#include "main/feedback.h"
#include "main/formats.h"
#include "main/format_unpack.h"
+#include "main/framebuffer.h"
#include "main/glformats.h"
#include "main/image.h"
#include "main/macros.h"
#include "main/polygon.h"
#include "main/queryobj.h"
#include "main/readpix.h"
+#include "main/renderbuffer.h"
#include "main/scissor.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
choose_blit_shader(GLenum target, struct blit_shader_table *table);
static void cleanup_temp_texture(struct temp_texture *tex);
-static void meta_glsl_clear_cleanup(struct clear_state *clear);
-static void meta_decompress_cleanup(struct decompress_state *decompress);
-static void meta_drawpix_cleanup(struct drawpix_state *drawpix);
+static void meta_glsl_clear_cleanup(struct gl_context *ctx,
+ struct clear_state *clear);
+static void meta_decompress_cleanup(struct gl_context *ctx,
+ struct decompress_state *decompress);
+static void meta_drawpix_cleanup(struct gl_context *ctx,
+ struct drawpix_state *drawpix);
void
-_mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
- struct gl_texture_image *texImage, GLuint layer)
+_mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
+ struct gl_framebuffer *fb,
+ GLenum attachment,
+ struct gl_texture_image *texImage,
+ GLuint layer)
{
struct gl_texture_object *texObj = texImage->TexObject;
int level = texImage->Level;
- GLenum texTarget = texObj->Target;
+ const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP
+ ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face
+ : texObj->Target;
- switch (texTarget) {
- case GL_TEXTURE_1D:
- _mesa_FramebufferTexture1D(fboTarget,
- attachment,
- texTarget,
- texObj->Name,
- level);
- break;
- case GL_TEXTURE_1D_ARRAY:
- case GL_TEXTURE_2D_ARRAY:
- case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
- case GL_TEXTURE_CUBE_MAP_ARRAY:
- case GL_TEXTURE_3D:
- _mesa_FramebufferTextureLayer(fboTarget,
- attachment,
- texObj->Name,
- level,
- layer);
- break;
- default: /* 2D / cube */
- if (texTarget == GL_TEXTURE_CUBE_MAP)
- texTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
-
- _mesa_FramebufferTexture2D(fboTarget,
- attachment,
- texTarget,
- texObj->Name,
- level);
- }
+ _mesa_framebuffer_texture(ctx, fb, attachment, texObj, texTarget,
+ level, layer, false, __func__);
}
GLuint
_mesa_DeleteShader(fs);
_mesa_AttachShader(*program, vs);
_mesa_DeleteShader(vs);
- _mesa_BindAttribLocation(*program, 0, "position");
- _mesa_BindAttribLocation(*program, 1, "texcoords");
_mesa_meta_link_program_with_debug(ctx, *program);
_mesa_UseProgram(*program);
{
char *vs_source, *fs_source;
struct blit_shader *shader = choose_blit_shader(target, table);
- const char *vs_input, *vs_output, *fs_input, *vs_preprocess, *fs_preprocess;
+ const char *fs_input, *vs_preprocess, *fs_preprocess;
void *mem_ctx;
if (ctx->Const.GLSLVersion < 130) {
vs_preprocess = "";
- vs_input = "attribute";
- vs_output = "varying";
fs_preprocess = "#extension GL_EXT_texture_array : enable";
fs_input = "varying";
} else {
vs_preprocess = "#version 130";
- vs_input = "in";
- vs_output = "out";
fs_preprocess = "#version 130";
fs_input = "in";
shader->func = "texture";
vs_source = ralloc_asprintf(mem_ctx,
"%s\n"
- "%s vec2 position;\n"
- "%s vec4 textureCoords;\n"
- "%s vec4 texCoords;\n"
+ "#extension GL_ARB_explicit_attrib_location: enable\n"
+ "layout(location = 0) in vec2 position;\n"
+ "layout(location = 1) in vec4 textureCoords;\n"
+ "out vec4 texCoords;\n"
"void main()\n"
"{\n"
" texCoords = textureCoords;\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
"}\n",
- vs_preprocess, vs_input, vs_input, vs_output);
+ vs_preprocess);
fs_source = ralloc_asprintf(mem_ctx,
"%s\n"
/**
* Configure vertex buffer and vertex array objects for tests
*
- * Regardless of whether a new VAO and new VBO are created, the objects
- * referenced by \c VAO and \c VBO will be bound into the GL state vector
- * when this function terminates.
