }
1467
1468 /**
1469 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1470 */
1471 void
1472 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1473 {
1474 meta_clear(ctx, buffers, false);
1475 }
1476
1477 void
1478 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1479 {
1480 meta_clear(ctx, buffers, true);
1481 }
1482
1483 static void
1484 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1485 {
1486 const char *vs_source =
1487 "#extension GL_AMD_vertex_shader_layer : enable\n"
1488 "#extension GL_ARB_draw_instanced : enable\n"
1489 "#extension GL_ARB_explicit_attrib_location :enable\n"
1490 "layout(location = 0) in vec4 position;\n"
1491 "void main()\n"
1492 "{\n"
1493 "#ifdef GL_AMD_vertex_shader_layer\n"
1494 " gl_Layer = gl_InstanceID;\n"
1495 "#endif\n"
1496 " gl_Position = position;\n"
1497 "}\n";
1498 const char *fs_source =
1499 "#extension GL_ARB_explicit_attrib_location :enable\n"
1500 "#extension GL_ARB_explicit_uniform_location :enable\n"
1501 "layout(location = 0) uniform vec4 color;\n"
1502 "void main()\n"
1503 "{\n"
1504 " gl_FragColor = color;\n"
1505 "}\n";
1506 bool has_integer_textures;
1507
1508 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1509 3, 0, 0);
1510
1511 if (clear->ShaderProg != 0)
1512 return;
1513
1514 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear",
1515 &clear->ShaderProg);
1516
1517 has_integer_textures = _mesa_is_gles3(ctx) ||
1518 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1519
1520 if (has_integer_textures) {
1521 void *shader_source_mem_ctx = ralloc_context(NULL);
1522 const char *vs_int_source =
1523 ralloc_asprintf(shader_source_mem_ctx,
1524 "#version 130\n"
1525 "#extension GL_AMD_vertex_shader_layer : enable\n"
1526 "#extension GL_ARB_draw_instanced : enable\n"
1527 "#extension GL_ARB_explicit_attrib_location :enable\n"
1528 "layout(location = 0) in vec4 position;\n"
1529 "void main()\n"
1530 "{\n"
1531 "#ifdef GL_AMD_vertex_shader_layer\n"
1532 " gl_Layer = gl_InstanceID;\n"
1533 "#endif\n"
1534 " gl_Position = position;\n"
1535 "}\n");
1536 const char *fs_int_source =
1537 ralloc_asprintf(shader_source_mem_ctx,
1538 "#version 130\n"
1539 "#extension GL_ARB_explicit_attrib_location :enable\n"
1540 "#extension GL_ARB_explicit_uniform_location :enable\n"
1541 "layout(location = 0) uniform ivec4 color;\n"
1542 "out ivec4 out_color;\n"
1543 "\n"
1544 "void main()\n"
1545 "{\n"
1546 " out_color = color;\n"
1547 "}\n");
1548
1549 _mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source,
1550 "integer clear",
1551 &clear->IntegerShaderProg);
1552 ralloc_free(shader_source_mem_ctx);
1553
1554 /* Note that user-defined out attributes get automatically assigned
1555 * locations starting from 0, so we don't need to explicitly
1556 * BindFragDataLocation to 0.
1557 */
1558 }
1559 }
1560
1561 static void
1562 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1563 {
1564 if (clear->VAO == 0)
1565 return;
1566 _mesa_DeleteVertexArrays(1, &clear->VAO);
1567 clear->VAO = 0;
1568 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1569 _mesa_reference_shader_program(ctx, &clear->ShaderProg, NULL);
1570
1571 if (clear->IntegerShaderProg) {
1572 _mesa_reference_shader_program(ctx, &clear->IntegerShaderProg, NULL);
1573 }
1574 }
1575
1576 /**
1577 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1578 * set GL to only draw to those buffers.
1579 *
1580 * Since the bitfield has no associated order, the assignment of draw buffer
1581 * indices to color attachment indices is rather arbitrary.
1582 */
1583 void
1584 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1585 {
1586 GLenum enums[MAX_DRAW_BUFFERS];
1587 int i = 0;
1588 int n;
1589
1590 /* This function is only legal for color buffer bitfields. */
1591 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1592
1593 /* Make sure we don't overflow any arrays. */
1594 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1595
1596 enums[0] = GL_NONE;
1597
1598 if (bits & BUFFER_BIT_FRONT_LEFT)
1599 enums[i++] = GL_FRONT_LEFT;
1600
1601 if (bits & BUFFER_BIT_FRONT_RIGHT)
1602 enums[i++] = GL_FRONT_RIGHT;
1603
1604 if (bits & BUFFER_BIT_BACK_LEFT)
1605 enums[i++] = GL_BACK_LEFT;
1606
1607 if (bits & BUFFER_BIT_BACK_RIGHT)
1608 enums[i++] = GL_BACK_RIGHT;
1609
1610 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1611 if (bits & (1 << (BUFFER_COLOR0 + n)))
1612 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1613 }
1614
1615 _mesa_DrawBuffers(i, enums);
1616 }
1617
1618 /**
1619 * Return if all of the color channels are masked.
1620 */
1621 static inline GLboolean
1622 is_color_disabled(struct gl_context *ctx, int i)
1623 {
1624 return !ctx->Color.ColorMask[i][0] &&
1625 !ctx->Color.ColorMask[i][1] &&
1626 !ctx->Color.ColorMask[i][2] &&
1627 !ctx->Color.ColorMask[i][3];
1628 }
1629
1630 /**
1631 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1632 * set GL to only draw to those buffers. Also, update color masks to
1633 * reflect the new draw buffer ordering.
1634 */
1635 static void
1636 _mesa_meta_drawbuffers_and_colormask(struct gl_context *ctx, GLbitfield mask)
1637 {
1638 GLenum enums[MAX_DRAW_BUFFERS];
1639 GLubyte colormask[MAX_DRAW_BUFFERS][4];
1640 int num_bufs = 0;
1641
1642 /* This function is only legal for color buffer bitfields. */
1643 assert((mask & ~BUFFER_BITS_COLOR) == 0);
1644
1645 /* Make sure we don't overflow any arrays. */
1646 assert(_mesa_bitcount(mask) <= MAX_DRAW_BUFFERS);
1647
1648 enums[0] = GL_NONE;
1649
1650 for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
1651 int b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
1652 int colormask_idx = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
1653
1654 if (b < 0 || !(mask & (1 << b)) || is_color_disabled(ctx, colormask_idx))
1655 continue;
1656
1657 switch (b) {
1658 case BUFFER_FRONT_LEFT:
1659 enums[num_bufs] = GL_FRONT_LEFT;
1660 break;
1661 case BUFFER_FRONT_RIGHT:
1662 enums[num_bufs] = GL_FRONT_RIGHT;
1663 break;
1664 case BUFFER_BACK_LEFT:
1665 enums[num_bufs] = GL_BACK_LEFT;
1666 break;
1667 case BUFFER_BACK_RIGHT:
1668 enums[num_bufs] = GL_BACK_RIGHT;
1669 break;
1670 default:
1671 assert(b >= BUFFER_COLOR0 && b <= BUFFER_COLOR7);
1672 enums[num_bufs] = GL_COLOR_ATTACHMENT0 + (b - BUFFER_COLOR0);
1673 break;
1674 }
1675
1676 for (int k = 0; k < 4; k++)
1677 colormask[num_bufs][k] = ctx->Color.ColorMask[colormask_idx][k];
1678
1679 num_bufs++;
1680 }
1681
1682 _mesa_DrawBuffers(num_bufs, enums);
1683
1684 for (int i = 0; i < num_bufs; i++) {
1685 _mesa_ColorMaski(i, colormask[i][0], colormask[i][1],
1686 colormask[i][2], colormask[i][3]);
1687 }
1688 }
1689
1690
1691 /**
1692 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1693 */
1694 static void
1695 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1696 {
1697 struct clear_state *clear = &ctx->Meta->Clear;
1698 GLbitfield metaSave;
1699 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1700 struct gl_framebuffer *fb = ctx->DrawBuffer;
1701 float x0, y0, x1, y1, z;
1702 struct vertex verts[4];
1703 int i;
1704
1705 metaSave = (MESA_META_ALPHA_TEST |
1706 MESA_META_BLEND |
1707 MESA_META_COLOR_MASK |
1708 MESA_META_DEPTH_TEST |
1709 MESA_META_RASTERIZATION |
1710 MESA_META_SHADER |
1711 MESA_META_STENCIL_TEST |
1712 MESA_META_VERTEX |
1713 MESA_META_VIEWPORT |
1714 MESA_META_CLIP |
1715 MESA_META_CLAMP_FRAGMENT_COLOR |
1716 MESA_META_MULTISAMPLE |
1717 MESA_META_OCCLUSION_QUERY);
1718
1719 if (!glsl) {
1720 metaSave |= MESA_META_FOG |
1721 MESA_META_PIXEL_TRANSFER |
1722 MESA_META_TRANSFORM |
1723 MESA_META_TEXTURE |
1724 MESA_META_CLAMP_VERTEX_COLOR |
