#include "main/pixel.h"
#include "main/pbo.h"
#include "main/polygon.h"
+#include "main/queryobj.h"
#include "main/readpix.h"
#include "main/scissor.h"
#include "main/shaderapi.h"
{
GLbitfield SavedState; /**< bitmask of MESA_META_* flags */
+ /** MESA_META_CLEAR (and others?) */
+ struct gl_query_object *CurrentOcclusionObject;
+
/** MESA_META_ALPHA_TEST */
GLboolean AlphaEnabled;
GLenum AlphaFunc;
struct gl_vertex_program *VertexProgram;
GLboolean FragmentProgramEnabled;
struct gl_fragment_program *FragmentProgram;
+ GLboolean ATIFragmentShaderEnabled;
struct gl_shader_program *VertexShader;
struct gl_shader_program *GeometryShader;
struct gl_shader_program *FragmentShader;
GLuint ArrayObj;
GLuint VBO;
GLuint DepthFP;
+ GLuint ShaderProg;
+ GLuint RectShaderProg;
+ struct temp_texture depthTex;
};
GLuint FBO;
GLuint Sampler;
GLuint ShaderProg;
- GLuint IntegerShaderProg;
struct glsl_sampler sampler_1d;
struct glsl_sampler sampler_2d;
struct glsl_sampler sampler_3d;
GLchar *info;
shader = _mesa_CreateShaderObjectARB(target);
- _mesa_ShaderSourceARB(shader, 1, &source, NULL);
- _mesa_CompileShaderARB(shader);
+ _mesa_ShaderSource(shader, 1, &source, NULL);
+ _mesa_CompileShader(shader);
_mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
if (ok)
GLint ok, size;
GLchar *info;
- _mesa_LinkProgramARB(program);
+ _mesa_LinkProgram(program);
_mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
if (ok)
* able to change other state.
*/
save->TransformFeedbackNeedsResume =
- ctx->TransformFeedback.CurrentObject->Active &&
- !ctx->TransformFeedback.CurrentObject->Paused;
+ _mesa_is_xfb_active_and_unpaused(ctx);
if (save->TransformFeedbackNeedsResume)
_mesa_PauseTransformFeedback();
+ /* After saving the current occlusion object, call EndQuery so that no
+ * occlusion querying will be active during the meta-operation.
+ */
+ if (state & MESA_META_OCCLUSION_QUERY) {
+ save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
+ if (save->CurrentOcclusionObject)
+ _mesa_EndQuery(save->CurrentOcclusionObject->Target);
+ }
+
if (state & MESA_META_ALPHA_TEST) {
save->AlphaEnabled = ctx->Color.AlphaEnabled;
save->AlphaFunc = ctx->Color.AlphaFunc;
save->PolygonCull = ctx->Polygon.CullFlag;
_mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
- if (ctx->API == API_OPENGL) {
+ if (ctx->API == API_OPENGL_COMPAT) {
_mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
_mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
}
}
if (state & MESA_META_SHADER) {
- if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
+ if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_vertex_program) {
save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
_mesa_reference_vertprog(ctx, &save->VertexProgram,
ctx->VertexProgram.Current);
_mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
}
- if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
+ if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_fragment_program) {
save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
_mesa_reference_fragprog(ctx, &save->FragmentProgram,
ctx->FragmentProgram.Current);
_mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
}
+ if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ATI_fragment_shader) {
+ save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
+ _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
+ }
+
if (ctx->Extensions.ARB_shader_objects) {
_mesa_reference_shader_program(ctx, &save->VertexShader,
ctx->Shader.CurrentVertexProgram);
_mesa_reference_shader_program(ctx, &save->ActiveShader,
ctx->Shader.ActiveProgram);
- _mesa_UseProgramObjectARB(0);
+ _mesa_UseProgram(0);
}
}
save->EnvMode = ctx->Texture.Unit[0].EnvMode;
/* Disable all texture units */
- if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
+ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
if (ctx->Texture.Unit[u].Enabled ||
ctx->Texture.Unit[u].TexGenEnabled) {
- _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
+ _mesa_ActiveTexture(GL_TEXTURE0 + u);
_mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
if (ctx->Extensions.ARB_texture_cube_map)
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
if (ctx->Extensions.OES_EGL_image_external)
_mesa_set_enable(ctx, GL_TEXTURE_EXTERNAL_OES, GL_FALSE);
- if (ctx->API == API_OPENGL) {
+ if (ctx->API == API_OPENGL_COMPAT) {
_mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
_mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
if (ctx->Extensions.NV_texture_rectangle)
}
/* set defaults for unit[0] */
- _mesa_ActiveTextureARB(GL_TEXTURE0);
- _mesa_ClientActiveTextureARB(GL_TEXTURE0);
- if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
+ _mesa_ActiveTexture(GL_TEXTURE0);
+ _mesa_ClientActiveTexture(GL_TEXTURE0);
+ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
}
16 * sizeof(GLfloat));
save->MatrixMode = ctx->Transform.MatrixMode;
/* set 1:1 vertex:pixel coordinate transform */
- _mesa_ActiveTextureARB(GL_TEXTURE0);
+ _mesa_ActiveTexture(GL_TEXTURE0);
_mesa_MatrixMode(GL_TEXTURE);
_mesa_LoadIdentity();
- _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
+ _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
_mesa_MatrixMode(GL_MODELVIEW);
_mesa_LoadIdentity();
_mesa_MatrixMode(GL_PROJECTION);
* regardless of the internal implementation of the metaops.
*/
if (ctx->Color.ClampFragmentColor != GL_TRUE)
- _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
+ _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
}
if (state & MESA_META_CLAMP_VERTEX_COLOR) {
/* Generally in here we never want vertex color clamping --
* result clamping is only dependent on fragment clamping.