+ * Regardless of whether a new VAO is created, the object referenced by \c VAO
+ * will be bound into the GL state vector when this function terminates. The
+ * object referenced by \c VBO will \b not be bound.
*
* \param VAO Storage for vertex array object handle. If 0, a new VAO
* will be created.
- * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
+ * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
* will be created. The new VBO will have storage for 4
* \c vertex structures.
* \param use_generic_attributes Should generic attributes 0 and 1 be used,
* Use \c texcoord_size instead.
*/
void
-_mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
+_mesa_meta_setup_vertex_objects(struct gl_context *ctx,
+ GLuint *VAO, struct gl_buffer_object **buf_obj,
bool use_generic_attributes,
unsigned vertex_size, unsigned texcoord_size,
unsigned color_size)
{
if (*VAO == 0) {
- assert(*VBO == 0);
+ struct gl_vertex_array_object *array_obj;
+ assert(*buf_obj == NULL);
/* create vertex array object */
_mesa_GenVertexArrays(1, VAO);
_mesa_BindVertexArray(*VAO);
+ array_obj = _mesa_lookup_vao(ctx, *VAO);
+ assert(array_obj != NULL);
+
/* create vertex array buffer */
- _mesa_GenBuffers(1, VBO);
- _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
- _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL,
- GL_DYNAMIC_DRAW);
+ *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
+ if (*buf_obj == NULL)
+ return;
+
+ _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
+ GL_DYNAMIC_DRAW, __func__);
/* setup vertex arrays */
if (use_generic_attributes) {
assert(color_size == 0);
- _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
- sizeof(struct vertex), OFFSET(x));
- _mesa_EnableVertexAttribArray(0);
-
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
+ vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, x), true);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj,
+ VERT_ATTRIB_GENERIC(0));
if (texcoord_size > 0) {
- _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE,
- sizeof(struct vertex), OFFSET(tex));
- _mesa_EnableVertexAttribArray(1);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
+ texcoord_size, GL_FLOAT, GL_RGBA,
+ GL_FALSE, GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, tex), false);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj,
+ VERT_ATTRIB_GENERIC(1));
}
} else {
- _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
- OFFSET(x));
- _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
+ vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, x), true);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
if (texcoord_size > 0) {
- _mesa_TexCoordPointer(texcoord_size, GL_FLOAT,
- sizeof(struct vertex), OFFSET(tex));
- _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
+ vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, tex), false);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
}
if (color_size > 0) {
- _mesa_ColorPointer(color_size, GL_FLOAT,
- sizeof(struct vertex), OFFSET(r));
- _mesa_EnableClientState(GL_COLOR_ARRAY);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
+ vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, r), false);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
}
}
} else {
_mesa_BindVertexArray(*VAO);
- _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
}
}
{
GET_CURRENT_CONTEXT(old_context);
_mesa_make_current(ctx, NULL, NULL);
- _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit);
- meta_glsl_clear_cleanup(&ctx->Meta->Clear);
- _mesa_meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap);
+ _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
+ meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
+ _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
cleanup_temp_texture(&ctx->Meta->TempTex);
- meta_decompress_cleanup(&ctx->Meta->Decompress);
- meta_drawpix_cleanup(&ctx->Meta->DrawPix);
+ meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
+ meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
if (old_context)
_mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
else
save->API = ctx->API;
ctx->API = API_OPENGL_COMPAT;
+ /* Mesa's extension helper functions use the current context's API to look up
+ * the version required by an extension as a step in determining whether or
+ * not it has been advertised. Since meta aims to only be restricted by the
+ * driver capability (and not by whether or not an extension has been
+ * advertised), set the helper functions' Version variable to a value that
+ * will make the checks on the context API and version unconditionally pass.
+ */
+ save->ExtensionsVersion = ctx->Extensions.Version;
+ ctx->Extensions.Version = ~0;
+
/* Pausing transform feedback needs to be done early, or else we won't be
* able to change other state.
*/
/* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
* that we don't have to worry about the current pipeline state.
*/
- for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
_mesa_reference_shader_program(ctx, &save->Shader[i],
ctx->Shader.CurrentProgram[i]);
}
GLuint u, tgt;
save->ActiveUnit = ctx->Texture.CurrentUnit;
- save->ClientActiveUnit = ctx->Array.ActiveTexture;
save->EnvMode = ctx->Texture.Unit[0].EnvMode;
/* Disable all texture units */
/* set defaults for unit[0] */
_mesa_ActiveTexture(GL_TEXTURE0);
- _mesa_ClientActiveTexture(GL_TEXTURE0);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
/* save vertex array object state */
_mesa_reference_vao(ctx, &save->VAO,
ctx->Array.VAO);
- _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
- ctx->Array.ArrayBufferObj);
/* set some default state? */
}
if (ctx->RasterDiscard)
_mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
- save->DrawBufferName = ctx->DrawBuffer->Name;
- save->ReadBufferName = ctx->ReadBuffer->Name;
- save->RenderbufferName = (ctx->CurrentRenderbuffer ?