1725 MESA_META_SELECT_FEEDBACK;
1726 }
1727
1728 if (buffers & BUFFER_BITS_COLOR) {
1729 metaSave |= MESA_META_DRAW_BUFFERS;
1730 }
1731
1732 _mesa_meta_begin(ctx, metaSave);
1733
1734 if (glsl) {
1735 meta_glsl_clear_init(ctx, clear);
1736
1737 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1738 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1739 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1740 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1741 z = -invert_z(ctx->Depth.Clear);
1742 } else {
1743 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1744 3, 0, 4);
1745
1746 x0 = (float) fb->_Xmin;
1747 y0 = (float) fb->_Ymin;
1748 x1 = (float) fb->_Xmax;
1749 y1 = (float) fb->_Ymax;
1750 z = invert_z(ctx->Depth.Clear);
1751 }
1752
1753 if (fb->_IntegerBuffers) {
1754 assert(glsl);
1755 _mesa_meta_use_program(ctx, clear->IntegerShaderProg);
1756 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1757 } else if (glsl) {
1758 _mesa_meta_use_program(ctx, clear->ShaderProg);
1759 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1760 }
1761
1762 /* GL_COLOR_BUFFER_BIT */
1763 if (buffers & BUFFER_BITS_COLOR) {
1764 /* Only draw to the buffers we were asked to clear. */
1765 _mesa_meta_drawbuffers_and_colormask(ctx, buffers & BUFFER_BITS_COLOR);
1766
1767 /* leave colormask state as-is */
1768
1769 /* Clears never have the color clamped. */
1770 if (ctx->Extensions.ARB_color_buffer_float)
1771 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1772 }
1773 else {
1774 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1775 }
1776
1777 /* GL_DEPTH_BUFFER_BIT */
1778 if (buffers & BUFFER_BIT_DEPTH) {
1779 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1780 _mesa_DepthFunc(GL_ALWAYS);
1781 _mesa_DepthMask(GL_TRUE);
1782 }
1783 else {
1784 assert(!ctx->Depth.Test);
1785 }
1786
1787 /* GL_STENCIL_BUFFER_BIT */
1788 if (buffers & BUFFER_BIT_STENCIL) {
1789 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1790 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1791 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1792 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1793 ctx->Stencil.Clear & stencilMax,
1794 ctx->Stencil.WriteMask[0]);
1795 }
1796 else {
1797 assert(!ctx->Stencil.Enabled);
1798 }
1799
1800 /* vertex positions */
1801 verts[0].x = x0;
1802 verts[0].y = y0;
1803 verts[0].z = z;
1804 verts[1].x = x1;
1805 verts[1].y = y0;
1806 verts[1].z = z;
1807 verts[2].x = x1;
1808 verts[2].y = y1;
1809 verts[2].z = z;
1810 verts[3].x = x0;
1811 verts[3].y = y1;
1812 verts[3].z = z;
1813
1814 if (!glsl) {
1815 for (i = 0; i < 4; i++) {
1816 verts[i].r = ctx->Color.ClearColor.f[0];
1817 verts[i].g = ctx->Color.ClearColor.f[1];
1818 verts[i].b = ctx->Color.ClearColor.f[2];
1819 verts[i].a = ctx->Color.ClearColor.f[3];
1820 }
1821 }
1822
1823 /* upload new vertex data */
1824 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1825 GL_DYNAMIC_DRAW, __func__);
1826
1827 /* draw quad(s) */
1828 if (fb->MaxNumLayers > 0) {
1829 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1830 } else {
1831 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1832 }
1833
1834 _mesa_meta_end(ctx);
1835 }
1836
1837 /**
1838 * Meta implementation of ctx->Driver.CopyPixels() in terms
1839 * of texture mapping and polygon rendering and GLSL shaders.
1840 */
1841 void
1842 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1843 GLsizei width, GLsizei height,
1844 GLint dstX, GLint dstY, GLenum type)
1845 {
1846 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1847 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1848 struct vertex verts[4];
1849
1850 if (type != GL_COLOR ||
1851 ctx->_ImageTransferState ||
1852 ctx->Fog.Enabled ||
1853 width > tex->MaxSize ||
1854 height > tex->MaxSize) {
1855 /* XXX avoid this fallback */
1856 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1857 return;
1858 }
1859
1860 /* Most GL state applies to glCopyPixels, but a there's a few things
1861 * we need to override:
1862 */
1863 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1864 MESA_META_SHADER |
1865 MESA_META_TEXTURE |
1866 MESA_META_TRANSFORM |
1867 MESA_META_CLIP |
1868 MESA_META_VERTEX |
1869 MESA_META_VIEWPORT));
1870
1871 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1872 3, 2, 0);
1873
1874 /* Silence valgrind warnings about reading uninitialized stack. */
1875 memset(verts, 0, sizeof(verts));
1876
1877 /* Alloc/setup texture */
1878 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1879 GL_RGBA, GL_NEAREST);
1880
1881 /* vertex positions, texcoords (after texture allocation!) */
1882 {
1883 const GLfloat dstX0 = (GLfloat) dstX;
1884 const GLfloat dstY0 = (GLfloat) dstY;
1885 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1886 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1887 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1888
1889 verts[0].x = dstX0;
1890 verts[0].y = dstY0;
1891 verts[0].z = z;
1892 verts[0].tex[0] = 0.0F;
1893 verts[0].tex[1] = 0.0F;
1894 verts[1].x = dstX1;
1895 verts[1].y = dstY0;
1896 verts[1].z = z;
1897 verts[1].tex[0] = tex->Sright;
1898 verts[1].tex[1] = 0.0F;
1899 verts[2].x = dstX1;
1900 verts[2].y = dstY1;
1901 verts[2].z = z;
1902 verts[2].tex[0] = tex->Sright;
1903 verts[2].tex[1] = tex->Ttop;
1904 verts[3].x = dstX0;
1905 verts[3].y = dstY1;
1906 verts[3].z = z;
1907 verts[3].tex[0] = 0.0F;
1908 verts[3].tex[1] = tex->Ttop;
1909
1910 /* upload new vertex data */
1911 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts,
1912 __func__);
1913 }
1914
1915 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1916
1917 /* draw textured quad */
1918 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1919
1920 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1921
1922 _mesa_meta_end(ctx);
1923 }
1924
1925 static void
1926 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1927 {
1928 if (drawpix->VAO != 0) {
1929 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1930 drawpix->VAO = 0;
1931
1932 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1933 }
1934
1935 if (drawpix->StencilFP != 0) {
1936 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1937 drawpix->StencilFP = 0;
1938 }
1939
1940 if (drawpix->DepthFP != 0) {
1941 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1942 drawpix->DepthFP = 0;
1943 }
1944 }
1945
1946 /**
1947 * When the glDrawPixels() image size is greater than the max rectangle
1948 * texture size we use this function to break the glDrawPixels() image
1949 * into tiles which fit into the max texture size.
1950 */
1951 static void
1952 tiled_draw_pixels(struct gl_context *ctx,
1953 GLint tileSize,
1954 GLint x, GLint y, GLsizei width, GLsizei height,
1955 GLenum format, GLenum type,
1956 const struct gl_pixelstore_attrib *unpack,
1957 const GLvoid *pixels)
1958 {
1959 struct gl_pixelstore_attrib tileUnpack = *unpack;
1960 GLint i, j;
1961
1962 if (tileUnpack.RowLength == 0)
1963 tileUnpack.RowLength = width;
1964
1965 for (i = 0; i < width; i += tileSize) {
1966 const GLint tileWidth = MIN2(tileSize, width - i);
1967 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1968
1969 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1970
1971 for (j = 0; j < height; j += tileSize) {
1972 const GLint tileHeight = MIN2(tileSize, height - j);
1973 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1974
1975 tileUnpack.SkipRows = unpack->SkipRows + j;
1976
1977 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1978 format, type, &tileUnpack, pixels);
1979 }
1980 }
1981 }
1982
1983
1984 /**
1985 * One-time init for drawing stencil pixels.
