- /* Silence valgrind warnings about reading uninitialized stack. */
- memset(verts, 0, sizeof(verts));
-
- /* setup vertex positions */
- verts[0].x = -1.0F * flipX;
- verts[0].y = -1.0F * flipY;
- verts[1].x = 1.0F * flipX;
- verts[1].y = -1.0F * flipY;
- verts[2].x = 1.0F * flipX;
- verts[2].y = 1.0F * flipY;
- verts[3].x = -1.0F * flipX;
- verts[3].y = 1.0F * flipY;
-
- verts[0].tex[0] = s0;
- verts[0].tex[1] = t0;
- verts[1].tex[0] = s1;
- verts[1].tex[1] = t0;
- verts[2].tex[0] = s1;
- verts[2].tex[1] = t1;
- verts[3].tex[0] = s0;
- verts[3].tex[1] = t1;
-
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
- }
-
- /* setup viewport */
- _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
- _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- _mesa_DepthMask(GL_FALSE);
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- /* Restore texture object state, the texture binding will
- * be restored by _mesa_meta_end().
- */
- if (target != GL_TEXTURE_RECTANGLE_ARB) {
- _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
- }
-
- _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
- _mesa_DeleteSamplers(1, &sampler);
-
- /* Done with color buffer */
- mask &= ~GL_COLOR_BUFFER_BIT;
- }
- }
-
- return mask;
-}
-
-
-/**
- * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
- * of texture mapping and polygon rendering.
- */
-void
-_mesa_meta_BlitFramebuffer(struct gl_context *ctx,
- GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
- GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
- GLbitfield mask, GLenum filter)
-{
- struct blit_state *blit = &ctx->Meta->Blit;
- struct temp_texture *tex = get_temp_texture(ctx);
- struct temp_texture *depthTex = get_temp_depth_texture(ctx);
- const GLsizei maxTexSize = tex->MaxSize;
- const GLint srcX = MIN2(srcX0, srcX1);
- const GLint srcY = MIN2(srcY0, srcY1);
- const GLint srcW = abs(srcX1 - srcX0);
- const GLint srcH = abs(srcY1 - srcY0);
- const GLint dstX = MIN2(dstX0, dstX1);
- const GLint dstY = MIN2(dstY0, dstY1);
- const GLint dstW = abs(dstX1 - dstX0);
- const GLint dstH = abs(dstY1 - dstY0);
- const GLint srcFlipX = (srcX1 - srcX0) / srcW;
- const GLint srcFlipY = (srcY1 - srcY0) / srcH;
- const GLint dstFlipX = (dstX1 - dstX0) / dstW;
- const GLint dstFlipY = (dstY1 - dstY0) / dstH;
- const GLint flipX = srcFlipX * dstFlipX;
- const GLint flipY = srcFlipY * dstFlipY;
-
- struct vertex verts[4];
- GLboolean newTex;
- const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
- ctx->Extensions.ARB_fragment_shader &&
- (ctx->API != API_OPENGLES);
-
- /* In addition to falling back if the blit size is larger than the maximum
- * texture size, fallback if the source is multisampled. This fallback can
- * be removed once Mesa gets support ARB_texture_multisample.
- */
- if (srcW > maxTexSize || srcH > maxTexSize
- || ctx->ReadBuffer->Visual.samples > 0) {
- /* XXX avoid this fallback */
- _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
- dstX0, dstY0, dstX1, dstY1, mask, filter);
- return;
- }
-
- /* only scissor effects blit so save/clear all other relevant state */
- _mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
-
- /* Try faster, direct texture approach first */
- mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
- dstX0, dstY0, dstX1, dstY1, mask, filter,
- dstFlipX, dstFlipY, use_glsl_version);
- if (mask == 0x0) {
- _mesa_meta_end(ctx);
- return;
- }
-
- /* Choose between glsl version and fixed function version of
- * BlitFramebuffer function.
- */
- if (use_glsl_version) {
- setup_glsl_blit_framebuffer(ctx, blit, tex->Target);
- if (tex->Target == GL_TEXTURE_2D)
- _mesa_UseProgram(blit->ShaderProg);
- else
- _mesa_UseProgram(blit->RectShaderProg);
- }
- else {
- setup_ff_blit_framebuffer(blit);
- }
-
- /* Silence valgrind warnings about reading uninitialized stack. */
- memset(verts, 0, sizeof(verts));
-
- /* Continue with "normal" approach which involves copying the src rect
- * into a temporary texture and is "blitted" by drawing a textured quad.
- */
- {
- /* setup vertex positions */
- verts[0].x = -1.0F * flipX;
- verts[0].y = -1.0F * flipY;
- verts[1].x = 1.0F * flipX;
- verts[1].y = -1.0F * flipY;
- verts[2].x = 1.0F * flipX;
- verts[2].y = 1.0F * flipY;
- verts[3].x = -1.0F * flipX;
- verts[3].y = 1.0F * flipY;
-
- }
-
- /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
- * tokens.
