#include "main/depth.h"
#include "main/enable.h"
#include "main/fbobject.h"
+#include "main/feedback.h"
#include "main/formats.h"
+#include "main/glformats.h"
#include "main/image.h"
#include "main/macros.h"
#include "main/matrix.h"
#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"
#include "main/teximage.h"
#include "main/texparam.h"
#include "main/texstate.h"
+#include "main/transformfeedback.h"
#include "main/uniforms.h"
#include "main/varray.h"
#include "main/viewport.h"
+#include "main/samplerobj.h"
#include "program/program.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
-
+#include "main/enums.h"
+#include "main/glformats.h"
+#include "../glsl/ralloc.h"
/** Return offset in bytes of the field within a vertex struct */
#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
{
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;
struct gl_query_object *CondRenderQuery;
GLenum CondRenderMode;
+ /** MESA_META_SELECT_FEEDBACK */
+ GLenum RenderMode;
+ struct gl_selection Select;
+ struct gl_feedback Feedback;
+
+ /** MESA_META_MULTISAMPLE */
+ GLboolean MultisampleEnabled;
+
+ /** MESA_META_FRAMEBUFFER_SRGB */
+ GLboolean sRGBEnabled;
+
/** Miscellaneous (always disabled) */
GLboolean Lighting;
+ GLboolean RasterDiscard;
+ GLboolean TransformFeedbackNeedsResume;
};
-
/**
* Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
* This is currently shared by all the meta ops. But we could create a
GLuint ArrayObj;
GLuint VBO;
GLuint DepthFP;
+ GLuint ShaderProg;
+ GLuint RectShaderProg;
+ struct temp_texture depthTex;
};
GLuint VBO;
GLuint ShaderProg;
GLint ColorLocation;
+
+ GLuint IntegerShaderProg;
+ GLint IntegerColorLocation;
};
struct temp_texture Tex; /**< separate texture from other meta ops */
};
+/**
+ * State for GLSL texture sampler which is used to generate fragment
+ * shader in _mesa_meta_generate_mipmap().
+ */
+struct glsl_sampler {
+ const char *type;
+ const char *func;
+ const char *texcoords;
+ GLuint shader_prog;
+};
/**
* State for _mesa_meta_generate_mipmap()
GLuint ArrayObj;
GLuint VBO;
GLuint FBO;
+ GLuint Sampler;
+ GLuint ShaderProg;
+ struct glsl_sampler sampler_1d;
+ struct glsl_sampler sampler_2d;
+ struct glsl_sampler sampler_3d;
+ struct glsl_sampler sampler_cubemap;
+ struct glsl_sampler sampler_1d_array;
+ struct glsl_sampler sampler_2d_array;
};
-
/**
* State for texture decompression
*/
struct decompress_state
{
GLuint ArrayObj;
- GLuint VBO, FBO, RBO;
+ GLuint VBO, FBO, RBO, Sampler;
GLint Width, Height;
};
+/**
+ * State for glDrawTex()
+ */
+struct drawtex_state
+{
+ GLuint ArrayObj;
+ GLuint VBO;
+};
-#define MAX_META_OPS_DEPTH 2
+#define MAX_META_OPS_DEPTH 8
/**
* All per-context meta state.
*/
struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */
struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */
struct decompress_state Decompress; /**< For texture decompression */
+ struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */
};
+static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
+static void cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex);
+static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
+static void meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap);
+
+static GLuint
+compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
+{
+ GLuint shader;
+ GLint ok, size;
+ GLchar *info;
+
+ shader = _mesa_CreateShaderObjectARB(target);
+ _mesa_ShaderSource(shader, 1, &source, NULL);
+ _mesa_CompileShader(shader);
+
+ _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
+ if (ok)
+ return shader;
+
+ _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
+ if (size == 0) {
+ _mesa_DeleteObjectARB(shader);
+ return 0;
+ }
+
+ info = malloc(size);
+ if (!info) {
+ _mesa_DeleteObjectARB(shader);
+ return 0;
+ }
+
+ _mesa_GetProgramInfoLog(shader, size, NULL, info);
+ _mesa_problem(ctx,
+ "meta program compile failed:\n%s\n"
+ "source:\n%s\n",
+ info, source);
+
+ free(info);
+ _mesa_DeleteObjectARB(shader);
+
+ return 0;
+}
+
+static GLuint
+link_program_with_debug(struct gl_context *ctx, GLuint program)
+{
+ GLint ok, size;
+ GLchar *info;
+
+ _mesa_LinkProgram(program);
+
+ _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
+ if (ok)
+ return program;
+
+ _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
+ if (size == 0)
+ return 0;
+
+ info = malloc(size);
+ if (!info)
+ return 0;
+
+ _mesa_GetProgramInfoLog(program, size, NULL, info);
+ _mesa_problem(ctx, "meta program link failed:\n%s", info);
+
+ free(info);
+
+ return 0;
+}
/**
* Initialize meta-ops for a context.
void
_mesa_meta_free(struct gl_context *ctx)
{
- /* Note: Any textures, VBOs, etc, that we allocate should get
- * freed by the normal context destruction code. But this would be
- * the place to free other meta data someday.
- */
+ GET_CURRENT_CONTEXT(old_context);
+ _mesa_make_current(ctx, NULL, NULL);
+ meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
+ meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
+ meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
+ cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
+ if (old_context)
+ _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
+ else
+ _mesa_make_current(NULL, NULL, NULL);
free(ctx->Meta);
ctx->Meta = NULL;
}
memset(save, 0, sizeof(*save));
save->SavedState = state;
+ /* Pausing transform feedback needs to be done early, or else we won't be
+ * able to change other state.