1986 */
1987 static void
1988 init_draw_stencil_pixels(struct gl_context *ctx)
1989 {
1990 /* This program is run eight times, once for each stencil bit.
1991 * The stencil values to draw are found in an 8-bit alpha texture.
1992 * We read the texture/stencil value and test if bit 'b' is set.
1993 * If the bit is not set, use KIL to kill the fragment.
1994 * Finally, we use the stencil test to update the stencil buffer.
1995 *
1996 * The basic algorithm for checking if a bit is set is:
1997 * if (is_odd(value / (1 << bit)))
1998 * result is one (or non-zero).
1999 * else
2000 * result is zero.
2001 * The program parameter contains three values:
2002 * parm.x = 255 / (1 << bit)
2003 * parm.y = 0.5
2004 * parm.z = 0.0
2005 */
2006 static const char *program =
2007 "!!ARBfp1.0\n"
2008 "PARAM parm = program.local[0]; \n"
2009 "TEMP t; \n"
2010 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2011 "# t = t * 255 / bit \n"
2012 "MUL t.x, t.a, parm.x; \n"
2013 "# t = (int) t \n"
2014 "FRC t.y, t.x; \n"
2015 "SUB t.x, t.x, t.y; \n"
2016 "# t = t * 0.5 \n"
2017 "MUL t.x, t.x, parm.y; \n"
2018 "# t = fract(t.x) \n"
2019 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2020 "# t.x = (t.x == 0 ? 1 : 0) \n"
2021 "SGE t.x, -t.x, parm.z; \n"
2022 "KIL -t.x; \n"
2023 "# for debug only \n"
2024 "#MOV result.color, t.x; \n"
2025 "END \n";
2026 char program2[1000];
2027 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2028 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2029 const char *texTarget;
2030
2031 assert(drawpix->StencilFP == 0);
2032
2033 /* replace %s with "RECT" or "2D" */
2034 assert(strlen(program) + 4 < sizeof(program2));
2035 if (tex->Target == GL_TEXTURE_RECTANGLE)
2036 texTarget = "RECT";
2037 else
2038 texTarget = "2D";
2039 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2040
2041 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2042 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2043 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2044 strlen(program2), (const GLubyte *) program2);
2045 }
2046
2047
2048 /**
2049 * One-time init for drawing depth pixels.
2050 */
2051 static void
2052 init_draw_depth_pixels(struct gl_context *ctx)
2053 {
2054 static const char *program =
2055 "!!ARBfp1.0\n"
2056 "PARAM color = program.local[0]; \n"
2057 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2058 "MOV result.color, color; \n"
2059 "END \n";
2060 char program2[200];
2061 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2062 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2063 const char *texTarget;
2064
2065 assert(drawpix->DepthFP == 0);
2066
2067 /* replace %s with "RECT" or "2D" */
2068 assert(strlen(program) + 4 < sizeof(program2));
2069 if (tex->Target == GL_TEXTURE_RECTANGLE)
2070 texTarget = "RECT";
2071 else
2072 texTarget = "2D";
2073 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2074
2075 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2076 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2077 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2078 strlen(program2), (const GLubyte *) program2);
2079 }
2080
2081
2082 /**
2083 * Meta implementation of ctx->Driver.DrawPixels() in terms
2084 * of texture mapping and polygon rendering.
2085 */
2086 void
2087 _mesa_meta_DrawPixels(struct gl_context *ctx,
2088 GLint x, GLint y, GLsizei width, GLsizei height,
2089 GLenum format, GLenum type,
2090 const struct gl_pixelstore_attrib *unpack,
2091 const GLvoid *pixels)
2092 {
2093 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2094 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2095 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2096 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2097 struct vertex verts[4];
2098 GLenum texIntFormat;
2099 GLboolean fallback, newTex;
2100 GLbitfield metaExtraSave = 0x0;
2101
2102 /*
2103 * Determine if we can do the glDrawPixels with texture mapping.
2104 */
2105 fallback = GL_FALSE;
2106 if (ctx->Fog.Enabled) {
2107 fallback = GL_TRUE;
2108 }
2109
2110 if (_mesa_is_color_format(format)) {
2111 /* use more compact format when possible */
2112 /* XXX disable special case for GL_LUMINANCE for now to work around
2113 * apparent i965 driver bug (see bug #23670).
2114 */
2115 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2116 texIntFormat = format;
2117 else
2118 texIntFormat = GL_RGBA;
2119
2120 /* If we're not supposed to clamp the resulting color, then just
2121 * promote our texture to fully float. We could do better by
2122 * just going for the matching set of channels, in floating
2123 * point.
2124 */
2125 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2126 ctx->Extensions.ARB_texture_float)
2127 texIntFormat = GL_RGBA32F;
2128 }
2129 else if (_mesa_is_stencil_format(format)) {
2130 if (ctx->Extensions.ARB_fragment_program &&
2131 ctx->Pixel.IndexShift == 0 &&
2132 ctx->Pixel.IndexOffset == 0 &&
2133 type == GL_UNSIGNED_BYTE) {
2134 /* We'll store stencil as alpha. This only works for GLubyte
2135 * image data because of how incoming values are mapped to alpha
2136 * in [0,1].
2137 */
2138 texIntFormat = GL_ALPHA;
2139 metaExtraSave = (MESA_META_COLOR_MASK |
2140 MESA_META_DEPTH_TEST |
2141 MESA_META_PIXEL_TRANSFER |
2142 MESA_META_SHADER |
2143 MESA_META_STENCIL_TEST);
2144 }
2145 else {
2146 fallback = GL_TRUE;
2147 }
2148 }
2149 else if (_mesa_is_depth_format(format)) {
2150 if (ctx->Extensions.ARB_depth_texture &&
2151 ctx->Extensions.ARB_fragment_program) {
2152 texIntFormat = GL_DEPTH_COMPONENT;
2153 metaExtraSave = (MESA_META_SHADER);
2154 }
2155 else {
2156 fallback = GL_TRUE;
2157 }
2158 }
2159 else {
2160 fallback = GL_TRUE;
2161 }
2162
2163 if (fallback) {
2164 _swrast_DrawPixels(ctx, x, y, width, height,
2165 format, type, unpack, pixels);
2166 return;
2167 }
2168
2169 /*
2170 * Check image size against max texture size, draw as tiles if needed.