*/
- _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
+ _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
}
if (state & MESA_META_CONDITIONAL_RENDER) {
struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
const GLbitfield state = save->SavedState;
+ /* After starting a new occlusion query, initialize the results to the
+ * values saved previously. The driver will then continue to increment
+ * these values.
+ */
+ if (state & MESA_META_OCCLUSION_QUERY) {
+ if (save->CurrentOcclusionObject) {
+ _mesa_BeginQuery(save->CurrentOcclusionObject->Target,
+ save->CurrentOcclusionObject->Id);
+ ctx->Query.CurrentOcclusionObject->Result = save->CurrentOcclusionObject->Result;
+ }
+ }
+
if (state & MESA_META_ALPHA_TEST) {
if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
_mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
save->ColorMask[i][2], save->ColorMask[i][3]);
}
else {
- _mesa_ColorMaskIndexed(i,
+ _mesa_ColorMaski(i,
save->ColorMask[i][0],
save->ColorMask[i][1],
save->ColorMask[i][2],
_mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
_mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
}
- if (ctx->API == API_OPENGL) {
+ if (ctx->API == API_OPENGL_COMPAT) {
_mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
_mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
}
}
if (state & MESA_META_SHADER) {
- if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
+ if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_vertex_program) {
_mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
save->VertexProgramEnabled);
_mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
_mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
}
- if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
+ if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_fragment_program) {
_mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
save->FragmentProgramEnabled);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
_mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
}
+ if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ATI_fragment_shader) {
+ _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
+ save->ATIFragmentShaderEnabled);
+ }
+
if (ctx->Extensions.ARB_vertex_shader)
_mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader);
_mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
_mesa_ClearStencil(stencil->Clear);
- if (ctx->API == API_OPENGL && ctx->Extensions.EXT_stencil_two_side) {
+ if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.EXT_stencil_two_side) {
_mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
stencil->TestTwoSide);
_mesa_ActiveStencilFaceEXT(stencil->ActiveFace
ASSERT(ctx->Texture.CurrentUnit == 0);
/* restore texenv for unit[0] */
- if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
+ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
}
}
/* Restore fixed function texture enables, texgen */
- if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
+ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
}
/* restore current unit state */
- _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit);
- _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit);
+ _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
+ _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
}
if (state & MESA_META_TRANSFORM) {
GLuint activeTexture = ctx->Texture.CurrentUnit;
- _mesa_ActiveTextureARB(GL_TEXTURE0);
+ _mesa_ActiveTexture(GL_TEXTURE0);
_mesa_MatrixMode(GL_TEXTURE);
_mesa_LoadMatrixf(save->TextureMatrix);
- _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
+ _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
_mesa_MatrixMode(GL_MODELVIEW);
_mesa_LoadMatrixf(save->ModelviewMatrix);
if (state & MESA_META_VERTEX) {
/* restore vertex buffer object */
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
_mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
/* restore vertex array object */
}
if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
- _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
+ _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
}
if (state & MESA_META_CLAMP_VERTEX_COLOR) {
- _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
+ _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
}
if (state & MESA_META_CONDITIONAL_RENDER) {
init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
{
/* prefer texture rectangle */
- if (ctx->Extensions.NV_texture_rectangle) {
+ if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
tex->Target = GL_TEXTURE_RECTANGLE;
tex->MaxSize = ctx->Const.MaxTextureRectSize;
tex->NPOT = GL_TRUE;
return tex;
}
+/**
+ * Return pointer to depth temp_texture.
+ * This does some one-time init if needed.
+ */
+static struct temp_texture *
+get_temp_depth_texture(struct gl_context *ctx)
+{
+ struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
+
+ if (!tex->TexObj) {
+ init_temp_texture(ctx, tex);
+ }
+
+ return tex;
+}
/**
* Compute the width/height of texture needed to draw an image of the
* Setup/load texture for glCopyPixels or glBlitFramebuffer.
*/
static void
-setup_copypix_texture(struct temp_texture *tex,
+setup_copypix_texture(struct gl_context *ctx,
+ struct temp_texture *tex,
GLboolean newTex,
GLint srcX, GLint srcY,
GLsizei width, GLsizei height, GLenum intFormat,
_mesa_BindTexture(tex->Target, tex->TexObj);
_mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
_mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES)
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
/* copy framebuffer image to texture */
if (newTex) {
_mesa_BindTexture(tex->Target, tex->TexObj);
_mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
_mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES)
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
/* copy pixel data to texture */
if (newTex) {
_mesa_reference_buffer_object(ctx, &save_unpack_obj,
ctx->Unpack.BufferObj);
- _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
/* create empty texture */
_mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
tex->Width, tex->Height, 0, format, type, NULL);
if (save_unpack_obj != NULL)
- _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB,