+ */
+ save->TransformFeedbackNeedsResume =
+ _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;
_mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
}
- if (state & MESA_META_FOG) {
+ if ((state & MESA_META_FOG)
+ && ctx->API != API_OPENGL_CORE
+ && ctx->API != API_OPENGLES2) {
save->Fog = ctx->Fog.Enabled;
if (ctx->Fog.Enabled)
_mesa_set_enable(ctx, GL_FOG, GL_FALSE);
save->PolygonCull = ctx->Polygon.CullFlag;
_mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
- _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
- _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
+ if (ctx->API == API_OPENGL_COMPAT) {
+ _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
+ _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
+ }
_mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
}
}
if (state & MESA_META_SHADER) {
- if (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->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->FragmentShader,
ctx->Shader.CurrentFragmentProgram);
_mesa_reference_shader_program(ctx, &save->ActiveShader,
- ctx->Shader.CurrentFragmentProgram);
+ ctx->Shader.ActiveProgram);
- _mesa_UseProgramObjectARB(0);
+ _mesa_UseProgram(0);
}
}
save->EnvMode = ctx->Texture.Unit[0].EnvMode;
/* Disable all texture units */
- 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_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
- if (ctx->Extensions.ARB_texture_cube_map)
- _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
- if (ctx->Extensions.NV_texture_rectangle)
- _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
+ 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_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_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)
+ _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
+ } else {
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_STR_OES, GL_FALSE);
+ }
+ }
}
}
}
/* set defaults for unit[0] */
- _mesa_ActiveTextureARB(GL_TEXTURE0);
- _mesa_ClientActiveTextureARB(GL_TEXTURE0);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ _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);
+ }
}
if (state & MESA_META_TRANSFORM) {
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) {
_mesa_EndConditionalRender();
}
+ if (state & MESA_META_SELECT_FEEDBACK) {
+ save->RenderMode = ctx->RenderMode;
+ if (ctx->RenderMode == GL_SELECT) {
+ save->Select = ctx->Select; /* struct copy */
+ _mesa_RenderMode(GL_RENDER);
+ } else if (ctx->RenderMode == GL_FEEDBACK) {
+ save->Feedback = ctx->Feedback; /* struct copy */
+ _mesa_RenderMode(GL_RENDER);
+ }
+ }
+
+ if (state & MESA_META_MULTISAMPLE) {
+ save->MultisampleEnabled = ctx->Multisample.Enabled;
+ if (ctx->Multisample.Enabled)
+ _mesa_set_multisample(ctx, GL_FALSE);
+ }
+
+ if (state & MESA_META_FRAMEBUFFER_SRGB) {
+ save->sRGBEnabled = ctx->Color.sRGBEnabled;
+ if (ctx->Color.sRGBEnabled)
+ _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
+ }
+
/* misc */
{
save->Lighting = ctx->Light.Enabled;
if (ctx->Light.Enabled)
_mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
+ save->RasterDiscard = ctx->RasterDiscard;
+ if (ctx->RasterDiscard)
+ _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
}
}
void
_mesa_meta_end(struct gl_context *ctx)
{
- struct save_state *save = &ctx->Meta->Save[--ctx->Meta->SaveStackDepth];
+ 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_DepthMask(save->Depth.Mask);
}
- if (state & MESA_META_FOG) {
+ if ((state & MESA_META_FOG)
+ && ctx->API != API_OPENGL_CORE
+ && ctx->API != API_OPENGLES2) {
_mesa_set_enable(ctx, GL_FOG, save->Fog);
}
}
if (state & MESA_META_RASTERIZATION) {
- _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
- _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
- _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
+ /* Core context requires that front and back mode be the same.
+ */
+ if (ctx->API == API_OPENGL_CORE) {
+ _mesa_PolygonMode(GL_FRONT_AND_BACK, save->FrontPolygonMode);
+ } else {
+ _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
+ _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
+ }
+ if (ctx->API == API_OPENGL_COMPAT) {
+ _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
+ _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
+ }
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
- _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
_mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
}
}
if (state & MESA_META_SHADER) {
- if (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->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->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] */
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
+ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
+ }
/* restore texture objects for unit[0] only */
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
- _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
- save->CurrentTexture[tgt]);
+ if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
+ save->CurrentTexture[tgt]);
+ }
_mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
}
- /* Re-enable textures, texgen */
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (save->TexEnabled[u]) {
- _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
-
- if (save->TexEnabled[u] & TEXTURE_1D_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_TRUE);
- if (save->TexEnabled[u] & TEXTURE_2D_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_TRUE);
- if (save->TexEnabled[u] & TEXTURE_3D_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_TRUE);
- if (save->TexEnabled[u] & TEXTURE_CUBE_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_TRUE);
- if (save->TexEnabled[u] & TEXTURE_RECT_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_TRUE);
- }
+ /* Restore fixed function texture enables, texgen */
+ 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);
+ ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
+ }
- if (save->TexGenEnabled[u]) {
- _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
-
- if (save->TexGenEnabled[u] & S_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_TRUE);
- if (save->TexGenEnabled[u] & T_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_TRUE);
- if (save->TexGenEnabled[u] & R_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_TRUE);
- if (save->TexGenEnabled[u] & Q_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
+ if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
+ }
}
}
/* 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) {
save->CondRenderMode);
}
+ if (state & MESA_META_SELECT_FEEDBACK) {
+ if (save->RenderMode == GL_SELECT) {
+ _mesa_RenderMode(GL_SELECT);
+ ctx->Select = save->Select;
+ } else if (save->RenderMode == GL_FEEDBACK) {
+ _mesa_RenderMode(GL_FEEDBACK);
+ ctx->Feedback = save->Feedback;
+ }
+ }
+
+ if (state & MESA_META_MULTISAMPLE) {
+ if (ctx->Multisample.Enabled != save->MultisampleEnabled)
+ _mesa_set_multisample(ctx, save->MultisampleEnabled);
+ }
+
+ if (state & MESA_META_FRAMEBUFFER_SRGB) {
+ if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
+ _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
+ }
+
/* misc */
if (save->Lighting) {
_mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
}
+ if (save->RasterDiscard) {
+ _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
+ }
+ if (save->TransformFeedbackNeedsResume)
+ _mesa_ResumeTransformFeedback();
+
+ ctx->Meta->SaveStackDepth--;
+}
+
+
+/**
+ * Determine whether Mesa is currently in a meta state.