2171 */
2172 if (width > tex->MaxSize || height > tex->MaxSize) {
2173 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2174 format, type, unpack, pixels);
2175 return;
2176 }
2177
2178 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2179 * but a there's a few things we need to override:
2180 */
2181 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2182 MESA_META_SHADER |
2183 MESA_META_TEXTURE |
2184 MESA_META_TRANSFORM |
2185 MESA_META_CLIP |
2186 MESA_META_VERTEX |
2187 MESA_META_VIEWPORT |
2188 metaExtraSave));
2189
2190 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2191
2192 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2193 3, 2, 0);
2194
2195 /* Silence valgrind warnings about reading uninitialized stack. */
2196 memset(verts, 0, sizeof(verts));
2197
2198 /* vertex positions, texcoords (after texture allocation!) */
2199 {
2200 const GLfloat x0 = (GLfloat) x;
2201 const GLfloat y0 = (GLfloat) y;
2202 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2203 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2204 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2205
2206 verts[0].x = x0;
2207 verts[0].y = y0;
2208 verts[0].z = z;
2209 verts[0].tex[0] = 0.0F;
2210 verts[0].tex[1] = 0.0F;
2211 verts[1].x = x1;
2212 verts[1].y = y0;
2213 verts[1].z = z;
2214 verts[1].tex[0] = tex->Sright;
2215 verts[1].tex[1] = 0.0F;
2216 verts[2].x = x1;
2217 verts[2].y = y1;
2218 verts[2].z = z;
2219 verts[2].tex[0] = tex->Sright;
2220 verts[2].tex[1] = tex->Ttop;
2221 verts[3].x = x0;
2222 verts[3].y = y1;
2223 verts[3].z = z;
2224 verts[3].tex[0] = 0.0F;
2225 verts[3].tex[1] = tex->Ttop;
2226 }
2227
2228 /* upload new vertex data */
2229 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2230 GL_DYNAMIC_DRAW, __func__);
2231
2232 /* set given unpack params */
2233 ctx->Unpack = *unpack;
2234
2235 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2236
2237 if (_mesa_is_stencil_format(format)) {
2238 /* Drawing stencil */
2239 GLint bit;
2240
2241 if (!drawpix->StencilFP)
2242 init_draw_stencil_pixels(ctx);
2243
2244 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2245 GL_ALPHA, type, pixels);
2246
2247 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2248
2249 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2250
2251 /* set all stencil bits to 0 */
2252 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2253 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2254 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2255
2256 /* set stencil bits to 1 where needed */
2257 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2258
2259 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2260 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2261
2262 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2263 const GLuint mask = 1 << bit;
2264 if (mask & origStencilMask) {
2265 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2266 _mesa_StencilMask(mask);
2267
2268 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2269 255.0f / mask, 0.5f, 0.0f, 0.0f);
2270
2271 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2272 }
2273 }
2274 }
2275 else if (_mesa_is_depth_format(format)) {
2276 /* Drawing depth */
2277 if (!drawpix->DepthFP)
2278 init_draw_depth_pixels(ctx);
2279
2280 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2281 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2282
2283 /* polygon color = current raster color */
2284 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2285 ctx->Current.RasterColor);
2286
2287 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2288 format, type, pixels);
2289
2290 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2291 }
2292 else {
2293 /* Drawing RGBA */
2294 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2295 format, type, pixels);
2296 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2297 }
2298
2299 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2300
2301 /* restore unpack params */
2302 ctx->Unpack = unpackSave;
2303
2304 _mesa_meta_end(ctx);
2305 }
2306
2307 static GLboolean
2308 alpha_test_raster_color(struct gl_context *ctx)
2309 {
2310 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2311 GLfloat ref = ctx->Color.AlphaRef;
2312
2313 switch (ctx->Color.AlphaFunc) {
2314 case GL_NEVER:
2315 return GL_FALSE;
2316 case GL_LESS:
2317 return alpha < ref;
2318 case GL_EQUAL:
2319 return alpha == ref;
2320 case GL_LEQUAL:
2321 return alpha <= ref;
2322 case GL_GREATER:
2323 return alpha > ref;
2324 case GL_NOTEQUAL:
2325 return alpha != ref;
2326 case GL_GEQUAL:
2327 return alpha >= ref;
2328 case GL_ALWAYS:
2329 return GL_TRUE;
2330 default:
2331 assert(0);
2332 return GL_FALSE;
2333 }
2334 }
2335
2336 /**
2337 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2338 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2339 * tracker would improve performance a lot.
2340 */
2341 void
2342 _mesa_meta_Bitmap(struct gl_context *ctx,
2343 GLint x, GLint y, GLsizei width, GLsizei height,
2344 const struct gl_pixelstore_attrib *unpack,
2345 const GLubyte *bitmap1)
2346 {
2347 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2348 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2349 const GLenum texIntFormat = GL_ALPHA;
2350 const struct gl_pixelstore_attrib unpackSave = *unpack;
2351 GLubyte fg, bg;
2352 struct vertex verts[4];
2353 GLboolean newTex;
2354 GLubyte *bitmap8;
2355
2356 /*
2357 * Check if swrast fallback is needed.
2358 */
2359 if (ctx->_ImageTransferState ||
2360 ctx->FragmentProgram._Enabled ||
2361 ctx->Fog.Enabled ||
2362 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2363 width > tex->MaxSize ||
2364 height > tex->MaxSize) {
2365 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2366 return;
2367 }
2368
2369 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2370 return;
2371
2372 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2373 * but a there's a few things we need to override:
2374 */
2375 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2376 MESA_META_PIXEL_STORE |
2377 MESA_META_RASTERIZATION |
2378 MESA_META_SHADER |
2379 MESA_META_TEXTURE |
2380 MESA_META_TRANSFORM |
2381 MESA_META_CLIP |
2382 MESA_META_VERTEX |
2383 MESA_META_VIEWPORT));
2384
2385 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2386 3, 2, 4);
2387
2388 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2389
2390 /* Silence valgrind warnings about reading uninitialized stack. */
2391 memset(verts, 0, sizeof(verts));
2392
2393 /* vertex positions, texcoords, colors (after texture allocation!) */
2394 {
2395 const GLfloat x0 = (GLfloat) x;
2396 const GLfloat y0 = (GLfloat) y;
2397 const GLfloat x1 = (GLfloat) (x + width);
2398 const GLfloat y1 = (GLfloat) (y + height);
2399 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2400 GLuint i;
2401
2402 verts[0].x = x0;
2403 verts[0].y = y0;
2404 verts[0].z = z;
2405 verts[0].tex[0] = 0.0F;
2406 verts[0].tex[1] = 0.0F;
2407 verts[1].x = x1;
2408 verts[1].y = y0;
2409 verts[1].z = z;
2410 verts[1].tex[0] = tex->Sright;
2411 verts[1].tex[1] = 0.0F;
2412 verts[2].x = x1;
2413 verts[2].y = y1;
2414 verts[2].z = z;
2415 verts[2].tex[0] = tex->Sright;
2416 verts[2].tex[1] = tex->Ttop;
2417 verts[3].x = x0;
2418 verts[3].y = y1;
2419 verts[3].z = z;
2420 verts[3].tex[0] = 0.0F;
2421 verts[3].tex[1] = tex->Ttop;
2422
2423 for (i = 0; i < 4; i++) {
2424 verts[i].r = ctx->Current.RasterColor[0];
2425 verts[i].g = ctx->Current.RasterColor[1];
2426 verts[i].b = ctx->Current.RasterColor[2];
2427 verts[i].a = ctx->Current.RasterColor[3];
2428 }
2429
2430 /* upload new vertex data */
2431 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts,
2432 __func__);
2433 }
2434
2435 /* choose different foreground/background alpha values */
2436 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2437 bg = (fg > 127 ? 0 : 255);
2438
2439 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2440 if (!bitmap1) {
2441 _mesa_meta_end(ctx);
2442 return;
2443 }
2444
2445 bitmap8 = malloc(width * height);
2446 if (bitmap8) {
2447 memset(bitmap8, bg, width * height);
2448 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2449 bitmap8, width, fg);
2450
2451 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2452
2453 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2454 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2455
2456 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2457 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2458
2459 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2460
2461 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2462
2463 free(bitmap8);
2464 }
2465
2466 _mesa_unmap_pbo_source(ctx, &unpackSave);
2467
2468 _mesa_meta_end(ctx);
2469 }
2470
2471 /**
2472 * Compute the texture coordinates for the four vertices of a quad for
2473 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2474 * and width, height specify a sub-region of the 2D image.
2475 *
2476 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2477 * \param slice slice of a 1D/2D array texture or 3D texture
2478 * \param xoffset X position of sub texture
2479 * \param yoffset Y position of sub texture
2480 * \param width width of the sub texture image
2481 * \param height height of the sub texture image
2482 * \param total_width total width of the texture image
2483 * \param total_height total height of the texture image
2484 * \param total_depth total depth of the texture image
2485 * \param coords0/1/2/3 returns the computed texcoords
2486 */
2487 void
2488 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2489 GLint slice,
2490 GLint xoffset,
2491 GLint yoffset,
2492 GLint width,
2493 GLint height,
2494 GLint total_width,
2495 GLint total_height,
2496 GLint total_depth,
2497 GLfloat coords0[4],
2498 GLfloat coords1[4],
2499 GLfloat coords2[4],
2500 GLfloat coords3[4])
2501 {
2502 float st[4][2];
2503 GLuint i;
2504 const float s0 = (float) xoffset / (float) total_width;
2505 const float s1 = (float) (xoffset + width) / (float) total_width;
2506 const float t0 = (float) yoffset / (float) total_height;
2507 const float t1 = (float) (yoffset + height) / (float) total_height;
2508 GLfloat r;
2509
2510 /* setup the reference texcoords */
2511 st[0][0] = s0;
2512 st[0][1] = t0;
2513 st[1][0] = s1;
2514 st[1][1] = t0;
2515 st[2][0] = s1;
2516 st[2][1] = t1;
2517 st[3][0] = s0;
2518 st[3][1] = t1;
2519
2520 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2521 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2522
2523 /* Currently all texture targets want the W component to be 1.0.
