#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/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"
/** Return offset in bytes of the field within a vertex struct */
struct gl_feedback Feedback;
#endif
+ /** MESA_META_MULTISAMPLE */
+ GLboolean MultisampleEnabled;
+
/** Miscellaneous (always disabled) */
GLboolean Lighting;
GLboolean RasterDiscard;
GLuint ArrayObj;
GLuint VBO;
GLuint FBO;
+ GLuint Sampler;
+ GLuint ShaderProg;
+ GLuint IntegerShaderProg;
};
struct decompress_state
{
GLuint ArrayObj;
- GLuint VBO, FBO, RBO;
+ GLuint VBO, FBO, RBO, Sampler;
GLint Width, Height;
};
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)
_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);
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) {
+ _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 && 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 && ctx->Extensions.ARB_fragment_program) {
save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
_mesa_reference_fragprog(ctx, &save->FragmentProgram,
ctx->FragmentProgram.Current);
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);
- if (ctx->Extensions.OES_EGL_image_external)
- _mesa_set_enable(ctx, GL_TEXTURE_EXTERNAL_OES, 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 || 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_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);
+ if (ctx->Extensions.OES_EGL_image_external)
+ _mesa_set_enable(ctx, GL_TEXTURE_EXTERNAL_OES, 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);
+ }
}
}
/* set defaults for unit[0] */
_mesa_ActiveTextureARB(GL_TEXTURE0);
_mesa_ClientActiveTextureARB(GL_TEXTURE0);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ }
}
if (state & MESA_META_TRANSFORM) {
}
#endif
+ if (state & MESA_META_MULTISAMPLE) {
+ save->MultisampleEnabled = ctx->Multisample.Enabled;
+ if (ctx->Multisample.Enabled)
+ _mesa_set_enable(ctx, GL_MULTISAMPLE, GL_FALSE);
+ }
+
/* misc */
{
save->Lighting = ctx->Light.Enabled;
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;
if (state & MESA_META_ALPHA_TEST) {
}
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) {
+ _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 && 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 && ctx->Extensions.ARB_fragment_program) {
_mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
save->FragmentProgramEnabled);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
_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 && 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 || 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++) {
}
/* Restore fixed function texture enables, texgen */
- 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 (ctx->API == API_OPENGL || 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 (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
- FLUSH_VERTICES(ctx, _NEW_TEXTURE);
- ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
- }
+ 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 */
}
#endif
+ if (state & MESA_META_MULTISAMPLE) {
+ if (ctx->Multisample.Enabled != save->MultisampleEnabled)
+ _mesa_set_enable(ctx, GL_MULTISAMPLE, save->MultisampleEnabled);
+ }
+
/* misc */
if (save->Lighting) {
_mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
if (save->TransformFeedbackNeedsResume)
_mesa_ResumeTransformFeedback();
#endif
+
+ ctx->Meta->SaveStackDepth--;
}
if (readAtt && readAtt->Texture) {
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;
+ 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
return mask;
}
+ _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.*/
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) {
+ if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB
+ || _mesa_is_gles3(ctx)) {
_mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
}
/* 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;
}
"}\n";
const char *vs_int_source =
"#version 130\n"
- "attribute vec4 position;\n"
+ "in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg,
"color");
- if (ctx->API == API_OPENGL && ctx->Const.GLSLVersion >= 130) {
+ if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) {
vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
MESA_META_VERTEX |
MESA_META_VIEWPORT |
MESA_META_CLIP |
- MESA_META_CLAMP_FRAGMENT_COLOR);
+ MESA_META_CLAMP_FRAGMENT_COLOR |
+ MESA_META_MULTISAMPLE);
if (!(buffers & BUFFER_BITS_COLOR)) {
/* We'll use colormask to disable color writes. Otherwise,
* 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);
}
}
+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_GenBuffersARB(1, &mipmap->VBO);
+ _mesa_BindBufferARB(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 void
+setup_glsl_generate_mipmap(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap)
+{
+ struct vertex {