- ctx->CurrentRenderbuffer->Name : 0);
+ _mesa_reference_framebuffer(&save->DrawBuffer, ctx->DrawBuffer);
+ _mesa_reference_framebuffer(&save->ReadBuffer, ctx->ReadBuffer);
}
}
GL_TESS_EVALUATION_SHADER,
GL_GEOMETRY_SHADER,
GL_FRAGMENT_SHADER,
+ GL_COMPUTE_SHADER,
};
+ STATIC_ASSERT(MESA_SHADER_STAGES == ARRAY_SIZE(targets));
bool any_shader;
}
any_shader = false;
- for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
/* It is safe to call _mesa_use_shader_program even if the extension
* necessary for that program state is not supported. In that case,
* the saved program object must be NULL and the currently bound
/* restore current unit state */
_mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
- _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
}
if (state & MESA_META_TRANSFORM) {
}
if (state & MESA_META_VERTEX) {
- /* restore vertex buffer object */
- _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
- _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
-
/* restore vertex array object */
_mesa_BindVertexArray(save->VAO->Name);
_mesa_reference_vao(ctx, &save->VAO, NULL);
if (save->TransformFeedbackNeedsResume)
_mesa_ResumeTransformFeedback();
- if (ctx->DrawBuffer->Name != save->DrawBufferName)
- _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
-
- if (ctx->ReadBuffer->Name != save->ReadBufferName)
- _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
-
- if (!ctx->CurrentRenderbuffer ||
- ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
- _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
+ _mesa_bind_framebuffers(ctx, save->DrawBuffer, save->ReadBuffer);
+ _mesa_reference_framebuffer(&save->DrawBuffer, NULL);
+ _mesa_reference_framebuffer(&save->ReadBuffer, NULL);
if (state & MESA_META_DRAW_BUFFERS) {
_mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
ctx->Meta->SaveStackDepth--;
ctx->API = save->API;
+ ctx->Extensions.Version = save->ExtensionsVersion;
}
}
void
-_mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
+_mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
+ GLuint *VAO, struct gl_buffer_object **buf_obj,
unsigned texcoord_size)
{
- _mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0);
+ _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
+ 0);
/* setup projection matrix */
_mesa_MatrixMode(GL_PROJECTION);
const char *vs_source =
"#extension GL_AMD_vertex_shader_layer : enable\n"
"#extension GL_ARB_draw_instanced : enable\n"
- "attribute vec4 position;\n"
+ "#extension GL_ARB_explicit_attrib_location :enable\n"
+ "layout(location = 0) in vec4 position;\n"
"void main()\n"
"{\n"
"#ifdef GL_AMD_vertex_shader_layer\n"
" gl_Position = position;\n"
"}\n";
const char *fs_source =
- "uniform vec4 color;\n"
+ "#extension GL_ARB_explicit_attrib_location :enable\n"
+ "#extension GL_ARB_explicit_uniform_location :enable\n"
+ "layout(location = 0) uniform vec4 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = color;\n"
GLuint vs, fs;
bool has_integer_textures;
- _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0);
+ _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
+ 3, 0, 0);
if (clear->ShaderProg != 0)
return;
- vs = _mesa_CreateShader(GL_VERTEX_SHADER);
- _mesa_ShaderSource(vs, 1, &vs_source, NULL);
- _mesa_CompileShader(vs);
-
- fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
- _mesa_ShaderSource(fs, 1, &fs_source, NULL);
- _mesa_CompileShader(fs);
-
- clear->ShaderProg = _mesa_CreateProgram();
- _mesa_AttachShader(clear->ShaderProg, fs);
- _mesa_DeleteShader(fs);
- _mesa_AttachShader(clear->ShaderProg, vs);
- _mesa_DeleteShader(vs);
- _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
- _mesa_ObjectLabel(GL_PROGRAM, clear->ShaderProg, -1, "meta clear");
- _mesa_LinkProgram(clear->ShaderProg);
-
- clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color");
+ _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear",
+ &clear->ShaderProg);
has_integer_textures = _mesa_is_gles3(ctx) ||
(_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
"#version 130\n"
"#extension GL_AMD_vertex_shader_layer : enable\n"
"#extension GL_ARB_draw_instanced : enable\n"
- "in vec4 position;\n"
+ "#extension GL_ARB_explicit_attrib_location :enable\n"
+ "layout(location = 0) in vec4 position;\n"
"void main()\n"
"{\n"
"#ifdef GL_AMD_vertex_shader_layer\n"
const char *fs_int_source =
ralloc_asprintf(shader_source_mem_ctx,
"#version 130\n"
- "uniform ivec4 color;\n"
+ "#extension GL_ARB_explicit_attrib_location :enable\n"
+ "#extension GL_ARB_explicit_uniform_location :enable\n"
+ "layout(location = 0) uniform ivec4 color;\n"
"out ivec4 out_color;\n"
"\n"
"void main()\n"
" out_color = color;\n"
"}\n");
- vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
- vs_int_source);
- fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
- fs_int_source);
+ _mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source,
+ "integer clear",
+ &clear->IntegerShaderProg);
ralloc_free(shader_source_mem_ctx);
- clear->IntegerShaderProg = _mesa_CreateProgram();
- _mesa_AttachShader(clear->IntegerShaderProg, fs);
- _mesa_DeleteShader(fs);
- _mesa_AttachShader(clear->IntegerShaderProg, vs);
- _mesa_DeleteShader(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.
*/
-
- _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
- "integer clear");
- _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
-
- clear->IntegerColorLocation =
- _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
}
}
static void
-meta_glsl_clear_cleanup(struct clear_state *clear)
+meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
{
if (clear->VAO == 0)
return;
_mesa_DeleteVertexArrays(1, &clear->VAO);
clear->VAO = 0;
- _mesa_DeleteBuffers(1, &clear->VBO);
- clear->VBO = 0;
+ _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
_mesa_DeleteProgram(clear->ShaderProg);
clear->ShaderProg = 0;
y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
z = -invert_z(ctx->Depth.Clear);
} else {
- _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
+ _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
+ 3, 0, 4);
x0 = (float) fb->_Xmin;
y0 = (float) fb->_Ymin;
if (fb->_IntegerColor) {
assert(glsl);
_mesa_UseProgram(clear->IntegerShaderProg);
- _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
- ctx->Color.ClearColor.i);
+ _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
} else if (glsl) {
_mesa_UseProgram(clear->ShaderProg);
- _mesa_Uniform4fv(clear->ColorLocation, 1,
- ctx->Color.ClearColor.f);
+ _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
}
/* GL_COLOR_BUFFER_BIT */
}
/* upload new vertex data */
- _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
- GL_DYNAMIC_DRAW_ARB);
+ _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
+ GL_DYNAMIC_DRAW, __func__);
/* draw quad(s) */
if (fb->MaxNumLayers > 0) {
MESA_META_VERTEX |
MESA_META_VIEWPORT));
- _mesa_meta_setup_vertex_objects(©pix->VAO, ©pix->VBO, false,
+ _mesa_meta_setup_vertex_objects(ctx, ©pix->VAO, ©pix->buf_obj, false,
3, 2, 0);
/* Silence valgrind warnings about reading uninitialized stack. */
verts[3].tex[1] = tex->Ttop;
/* upload new vertex data */
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts,
+ __func__);
}
_mesa_set_enable(ctx, tex->Target, GL_TRUE);
}
static void
-meta_drawpix_cleanup(struct drawpix_state *drawpix)
+meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
{
if (drawpix->VAO != 0) {
_mesa_DeleteVertexArrays(1, &drawpix->VAO);
drawpix->VAO = 0;
- _mesa_DeleteBuffers(1, &drawpix->VBO);
- drawpix->VBO = 0;
+ _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
}
if (drawpix->StencilFP != 0) {
newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
- _mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false,
+ _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
3, 2, 0);
/* Silence valgrind warnings about reading uninitialized stack. */
}
/* upload new vertex data */
- _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
- verts, GL_DYNAMIC_DRAW_ARB);
+ _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
+ GL_DYNAMIC_DRAW, __func__);
/* set given unpack params */
ctx->Unpack = *unpack;
MESA_META_VERTEX |
MESA_META_VIEWPORT));
- _mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4);
+ _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
+ 3, 2, 4);
newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
}
/* upload new vertex data */
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts,
+ __func__);
}
/* choose different foreground/background alpha values */
GLint x, GLint y,
GLsizei width, GLsizei height)
{
- GLuint fbo;
+ struct gl_framebuffer *drawFb;
bool success = false;
GLbitfield mask;
GLenum status;
if (!ctx->Extensions.ARB_framebuffer_object)
return false;
- _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
+ drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
+ if (drawFb == NULL)
+ return false;
- _mesa_GenFramebuffers(1, &fbo);
- _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
+ _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
rb->_BaseFormat == GL_DEPTH_COMPONENT) {
- _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- texImage, zoffset);
+ _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
+ GL_DEPTH_ATTACHMENT,
+ texImage, zoffset);
mask = GL_DEPTH_BUFFER_BIT;
if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
texImage->_BaseFormat == GL_DEPTH_STENCIL) {
- _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
- texImage, zoffset);
+ _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