+ */
+GLboolean
+_mesa_meta_in_progress(struct gl_context *ctx)
+{
+ return ctx->Meta->SaveStackDepth != 0;
}
static INLINE GLfloat
invert_z(GLfloat normZ)
{
- GLfloat objZ = 1.0 - 2.0 * normZ;
+ GLfloat objZ = 1.0f - 2.0f * normZ;
return objZ;
}
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;
_mesa_GenTextures(1, &tex->TexObj);
}
+static void
+cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
+{
+ if (!tex->TexObj)
+ return;
+ _mesa_DeleteTextures(1, &tex->TexObj);
+ tex->TexObj = 0;
+}
+
/**
* Return pointer to temp_texture info for non-bitmap ops.
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 GLenum minFilterSave = texObj->Sampler.MinFilter;
- const GLenum magFilterSave = texObj->Sampler.MagFilter;
const GLint baseLevelSave = texObj->BaseLevel;
const GLint maxLevelSave = texObj->MaxLevel;
- const GLenum wrapSSave = texObj->Sampler.WrapS;
- const GLenum wrapTSave = texObj->Sampler.WrapT;
- const GLenum srgbSave = texObj->Sampler.sRGBDecode;
- const GLenum fbo_srgb_save = ctx->Color.sRGBEnabled;
const GLenum target = texObj->Target;
-
- 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;
+ GLuint sampler, samplerSave =
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
+ 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);
+
/*
printf("Blit from texture!\n");
printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
/* Prepare src texture state */
_mesa_BindTexture(target, texObj->Name);
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
if (target != GL_TEXTURE_RECTANGLE_ARB) {
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
}
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- /* Always do our blits with no sRGB decode or encode.*/
+ /* Always do our blits with no sRGB decode or encode. Note that
+ * GL_FRAMEBUFFER_SRGB has already been disabled by
+ * _mesa_meta_begin().
+ */
if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
GL_SKIP_DECODE_EXT);
}
- if (ctx->Extensions.EXT_framebuffer_sRGB) {
- _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
- }
- _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
* be restored by _mesa_meta_end().
*/
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
if (target != GL_TEXTURE_RECTANGLE_ARB) {
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
}
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
- if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, srgbSave);
- }
- if (ctx->Extensions.EXT_framebuffer_sRGB && fbo_srgb_save) {
- _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
- }
+
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
+ _mesa_DeleteSamplers(1, &sampler);
/* Done with color buffer */
mask &= ~GL_COLOR_BUFFER_BIT;
{
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);
- if (srcW > maxTexSize || srcH > maxTexSize) {
+ /* 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;
}
- 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) {
- GLuint *tmp = (GLuint *) malloc(srcW * srcH * sizeof(GLuint));
+ 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);
}
}
+static void
+meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
+{
+ if (blit->ArrayObj) {
+ _mesa_DeleteVertexArrays(1, &blit->ArrayObj);
+ blit->ArrayObj = 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.
GLbitfield metaSave = (MESA_META_ALL -
MESA_META_SCISSOR -
MESA_META_PIXEL_STORE -
- MESA_META_CONDITIONAL_RENDER);
+ MESA_META_CONDITIONAL_RENDER -
+ MESA_META_FRAMEBUFFER_SRGB);
const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
if (buffers & BUFFER_BITS_COLOR) {
_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);
}
" gl_FragColor = 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_BindAttribLocation(clear->ShaderProg, 0, "position");
+ _mesa_LinkProgram(clear->ShaderProg);
+
+ clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg,
+ "color");
+
+ 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_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
+ * BindFragDataLocation to 0.