- */
- if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
- _mesa_set_enable(ctx, tex->Target, GL_TRUE);
-
- if (mask & GL_COLOR_BUFFER_BIT) {
- const struct gl_framebuffer *readFb = ctx->ReadBuffer;
- const struct gl_renderbuffer *colorReadRb = readFb->_ColorReadBuffer;
- const GLenum rb_base_format =
- _mesa_base_tex_format(ctx, colorReadRb->InternalFormat);
-
- /* Using the exact source rectangle to create the texture does incorrect
- * linear filtering along the edges. So, allocate the texture extended along
- * edges by one pixel in x, y directions.
- */
- newTex = alloc_texture(tex, srcW + 2, srcH + 2, rb_base_format);
- setup_copypix_texture(ctx, tex, newTex,
- srcX - 1, srcY - 1, srcW + 2, srcH + 2,
- rb_base_format, filter);
- /* texcoords (after texture allocation!) */
- {
- verts[0].tex[0] = 1.0F;
- verts[0].tex[1] = 1.0F;
- verts[1].tex[0] = tex->Sright - 1.0F;
- verts[1].tex[1] = 1.0F;
- verts[2].tex[0] = tex->Sright - 1.0F;
- verts[2].tex[1] = tex->Ttop - 1.0F;
- verts[3].tex[0] = 1.0F;
- verts[3].tex[1] = tex->Ttop - 1.0F;
-
- /* upload new vertex data */
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
- }
-
- _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
- _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
- _mesa_DepthMask(GL_FALSE);
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- mask &= ~GL_COLOR_BUFFER_BIT;
- }
-
- if ((mask & GL_DEPTH_BUFFER_BIT) &&
- _mesa_is_desktop_gl(ctx) &&
- ctx->Extensions.ARB_depth_texture &&
- ctx->Extensions.ARB_fragment_program) {
-
- GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint));
-
- if (tmp) {
-
- newTex = alloc_texture(depthTex, srcW, srcH, GL_DEPTH_COMPONENT);
- _mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT,
- GL_UNSIGNED_INT, tmp);
- setup_drawpix_texture(ctx, depthTex, newTex,
- srcW, srcH, GL_DEPTH_COMPONENT,
- GL_UNSIGNED_INT, tmp);
-
- /* texcoords (after texture allocation!) */
- {
- verts[0].tex[0] = 0.0F;
- verts[0].tex[1] = 0.0F;
- verts[1].tex[0] = depthTex->Sright;
- verts[1].tex[1] = 0.0F;
- verts[2].tex[0] = depthTex->Sright;
- verts[2].tex[1] = depthTex->Ttop;
- verts[3].tex[0] = 0.0F;
- verts[3].tex[1] = depthTex->Ttop;
-
- /* upload new vertex data */
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
- }
-
- if (!blit->DepthFP)
- init_blit_depth_pixels(ctx);
-
- _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
- _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
- _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
- _mesa_DepthFunc(GL_ALWAYS);
- _mesa_DepthMask(GL_TRUE);
-
- _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- mask &= ~GL_DEPTH_BUFFER_BIT;
-
- free(tmp);
- }
- }
-
- if (mask & GL_STENCIL_BUFFER_BIT) {
- /* XXX can't easily do stencil */
- }
-
- if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
- _mesa_set_enable(ctx, tex->Target, GL_FALSE);
-
- _mesa_meta_end(ctx);
-
- if (mask) {
- _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
- dstX0, dstY0, dstX1, dstY1, mask, filter);
- }
-}
-
-static void
-meta_glsl_blit_cleanup(struct blit_state *blit)
-{
- if (blit->VAO) {
- _mesa_DeleteVertexArrays(1, &blit->VAO);
- blit->VAO = 0;
- _mesa_DeleteBuffers(1, &blit->VBO);
- blit->VBO = 0;
- }
- if (blit->DepthFP) {
- _mesa_DeleteProgramsARB(1, &blit->DepthFP);
- blit->DepthFP = 0;
- }
-
- _mesa_DeleteObjectARB(blit->ShaderProg);
- blit->ShaderProg = 0;
- _mesa_DeleteObjectARB(blit->RectShaderProg);
- blit->RectShaderProg = 0;
-
- _mesa_DeleteTextures(1, &blit->depthTex.TexObj);
- blit->depthTex.TexObj = 0;
-}
-
-
-/**
- * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
- */
-void
-_mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
-{
- struct clear_state *clear = &ctx->Meta->Clear;
- struct vertex verts[4];
- /* save all state but scissor, pixel pack/unpack */
- GLbitfield metaSave = (MESA_META_ALL -
- MESA_META_SCISSOR -
- MESA_META_PIXEL_STORE -
- MESA_META_CONDITIONAL_RENDER -
- MESA_META_FRAMEBUFFER_SRGB);
- const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
-
- if (buffers & BUFFER_BITS_COLOR) {
- /* if clearing color buffers, don't save/restore colormask */