+ GLfloat x, y, tex[3];
+ };
+
+ static const char *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";
+ static const char *fs_source =
+ "uniform sampler2D tex2d;\n"
+ "varying vec3 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = texture2D(tex2d, texCoords.xy);\n"
+ "}\n";
+
+ 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";
+ GLuint vs, fs;
+
+ /* Check if already initialized */
+ if (mipmap->ArrayObj != 0)
+ return;
+ /* create vertex array object */
+ _mesa_GenVertexArrays(1, &mipmap->ArrayObj);
+ _mesa_BindVertexArray(mipmap->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffersARB(1, &mipmap->VBO);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+
+ /* setup vertex arrays */
+ _mesa_VertexAttribPointerARB(0, 2, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(x));
+ _mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(tex));
+
+ 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_BindAttribLocationARB(mipmap->ShaderProg, 0, "position");
+ _mesa_BindAttribLocationARB(mipmap->ShaderProg, 1, "texcoords");
+ _mesa_EnableVertexAttribArrayARB(0);
+ _mesa_EnableVertexAttribArrayARB(1);
+ link_program_with_debug(ctx, mipmap->ShaderProg);
+
+ 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);
+ }
+}
+
+
+static void
+meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap)
+{
+ if (mipmap->ArrayObj == 0)
+ return;
+ _mesa_DeleteVertexArraysAPPLE(1, &mipmap->ArrayObj);
+ mipmap->ArrayObj = 0;
+ _mesa_DeleteBuffersARB(1, &mipmap->VBO);
+ mipmap->VBO = 0;
+ _mesa_DeleteObjectARB(mipmap->ShaderProg);
+ mipmap->ShaderProg = 0;
+
+ if (mipmap->IntegerShaderProg) {
+ _mesa_DeleteObjectARB(mipmap->IntegerShaderProg);
+ mipmap->IntegerShaderProg = 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);
+ /* Choose between glsl version and fixed function version of
+ * GenerateMipmap function.
+ */
+ if (use_glsl_version) {
+ setup_glsl_generate_mipmap(ctx, mipmap);
- /* 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);
+ if (texObj->_IsIntegerFormat)
+ _mesa_UseProgramObjectARB(mipmap->IntegerShaderProg);
+ else
+ _mesa_UseProgramObjectARB(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_BindBufferARB(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_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 (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_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);
}
- if (ctx->Extensions.EXT_framebuffer_sRGB) {
+
+ _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
+
+ if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES)
+ _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
+ else
+ assert(!genMipmapSave);
+
+ if ((ctx->Extensions.EXT_framebuffer_sRGB &&
+ _mesa_is_desktop_gl(ctx)) ||
+ _mesa_is_gles3(ctx)) {
_mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
}
- _mesa_set_enable(ctx, target, GL_TRUE);
-
- /* setup texcoords (XXX what about border?) */
+ /* Setup texture coordinates */
setup_texture_coords(faceTarget,
slice,
0, 0, /* width, height never used here */
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_BufferDataARB(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 &&
_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);
}
* 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:
else if (ctx->DrawBuffer->Visual.redBits <= 16)
return GL_UNSIGNED_SHORT;
else
- return GL_FLOAT;
+ return _mesa_get_format_datatype(format);
case GL_DEPTH_COMPONENT:
return GL_UNSIGNED_INT;
case GL_DEPTH_STENCIL:
format = GL_RGBA;
}
+ type = get_temp_image_type(ctx, texImage->TexFormat);
if (_mesa_is_format_integer_color(texImage->TexFormat)) {
- _mesa_problem(ctx, "unsupported integer color copyteximage");
- return;
+ format = _mesa_base_format_to_integer_format(format);
}
-
- type = get_temp_image_type(ctx, format);
bpp = _mesa_bytes_per_pixel(format, type);
if (bpp <= 0) {
_mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
struct vertex verts[4];
GLuint fboDrawSave, fboReadSave;
GLuint rbSave;
+ GLuint samplerSave;
if (slice > 0) {
assert(target == GL_TEXTURE_3D ||
_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_BindBufferARB(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[0].tex,
verts[1].tex,
{
/* 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);
+ if (target != GL_TEXTURE_RECTANGLE_ARB) {
+ _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
+ }
/* 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) {
+ if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB
+ || _mesa_is_gles3(ctx)) {
_mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
}
/* 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 */
/* disable texture unit */
_mesa_set_enable(ctx, target, GL_FALSE);
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
+
_mesa_meta_end(ctx);
/* restore fbo bindings */