+ GL_STENCIL_ATTACHMENT,
+ texImage, zoffset);
mask |= GL_STENCIL_BUFFER_BIT;
}
_mesa_DrawBuffer(GL_NONE);
} else {
- _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- texImage, zoffset);
+ _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
+ GL_COLOR_ATTACHMENT0,
+ texImage, zoffset);
mask = GL_COLOR_BUFFER_BIT;
_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
}
- status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
+ status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto out;
success = mask == 0x0;
out:
- _mesa_DeleteFramebuffers(1, &fbo);
+ _mesa_reference_framebuffer(&drawFb, NULL);
_mesa_meta_end(ctx);
return success;
}
static void
meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
{
- if (decompress_fbo->FBO != 0) {
- _mesa_DeleteFramebuffers(1, &decompress_fbo->FBO);
- _mesa_DeleteRenderbuffers(1, &decompress_fbo->RBO);
+ if (decompress_fbo->fb != NULL) {
+ _mesa_reference_framebuffer(&decompress_fbo->fb, NULL);
+ _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL);
}
memset(decompress_fbo, 0, sizeof(*decompress_fbo));
}
static void
-meta_decompress_cleanup(struct decompress_state *decompress)
+meta_decompress_cleanup(struct gl_context *ctx,
+ struct decompress_state *decompress)
{
meta_decompress_fbo_cleanup(&decompress->byteFBO);
meta_decompress_fbo_cleanup(&decompress->floatFBO);
if (decompress->VAO != 0) {
_mesa_DeleteVertexArrays(1, &decompress->VAO);
- _mesa_DeleteBuffers(1, &decompress->VBO);
+ _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
}
- if (decompress->Sampler != 0)
- _mesa_DeleteSamplers(1, &decompress->Sampler);
+ _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
memset(decompress, 0, sizeof(*decompress));
}
GLenum rbFormat;
GLenum faceTarget;
struct vertex verts[4];
- GLuint samplerSave;
+ struct gl_sampler_object *samp_obj_save = NULL;
GLenum status;
const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader;
_mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
MESA_META_DRAW_BUFFERS));
- samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
- ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
+ _mesa_reference_sampler_object(ctx, &samp_obj_save,
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
/* Create/bind FBO/renderbuffer */
- if (decompress_fbo->FBO == 0) {
- _mesa_GenFramebuffers(1, &decompress_fbo->FBO);
- _mesa_GenRenderbuffers(1, &decompress_fbo->RBO);
- _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
- _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
- _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
- GL_COLOR_ATTACHMENT0_EXT,
- GL_RENDERBUFFER_EXT,
- decompress_fbo->RBO);
+ if (decompress_fbo->fb == NULL) {
+ decompress_fbo->rb = ctx->Driver.NewRenderbuffer(ctx, 0xDEADBEEF);
+ if (decompress_fbo->rb == NULL) {
+ _mesa_meta_end(ctx);
+ return false;
+ }
+
+ decompress_fbo->rb->RefCount = 1;
+
+ decompress_fbo->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
+ if (decompress_fbo->fb == NULL) {
+ _mesa_meta_end(ctx);
+ return false;
+ }
+
+ _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
+ _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
+ decompress_fbo->rb);
}
else {
- _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
+ _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
}
/* alloc dest surface */
if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
- _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
- _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, rbFormat,
- width, height);
- status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
+ _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
+ width, height, 0);
+ status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
if (status != GL_FRAMEBUFFER_COMPLETE) {
/* If the framebuffer isn't complete then we'll leave
* decompress_fbo->Width as zero so that it will fail again next time
}
if (use_glsl_version) {
- _mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
+ _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
+ &decompress->buf_obj, true,
2, 4, 0);
_mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
} else {
- _mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
+ _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
+ &decompress->buf_obj, 3);
}
- 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);
+ if (decompress->samp_obj == NULL) {
+ decompress->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
+ if (decompress->samp_obj == NULL) {
+ _mesa_meta_end(ctx);
+
+ /* This is a bit lazy. Flag out of memory, and then don't bother to
+ * clean up. Once out of memory is flagged, the only realistic next
+ * move is to destroy the context. That will trigger all the right
+ * clean up.