- metaSave -= MESA_META_COLOR_MASK;
- }
-
- _mesa_meta_begin(ctx, metaSave);
-
- setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
-
- /* GL_COLOR_BUFFER_BIT */
- if (buffers & BUFFER_BITS_COLOR) {
- /* leave colormask, glDrawBuffer state as-is */
-
- /* Clears never have the color clamped. */
- if (ctx->Extensions.ARB_color_buffer_float)
- _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
- }
- else {
- ASSERT(metaSave & MESA_META_COLOR_MASK);
- _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- }
-
- /* GL_DEPTH_BUFFER_BIT */
- if (buffers & BUFFER_BIT_DEPTH) {
- _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
- _mesa_DepthFunc(GL_ALWAYS);
- _mesa_DepthMask(GL_TRUE);
- }
- else {
- assert(!ctx->Depth.Test);
- }
-
- /* GL_STENCIL_BUFFER_BIT */
- if (buffers & BUFFER_BIT_STENCIL) {
- _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
- _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
- GL_REPLACE, GL_REPLACE, GL_REPLACE);
- _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
- ctx->Stencil.Clear & stencilMax,
- ctx->Stencil.WriteMask[0]);
- }
- else {
- assert(!ctx->Stencil.Enabled);
- }
-
- /* vertex positions/colors */
- {
- const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
- const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
- const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
- const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
- const GLfloat z = invert_z(ctx->Depth.Clear);
- GLuint i;
-
- verts[0].x = x0;
- verts[0].y = y0;
- verts[0].z = z;
- verts[1].x = x1;
- verts[1].y = y0;
- verts[1].z = z;
- verts[2].x = x1;
- verts[2].y = y1;
- verts[2].z = z;
- verts[3].x = x0;
- verts[3].y = y1;
- verts[3].z = z;
-
- /* vertex colors */
- for (i = 0; i < 4; i++) {
- verts[i].tex[0] = ctx->Color.ClearColor.f[0];
- verts[i].tex[1] = ctx->Color.ClearColor.f[1];
- verts[i].tex[2] = ctx->Color.ClearColor.f[2];
- verts[i].tex[3] = ctx->Color.ClearColor.f[3];
- }
-
- /* upload new vertex data */
- _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
- GL_DYNAMIC_DRAW_ARB);
- }
-
- /* draw quad */
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- _mesa_meta_end(ctx);
-}
-
-static void
-meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
-{
- const char *vs_source =
- "attribute vec4 position;\n"
- "void main()\n"
- "{\n"
- " gl_Position = position;\n"
- "}\n";
- const char *gs_source =
- "#version 150\n"
- "layout(triangles) in;\n"
- "layout(triangle_strip, max_vertices = 4) out;\n"
- "uniform int layer;\n"
- "void main()\n"
- "{\n"
- " for (int i = 0; i < 3; i++) {\n"
- " gl_Layer = layer;\n"
- " gl_Position = gl_in[i].gl_Position;\n"
- " EmitVertex();\n"
- " }\n"
- "}\n";
- const char *fs_source =
- "#ifdef GL_ES\n"
- "precision highp float;\n"
- "#endif\n"
- "uniform vec4 color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = color;\n"
- "}\n";
- GLuint vs, gs = 0, fs;
- bool has_integer_textures;
-
- setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0);
-
- if (clear->ShaderProg != 0)
- return;
-
- vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
- _mesa_ShaderSource(vs, 1, &vs_source, NULL);
- _mesa_CompileShader(vs);
-
- if (_mesa_has_geometry_shaders(ctx)) {
- gs = _mesa_CreateShaderObjectARB(GL_GEOMETRY_SHADER);
- _mesa_ShaderSource(gs, 1, &gs_source, NULL);
- _mesa_CompileShader(gs);
- }
-
- fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
- _mesa_ShaderSource(fs, 1, &fs_source, NULL);
- _mesa_CompileShader(fs);
-
- clear->ShaderProg = _mesa_CreateProgramObjectARB();
- _mesa_AttachShader(clear->ShaderProg, fs);
- _mesa_DeleteObjectARB(fs);
- if (gs != 0)
- _mesa_AttachShader(clear->ShaderProg, gs);
- _mesa_AttachShader(clear->ShaderProg, vs);
- _mesa_DeleteObjectARB(vs);
- _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
- _mesa_LinkProgram(clear->ShaderProg);
-
- clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg,
- "color");
- if (gs != 0) {
- clear->LayerLocation = _mesa_GetUniformLocation(clear->ShaderProg,
- "layer");
- }
-
- has_integer_textures = _mesa_is_gles3(ctx) ||
- (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);