+ _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
save_unpack_obj->Name);
/* load image */
_mesa_TexSubImage2D(tex->Target, 0,
texTarget = "2D";
_mesa_snprintf(program2, sizeof(program2), program, texTarget);
- _mesa_GenPrograms(1, &blit->DepthFP);
- _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
+ _mesa_GenProgramsARB(1, &blit->DepthFP);
+ _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
_mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(program2), (const GLubyte *) program2);
}
+static void
+setup_ff_blit_framebuffer(struct gl_context *ctx,
+ struct blit_state *blit)
+{
+ struct vertex {
+ GLfloat x, y, s, t;
+ };
+ struct vertex verts[4];
+
+ if (blit->ArrayObj == 0) {
+ /* one-time setup */
+
+ /* create vertex array object */
+ _mesa_GenVertexArrays(1, &blit->ArrayObj);
+ _mesa_BindVertexArray(blit->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffers(1, &blit->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
+
+ /* setup vertex arrays */
+ _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
+ _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
+ _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+
+ /* setup projection matrix */
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_LoadIdentity();
+ _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
+
+}
+
+static void
+setup_glsl_blit_framebuffer(struct gl_context *ctx,
+ struct blit_state *blit,
+ GLenum target)
+{
+ struct vertex {
+ GLfloat x, y, s, t;
+ };
+ struct vertex verts[4];
+ const char *vs_source;
+ char *fs_source;
+ GLuint vs, fs;
+ void *mem_ctx;
+ GLuint ShaderProg;
+ GLboolean texture_2d = (target == GL_TEXTURE_2D);
+
+ /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
+ assert(_mesa_is_desktop_gl(ctx) || texture_2d);
+
+ /* Check if already initialized */
+ if (blit->ArrayObj == 0) {
+
+ /* create vertex array object */
+ _mesa_GenVertexArrays(1, &blit->ArrayObj);
+ _mesa_BindVertexArray(blit->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffers(1, &blit->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
+
+ /* setup vertex arrays */
+ _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(x));
+ _mesa_VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(s));
+ }
+
+ /* Generate a relevant fragment shader program for the texture target */
+ if ((target == GL_TEXTURE_2D && blit->ShaderProg != 0) ||
+ (target == GL_TEXTURE_RECTANGLE && blit->RectShaderProg != 0)) {
+ return;
+ }
+
+ mem_ctx = ralloc_context(NULL);
+
+ if (ctx->Const.GLSLVersion < 130) {
+ vs_source =
+ "attribute vec2 position;\n"
+ "attribute vec2 textureCoords;\n"
+ "varying vec2 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n";
+
+ fs_source = ralloc_asprintf(mem_ctx,
+ "uniform %s texSampler;\n"
+ "varying vec2 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = %s(texSampler, texCoords);\n"
+ " gl_FragDepth = gl_FragColor.r;\n"
+ "}\n",
+ texture_2d ? "sampler2D" : "sampler2DRect",
+ texture_2d ? "texture2D" : "texture2DRect");
+ }
+ else {
+ vs_source = ralloc_asprintf(mem_ctx,
+ "#version %s\n"
+ "in vec2 position;\n"
+ "in vec2 textureCoords;\n"
+ "out vec2 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n",
+ _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
+ fs_source = ralloc_asprintf(mem_ctx,
+ "#version %s\n"
+ "uniform %s texSampler;\n"
+ "in vec2 texCoords;\n"
+ "out vec4 out_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " out_color = %s(texSampler, texCoords);\n"
+ " gl_FragDepth = out_color.r;\n"
+ "}\n",
+ _mesa_is_desktop_gl(ctx) ? "130" : "300 es",
+ texture_2d ? "sampler2D" : "sampler2DRect",
+ texture_2d ? "texture" : "texture2DRect");
+ }
+
+ vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
+ fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
+
+ ShaderProg = _mesa_CreateProgramObjectARB();
+ _mesa_AttachShader(ShaderProg, fs);
+ _mesa_DeleteObjectARB(fs);
+ _mesa_AttachShader(ShaderProg, vs);
+ _mesa_DeleteObjectARB(vs);
+ _mesa_BindAttribLocation(ShaderProg, 0, "position");
+ _mesa_BindAttribLocation(ShaderProg, 1, "texcoords");
+ _mesa_EnableVertexAttribArray(0);
+ _mesa_EnableVertexAttribArray(1);
+ link_program_with_debug(ctx, ShaderProg);
+ ralloc_free(mem_ctx);
+ if (texture_2d)
+ blit->ShaderProg = ShaderProg;
+ else
+ blit->RectShaderProg = ShaderProg;
+}
/**
* Try to do a glBlitFramebuffer using no-copy texturing.
blitframebuffer_texture(struct gl_context *ctx,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
- GLbitfield mask, GLenum filter)
+ GLbitfield mask, GLenum filter, GLint flipX,
+ GLint flipY, GLboolean glsl_version)
{
if (mask & GL_COLOR_BUFFER_BIT) {
const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
const struct gl_framebuffer *readFb = ctx->ReadBuffer;
- const struct gl_renderbuffer_attachment *drawAtt =
- &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
+ const struct gl_renderbuffer_attachment *drawAtt;
const struct gl_renderbuffer_attachment *readAtt =
&readFb->Attachment[readFb->_ColorReadBufferIndex];
if (readAtt && readAtt->Texture) {
+ struct blit_state *blit = &ctx->Meta->Blit;
+ 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 struct gl_texture_object *texObj = readAtt->Texture;
const GLuint srcLevel = readAtt->TextureLevel;
const GLint baseLevelSave = texObj->BaseLevel;
GLuint sampler, samplerSave =
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
-
- if (drawAtt->Texture == readAtt->Texture) {
- /* Can't use same texture as both the source and dest. We need
- * to handle overlapping blits and besides, some hw may not
- * support this.
- */
- return mask;
+ int i;
+
+ /* Iterate through all draw buffers */
+ for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
+ int idx = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
+ if (idx == -1)
+ continue;
+ drawAtt = &drawFb->Attachment[idx];
+
+ if (drawAtt->Texture == readAtt->Texture) {
+ /* Can't use same texture as both the source and dest. We need
+ * to handle overlapping blits and besides, some hw may not
+ * support this.
+ */
+ return mask;
+ }
}
if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
return mask;
}
+ /* Choose between glsl version and fixed function version of
+ * BlitFramebuffer function.