+ */
+
+ link_program_with_debug(ctx, clear->IntegerShaderProg);
+
+ clear->IntegerColorLocation =
+ _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
+ }
+}
- clear->ShaderProg = _mesa_CreateProgramObjectARB();
- _mesa_AttachShader(clear->ShaderProg, fs);
- _mesa_AttachShader(clear->ShaderProg, vs);
- _mesa_BindAttribLocationARB(clear->ShaderProg, 0, "position");
- _mesa_LinkProgramARB(clear->ShaderProg);
+static void
+meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
+{
+ if (clear->ArrayObj == 0)
+ return;
+ _mesa_DeleteVertexArrays(1, &clear->ArrayObj);
+ clear->ArrayObj = 0;
+ _mesa_DeleteBuffers(1, &clear->VBO);
+ clear->VBO = 0;
+ _mesa_DeleteObjectARB(clear->ShaderProg);
+ clear->ShaderProg = 0;
- clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg,
- "color");
+ if (clear->IntegerShaderProg) {
+ _mesa_DeleteObjectARB(clear->IntegerShaderProg);
+ clear->IntegerShaderProg = 0;
+ }
}
/**
MESA_META_VERTEX |
MESA_META_VIEWPORT |
MESA_META_CLIP |
- MESA_META_CLAMP_FRAGMENT_COLOR);
+ MESA_META_CLAMP_FRAGMENT_COLOR |
+ 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);
- _mesa_UseProgramObjectARB(clear->ShaderProg);
- _mesa_Uniform4fvARB(clear->ColorLocation, 1,
- ctx->Color.ClearColor.f);
+ if (fb->_IntegerColor) {
+ _mesa_UseProgram(clear->IntegerShaderProg);
+ _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
+ ctx->Color.ClearColor.i);
+ } else {
+ _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);
}
* Determine if we can do the glDrawPixels with texture mapping.
*/
fallback = GL_FALSE;
- if (ctx->_ImageTransferState ||
- ctx->Fog.Enabled) {
+ if (ctx->Fog.Enabled) {
fallback = GL_TRUE;
}
texIntFormat = GL_ALPHA;
metaExtraSave = (MESA_META_COLOR_MASK |
MESA_META_DEPTH_TEST |
+ MESA_META_PIXEL_TRANSFER |
MESA_META_SHADER |
MESA_META_STENCIL_TEST);
}
MESA_META_CLIP |
MESA_META_VERTEX |
MESA_META_VIEWPORT |
- MESA_META_CLAMP_FRAGMENT_COLOR |
metaExtraSave));
newTex = alloc_texture(tex, width, height, texIntFormat);
_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 */
return;
}
- bitmap8 = (GLubyte *) malloc(width * height);
+ bitmap8 = malloc(width * height);
if (bitmap8) {
memset(bitmap8, bg, width * height);
_mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
* 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;
}
+static void
+setup_ff_generate_mipmap(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap)
+{
+ struct vertex {
+ GLfloat x, y, tex[3];
+ };
+
+ if (mipmap->ArrayObj == 0) {
+ /* one-time setup */
+ /* create vertex array object */
+ _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
+ _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
+
+ /* create vertex array buffer */
+ _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));
+ _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 struct glsl_sampler *
+setup_texture_sampler(GLenum target, struct gen_mipmap_state *mipmap)
+{
+ switch(target) {
+ case GL_TEXTURE_1D:
+ mipmap->sampler_1d.type = "sampler1D";
+ mipmap->sampler_1d.func = "texture1D";
+ mipmap->sampler_1d.texcoords = "texCoords.x";
+ return &mipmap->sampler_1d;
+ case GL_TEXTURE_2D:
+ mipmap->sampler_2d.type = "sampler2D";
+ mipmap->sampler_2d.func = "texture2D";
+ mipmap->sampler_2d.texcoords = "texCoords.xy";
+ return &mipmap->sampler_2d;
+ case GL_TEXTURE_3D:
+ /* Code for mipmap generation with 3D textures is not used yet.
+ * It's a sw fallback.
+ */
+ mipmap->sampler_3d.type = "sampler3D";
+ mipmap->sampler_3d.func = "texture3D";
+ mipmap->sampler_3d.texcoords = "texCoords";
+ return &mipmap->sampler_3d;
+ case GL_TEXTURE_CUBE_MAP:
+ mipmap->sampler_cubemap.type = "samplerCube";
+ mipmap->sampler_cubemap.func = "textureCube";
+ mipmap->sampler_cubemap.texcoords = "texCoords";
+ return &mipmap->sampler_cubemap;
+ case GL_TEXTURE_1D_ARRAY:
+ mipmap->sampler_1d_array.type = "sampler1DArray";
+ mipmap->sampler_1d_array.func = "texture1DArray";
+ mipmap->sampler_1d_array.texcoords = "texCoords.xy";
+ return &mipmap->sampler_1d_array;
+ case GL_TEXTURE_2D_ARRAY:
+ mipmap->sampler_2d_array.type = "sampler2DArray";
+ mipmap->sampler_2d_array.func = "texture2DArray";
+ mipmap->sampler_2d_array.texcoords = "texCoords";
+ return &mipmap->sampler_2d_array;
+ default:
+ _mesa_problem(NULL, "Unexpected texture target 0x%x in"
+ " setup_texture_sampler()\n", target);
+ return NULL;
+ }
+}
+
+
+static void
+setup_glsl_generate_mipmap(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap,
+ GLenum target)
+{
+ struct vertex {
+ GLfloat x, y, tex[3];
+ };
+ struct glsl_sampler *sampler;
+ const char *vs_source;
+ char *fs_source;
+ GLuint vs, fs;
+ void *mem_ctx;
+
+ /* Check if already initialized */
+ if (mipmap->ArrayObj == 0) {
+
+ /* create vertex array object */
+ _mesa_GenVertexArrays(1, &mipmap->ArrayObj);
+ _mesa_BindVertexArray(mipmap->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffers(1, &mipmap->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+
+ /* setup vertex arrays */
+ _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(x));