2524 */
2525 coords0[3] = 1.0F;
2526 coords1[3] = 1.0F;
2527 coords2[3] = 1.0F;
2528 coords3[3] = 1.0F;
2529
2530 switch (faceTarget) {
2531 case GL_TEXTURE_1D:
2532 case GL_TEXTURE_2D:
2533 case GL_TEXTURE_3D:
2534 case GL_TEXTURE_2D_ARRAY:
2535 if (faceTarget == GL_TEXTURE_3D) {
2536 assert(slice < total_depth);
2537 assert(total_depth >= 1);
2538 r = (slice + 0.5f) / total_depth;
2539 }
2540 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2541 r = (float) slice;
2542 else
2543 r = 0.0F;
2544 coords0[0] = st[0][0]; /* s */
2545 coords0[1] = st[0][1]; /* t */
2546 coords0[2] = r; /* r */
2547 coords1[0] = st[1][0];
2548 coords1[1] = st[1][1];
2549 coords1[2] = r;
2550 coords2[0] = st[2][0];
2551 coords2[1] = st[2][1];
2552 coords2[2] = r;
2553 coords3[0] = st[3][0];
2554 coords3[1] = st[3][1];
2555 coords3[2] = r;
2556 break;
2557 case GL_TEXTURE_RECTANGLE_ARB:
2558 coords0[0] = (float) xoffset; /* s */
2559 coords0[1] = (float) yoffset; /* t */
2560 coords0[2] = 0.0F; /* r */
2561 coords1[0] = (float) (xoffset + width);
2562 coords1[1] = (float) yoffset;
2563 coords1[2] = 0.0F;
2564 coords2[0] = (float) (xoffset + width);
2565 coords2[1] = (float) (yoffset + height);
2566 coords2[2] = 0.0F;
2567 coords3[0] = (float) xoffset;
2568 coords3[1] = (float) (yoffset + height);
2569 coords3[2] = 0.0F;
2570 break;
2571 case GL_TEXTURE_1D_ARRAY:
2572 coords0[0] = st[0][0]; /* s */
2573 coords0[1] = (float) slice; /* t */
2574 coords0[2] = 0.0F; /* r */
2575 coords1[0] = st[1][0];
2576 coords1[1] = (float) slice;
2577 coords1[2] = 0.0F;
2578 coords2[0] = st[2][0];
2579 coords2[1] = (float) slice;
2580 coords2[2] = 0.0F;
2581 coords3[0] = st[3][0];
2582 coords3[1] = (float) slice;
2583 coords3[2] = 0.0F;
2584 break;
2585
2586 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2587 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2588 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2589 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2590 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2591 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2592 /* loop over quad verts */
2593 for (i = 0; i < 4; i++) {
2594 /* Compute sc = +/-scale and tc = +/-scale.
2595 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2596 * though that can still sometimes happen with this scale factor...
2597 */
2598 const GLfloat scale = 0.9999f;
2599 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2600 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2601 GLfloat *coord;
2602
2603 switch (i) {
2604 case 0:
2605 coord = coords0;
2606 break;
2607 case 1:
2608 coord = coords1;
2609 break;
2610 case 2:
2611 coord = coords2;
2612 break;
2613 case 3:
2614 coord = coords3;
2615 break;
2616 default:
2617 unreachable("not reached");
2618 }
2619
2620 coord[3] = (float) (slice / 6);
2621
2622 switch (faceTarget) {
2623 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2624 coord[0] = 1.0f;
2625 coord[1] = -tc;
2626 coord[2] = -sc;
2627 break;
2628 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2629 coord[0] = -1.0f;
2630 coord[1] = -tc;
2631 coord[2] = sc;
2632 break;
2633 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2634 coord[0] = sc;
2635 coord[1] = 1.0f;
2636 coord[2] = tc;
2637 break;
2638 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2639 coord[0] = sc;
2640 coord[1] = -1.0f;
2641 coord[2] = -tc;
2642 break;
2643 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2644 coord[0] = sc;
2645 coord[1] = -tc;
2646 coord[2] = 1.0f;
2647 break;
2648 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2649 coord[0] = -sc;
2650 coord[1] = -tc;
2651 coord[2] = -1.0f;
2652 break;
2653 default:
2654 assert(0);
2655 }
2656 }
2657 break;
2658 default:
2659 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2660 }
2661 }
2662
2663 static struct blit_shader *
2664 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2665 {
2666 switch(target) {
2667 case GL_TEXTURE_1D:
2668 table->sampler_1d.type = "sampler1D";
2669 table->sampler_1d.func = "texture1D";
2670 table->sampler_1d.texcoords = "texCoords.x";
2671 return &table->sampler_1d;
2672 case GL_TEXTURE_2D:
2673 table->sampler_2d.type = "sampler2D";
2674 table->sampler_2d.func = "texture2D";
2675 table->sampler_2d.texcoords = "texCoords.xy";
2676 return &table->sampler_2d;
2677 case GL_TEXTURE_RECTANGLE:
2678 table->sampler_rect.type = "sampler2DRect";
2679 table->sampler_rect.func = "texture2DRect";
2680 table->sampler_rect.texcoords = "texCoords.xy";
2681 return &table->sampler_rect;
2682 case GL_TEXTURE_3D:
2683 /* Code for mipmap generation with 3D textures is not used yet.
2684 * It's a sw fallback.
2685 */
2686 table->sampler_3d.type = "sampler3D";
2687 table->sampler_3d.func = "texture3D";
2688 table->sampler_3d.texcoords = "texCoords.xyz";
2689 return &table->sampler_3d;
2690 case GL_TEXTURE_CUBE_MAP:
2691 table->sampler_cubemap.type = "samplerCube";
2692 table->sampler_cubemap.func = "textureCube";
2693 table->sampler_cubemap.texcoords = "texCoords.xyz";
2694 return &table->sampler_cubemap;
2695 case GL_TEXTURE_1D_ARRAY:
2696 table->sampler_1d_array.type = "sampler1DArray";
2697 table->sampler_1d_array.func = "texture1DArray";
2698 table->sampler_1d_array.texcoords = "texCoords.xy";
2699 return &table->sampler_1d_array;
2700 case GL_TEXTURE_2D_ARRAY:
2701 table->sampler_2d_array.type = "sampler2DArray";
2702 table->sampler_2d_array.func = "texture2DArray";
2703 table->sampler_2d_array.texcoords = "texCoords.xyz";
2704 return &table->sampler_2d_array;
2705 case GL_TEXTURE_CUBE_MAP_ARRAY:
2706 table->sampler_cubemap_array.type = "samplerCubeArray";
2707 table->sampler_cubemap_array.func = "textureCubeArray";
2708 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2709 return &table->sampler_cubemap_array;
2710 default:
2711 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2712 " setup_texture_sampler()\n", target);
2713 return NULL;
2714 }
2715 }
2716
2717 void
2718 _mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx,
2719 struct blit_shader_table *table)
2720 {
2721 _mesa_reference_shader_program(ctx, &table->sampler_1d.shader_prog, NULL);
2722 _mesa_reference_shader_program(ctx, &table->sampler_2d.shader_prog, NULL);
2723 _mesa_reference_shader_program(ctx, &table->sampler_3d.shader_prog, NULL);
2724 _mesa_reference_shader_program(ctx, &table->sampler_rect.shader_prog, NULL);
2725 _mesa_reference_shader_program(ctx, &table->sampler_cubemap.shader_prog, NULL);
2726 _mesa_reference_shader_program(ctx, &table->sampler_1d_array.shader_prog, NULL);
2727 _mesa_reference_shader_program(ctx, &table->sampler_2d_array.shader_prog, NULL);
2728 _mesa_reference_shader_program(ctx, &table->sampler_cubemap_array.shader_prog, NULL);
2729 }
2730
2731 /**
2732 * Determine the GL data type to use for the temporary image read with
2733 * ReadPixels() and passed to Tex[Sub]Image().