+ */
+ if (glsl_version) {
+ setup_glsl_blit_framebuffer(ctx, blit, target);
+ if (target == GL_TEXTURE_2D)
+ _mesa_UseProgram(blit->ShaderProg);
+ else
+ _mesa_UseProgram(blit->RectShaderProg);
+ }
+ else {
+ setup_ff_blit_framebuffer(ctx, &ctx->Meta->Blit);
+ }
+
+ _mesa_BindVertexArray(blit->ArrayObj);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
+
_mesa_GenSamplers(1, &sampler);
_mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
GL_SKIP_DECODE_EXT);
}
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- _mesa_set_enable(ctx, target, GL_TRUE);
+ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ _mesa_set_enable(ctx, target, GL_TRUE);
+ }
/* Prepare vertex data (the VBO was previously created and bound) */
{
t1 = srcY1;
}
- verts[0].x = (GLfloat) dstX0;
- verts[0].y = (GLfloat) dstY0;
- verts[1].x = (GLfloat) dstX1;
- verts[1].y = (GLfloat) dstY0;
- verts[2].x = (GLfloat) dstX1;
- verts[2].y = (GLfloat) dstY1;
- verts[3].x = (GLfloat) dstX0;
- verts[3].y = (GLfloat) dstY1;
+ /* 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].s = s0;
verts[0].t = t0;
verts[3].s = s0;
verts[3].t = t1;
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
+ /* setup viewport */
+ _mesa_set_viewport(ctx, 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
{
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 GLboolean srcFlipX = srcX1 < srcX0;
- const GLboolean srcFlipY = 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 {
GLfloat x, y, s, t;
};
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
return;
}
- if (srcFlipX) {
- GLint tmp = dstX0;
- dstX0 = dstX1;
- dstX1 = tmp;
- }
-
- if (srcFlipY) {
- GLint tmp = dstY0;
- dstY0 = dstY1;
- dstY1 = tmp;
- }
-
/* only scissor effects blit so save/clear all other relevant state */
_mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
- if (blit->ArrayObj == 0) {
- /* one-time setup */
-
- /* create vertex array object */
- _mesa_GenVertexArrays(1, &blit->ArrayObj);
- _mesa_BindVertexArray(blit->ArrayObj);
-
- /* create vertex array buffer */
- _mesa_GenBuffersARB(1, &blit->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
- NULL, GL_DYNAMIC_DRAW_ARB);
-
- /* setup vertex arrays */
- _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
- _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
- _mesa_EnableClientState(GL_VERTEX_ARRAY);
- _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
- }
- else {
- _mesa_BindVertexArray(blit->ArrayObj);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
- }
-
/* Try faster, direct texture approach first */
mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
- dstX0, dstY0, dstX1, dstY1, mask, filter);
+ dstX0, dstY0, dstX1, dstY1, mask, filter,
+ dstFlipX, dstFlipY, use_glsl_version);
if (mask == 0x0) {
_mesa_meta_end(ctx);
return;
}
- /* Continue with "normal" approach which involves copying the src rect
- * into a temporary texture and is "blitted" by drawing a textured quad.
+ /* 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(ctx, blit);
+ }
- newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
+ _mesa_BindVertexArray(blit->ArrayObj);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
- /* vertex positions/texcoords (after texture allocation!) */
+ /* Continue with "normal" approach which involves copying the src rect
+ * into a temporary texture and is "blitted" by drawing a textured quad.
+ */
{
- verts[0].x = (GLfloat) dstX0;
- verts[0].y = (GLfloat) dstY0;
- verts[1].x = (GLfloat) dstX1;
- verts[1].y = (GLfloat) dstY0;
- verts[2].x = (GLfloat) dstX1;
- verts[2].y = (GLfloat) dstY1;
- verts[3].x = (GLfloat) dstX0;
- verts[3].y = (GLfloat) dstY1;
+ /* 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].s = 0.0F;
- verts[0].t = 0.0F;
- verts[1].s = tex->Sright;
- verts[1].t = 0.0F;
- verts[2].s = tex->Sright;
- verts[2].t = tex->Ttop;
- verts[3].s = 0.0F;
- verts[3].t = tex->Ttop;
-
- /* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
- _mesa_set_enable(ctx, tex->Target, GL_TRUE);
+ /* 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) {
- setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
- GL_RGBA, filter);
+ 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);
+
+ newTex = alloc_texture(tex, srcW, srcH, rb_base_format);
+ setup_copypix_texture(ctx, tex, newTex, srcX, srcY, srcW, srcH,
+ rb_base_format, filter);
+ /* texcoords (after texture allocation!) */
+ {
+ verts[0].s = 0.0F;
+ verts[0].t = 0.0F;
+ verts[1].s = tex->Sright;
+ verts[1].t = 0.0F;
+ verts[2].s = tex->Sright;
+ verts[2].t = tex->Ttop;
+ verts[3].s = 0.0F;
+ verts[3].t = tex->Ttop;
+
+ /* upload new vertex data */
+ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ }
+
+ _mesa_set_viewport(ctx, 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) {
+ 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) {
- if (!blit->DepthFP)
- init_blit_depth_pixels(ctx);
- /* maybe change tex format here */
- newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
+ 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, GL_DEPTH_COMPONENT,
+ srcW, srcH, GL_DEPTH_COMPONENT,
+ GL_UNSIGNED_INT, tmp);
- _mesa_ReadPixels(srcX, srcY, srcW, srcH,
- GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
+ /* texcoords (after texture allocation!) */
+ {
+ verts[0].s = 0.0F;
+ verts[0].t = 0.0F;
+ verts[1].s = depthTex->Sright;
+ verts[1].t = 0.0F;
+ verts[2].s = depthTex->Sright;
+ verts[2].t = depthTex->Ttop;
+ verts[3].s = 0.0F;
+ verts[3].t = depthTex->Ttop;
+
+ /* upload new vertex data */
+ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ }
- setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
- GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
+ if (!blit->DepthFP)
+ init_blit_depth_pixels(ctx);
- _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
+ _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, 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;
/* XXX can't easily do stencil */
}
- _mesa_set_enable(ctx, tex->Target, GL_FALSE);
+ if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
+ _mesa_set_enable(ctx, tex->Target, GL_FALSE);
_mesa_meta_end(ctx);
meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
{
if (blit->ArrayObj) {
- _mesa_DeleteVertexArraysAPPLE(1, &blit->ArrayObj);
+ _mesa_DeleteVertexArrays(1, &blit->ArrayObj);
blit->ArrayObj = 0;
- _mesa_DeleteBuffersARB(1, &blit->VBO);
+ _mesa_DeleteBuffers(1, &blit->VBO);
blit->VBO = 0;
}
if (blit->DepthFP) {
- _mesa_DeletePrograms(1, &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;