+ _mesa_VertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(tex));
+ }
+
+ /* Generate a fragment shader program appropriate for the texture target */
+ sampler = setup_texture_sampler(target, mipmap);
+ assert(sampler != NULL);
+ if (sampler->shader_prog != 0) {
+ mipmap->ShaderProg = sampler->shader_prog;
+ return;
+ }
+
+ mem_ctx = ralloc_context(NULL);
+
+ 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,
+ "#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 {
+ 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);
+ }
+
+ vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
+ fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
+
+ mipmap->ShaderProg = _mesa_CreateProgramObjectARB();
+ _mesa_AttachShader(mipmap->ShaderProg, fs);
+ _mesa_DeleteObjectARB(fs);
+ _mesa_AttachShader(mipmap->ShaderProg, vs);
+ _mesa_DeleteObjectARB(vs);
+ _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);
+}
+
+
+static void
+meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap)
+{
+ if (mipmap->ArrayObj == 0)
+ return;
+ _mesa_DeleteVertexArrays(1, &mipmap->ArrayObj);
+ mipmap->ArrayObj = 0;
+ _mesa_DeleteBuffers(1, &mipmap->VBO);
+ mipmap->VBO = 0;
+
+ _mesa_DeleteObjectARB(mipmap->sampler_1d.shader_prog);
+ _mesa_DeleteObjectARB(mipmap->sampler_2d.shader_prog);
+ _mesa_DeleteObjectARB(mipmap->sampler_3d.shader_prog);
+ _mesa_DeleteObjectARB(mipmap->sampler_cubemap.shader_prog);
+ _mesa_DeleteObjectARB(mipmap->sampler_1d_array.shader_prog);
+ _mesa_DeleteObjectARB(mipmap->sampler_2d_array.shader_prog);
+
+ mipmap->sampler_1d.shader_prog = 0;
+ mipmap->sampler_2d.shader_prog = 0;
+ mipmap->sampler_3d.shader_prog = 0;
+ mipmap->sampler_cubemap.shader_prog = 0;
+ mipmap->sampler_1d_array.shader_prog = 0;
+ mipmap->sampler_2d_array.shader_prog = 0;
+}
+
+
/**
* Called via ctx->Driver.GenerateMipmap()
* Note: We don't yet support 3D textures, 1D/2D array textures or texture
struct vertex verts[4];
const GLuint baseLevel = texObj->BaseLevel;
const GLuint maxLevel = texObj->MaxLevel;
- const GLenum minFilterSave = texObj->Sampler.MinFilter;
- const GLenum magFilterSave = texObj->Sampler.MagFilter;
const GLint maxLevelSave = texObj->MaxLevel;
const GLboolean genMipmapSave = texObj->GenerateMipmap;
- const GLenum wrapSSave = texObj->Sampler.WrapS;
- const GLenum wrapTSave = texObj->Sampler.WrapT;
- const GLenum wrapRSave = texObj->Sampler.WrapR;
- const GLenum srgbDecodeSave = texObj->Sampler.sRGBDecode;
- const GLenum srgbBufferSave = ctx->Color.sRGBEnabled;
const GLuint fboSave = ctx->DrawBuffer->Name;
- const GLuint original_active_unit = ctx->Texture.CurrentUnit;
+ const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
+ const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
+ ctx->Extensions.ARB_fragment_shader &&
+ (ctx->API != API_OPENGLES);
GLenum faceTarget;
GLuint dstLevel;
- const GLuint border = 0;
const GLint slice = 0;
+ GLuint samplerSave;
if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
_mesa_generate_mipmap(ctx, target, texObj);
_mesa_meta_begin(ctx, MESA_META_ALL);
- if (original_active_unit != 0)
- _mesa_BindTexture(target, texObj->Name);
-
- if (mipmap->ArrayObj == 0) {
- /* one-time setup */
-
- /* create vertex array object */
- _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
- _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
-
- /* create vertex array buffer */
- _mesa_GenBuffersARB(1, &mipmap->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->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(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
- _mesa_EnableClientState(GL_VERTEX_ARRAY);
- _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ /* Choose between glsl version and fixed function version of
+ * GenerateMipmap function.
+ */
+ if (use_glsl_version) {
+ setup_glsl_generate_mipmap(ctx, mipmap, target);
+ _mesa_UseProgram(mipmap->ShaderProg);
}
else {
- _mesa_BindVertexArray(mipmap->ArrayObj);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+ setup_ff_generate_mipmap(ctx, mipmap);
+ _mesa_set_enable(ctx, target, GL_TRUE);
}
+ _mesa_BindVertexArray(mipmap->ArrayObj);
+ _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;
+
+ if (currentTexUnitSave != 0)
+ _mesa_BindTexture(target, texObj->Name);
+
if (!mipmap->FBO) {
- _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
+ _mesa_GenFramebuffers(1, &mipmap->FBO);
}
- _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ if (!mipmap->Sampler) {
+ _mesa_GenSamplers(1, &mipmap->Sampler);
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
- /* We don't want to encode or decode sRGB values; treat them as linear */
- if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
- GL_SKIP_DECODE_EXT);
- }
- if (ctx->Extensions.EXT_framebuffer_sRGB) {
- _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
+ _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_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+ /* We don't want to encode or decode sRGB values; treat them as linear.
+ * This is not technically correct for GLES3 but we don't get any API
+ * error at the moment.