2734 */
2735 static GLenum
2736 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2737 {
2738 const GLenum baseFormat = _mesa_get_format_base_format(format);
2739 const GLenum datatype = _mesa_get_format_datatype(format);
2740 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2741
2742 switch (baseFormat) {
2743 case GL_RGBA:
2744 case GL_RGB:
2745 case GL_RG:
2746 case GL_RED:
2747 case GL_ALPHA:
2748 case GL_LUMINANCE:
2749 case GL_LUMINANCE_ALPHA:
2750 case GL_INTENSITY:
2751 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2752 return datatype;
2753 } else if (format_red_bits <= 8) {
2754 return GL_UNSIGNED_BYTE;
2755 } else if (format_red_bits <= 16) {
2756 return GL_UNSIGNED_SHORT;
2757 }
2758 return GL_FLOAT;
2759 case GL_DEPTH_COMPONENT:
2760 if (datatype == GL_FLOAT)
2761 return GL_FLOAT;
2762 else
2763 return GL_UNSIGNED_INT;
2764 case GL_DEPTH_STENCIL:
2765 if (datatype == GL_FLOAT)
2766 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2767 else
2768 return GL_UNSIGNED_INT_24_8;
2769 default:
2770 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2771 baseFormat);
2772 return 0;
2773 }
2774 }
2775
2776 /**
2777 * Attempts to wrap the destination texture in an FBO and use
2778 * glBlitFramebuffer() to implement glCopyTexSubImage().
2779 */
2780 static bool
2781 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2782 struct gl_texture_image *texImage,
2783 GLint xoffset,
2784 GLint yoffset,
2785 GLint zoffset,
2786 struct gl_renderbuffer *rb,
2787 GLint x, GLint y,
2788 GLsizei width, GLsizei height)
2789 {
2790 struct gl_framebuffer *drawFb;
2791 bool success = false;
2792 GLbitfield mask;
2793 GLenum status;
2794
2795 if (!ctx->Extensions.ARB_framebuffer_object)
2796 return false;
2797
2798 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
2799 if (drawFb == NULL)
2800 return false;
2801
2802 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2803 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
2804
2805 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2806 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2807 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2808 GL_DEPTH_ATTACHMENT,
2809 texImage, zoffset);
2810 mask = GL_DEPTH_BUFFER_BIT;
2811
2812 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2813 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2814 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2815 GL_STENCIL_ATTACHMENT,
2816 texImage, zoffset);
2817 mask |= GL_STENCIL_BUFFER_BIT;
2818 }
2819 _mesa_DrawBuffer(GL_NONE);
2820 } else {
2821 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2822 GL_COLOR_ATTACHMENT0,
2823 texImage, zoffset);
2824 mask = GL_COLOR_BUFFER_BIT;
2825 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2826 }
2827
2828 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
2829 if (status != GL_FRAMEBUFFER_COMPLETE)
2830 goto out;
2831
2832 ctx->Meta->Blit.no_ctsi_fallback = true;
2833
2834 /* Since we've bound a new draw framebuffer, we need to update
2835 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2836 * be correct.
2837 */
2838 _mesa_update_state(ctx);
2839
2840 /* We skip the core BlitFramebuffer checks for format consistency, which
2841 * are too strict for CopyTexImage. We know meta will be fine with format
2842 * changes.
2843 */
2844 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2845 x, y,
2846 x + width, y + height,
2847 xoffset, yoffset,
2848 xoffset + width, yoffset + height,
2849 mask, GL_NEAREST);
2850 ctx->Meta->Blit.no_ctsi_fallback = false;
2851 success = mask == 0x0;
2852
2853 out:
2854 _mesa_reference_framebuffer(&drawFb, NULL);
2855 _mesa_meta_end(ctx);
2856 return success;
2857 }
2858
2859 /**
2860 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2861 * Have to be careful with locking and meta state for pixel transfer.
2862 */
2863 void
2864 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2865 struct gl_texture_image *texImage,
2866 GLint xoffset, GLint yoffset, GLint zoffset,
2867 struct gl_renderbuffer *rb,
2868 GLint x, GLint y,
2869 GLsizei width, GLsizei height)
2870 {
2871 GLenum format, type;
2872 GLint bpp;
2873 void *buf;
2874
2875 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2876 texImage,
2877 xoffset, yoffset, zoffset,
2878 rb,
2879 x, y,
2880 width, height)) {
2881 return;
2882 }
2883
2884 /* Choose format/type for temporary image buffer */
2885 format = _mesa_get_format_base_format(texImage->TexFormat);
2886 if (format == GL_LUMINANCE ||
2887 format == GL_LUMINANCE_ALPHA ||
2888 format == GL_INTENSITY) {
2889 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2890 * temp image buffer because glReadPixels will do L=R+G+B which is
2891 * not what we want (should be L=R).
2892 */
2893 format = GL_RGBA;
2894 }
2895
2896 type = get_temp_image_type(ctx, texImage->TexFormat);
2897 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2898 format = _mesa_base_format_to_integer_format(format);
2899 }
2900 bpp = _mesa_bytes_per_pixel(format, type);
2901 if (bpp <= 0) {
2902 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2903 return;
2904 }
2905
2906 /*
2907 * Alloc image buffer (XXX could use a PBO)
2908 */
2909 buf = malloc(width * height * bpp);
2910 if (!buf) {
2911 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2912 return;
2913 }
2914
2915 /*
2916 * Read image from framebuffer (disable pixel transfer ops)
2917 */
2918 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2919 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2920 format, type, &ctx->Pack, buf);
2921 _mesa_meta_end(ctx);
2922
2923 _mesa_update_state(ctx); /* to update pixel transfer state */
2924
2925 /*
2926 * Store texture data (with pixel transfer ops)
2927 */
2928 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2929
2930 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2931 assert(yoffset == 0);
2932 ctx->Driver.TexSubImage(ctx, dims, texImage,
2933 xoffset, zoffset, 0, width, 1, 1,
2934 format, type, buf, &ctx->Unpack);
2935 } else {
2936 ctx->Driver.TexSubImage(ctx, dims, texImage,
2937 xoffset, yoffset, zoffset, width, height, 1,
2938 format, type, buf, &ctx->Unpack);
2939 }
2940
2941 _mesa_meta_end(ctx);
2942
2943 free(buf);
2944 }
2945
2946 static void
2947 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2948 {
2949 if (decompress_fbo->fb != NULL) {
2950 _mesa_reference_framebuffer(&decompress_fbo->fb, NULL);
2951 _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL);
2952 }
2953
2954 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2955 }
2956
2957 static void
2958 meta_decompress_cleanup(struct gl_context *ctx,
2959 struct decompress_state *decompress)
2960 {
2961 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2962 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2963
2964 if (decompress->VAO != 0) {
2965 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2966 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2967 }
2968
2969 _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
2970
2971 memset(decompress, 0, sizeof(*decompress));
2972 }
2973
2974 /**
2975 * Decompress a texture image by drawing a quad with the compressed
2976 * texture and reading the pixels out of the color buffer.