}
_mesa_BindVertexArray(clear->ArrayObj);
/* create vertex array buffer */
- _mesa_GenBuffersARB(1, &clear->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
+ _mesa_GenBuffers(1, &clear->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO);
/* setup vertex arrays */
_mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
}
else {
_mesa_BindVertexArray(clear->ArrayObj);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO);
}
/* GL_COLOR_BUFFER_BIT */
/* leave colormask, glDrawBuffer state as-is */
/* Clears never have the color clamped. */
- _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
+ _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
}
else {
ASSERT(metaSave & MESA_META_COLOR_MASK);
}
/* upload new vertex data */
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
GL_DYNAMIC_DRAW_ARB);
}
"{\n"
" gl_FragColor = color;\n"
"}\n";
- const char *vs_int_source =
- "#version 130\n"
- "in vec4 position;\n"
- "void main()\n"
- "{\n"
- " gl_Position = position;\n"
- "}\n";
- const char *fs_int_source =
- "#version 130\n"
- "uniform ivec4 color;\n"
- "out ivec4 out_color;\n"
- "\n"
- "void main()\n"
- "{\n"
- " out_color = color;\n"
- "}\n";
GLuint vs, fs;
+ bool has_integer_textures;
if (clear->ArrayObj != 0)
return;
_mesa_BindVertexArray(clear->ArrayObj);
/* create vertex array buffer */
- _mesa_GenBuffersARB(1, &clear->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
+ _mesa_GenBuffers(1, &clear->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO);
/* setup vertex arrays */
- _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
- _mesa_EnableVertexAttribArrayARB(0);
+ _mesa_VertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
+ _mesa_EnableVertexAttribArray(0);
vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
- _mesa_ShaderSourceARB(vs, 1, &vs_source, NULL);
- _mesa_CompileShaderARB(vs);
+ _mesa_ShaderSource(vs, 1, &vs_source, NULL);
+ _mesa_CompileShader(vs);
fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
- _mesa_ShaderSourceARB(fs, 1, &fs_source, NULL);
- _mesa_CompileShaderARB(fs);
+ _mesa_ShaderSource(fs, 1, &fs_source, NULL);
+ _mesa_CompileShader(fs);
clear->ShaderProg = _mesa_CreateProgramObjectARB();
_mesa_AttachShader(clear->ShaderProg, fs);
_mesa_DeleteObjectARB(fs);
_mesa_AttachShader(clear->ShaderProg, vs);
_mesa_DeleteObjectARB(vs);
- _mesa_BindAttribLocationARB(clear->ShaderProg, 0, "position");
- _mesa_LinkProgramARB(clear->ShaderProg);
+ _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
+ _mesa_LinkProgram(clear->ShaderProg);
- clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg,
+ clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg,
"color");
- if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) {
+ has_integer_textures = _mesa_is_gles3(ctx) ||
+ (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
+
+ if (has_integer_textures) {
+ void *shader_source_mem_ctx = ralloc_context(NULL);
+ const char *vs_int_source =
+ ralloc_asprintf(shader_source_mem_ctx,
+ "#version %s\n"
+ "in vec4 position;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = position;\n"
+ "}\n",
+ _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
+ const char *fs_int_source =
+ ralloc_asprintf(shader_source_mem_ctx,
+ "#version %s\n"
+ "uniform ivec4 color;\n"
+ "out ivec4 out_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " out_color = color;\n"
+ "}\n",
+ _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
+
vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
+ ralloc_free(shader_source_mem_ctx);
clear->IntegerShaderProg = _mesa_CreateProgramObjectARB();
_mesa_AttachShader(clear->IntegerShaderProg, fs);
_mesa_DeleteObjectARB(fs);
_mesa_AttachShader(clear->IntegerShaderProg, vs);
_mesa_DeleteObjectARB(vs);
- _mesa_BindAttribLocationARB(clear->IntegerShaderProg, 0, "position");
+ _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
/* Note that user-defined out attributes get automatically assigned
* locations starting from 0, so we don't need to explicitly
link_program_with_debug(ctx, clear->IntegerShaderProg);
clear->IntegerColorLocation =
- _mesa_GetUniformLocationARB(clear->IntegerShaderProg, "color");
+ _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
}
}
{
if (clear->ArrayObj == 0)
return;
- _mesa_DeleteVertexArraysAPPLE(1, &clear->ArrayObj);
+ _mesa_DeleteVertexArrays(1, &clear->ArrayObj);
clear->ArrayObj = 0;
- _mesa_DeleteBuffersARB(1, &clear->VBO);
+ _mesa_DeleteBuffers(1, &clear->VBO);
clear->VBO = 0;
_mesa_DeleteObjectARB(clear->ShaderProg);
clear->ShaderProg = 0;
MESA_META_VIEWPORT |
MESA_META_CLIP |
MESA_META_CLAMP_FRAGMENT_COLOR |
- MESA_META_MULTISAMPLE);
+ MESA_META_MULTISAMPLE |
+ MESA_META_OCCLUSION_QUERY);
if (!(buffers & BUFFER_BITS_COLOR)) {
/* We'll use colormask to disable color writes. Otherwise,
meta_glsl_clear_init(ctx, clear);
if (fb->_IntegerColor) {
- _mesa_UseProgramObjectARB(clear->IntegerShaderProg);
- _mesa_Uniform4ivARB(clear->IntegerColorLocation, 1,
+ _mesa_UseProgram(clear->IntegerShaderProg);
+ _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
ctx->Color.ClearColor.i);
} else {
- _mesa_UseProgramObjectARB(clear->ShaderProg);
- _mesa_Uniform4fvARB(clear->ColorLocation, 1,
+ _mesa_UseProgram(clear->ShaderProg);
+ _mesa_Uniform4fv(clear->ColorLocation, 1,
ctx->Color.ClearColor.f);
}
_mesa_BindVertexArray(clear->ArrayObj);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO);
/* GL_COLOR_BUFFER_BIT */
if (buffers & BUFFER_BITS_COLOR) {
/* leave colormask, glDrawBuffer state as-is */
/* Clears never have the color clamped. */
- _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
+ _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
}
else {
ASSERT(metaSave & MESA_META_COLOR_MASK);
verts[3].z = z;
/* upload new vertex data */
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
GL_DYNAMIC_DRAW_ARB);
/* draw quad */
_mesa_BindVertexArray(copypix->ArrayObj);
/* create vertex array buffer */
- _mesa_GenBuffersARB(1, ©pix->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ _mesa_GenBuffers(1, ©pix->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, copypix->VBO);
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
NULL, GL_DYNAMIC_DRAW_ARB);
/* setup vertex arrays */
}
else {
_mesa_BindVertexArray(copypix->ArrayObj);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, copypix->VBO);
}
newTex = alloc_texture(tex, width, height, intFormat);
verts[3].t = tex->Ttop;
/* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
