#define MESA_META_MULTISAMPLE 0x100000
#define MESA_META_FRAMEBUFFER_SRGB 0x200000
#define MESA_META_OCCLUSION_QUERY 0x400000
+#define MESA_META_DRAW_BUFFERS 0x800000
+#define MESA_META_DITHER 0x1000000
/**\}*/
/**
/* Always saved/restored with meta. */
gl_api API;
+ uint8_t ExtensionsVersion;
/** MESA_META_CLEAR (and others?) */
struct gl_query_object *CurrentOcclusionObject;
GLbitfield BlendEnabled;
GLboolean ColorLogicOpEnabled;
+ /** MESA_META_DITHER */
+ GLboolean DitherFlag;
+
/** MESA_META_COLOR_MASK */
GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
GLboolean ATIFragmentShaderEnabled;
struct gl_shader_program *Shader[MESA_SHADER_STAGES];
struct gl_shader_program *ActiveShader;
- struct gl_pipeline_object *_Shader;
struct gl_pipeline_object *Pipeline;
/** MESA_META_STENCIL_TEST */
GLfloat ModelviewMatrix[16];
GLfloat ProjectionMatrix[16];
GLfloat TextureMatrix[16];
+ /** GL_ARB_clip_control */
+ GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
+ GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
/** MESA_META_CLIP */
GLbitfield ClipPlanesEnabled;
/** MESA_META_TEXTURE */
GLuint ActiveUnit;
- GLuint ClientActiveUnit;
/** for unit[0] only */
struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS];
/** mask of TEXTURE_2D_BIT, etc */
/** MESA_META_VERTEX */
struct gl_vertex_array_object *VAO;
- struct gl_buffer_object *ArrayBufferObj;
/** MESA_META_VIEWPORT */
GLfloat ViewportX, ViewportY, ViewportW, ViewportH;
GLboolean TransformFeedbackNeedsResume;
GLuint DrawBufferName, ReadBufferName, RenderbufferName;
+
+ /** MESA_META_DRAW_BUFFERS */
+ GLenum ColorDrawBuffers[MAX_DRAW_BUFFERS];
};
/**
/**
* Indices in the blit_state->msaa_shaders[] array
*
- * Note that setup_glsl_msaa_blit_shader() assumes that the _INT enums are one
- * more than the non-_INT version and _UINT is one beyond that.
+ * Note that setup_glsl_msaa_blit_shader() assumes that the _INT enums are five
+ * more than the corresponding non-_INT versions and _UINT are five beyond that.
*/
enum blit_msaa_shader {
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
+ BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
+ BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
+ BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
+ BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
+ BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
+ BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
+ BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
+ BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
+ BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
+ BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
+ BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
+ BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
+ BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
+ BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
+ BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_INT,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_UINT,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY,
+ BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
+ BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
+ BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
+ BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
+ BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
+ BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
+ BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
+ BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
+ BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
+ BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
+ BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
+ BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
+ BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
+ BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
+ BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY,
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_INT,
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_UINT,
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE,
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY,
+ BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE,
+ BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE,
+ BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE,
+ BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE,
+ BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE,
+ BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE,
+ BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE,
+ BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE,
BLIT_MSAA_SHADER_COUNT,
};
struct blit_state
{
GLuint VAO;
- GLuint VBO;
- struct blit_shader_table shaders;
+ struct gl_buffer_object *buf_obj;
+ struct blit_shader_table shaders_with_depth;
+ struct blit_shader_table shaders_without_depth;
GLuint msaa_shaders[BLIT_MSAA_SHADER_COUNT];
struct temp_texture depthTex;
+ bool no_ctsi_fallback;
+};
+
+struct fb_tex_blit_state
+{
+ GLint baseLevelSave, maxLevelSave;
+ GLuint sampler, samplerSave, stencilSamplingSave;
+ GLuint tempTex;
};
struct clear_state
{
GLuint VAO;
- GLuint VBO;
+ struct gl_buffer_object *buf_obj;
GLuint ShaderProg;
- GLint ColorLocation;
- GLint LayerLocation;
-
GLuint IntegerShaderProg;
- GLint IntegerColorLocation;
- GLint IntegerLayerLocation;
};
struct copypix_state
{
GLuint VAO;
- GLuint VBO;
+ struct gl_buffer_object *buf_obj;
};
struct drawpix_state
{
GLuint VAO;
- GLuint VBO;
+ struct gl_buffer_object *buf_obj;
GLuint StencilFP; /**< Fragment program for drawing stencil images */
GLuint DepthFP; /**< Fragment program for drawing depth images */
struct bitmap_state
{
GLuint VAO;
- GLuint VBO;
+ struct gl_buffer_object *buf_obj;
struct temp_texture Tex; /**< separate texture from other meta ops */
};
struct gen_mipmap_state
{
GLuint VAO;
- GLuint VBO;
+ struct gl_buffer_object *buf_obj;
GLuint FBO;
GLuint Sampler;
struct blit_shader_table shaders;
};
+/**
+ * One of the FBO states for decompress_state. There will be one for each
+ * required renderbuffer format.