2977 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2978 * \param destFormat format, ala glReadPixels
2979 * \param destType type, ala glReadPixels
2980 * \param dest destination buffer
2981 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2982 */
2983 static bool
2984 decompress_texture_image(struct gl_context *ctx,
2985 struct gl_texture_image *texImage,
2986 GLuint slice,
2987 GLint xoffset, GLint yoffset,
2988 GLsizei width, GLsizei height,
2989 GLenum destFormat, GLenum destType,
2990 GLvoid *dest)
2991 {
2992 struct decompress_state *decompress = &ctx->Meta->Decompress;
2993 struct decompress_fbo_state *decompress_fbo;
2994 struct gl_texture_object *texObj = texImage->TexObject;
2995 const GLenum target = texObj->Target;
2996 GLenum rbFormat;
2997 GLenum faceTarget;
2998 struct vertex verts[4];
2999 struct gl_sampler_object *samp_obj_save = NULL;
3000 GLenum status;
3001 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3002 ctx->Extensions.ARB_fragment_shader;
3003
3004 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3005 case GL_FLOAT:
3006 decompress_fbo = &decompress->floatFBO;
3007 rbFormat = GL_RGBA32F;
3008 break;
3009 case GL_UNSIGNED_NORMALIZED:
3010 decompress_fbo = &decompress->byteFBO;
3011 rbFormat = GL_RGBA;
3012 break;
3013 default:
3014 return false;
3015 }
3016
3017 if (slice > 0) {
3018 assert(target == GL_TEXTURE_3D ||
3019 target == GL_TEXTURE_2D_ARRAY ||
3020 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3021 }
3022
3023 switch (target) {
3024 case GL_TEXTURE_1D:
3025 case GL_TEXTURE_1D_ARRAY:
3026 assert(!"No compressed 1D textures.");
3027 return false;
3028
3029 case GL_TEXTURE_3D:
3030 assert(!"No compressed 3D textures.");
3031 return false;
3032
3033 case GL_TEXTURE_CUBE_MAP_ARRAY:
3034 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3035 break;
3036
3037 case GL_TEXTURE_CUBE_MAP:
3038 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3039 break;
3040
3041 default:
3042 faceTarget = target;
3043 break;
3044 }
3045
3046 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3047 MESA_META_DRAW_BUFFERS));
3048 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3049
3050 _mesa_reference_sampler_object(ctx, &samp_obj_save,
3051 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
3052
3053 /* Create/bind FBO/renderbuffer */
3054 if (decompress_fbo->fb == NULL) {
3055 decompress_fbo->rb = ctx->Driver.NewRenderbuffer(ctx, 0xDEADBEEF);
3056 if (decompress_fbo->rb == NULL) {
3057 _mesa_meta_end(ctx);
3058 return false;
3059 }
3060
3061 decompress_fbo->rb->RefCount = 1;
3062
3063 decompress_fbo->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3064 if (decompress_fbo->fb == NULL) {
3065 _mesa_meta_end(ctx);
3066 return false;
3067 }
3068
3069 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3070 _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
3071 decompress_fbo->rb);
3072 }
3073 else {
3074 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3075 }
3076
3077 /* alloc dest surface */
3078 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3079 _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
3080 width, height, 0);
3081 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3082 if (status != GL_FRAMEBUFFER_COMPLETE) {
3083 /* If the framebuffer isn't complete then we'll leave
3084 * decompress_fbo->Width as zero so that it will fail again next time
3085 * too */
3086 _mesa_meta_end(ctx);
3087 return false;
3088 }
3089 decompress_fbo->Width = width;
3090 decompress_fbo->Height = height;
3091 }
3092
3093 if (use_glsl_version) {
3094 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3095 &decompress->buf_obj, true,
3096 2, 4, 0);
3097
3098 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3099 } else {
3100 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3101 &decompress->buf_obj, 3);
3102 }
3103
3104 if (decompress->samp_obj == NULL) {
3105 decompress->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
3106 if (decompress->samp_obj == NULL) {
3107 _mesa_meta_end(ctx);
3108
3109 /* This is a bit lazy. Flag out of memory, and then don't bother to
3110 * clean up. Once out of memory is flagged, the only realistic next
3111 * move is to destroy the context. That will trigger all the right
3112 * clean up.
3113 *
3114 * Returning true prevents other GetTexImage methods from attempting
3115 * anything since they will likely fail too.
3116 */
3117 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
3118 return true;
3119 }
3120
3121 /* nearest filtering */
3122 _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
3123
3124 /* We don't want to encode or decode sRGB values; treat them as linear. */
3125 _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT);
3126 }
3127
3128 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
3129
3130 /* Silence valgrind warnings about reading uninitialized stack. */
3131 memset(verts, 0, sizeof(verts));
3132
3133 _mesa_meta_setup_texture_coords(faceTarget, slice,
3134 xoffset, yoffset, width, height,
3135 texImage->Width, texImage->Height,
3136 texImage->Depth,
3137 verts[0].tex,
3138 verts[1].tex,
3139 verts[2].tex,
3140 verts[3].tex);
3141
3142 /* setup vertex positions */
3143 verts[0].x = -1.0F;
3144 verts[0].y = -1.0F;
3145 verts[1].x = 1.0F;
3146 verts[1].y = -1.0F;
3147 verts[2].x = 1.0F;
3148 verts[2].y = 1.0F;
3149 verts[3].x = -1.0F;
3150 verts[3].y = 1.0F;
3151
3152 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3153
3154 /* upload new vertex data */
3155 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts,
3156 __func__);
3157
3158 /* setup texture state */
3159 _mesa_BindTexture(target, texObj->Name);
3160
3161 if (!use_glsl_version)
3162 _mesa_set_enable(ctx, target, GL_TRUE);
3163
3164 {
3165 /* save texture object state */
3166 const GLint baseLevelSave = texObj->BaseLevel;
3167 const GLint maxLevelSave = texObj->MaxLevel;
3168
3169 /* restrict sampling to the texture level of interest */
3170 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3171 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3172 (GLint *) &texImage->Level, false);
3173 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3174 (GLint *) &texImage->Level, false);
3175 }
3176
3177 /* render quad w/ texture into renderbuffer */
3178 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3179
3180 /* Restore texture object state, the texture binding will
3181 * be restored by _mesa_meta_end().
3182 */
3183 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3184 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3185 &baseLevelSave, false);
3186 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3187 &maxLevelSave, false);
3188 }
3189
3190 }
3191
3192 /* read pixels from renderbuffer */
3193 {
3194 GLenum baseTexFormat = texImage->_BaseFormat;
3195 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3196
3197 /* The pixel transfer state will be set to default values at this point
3198 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3199 * turned off (as required by glGetTexImage) but we need to handle some
3200 * special cases. In particular, single-channel texture values are
3201 * returned as red and two-channel texture values are returned as
3202 * red/alpha.
3203 */
3204 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3205 destBaseFormat) ||
3206 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3207 * luminance then we need to return L=tex(R).
3208 */
3209 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3210 destBaseFormat)) {
3211 /* Green and blue must be zero */
3212 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3213 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3214 }
3215
3216 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3217 }
3218
3219 /* disable texture unit */
3220 if (!use_glsl_version)
3221 _mesa_set_enable(ctx, target, GL_FALSE);
3222
3223 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
3224 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
3225
3226 _mesa_meta_end(ctx);
3227
3228 return true;
3229 }
3230
3231
3232 /**
3233 * This is just a wrapper around _mesa_get_tex_image() and
3234 * decompress_texture_image(). Meta functions should not be directly called
3235 * from core Mesa.
3236 */
3237 void
3238 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3239 GLint xoffset, GLint yoffset, GLint zoffset,
3240 GLsizei width, GLsizei height, GLsizei depth,
3241 GLenum format, GLenum type, GLvoid *pixels,
3242 struct gl_texture_image *texImage)
3243 {
3244 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3245 GLuint slice;
3246 bool result = true;
3247
3248 for (slice = 0; slice < depth; slice++) {
3249 void *dst;
3250 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
3251 || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
3252 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3253 * in the decompress_texture_image() function's call to
3254 * glReadPixels but we need to compute the dest slice's address
3255 * here (according to SkipImages and ImageHeight).
3256 */
3257 struct gl_pixelstore_attrib packing = ctx->Pack;
3258 packing.SkipPixels = 0;
3259 packing.SkipRows = 0;
3260 dst = _mesa_image_address3d(&packing, pixels, width, height,
3261 format, type, slice, 0, 0);
3262 }
3263 else {
3264 dst = pixels;
3265 }
3266 result = decompress_texture_image(ctx, texImage, slice,
3267 xoffset, yoffset, width, height,
3268 format, type, dst);
3269 if (!result)
3270 break;
3271 }
3272
3273 if (result)
3274 return;
3275 }
3276
3277 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3278 width, height, depth, format, type, pixels, texImage);
3279 }
3280
3281
3282 /**
3283 * Meta implementation of ctx->Driver.DrawTex() in terms
3284 * of polygon rendering.