/* Alloc/setup texture */
- setup_copypix_texture(tex, newTex, srcX, srcY, width, height,
+ setup_copypix_texture(ctx, tex, newTex, srcX, srcY, width, height,
GL_RGBA, GL_NEAREST);
_mesa_set_enable(ctx, tex->Target, GL_TRUE);
texTarget = "2D";
_mesa_snprintf(program2, sizeof(program2), program, texTarget);
- _mesa_GenPrograms(1, &drawpix->StencilFP);
- _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
+ _mesa_GenProgramsARB(1, &drawpix->StencilFP);
+ _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
_mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(program2), (const GLubyte *) program2);
}
texTarget = "2D";
_mesa_snprintf(program2, sizeof(program2), program, texTarget);
- _mesa_GenPrograms(1, &drawpix->DepthFP);
- _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
+ _mesa_GenProgramsARB(1, &drawpix->DepthFP);
+ _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
_mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(program2), (const GLubyte *) program2);
}
_mesa_BindVertexArray(drawpix->ArrayObj);
/* create vertex array buffer */
- _mesa_GenBuffersARB(1, &vbo);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ _mesa_GenBuffers(1, &vbo);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, vbo);
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
verts, GL_DYNAMIC_DRAW_ARB);
/* setup vertex arrays */
/* set stencil bits to 1 where needed */
_mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
- _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
+ _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
_mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
if (!drawpix->DepthFP)
init_draw_depth_pixels(ctx);
- _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
+ _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
_mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
/* polygon color = current raster color */
_mesa_set_enable(ctx, tex->Target, GL_FALSE);
- _mesa_DeleteBuffersARB(1, &vbo);
+ _mesa_DeleteBuffers(1, &vbo);
/* restore unpack params */
ctx->Unpack = unpackSave;
_mesa_BindVertexArrayAPPLE(bitmap->ArrayObj);
/* create vertex array buffer */
- _mesa_GenBuffersARB(1, &bitmap->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ _mesa_GenBuffers(1, &bitmap->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
NULL, GL_DYNAMIC_DRAW_ARB);
/* setup vertex arrays */
}
else {
_mesa_BindVertexArray(bitmap->ArrayObj);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
}
newTex = alloc_texture(tex, width, height, texIntFormat);
}
/* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
/* choose different foreground/background alpha values */
* Test that we can actually render in the texture's format.
*/
if (!mipmap->FBO)
- _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
- _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
+ _mesa_GenFramebuffers(1, &mipmap->FBO);
+ _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
if (target == GL_TEXTURE_1D) {
- _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
+ _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
target, texObj->Name, srcLevel);
}
/* other work is needed to enable 3D mipmap generation */
else if (target == GL_TEXTURE_3D) {
GLint zoffset = 0;
- _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
+ _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
target, texObj->Name, srcLevel, zoffset);
}
#endif
else {
/* 2D / cube */
- _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
+ _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
target, texObj->Name, srcLevel);
}
- status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
- _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
+ _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
return GL_TRUE;
_mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
/* create vertex array buffer */
- _mesa_GenBuffersARB(1, &mipmap->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+ _mesa_GenBuffers(1, &mipmap->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
/* setup vertex arrays */
_mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
_mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
};
struct glsl_sampler *sampler;
const char *vs_source;
- const char *fs_template;
-
- static const char *vs_int_source =
- "#version 130\n"
- "in vec2 position;\n"
- "in vec3 textureCoords;\n"
- "out vec3 texCoords;\n"
- "void main()\n"
- "{\n"
- " texCoords = textureCoords;\n"
- " gl_Position = gl_Vertex;\n"
- "}\n";
- static const char *fs_int_source =
- "#version 130\n"
- "uniform isampler2D tex2d;\n"
- "in vec3 texCoords;\n"
- "out ivec4 out_color;\n"
- "\n"
- "void main()\n"
- "{\n"
- " out_color = texture(tex2d, texCoords.xy);\n"
- "}\n";
char *fs_source;
- const char *extension_mode;
GLuint vs, fs;
void *mem_ctx;
- if (ctx->Const.GLSLVersion < 130) {
- vs_source =
- "attribute vec2 position;\n"
- "attribute vec3 textureCoords;\n"
- "varying vec3 texCoords;\n"
- "void main()\n"
- "{\n"
- " texCoords = textureCoords;\n"
- " gl_Position = vec4(position, 0.0, 1.0);\n"
- "}\n";
- fs_template =
- "#extension GL_EXT_texture_array : %s\n"
- "uniform %s texSampler;\n"
- "varying vec3 texCoords;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = %s(texSampler, %s);\n"
- "}\n";
- } else {
- vs_source =
- "#version 130\n"
- "in vec2 position;\n"
- "in vec3 textureCoords;\n"
- "out vec3 texCoords;\n"
- "void main()\n"
- "{\n"
- " texCoords = textureCoords;\n"
- " gl_Position = vec4(position, 0.0, 1.0);\n"
- "}\n";
- fs_template =
- "#version 130\n"
- "uniform %s texSampler;\n"
- "in vec3 texCoords;\n"
- "out %s out_color;\n"
- "\n"
- "void main()\n"
- "{\n"
- " out_color = texture(texSampler, %s);\n"
- "}\n";
- }
-
/* Check if already initialized */
if (mipmap->ArrayObj == 0) {
_mesa_BindVertexArray(mipmap->ArrayObj);
/* create vertex array buffer */
- _mesa_GenBuffersARB(1, &mipmap->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+ _mesa_GenBuffers(1, &mipmap->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
/* setup vertex arrays */
- _mesa_VertexAttribPointerARB(0, 2, GL_FLOAT, GL_FALSE,
+ _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
sizeof(struct vertex), OFFSET(x));
- _mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE,
+ _mesa_VertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
sizeof(struct vertex), OFFSET(tex));
}
mem_ctx = ralloc_context(NULL);
- if (ctx->Const.GLSLVersion < 130) {
- extension_mode = ((target == GL_TEXTURE_1D_ARRAY) ||
- (target == GL_TEXTURE_2D_ARRAY)) ?
