/* Always saved/restored with meta. */
gl_api API;
+ uint8_t ExtensionsVersion;
/** MESA_META_CLEAR (and others?) */
struct gl_query_object *CurrentOcclusionObject;
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;
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 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;
{
GLuint VAO;
struct decompress_fbo_state byteFBO, floatFBO;
- GLuint VBO, Sampler;
+ 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,
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,
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);
_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,
const GLvoid *clearValue);
extern void
-_mesa_meta_GetTexImage(struct gl_context *ctx,
- GLenum format, GLenum type, GLvoid *pixels,
- struct gl_texture_image *texImage);
+_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,
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(GLenum target, GLenum attachment,