3285 */
3286 void
3287 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3288 GLfloat width, GLfloat height)
3289 {
3290 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3291 struct vertex {
3292 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3293 };
3294 struct vertex verts[4];
3295 GLuint i;
3296
3297 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3298 MESA_META_SHADER |
3299 MESA_META_TRANSFORM |
3300 MESA_META_VERTEX |
3301 MESA_META_VIEWPORT));
3302
3303 if (drawtex->VAO == 0) {
3304 /* one-time setup */
3305 struct gl_vertex_array_object *array_obj;
3306
3307 /* create vertex array object */
3308 _mesa_GenVertexArrays(1, &drawtex->VAO);
3309 _mesa_BindVertexArray(drawtex->VAO);
3310
3311 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3312 assert(array_obj != NULL);
3313
3314 /* create vertex array buffer */
3315 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3316 if (drawtex->buf_obj == NULL)
3317 return;
3318
3319 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3320 GL_DYNAMIC_DRAW, __func__);
3321
3322 /* setup vertex arrays */
3323 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3324 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3325 GL_FALSE, GL_FALSE,
3326 offsetof(struct vertex, x), true);
3327 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3328 drawtex->buf_obj, 0, sizeof(struct vertex));
3329 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
3330
3331
3332 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3333 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3334 2, GL_FLOAT, GL_RGBA, GL_FALSE,
3335 GL_FALSE, GL_FALSE,
3336 offsetof(struct vertex, st[i]), true);
3337 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3338 drawtex->buf_obj, 0, sizeof(struct vertex));
3339 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
3340 }
3341 }
3342 else {
3343 _mesa_BindVertexArray(drawtex->VAO);
3344 }
3345
3346 /* vertex positions, texcoords */
3347 {
3348 const GLfloat x1 = x + width;
3349 const GLfloat y1 = y + height;
3350
3351 z = CLAMP(z, 0.0f, 1.0f);
3352 z = invert_z(z);
3353
3354 verts[0].x = x;
3355 verts[0].y = y;
3356 verts[0].z = z;
3357
3358 verts[1].x = x1;
3359 verts[1].y = y;
3360 verts[1].z = z;
3361
3362 verts[2].x = x1;
3363 verts[2].y = y1;
3364 verts[2].z = z;
3365
3366 verts[3].x = x;
3367 verts[3].y = y1;
3368 verts[3].z = z;
3369
3370 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3371 const struct gl_texture_object *texObj;
3372 const struct gl_texture_image *texImage;
3373 GLfloat s, t, s1, t1;
3374 GLuint tw, th;
3375
3376 if (!ctx->Texture.Unit[i]._Current) {
3377 GLuint j;
3378 for (j = 0; j < 4; j++) {
3379 verts[j].st[i][0] = 0.0f;
3380 verts[j].st[i][1] = 0.0f;
3381 }
3382 continue;
3383 }
3384
3385 texObj = ctx->Texture.Unit[i]._Current;
3386 texImage = texObj->Image[0][texObj->BaseLevel];
3387 tw = texImage->Width2;
3388 th = texImage->Height2;
3389
3390 s = (GLfloat) texObj->CropRect[0] / tw;
3391 t = (GLfloat) texObj->CropRect[1] / th;
3392 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3393 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3394
3395 verts[0].st[i][0] = s;
3396 verts[0].st[i][1] = t;
3397
3398 verts[1].st[i][0] = s1;
3399 verts[1].st[i][1] = t;
3400
3401 verts[2].st[i][0] = s1;
3402 verts[2].st[i][1] = t1;
3403
3404 verts[3].st[i][0] = s;
3405 verts[3].st[i][1] = t1;
3406 }
3407
3408 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts,
3409 __func__);
3410 }
3411
3412 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3413
3414 _mesa_meta_end(ctx);
3415 }
3416
3417 static bool
3418 cleartexsubimage_color(struct gl_context *ctx,
3419 struct gl_texture_image *texImage,
3420 const GLvoid *clearValue,
3421 GLint zoffset)
3422 {
3423 mesa_format format;
3424 union gl_color_union colorValue;
3425 GLenum datatype;
3426 GLenum status;
3427
3428 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3429 GL_COLOR_ATTACHMENT0,
3430 texImage, zoffset);
3431
3432 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3433 if (status != GL_FRAMEBUFFER_COMPLETE)
3434 return false;
3435
3436 /* We don't want to apply an sRGB conversion so override the format */
3437 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3438 datatype = _mesa_get_format_datatype(format);
3439
3440 switch (datatype) {
3441 case GL_UNSIGNED_INT:
3442 case GL_INT:
3443 if (clearValue)
3444 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3445 (GLuint (*)[4]) colorValue.ui);
3446 else
3447 memset(&colorValue, 0, sizeof colorValue);
3448 if (datatype == GL_INT)
3449 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3450 else
3451 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3452 break;
3453 default:
3454 if (clearValue)
3455 _mesa_unpack_rgba_row(format, 1, clearValue,
3456 (GLfloat (*)[4]) colorValue.f);
3457 else
3458 memset(&colorValue, 0, sizeof colorValue);
3459 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3460 break;
3461 }
3462
3463 return true;
3464 }
3465
3466 static bool
3467 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3468 struct gl_texture_image *texImage,
3469 const GLvoid *clearValue,
3470 GLint zoffset)
3471 {
3472 GLint stencilValue;
3473 GLfloat depthValue;
3474 GLenum status;
3475
3476 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3477 GL_DEPTH_ATTACHMENT,
3478 texImage, zoffset);
3479
3480 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3481 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3482 GL_STENCIL_ATTACHMENT,
3483 texImage, zoffset);
3484
3485 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3486 if (status != GL_FRAMEBUFFER_COMPLETE)
3487 return false;
3488
3489 if (clearValue) {
3490 GLuint depthStencilValue[2];
3491
3492 /* Convert the clearValue from whatever format it's in to a floating
3493 * point value for the depth and an integer value for the stencil index
3494 */
3495 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3496 1, /* n */
3497 clearValue,
3498 depthStencilValue);
3499 /* We need a memcpy here instead of a cast because we need to
3500 * reinterpret the bytes as a float rather than converting it
3501 */
3502 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3503 stencilValue = depthStencilValue[1] & 0xff;
3504 } else {
3505 depthValue = 0.0f;
3506 stencilValue = 0;
3507 }
3508
3509 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3510 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3511 else
3512 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3513
3514 return true;
3515 }
3516
3517 static bool
3518 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3519 struct gl_texture_image *texImage,
3520 GLint zoffset,
3521 const GLvoid *clearValue)
3522 {
3523 struct gl_framebuffer *drawFb;
3524 bool success;
3525
3526 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3527 if (drawFb == NULL)
3528 return false;
3529
3530 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
3531
3532 switch(texImage->_BaseFormat) {
3533 case GL_DEPTH_STENCIL:
3534 case GL_DEPTH_COMPONENT:
3535 success = cleartexsubimage_depth_stencil(ctx, texImage,
3536 clearValue, zoffset);
3537 break;
3538 default:
3539 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3540 break;
3541 }
3542
3543 _mesa_reference_framebuffer(&drawFb, NULL);
3544
3545 return success;
3546 }
3547
3548 static bool
3549 cleartexsubimage_using_fbo(struct gl_context *ctx,
3550 struct gl_texture_image *texImage,
3551 GLint xoffset, GLint yoffset, GLint zoffset,
3552 GLsizei width, GLsizei height, GLsizei depth,
3553 const GLvoid *clearValue)
3554 {
3555 bool success = true;
3556 GLint z;
3557
3558 _mesa_meta_begin(ctx,
3559 MESA_META_SCISSOR |
3560 MESA_META_COLOR_MASK |
3561 MESA_META_DITHER |
3562 MESA_META_FRAMEBUFFER_SRGB);
3563
3564 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3565 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3566
3567 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3568 _mesa_Scissor(xoffset, yoffset, width, height);
3569
3570 for (z = zoffset; z < zoffset + depth; z++) {
3571 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3572 success = false;
3573 break;
3574 }
3575 }
3576
3577 _mesa_meta_end(ctx);
3578
3579 return success;
3580 }
3581
3582 extern void
3583 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3584 struct gl_texture_image *texImage,
3585 GLint xoffset, GLint yoffset, GLint zoffset,
3586 GLsizei width, GLsizei height, GLsizei depth,
3587 const GLvoid *clearValue)
3588 {
3589 bool res;
3590
3591 res = cleartexsubimage_using_fbo(ctx, texImage,
3592 xoffset, yoffset, zoffset,
3593 width, height, depth,
3594 clearValue);
3595
3596 if (res)
3597 return;
3598
3599 _mesa_warning(ctx,
3600 "Falling back to mapping the texture in "
3601 "glClearTexSubImage\n");
3602
3603 _mesa_store_cleartexsubimage(ctx, texImage,
3604 xoffset, yoffset, zoffset,
3605 width, height, depth,
3606 clearValue);
3607 }