- "require" : "disable";
+ if (ctx->API == API_OPENGLES2 || ctx->Const.GLSLVersion < 130) {
+ vs_source =
+ "attribute vec2 position;\n"
+ "attribute vec3 textureCoords;\n"
+ "varying vec3 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n";
- fs_source = ralloc_asprintf(mem_ctx, fs_template,
- extension_mode, sampler->type,
+ fs_source = ralloc_asprintf(mem_ctx,
+ "#extension GL_EXT_texture_array : enable\n"
+ "uniform %s texSampler;\n"
+ "varying vec3 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = %s(texSampler, %s);\n"
+ "}\n",
+ sampler->type,
sampler->func, sampler->texcoords);
}
else {
- fs_source = ralloc_asprintf(mem_ctx, fs_template,
- sampler->type, "vec4",
+ vs_source = ralloc_asprintf(mem_ctx,
+ "#version %s\n"
+ "in vec2 position;\n"
+ "in vec3 textureCoords;\n"
+ "out vec3 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n",
+ _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
+ fs_source = ralloc_asprintf(mem_ctx,
+ "#version %s\n"
+ "uniform %s texSampler;\n"
+ "in vec3 texCoords;\n"
+ "out vec4 out_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " out_color = texture(texSampler, %s);\n"
+ "}\n",
+ _mesa_is_desktop_gl(ctx) ? "130" : "300 es",
+ sampler->type,
sampler->texcoords);
}
_mesa_DeleteObjectARB(fs);
_mesa_AttachShader(mipmap->ShaderProg, vs);
_mesa_DeleteObjectARB(vs);
- _mesa_BindAttribLocationARB(mipmap->ShaderProg, 0, "position");
- _mesa_BindAttribLocationARB(mipmap->ShaderProg, 1, "texcoords");
- _mesa_EnableVertexAttribArrayARB(0);
- _mesa_EnableVertexAttribArrayARB(1);
+ _mesa_BindAttribLocation(mipmap->ShaderProg, 0, "position");
+ _mesa_BindAttribLocation(mipmap->ShaderProg, 1, "texcoords");
+ _mesa_EnableVertexAttribArray(0);
+ _mesa_EnableVertexAttribArray(1);
link_program_with_debug(ctx, mipmap->ShaderProg);
sampler->shader_prog = mipmap->ShaderProg;
ralloc_free(mem_ctx);
-
- if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) ||
- _mesa_is_gles3(ctx)){
- vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
- fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
-
- mipmap->IntegerShaderProg = _mesa_CreateProgramObjectARB();
- _mesa_AttachShader(mipmap->IntegerShaderProg, fs);
- _mesa_DeleteObjectARB(fs);
- _mesa_AttachShader(mipmap->IntegerShaderProg, vs);
- _mesa_DeleteObjectARB(vs);
- _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 0, "position");
- _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 1, "texcoords");
-
- /* Note that user-defined out attributes get automatically assigned
- * locations starting from 0, so we don't need to explicitly
- * BindFragDataLocation to 0.