+ */
+ if (ctx->Extensions.EXT_texture_sRGB_decode) {
+ _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
+ GL_SKIP_DECODE_EXT);
+ }
+
+ } else {
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
}
- _mesa_set_enable(ctx, target, GL_TRUE);
+ _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
+
+ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES)
+ _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
+ else
+ assert(!genMipmapSave);
- /* setup texcoords (XXX what about border?) */
+ /* Setup texture coordinates */
setup_texture_coords(faceTarget,
- 0.0, 0.0, /* width, height never used here */
slice,
+ 0, 0, /* width, height never used here */
verts[0].tex,
verts[1].tex,
verts[2].tex,
verts[3].tex);
/* setup vertex positions */
- verts[0].x = 0.0F;
- verts[0].y = 0.0F;
- verts[1].x = 1.0F;
- verts[1].y = 0.0F;
- verts[2].x = 1.0F;
- verts[2].y = 1.0F;
- verts[3].x = 0.0F;
- verts[3].y = 1.0F;
-
- /* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
-
- /* setup projection matrix */
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_LoadIdentity();
- _mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
+ verts[0].x = -1.0F;
+ verts[0].y = -1.0F;
+ verts[1].x = 1.0F;
+ verts[1].y = -1.0F;
+ verts[2].x = 1.0F;
+ verts[2].y = 1.0F;
+ verts[3].x = -1.0F;
+ verts[3].y = 1.0F;
+
+ /* upload vertex data */
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ verts, GL_DYNAMIC_DRAW_ARB);
/* texture is already locked, unlock now */
_mesa_unlock_texture(ctx, texObj);
GLenum status;
srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
- assert(srcImage->Border == 0); /* XXX we can fix this */
+ assert(srcImage->Border == 0);
- /* src size w/out border */
- srcWidth = srcImage->Width - 2 * border;
- srcHeight = srcImage->Height - 2 * border;
- srcDepth = srcImage->Depth - 2 * border;
+ /* src size */
+ srcWidth = srcImage->Width;
+ srcHeight = srcImage->Height;
+ srcDepth = srcImage->Depth;
- /* new dst size w/ border */
- dstWidth = MAX2(1, srcWidth / 2) + 2 * border;
- dstHeight = MAX2(1, srcHeight / 2) + 2 * border;
- dstDepth = MAX2(1, srcDepth / 2) + 2 * border;
+ /* new dst size */
+ dstWidth = MAX2(1, srcWidth / 2);
+ dstHeight = MAX2(1, srcHeight / 2);
+ dstDepth = MAX2(1, srcDepth / 2);
if (dstWidth == srcImage->Width &&
dstHeight == srcImage->Height &&
break;
}
- /* Set MaxLevel large enough to hold the new level when we allocate it */
+ /* Allocate storage for the destination mipmap image(s) */
+
+ /* Set MaxLevel large enough to hold the new level when we allocate it */
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
- /* Create empty dest image */
- if (target == GL_TEXTURE_1D) {
- _mesa_TexImage1D(target, dstLevel, srcImage->InternalFormat,
- dstWidth, border,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- }
- else if (target == GL_TEXTURE_3D) {
- _mesa_TexImage3D(target, dstLevel, srcImage->InternalFormat,
- dstWidth, dstHeight, dstDepth, border,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- }
- else {
- /* 2D or cube */
- _mesa_TexImage2D(faceTarget, dstLevel, srcImage->InternalFormat,
- dstWidth, dstHeight, border,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-
- if (target == GL_TEXTURE_CUBE_MAP) {
- /* If texturing from a cube, we need to make sure all src faces
- * have been defined (even if we're not sampling from them.)
- * Otherwise the texture object will be 'incomplete' and
- * texturing from it will not be allowed.
- */
- GLuint face;
- for (face = 0; face < 6; face++) {
- if (!texObj->Image[face][srcLevel] ||
- texObj->Image[face][srcLevel]->Width != srcWidth) {
- _mesa_TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
- srcLevel, srcImage->InternalFormat,
- srcWidth, srcHeight, border,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- }
- }
- }
+ if (!_mesa_prepare_mipmap_level(ctx, texObj, dstLevel,
+ dstWidth, dstHeight, dstDepth,
+ srcImage->Border,
+ srcImage->InternalFormat,
+ srcImage->TexFormat)) {
+ /* All done. We either ran out of memory or we would go beyond the
+ * last valid level of an immutable texture if we continued.
+ */
+ break;
}
/* limit minification to src level */
/* 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) {
- abort();
+ _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
+ "_mesa_meta_GenerateMipmap()");
break;
}
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
- if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
- srgbDecodeSave);
- }
- if (ctx->Extensions.EXT_framebuffer_sRGB && srgbBufferSave) {
- _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
- }
-
_mesa_lock_texture(ctx, texObj); /* relock */
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
+
_mesa_meta_end(ctx);
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
- _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, wrapRSave);
+ if (genMipmapSave)
+ _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
- _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
+ _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave);
}
* ReadPixels() and passed to Tex[Sub]Image().