+ */
+struct decompress_fbo_state
+{
+ GLuint FBO, RBO;
+ GLint Width, Height;
+};
+
/**
* State for texture decompression
*/
struct decompress_state
{
GLuint VAO;
- GLuint VBO, FBO, RBO, Sampler;
- GLint Width, Height;
+ struct decompress_fbo_state byteFBO, floatFBO;
+ struct gl_buffer_object *buf_obj;
+ GLuint Sampler;
struct blit_shader_table shaders;
};
struct drawtex_state
{
GLuint VAO;
- GLuint VBO;
+ struct gl_buffer_object *buf_obj;
};
#define MAX_META_OPS_DEPTH 8
extern void
_mesa_meta_end(struct gl_context *ctx);
-extern GLboolean
-_mesa_meta_in_progress(struct gl_context *ctx);
+static inline bool
+_mesa_meta_in_progress(struct gl_context *ctx)
+{
+ return ctx->Meta->SaveStackDepth != 0;
+}
extern void
+_mesa_meta_fb_tex_blit_begin(const struct gl_context *ctx,
+ struct fb_tex_blit_state *blit);
+
+extern void
+_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
+ struct fb_tex_blit_state *blit);
+
+extern GLboolean
+_mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
+ struct gl_renderbuffer *rb,
+ GLuint *tex,
+ struct gl_texture_object **texObj,
+ GLenum *target);
+
+GLuint
+_mesa_meta_setup_sampler(struct gl_context *ctx,
+ const struct gl_texture_object *texObj,
+ GLenum target, GLenum filter, GLuint srcLevel);
+
+extern GLbitfield
_mesa_meta_BlitFramebuffer(struct gl_context *ctx,
+ const struct gl_framebuffer *readFb,
+ const struct gl_framebuffer *drawFb,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
+extern void
+_mesa_meta_and_swrast_BlitFramebuffer(struct gl_context *ctx,
+ struct gl_framebuffer *readFb,
+ struct gl_framebuffer *drawFb,
+ GLint srcX0, GLint srcY0,
+ GLint srcX1, GLint srcY1,
+ GLint dstX0, GLint dstY0,
+ GLint dstX1, GLint dstY1,
+ GLbitfield mask, GLenum filter);
+
+bool
+_mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx,
+ struct gl_texture_image *src_tex_image,
+ struct gl_renderbuffer *src_renderbuffer,
+ int src_x, int src_y, int src_z,
+ struct gl_texture_image *dst_tex_image,
+ struct gl_renderbuffer *dst_renderbuffer,
+ int dst_x, int dst_y, int dst_z,
+ int src_width, int src_height);
+
extern void
_mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers);
_mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
struct gl_texture_object *texObj);
+extern bool
+_mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims,
+ struct gl_texture_image *tex_image,
+ int xoffset, int yoffset, int zoffset,
+ int width, int height, int depth,
+ GLenum format, GLenum type, const void *pixels,
+ bool allocate_storage, bool create_pbo,
+ const struct gl_pixelstore_attrib *packing);
+
+extern bool
+_mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
+ struct gl_texture_image *tex_image,
+ int xoffset, int yoffset, int zoffset,
+ int width, int height, int depth,
+ GLenum format, GLenum type, const void *pixels,
+ const struct gl_pixelstore_attrib *packing);
+
extern void
_mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
struct gl_texture_image *texImage,
GLsizei width, GLsizei height);
extern void
-_mesa_meta_GetTexImage(struct gl_context *ctx,
- GLenum format, GLenum type, GLvoid *pixels,
- struct gl_texture_image *texImage);
+_mesa_meta_ClearTexSubImage(struct gl_context *ctx,
+ struct gl_texture_image *texImage,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ GLsizei width, GLsizei height, GLsizei depth,
+ const GLvoid *clearValue);
+
+extern void
+_mesa_meta_GetTexSubImage(struct gl_context *ctx,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ GLsizei width, GLsizei height, GLsizei depth,
+ GLenum format, GLenum type, GLvoid *pixels,
+ struct gl_texture_image *texImage);
extern void
_mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
GLfloat width, GLfloat height);
/* meta-internal functions */
+void
+_mesa_meta_drawbuffers_from_bitfield(GLbitfield bits);
+
GLuint
_mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
const GLcharARB *source);
GLuint
_mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program);
+void
+_mesa_meta_compile_and_link_program(struct gl_context *ctx,
+ const char *vs_source,
+ const char *fs_source,
+ const char *name,
+ GLuint *program);
+
GLboolean
_mesa_meta_alloc_texture(struct temp_texture *tex,
GLsizei width, GLsizei height, GLenum intFormat);
void
_mesa_meta_setup_texture_coords(GLenum faceTarget,
GLint slice,
+ GLint xoffset,
+ GLint yoffset,
GLint width,
GLint height,
- GLint depth,
+ GLint total_width,
+ GLint total_height,
+ GLint total_depth,
GLfloat coords0[4],
GLfloat coords1[4],
GLfloat coords2[4],
_mesa_meta_get_temp_depth_texture(struct gl_context *ctx);
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);
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);
void
void
_mesa_meta_setup_blit_shader(struct gl_context *ctx,
GLenum target,
+ bool do_depth,
struct blit_shader_table *table);
void
-_mesa_meta_glsl_blit_cleanup(struct blit_state *blit);
+_mesa_meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
void
_mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table);
void
-_mesa_meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state *mipmap);
+_mesa_meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap);
void
-_mesa_meta_bind_fbo_image(struct gl_texture_image *texImage, GLuint layer);
+_mesa_meta_bind_fbo_image(GLenum target, GLenum attachment,
+ struct gl_texture_image *texImage, GLuint layer);
#endif /* META_H */