+ *
+ * Returning true prevents other GetTexImage methods from attempting
+ * anything since they will likely fail too.
+ */
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
+ return true;
}
- } else {
- _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
+ /* nearest filtering */
+ _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
+
+ /* We don't want to encode or decode sRGB values; treat them as linear. */
+ _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT);
}
+ _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
+
/* Silence valgrind warnings about reading uninitialized stack. */
memset(verts, 0, sizeof(verts));
_mesa_set_viewport(ctx, 0, 0, 0, width, height);
/* upload new vertex data */
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts,
+ __func__);
/* setup texture state */
_mesa_BindTexture(target, texObj->Name);
/* restrict sampling to the texture level of interest */
if (target != GL_TEXTURE_RECTANGLE_ARB) {
- _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
+ _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
+ (GLint *) &texImage->Level, false);
+ _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
+ (GLint *) &texImage->Level, false);
}
/* render quad w/ texture into renderbuffer */
* be restored by _mesa_meta_end().
*/
if (target != GL_TEXTURE_RECTANGLE_ARB) {
- _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
+ _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
+ &baseLevelSave, false);
+ _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
+ &maxLevelSave, false);
}
}
/* read pixels from renderbuffer */
{
GLenum baseTexFormat = texImage->_BaseFormat;
- GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
+ GLenum destBaseFormat = _mesa_unpack_format_to_base_format(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 (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
+ destBaseFormat) ||
/* 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))) {
+ _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
+ destBaseFormat)) {
/* Green and blue must be zero */
_mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
_mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
if (!use_glsl_version)
_mesa_set_enable(ctx, target, GL_FALSE);
- _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
+ _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
+ _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
_mesa_meta_end(ctx);
if (drawtex->VAO == 0) {
/* one-time setup */
- GLint active_texture;
+ struct gl_vertex_array_object *array_obj;
/* create vertex array object */
_mesa_GenVertexArrays(1, &drawtex->VAO);
_mesa_BindVertexArray(drawtex->VAO);
+ array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
+ assert(array_obj != NULL);
+
/* 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);
+ drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
+ if (drawtex->buf_obj == NULL)
+ return;
- /* client active texture is not part of the array object */
- active_texture = ctx->Array.ActiveTexture;
+ _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
+ GL_DYNAMIC_DRAW, __func__);
/* setup vertex arrays */
- _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
- _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
+ 3, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, x), true);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
+ drawtex->buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
+
+
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);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
+ 2, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, st[i]), true);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
+ drawtex->buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
}
-
- /* restore client active texture */
- _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
}
else {
_mesa_BindVertexArray(drawtex->VAO);
- _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
}
/* vertex positions, texcoords */
verts[3].st[i][1] = t1;
}
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts,
+ __func__);
}
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
GLenum datatype;
GLenum status;
- _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- texImage, zoffset);
+ _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
+ GL_COLOR_ATTACHMENT0,
+ texImage, zoffset);
- status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
+ status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
if (status != GL_FRAMEBUFFER_COMPLETE)
return false;
GLfloat depthValue;
GLenum status;
- _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- texImage, zoffset);
+ _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
+ GL_DEPTH_ATTACHMENT,
+ texImage, zoffset);
if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
- _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
- texImage, zoffset);
+ _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
+ GL_STENCIL_ATTACHMENT,
+ texImage, zoffset);
- status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
+ status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
if (status != GL_FRAMEBUFFER_COMPLETE)
return false;
GLint zoffset,
const GLvoid *clearValue)
{
- GLuint fbo;
+ struct gl_framebuffer *drawFb;
bool success;
- _mesa_GenFramebuffers(1, &fbo);
- _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
+ if (drawFb == NULL)
+ return false;
+
+ _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
switch(texImage->_BaseFormat) {
case GL_DEPTH_STENCIL:
break;
}
- _mesa_DeleteFramebuffers(1, &fbo);
+ _mesa_reference_framebuffer(&drawFb, NULL);
return success;
}