*/
static GLenum
-get_temp_image_type(struct gl_context *ctx, GLenum baseFormat)
+get_temp_image_type(struct gl_context *ctx, gl_format format)
{
+ GLenum baseFormat;
+
+ baseFormat = _mesa_get_format_base_format(format);
+
switch (baseFormat) {
case GL_RGBA:
case GL_RGB:
+ case GL_RG:
+ case GL_RED:
case GL_ALPHA:
case GL_LUMINANCE:
case GL_LUMINANCE_ALPHA:
case GL_INTENSITY:
- if (ctx->DrawBuffer->Visual.redBits <= 8)
+ if (ctx->DrawBuffer->Visual.redBits <= 8) {
return GL_UNSIGNED_BYTE;
- else if (ctx->DrawBuffer->Visual.redBits <= 8)
+ } else if (ctx->DrawBuffer->Visual.redBits <= 16) {
return GL_UNSIGNED_SHORT;
- else
+ } else {
+ GLenum datatype = _mesa_get_format_datatype(format);
+ if (datatype == GL_INT || datatype == GL_UNSIGNED_INT)
+ return datatype;
return GL_FLOAT;
+ }
case GL_DEPTH_COMPONENT:
return GL_UNSIGNED_INT;
case GL_DEPTH_STENCIL:
return GL_UNSIGNED_INT_24_8;
default:
- _mesa_problem(ctx, "Unexpected format in get_temp_image_type()");
+ _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
+ baseFormat);
return 0;
}
}
* Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
* Have to be careful with locking and meta state for pixel transfer.
*/
-static void
-copy_tex_sub_image(struct gl_context *ctx,
- GLuint dims, GLenum target, GLint level,
- GLint xoffset, GLint yoffset, GLint zoffset,
- GLint x, GLint y,
- GLsizei width, GLsizei height)
+void
+_mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
+ struct gl_texture_image *texImage,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ struct gl_renderbuffer *rb,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height)
{
- struct gl_texture_object *texObj;
- struct gl_texture_image *texImage;
+ struct gl_texture_object *texObj = texImage->TexObject;
GLenum format, type;
GLint bpp;
void *buf;
- texObj = _mesa_get_current_tex_object(ctx, target);
- texImage = _mesa_select_tex_image(ctx, texObj, target, level);
-
/* Choose format/type for temporary image buffer */
format = _mesa_get_format_base_format(texImage->TexFormat);
if (format == GL_LUMINANCE ||
format = GL_RGBA;
}
- type = get_temp_image_type(ctx, format);
+ type = get_temp_image_type(ctx, texImage->TexFormat);
+ if (_mesa_is_format_integer_color(texImage->TexFormat)) {
+ format = _mesa_base_format_to_integer_format(format);
+ }
bpp = _mesa_bytes_per_pixel(format, type);
if (bpp <= 0) {
- _mesa_problem(ctx, "Bad bpp in meta copy_tex_sub_image()");
+ _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
return;
}
* Store texture data (with pixel transfer ops)
*/
_mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
- if (target == GL_TEXTURE_1D) {
- ctx->Driver.TexSubImage1D(ctx, target, level, xoffset,
- width, format, type, buf,
- &ctx->Unpack, texObj, texImage);
- }
- else if (target == GL_TEXTURE_3D) {
- ctx->Driver.TexSubImage3D(ctx, target, level, xoffset, yoffset, zoffset,
- width, height, 1, format, type, buf,
- &ctx->Unpack, texObj, texImage);
- }
- else {
- ctx->Driver.TexSubImage2D(ctx, target, level, xoffset, yoffset,
- width, height, format, type, buf,
- &ctx->Unpack, texObj, texImage);
- }
+
+ ctx->Driver.TexSubImage(ctx, dims, texImage,
+ xoffset, yoffset, zoffset, width, height, 1,
+ format, type, buf, &ctx->Unpack);
+
_mesa_meta_end(ctx);
_mesa_lock_texture(ctx, texObj); /* re-lock */
}
-void
-_mesa_meta_CopyTexSubImage1D(struct gl_context *ctx, GLenum target, GLint level,
- GLint xoffset,
- GLint x, GLint y, GLsizei width)
-{
- copy_tex_sub_image(ctx, 1, target, level, xoffset, 0, 0,
- x, y, width, 1);
-}
-
-
-void
-_mesa_meta_CopyTexSubImage2D(struct gl_context *ctx, GLenum target, GLint level,
- GLint xoffset, GLint yoffset,
- GLint x, GLint y,
- GLsizei width, GLsizei height)
-{
- copy_tex_sub_image(ctx, 2, target, level, xoffset, yoffset, 0,
- x, y, width, height);
-}
-
-
-void
-_mesa_meta_CopyTexSubImage3D(struct gl_context *ctx, GLenum target, GLint level,
- GLint xoffset, GLint yoffset, GLint zoffset,
- GLint x, GLint y,
- GLsizei width, GLsizei height)
-{
- copy_tex_sub_image(ctx, 3, target, level, xoffset, yoffset, zoffset,
- x, y, width, height);
-}
-
-
/**
* Decompress a texture image by drawing a quad with the compressed
* texture and reading the pixels out of the color buffer.