- */
- link_program_with_debug(ctx, mipmap->IntegerShaderProg);
- }
}
{
if (mipmap->ArrayObj == 0)
return;
- _mesa_DeleteVertexArraysAPPLE(1, &mipmap->ArrayObj);
+ _mesa_DeleteVertexArrays(1, &mipmap->ArrayObj);
mipmap->ArrayObj = 0;
- _mesa_DeleteBuffersARB(1, &mipmap->VBO);
+ _mesa_DeleteBuffers(1, &mipmap->VBO);
mipmap->VBO = 0;
_mesa_DeleteObjectARB(mipmap->sampler_1d.shader_prog);
mipmap->sampler_cubemap.shader_prog = 0;
mipmap->sampler_1d_array.shader_prog = 0;
mipmap->sampler_2d_array.shader_prog = 0;
-
- if (mipmap->IntegerShaderProg) {
- _mesa_DeleteObjectARB(mipmap->IntegerShaderProg);
- mipmap->IntegerShaderProg = 0;
- }
}
*/
if (use_glsl_version) {
setup_glsl_generate_mipmap(ctx, mipmap, target);
-
- if (texObj->_IsIntegerFormat)
- _mesa_UseProgramObjectARB(mipmap->IntegerShaderProg);
- else
- _mesa_UseProgramObjectARB(mipmap->ShaderProg);
+ _mesa_UseProgram(mipmap->ShaderProg);
}
else {
setup_ff_generate_mipmap(ctx, mipmap);
}
_mesa_BindVertexArray(mipmap->ArrayObj);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
_mesa_BindTexture(target, texObj->Name);
if (!mipmap->FBO) {
- _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
+ _mesa_GenFramebuffers(1, &mipmap->FBO);
}
if (!mipmap->Sampler) {
_mesa_GenSamplers(1, &mipmap->Sampler);
_mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
- if (use_glsl_version && texObj->_IsIntegerFormat)
- _mesa_SamplerParameteri(mipmap->Sampler,
- GL_TEXTURE_MIN_FILTER,
- GL_NEAREST_MIPMAP_NEAREST);
- else
- _mesa_SamplerParameteri(mipmap->Sampler,
- GL_TEXTURE_MIN_FILTER,
- GL_LINEAR_MIPMAP_LINEAR);
-
+ _mesa_SamplerParameteri(mipmap->Sampler,
+ GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR_MIPMAP_LINEAR);
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
_mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
}
- _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
+ _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
- if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES)
+ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES)
_mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
else
assert(!genMipmapSave);
verts[3].y = 1.0F;
/* upload vertex data */
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
verts, GL_DYNAMIC_DRAW_ARB);
/* texture is already locked, unlock now */
/* Set to draw into the current dstLevel */
if (target == GL_TEXTURE_1D) {
- _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
+ _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
target,
texObj->Name,
}
else if (target == GL_TEXTURE_3D) {
GLint zoffset = 0; /* XXX unfinished */
- _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
+ _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
target,
texObj->Name,
}
else {
/* 2D / cube */
- _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
+ _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
faceTarget,
texObj->Name,
_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
/* sanity check */
- status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
_mesa_problem(ctx, "Unexpected incomplete framebuffer in "
"_mesa_meta_GenerateMipmap()");
if (genMipmapSave)
_mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
- _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
+ _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave);
}
/* Create/bind FBO/renderbuffer */
if (decompress->FBO == 0) {
- _mesa_GenFramebuffersEXT(1, &decompress->FBO);
- _mesa_GenRenderbuffersEXT(1, &decompress->RBO);
- _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
- _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
- _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ _mesa_GenFramebuffers(1, &decompress->FBO);
+ _mesa_GenRenderbuffers(1, &decompress->RBO);
+ _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
+ _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
+ _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT,
decompress->RBO);
}
else {
- _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
+ _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
}
/* alloc dest surface */
if (width > decompress->Width || height > decompress->Height) {
- _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
- _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA,
+ _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
+ _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, GL_RGBA,
width, height);
decompress->Width = width;
decompress->Height = height;
_mesa_BindVertexArray(decompress->ArrayObj);
/* create vertex array buffer */
- _mesa_GenBuffersARB(1, &decompress->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ _mesa_GenBuffers(1, &decompress->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, decompress->VBO);
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
NULL, GL_DYNAMIC_DRAW_ARB);
/* setup vertex arrays */
}
else {
_mesa_BindVertexArray(decompress->ArrayObj);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, decompress->VBO);
}
if (!decompress->Sampler) {
verts[3].y = height;
/* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
/* setup texture state */
_mesa_BindTexture(target, texObj->Name);
/* read pixels from renderbuffer */
{
GLenum baseTexFormat = texImage->_BaseFormat;
+ GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
/* The pixel transfer state will be set to default values at this point
* (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
* returned as red and two-channel texture values are returned as
* red/alpha.
*/
- if (baseTexFormat == GL_LUMINANCE ||
- baseTexFormat == GL_LUMINANCE_ALPHA ||
- baseTexFormat == GL_INTENSITY) {
+ if ((baseTexFormat == GL_LUMINANCE ||
+ baseTexFormat == GL_LUMINANCE_ALPHA ||
+ baseTexFormat == GL_INTENSITY) ||
+ /* If we're reading back an RGB(A) texture (using glGetTexImage) as
+ * luminance then we need to return L=tex(R).
+ */
+ ((baseTexFormat == GL_RGBA ||
+ baseTexFormat == GL_RGB ||
+ baseTexFormat == GL_RG) &&
+ (destBaseFormat == GL_LUMINANCE ||
+ destBaseFormat == GL_LUMINANCE_ALPHA ||
+ destBaseFormat == GL_LUMINANCE_INTEGER_EXT ||
+ destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT))) {
/* Green and blue must be zero */
_mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
_mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
/* restore fbo bindings */
if (fboDrawSave == fboReadSave) {
- _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboDrawSave);
+ _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboDrawSave);
}
else {
- _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave);
- _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fboReadSave);
+ _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave);
+ _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT, fboReadSave);
}
- _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbSave);
+ _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, rbSave);
}
_mesa_BindVertexArray(drawtex->ArrayObj);
/* create vertex array buffer */
- _mesa_GenBuffersARB(1, &drawtex->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ _mesa_GenBuffers(1, &drawtex->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
NULL, GL_DYNAMIC_DRAW_ARB);
/* client active texture is not part of the array object */
_mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
_mesa_EnableClientState(GL_VERTEX_ARRAY);
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
- _mesa_ClientActiveTextureARB(GL_TEXTURE0 + i);
+ _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
_mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
_mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
}
/* restore client active texture */
- _mesa_ClientActiveTextureARB(GL_TEXTURE0 + active_texture);
+ _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
}
else {
_mesa_BindVertexArray(drawtex->ArrayObj);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
}
/* vertex positions, texcoords */
const GLfloat x1 = x + width;
const GLfloat y1 = y + height;
- z = CLAMP(z, 0.0, 1.0);
+ z = CLAMP(z, 0.0f, 1.0f);
z = invert_z(z);
verts[0].x = x;
verts[3].st[i][1] = t1;
}
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);