struct gl_texture_image *texImage,
GLuint slice,
GLenum destFormat, GLenum destType,
- GLvoid *dest, GLint destRowLength)
+ GLvoid *dest)
{
struct decompress_state *decompress = &ctx->Meta->Decompress;
struct gl_texture_object *texObj = texImage->TexObject;
};
struct vertex verts[4];
GLuint fboDrawSave, fboReadSave;
+ GLuint rbSave;
+ GLuint samplerSave;
if (slice > 0) {
assert(target == GL_TEXTURE_3D ||
/* save fbo bindings (not saved by _mesa_meta_begin()) */
fboDrawSave = ctx->DrawBuffer->Name;
fboReadSave = ctx->ReadBuffer->Name;
+ rbSave = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
- _mesa_meta_begin(ctx, MESA_META_ALL);
+ _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_PIXEL_STORE);
+
+ samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
/* 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_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA,
+ if (width > decompress->Width || height > decompress->Height) {
+ _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) {
+ _mesa_GenSamplers(1, &decompress->Sampler);
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
+ /* nearest filtering */
+ _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ /* No sRGB decode or encode.*/
+ if (ctx->Extensions.EXT_texture_sRGB_decode) {
+ _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
+ GL_SKIP_DECODE_EXT);
+ }
+
+ } else {
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
}
setup_texture_coords(faceTarget, slice, width, height,
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);
{
/* save texture object state */
- const GLenum minFilterSave = texObj->Sampler.MinFilter;
- const GLenum magFilterSave = texObj->Sampler.MagFilter;
const GLint baseLevelSave = texObj->BaseLevel;
const GLint maxLevelSave = texObj->MaxLevel;
- const GLenum wrapSSave = texObj->Sampler.WrapS;
- const GLenum wrapTSave = texObj->Sampler.WrapT;
- const GLenum srgbSave = texObj->Sampler.sRGBDecode;
/* restrict sampling to the texture level of interest */
- _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
- /* nearest filtering */
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
- /* No sRGB decode or encode.*/
- if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
- GL_SKIP_DECODE_EXT);
- }
- if (ctx->Extensions.EXT_framebuffer_sRGB) {
- _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
+ if (target != GL_TEXTURE_RECTANGLE_ARB) {
+ _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
}
/* render quad w/ texture into renderbuffer */
/* Restore texture object state, the texture binding will
* be restored by _mesa_meta_end().
*/
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
if (target != GL_TEXTURE_RECTANGLE_ARB) {
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
}
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
- if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, srgbSave);
- }
+
}
/* 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);
}
- ctx->Pack.RowLength = destRowLength;
_mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
}
/* disable texture unit */
_mesa_set_enable(ctx, target, GL_FALSE);
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
+
_mesa_meta_end(ctx);
/* 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_BindRenderbuffer(GL_RENDERBUFFER_EXT, rbSave);
}
const GLuint slice = 0; /* only 2D compressed textures for now */
/* Need to unlock the texture here to prevent deadlock... */
_mesa_unlock_texture(ctx, texObj);
- decompress_texture_image(ctx, texImage, slice, format, type, pixels,
- ctx->Pack.RowLength);
+ decompress_texture_image(ctx, texImage, slice, format, type, pixels);
/* ... and relock it */
_mesa_lock_texture(ctx, texObj);
}
_mesa_get_teximage(ctx, format, type, pixels, texImage);
}
}
+
+
+/**
+ * Meta implementation of ctx->Driver.DrawTex() in terms
+ * of polygon rendering.
+ */
+void
+_mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
+ GLfloat width, GLfloat height)
+{
+ struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
+ struct vertex {
+ GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
+ };
+ struct vertex verts[4];
+ GLuint i;
+
+ _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
+ MESA_META_SHADER |
+ MESA_META_TRANSFORM |
+ MESA_META_VERTEX |
+ MESA_META_VIEWPORT));
+
+ if (drawtex->ArrayObj == 0) {
+ /* one-time setup */
+ GLint active_texture;
+
+ /* create vertex array object */
+ _mesa_GenVertexArrays(1, &drawtex->ArrayObj);
+ _mesa_BindVertexArray(drawtex->ArrayObj);
+
+ /* create vertex array buffer */
+ _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 */
+ active_texture = ctx->Array.ActiveTexture;
+
+ /* setup vertex arrays */
+ _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
+ _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ for (i = 0; i < ctx->Const.MaxTextureUnits; 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_ClientActiveTexture(GL_TEXTURE0 + active_texture);
+ }
+ else {
+ _mesa_BindVertexArray(drawtex->ArrayObj);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
+ }
+
+ /* vertex positions, texcoords */
+ {
+ const GLfloat x1 = x + width;
+ const GLfloat y1 = y + height;
+
+ z = CLAMP(z, 0.0f, 1.0f);
+ z = invert_z(z);
+
+ verts[0].x = x;
+ verts[0].y = y;
+ verts[0].z = z;
+
+ verts[1].x = x1;
+ verts[1].y = y;
+ verts[1].z = z;
+
+ verts[2].x = x1;
+ verts[2].y = y1;
+ verts[2].z = z;
+
+ verts[3].x = x;
+ verts[3].y = y1;
+ verts[3].z = z;
+
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ const struct gl_texture_object *texObj;
+ const struct gl_texture_image *texImage;
+ GLfloat s, t, s1, t1;
+ GLuint tw, th;
+
+ if (!ctx->Texture.Unit[i]._ReallyEnabled) {
+ GLuint j;
+ for (j = 0; j < 4; j++) {
+ verts[j].st[i][0] = 0.0f;
+ verts[j].st[i][1] = 0.0f;
+ }
+ continue;
+ }
+
+ texObj = ctx->Texture.Unit[i]._Current;
+ texImage = texObj->Image[0][texObj->BaseLevel];
+ tw = texImage->Width2;
+ th = texImage->Height2;
+
+ s = (GLfloat) texObj->CropRect[0] / tw;
+ t = (GLfloat) texObj->CropRect[1] / th;
+ s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
+ t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
+
+ verts[0].st[i][0] = s;
+ verts[0].st[i][1] = t;
+
+ verts[1].st[i][0] = s1;
+ verts[1].st[i][1] = t;
+
+ verts[2].st[i][0] = s1;
+ verts[2].st[i][1] = t1;
+
+ verts[3].st[i][0] = s;
+ verts[3].st[i][1] = t1;
+ }
+
+ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ }
+
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ _mesa_meta_end(ctx);
+}