intel/decoder: construct correct xml filename
[mesa.git] / src / mesa / drivers / common / meta.h
index 823be14c728f6c97064e0fbb222dc89c171cb627..dbe8a9af02f3101fbf5507cc9a77367c33162d5d 100644 (file)
@@ -1,6 +1,5 @@
 /*
  * Mesa 3-D graphics library
- * Version:  7.6
  *
  * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
  *
 #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
 /**\}*/
 
+/**
+ * State which we may save/restore across meta ops.
+ * XXX this may be incomplete...
+ */
+struct save_state
+{
+   GLbitfield SavedState;  /**< bitmask of MESA_META_* flags */
+
+   /* Always saved/restored with meta. */
+   gl_api API;
+   uint8_t ExtensionsVersion;
+
+   /** MESA_META_CLEAR (and others?) */
+   struct gl_query_object *CurrentOcclusionObject;
+
+   /** MESA_META_ALPHA_TEST */
+   GLboolean AlphaEnabled;
+   GLenum AlphaFunc;
+   GLclampf AlphaRef;
+
+   /** MESA_META_BLEND */
+   GLbitfield BlendEnabled;
+   GLboolean ColorLogicOpEnabled;
+
+   /** MESA_META_DITHER */
+   GLboolean DitherFlag;
+
+   /** MESA_META_COLOR_MASK */
+   GLbitfield ColorMask;
+
+   /** MESA_META_DEPTH_TEST */
+   struct gl_depthbuffer_attrib Depth;
+
+   /** MESA_META_FOG */
+   GLboolean Fog;
+
+   /** MESA_META_PIXEL_STORE */
+   struct gl_pixelstore_attrib Pack, Unpack;
+
+   /** MESA_META_PIXEL_TRANSFER */
+   GLfloat RedBias, RedScale;
+   GLfloat GreenBias, GreenScale;
+   GLfloat BlueBias, BlueScale;
+   GLfloat AlphaBias, AlphaScale;
+   GLfloat DepthBias, DepthScale;
+   GLboolean MapColorFlag;
+
+   /** MESA_META_RASTERIZATION */
+   GLenum FrontPolygonMode, BackPolygonMode;
+   GLboolean PolygonOffset;
+   GLboolean PolygonSmooth;
+   GLboolean PolygonStipple;
+   GLboolean PolygonCull;
+
+   /** MESA_META_SCISSOR */
+   struct gl_scissor_attrib Scissor;
+
+   /** MESA_META_SHADER */
+   GLboolean VertexProgramEnabled;
+   struct gl_program *VertexProgram;
+   GLboolean FragmentProgramEnabled;
+   struct gl_program *FragmentProgram;
+   GLboolean ATIFragmentShaderEnabled;
+   struct gl_program *Program[MESA_SHADER_STAGES];
+   struct gl_shader_program *ActiveShader;
+   struct gl_pipeline_object   *Pipeline;
+
+   /** MESA_META_STENCIL_TEST */
+   struct gl_stencil_attrib Stencil;
+
+   /** MESA_META_TRANSFORM */
+   GLenum MatrixMode;
+   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;
+   /** for unit[0] only */
+   struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS];
+   /** mask of TEXTURE_2D_BIT, etc */
+   GLbitfield TexEnabled[MAX_TEXTURE_UNITS];
+   GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS];
+   GLuint EnvMode;  /* unit[0] only */
+
+   /** MESA_META_VERTEX */
+   struct gl_vertex_array_object *VAO;
+
+   /** MESA_META_VIEWPORT */
+   GLfloat ViewportX, ViewportY, ViewportW, ViewportH;
+   GLclampf DepthNear, DepthFar;
+
+   /** MESA_META_CLAMP_FRAGMENT_COLOR */
+   GLenum ClampFragmentColor;
+
+   /** MESA_META_CLAMP_VERTEX_COLOR */
+   GLenum ClampVertexColor;
+
+   /** MESA_META_CONDITIONAL_RENDER */
+   struct gl_query_object *CondRenderQuery;
+   GLenum CondRenderMode;
+
+   /** MESA_META_SELECT_FEEDBACK */
+   GLenum RenderMode;
+   struct gl_selection Select;
+   struct gl_feedback Feedback;
+
+   /** MESA_META_MULTISAMPLE */
+   struct gl_multisample_attrib Multisample;
+
+   /** MESA_META_FRAMEBUFFER_SRGB */
+   GLboolean sRGBEnabled;
+
+   /** Miscellaneous (always disabled) */
+   GLboolean Lighting;
+   GLboolean RasterDiscard;
+   GLboolean TransformFeedbackNeedsResume;
+
+   struct gl_framebuffer *DrawBuffer;
+   struct gl_framebuffer *ReadBuffer;
+
+   /** MESA_META_DRAW_BUFFERS */
+   GLenum16 ColorDrawBuffers[MAX_DRAW_BUFFERS];
+};
+
+/**
+ * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
+ * This is currently shared by all the meta ops.  But we could create a
+ * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
+ */
+struct temp_texture
+{
+   struct gl_texture_object *tex_obj;
+   GLenum Target;         /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
+   GLsizei MinSize;       /**< Min texture size to allocate */
+   GLsizei MaxSize;       /**< Max possible texture size */
+   GLboolean NPOT;        /**< Non-power of two size OK? */
+   GLsizei Width, Height; /**< Current texture size */
+   GLenum IntFormat;
+   GLfloat Sright, Ttop;  /**< right, top texcoords */
+};
+
+/**
+ * State for GLSL texture sampler which is used to generate fragment
+ * shader in _mesa_meta_generate_mipmap().
+ */
+struct blit_shader {
+   const char *type;
+   const char *func;
+   const char *texcoords;
+   struct gl_shader_program *shader_prog;
+};
+
+/**
+ * Table of all sampler types and shaders for accessing them.
+ */
+struct blit_shader_table {
+   struct blit_shader sampler_1d;
+   struct blit_shader sampler_2d;
+   struct blit_shader sampler_3d;
+   struct blit_shader sampler_rect;
+   struct blit_shader sampler_cubemap;
+   struct blit_shader sampler_1d_array;
+   struct blit_shader sampler_2d_array;
+   struct blit_shader sampler_cubemap_array;
+};
+
+/**
+ * Indices in the blit_state->msaa_shaders[] array
+ *
+ * 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_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,
+};
+
+/**
+ * State for glBlitFramebufer()
+ */
+struct blit_state
+{
+   GLuint VAO;
+   struct gl_buffer_object *buf_obj;
+   struct blit_shader_table shaders_with_depth;
+   struct blit_shader_table shaders_without_depth;
+   struct gl_shader_program *msaa_shaders[BLIT_MSAA_SHADER_COUNT];
+   struct temp_texture depthTex;
+   bool no_ctsi_fallback;
+};
+
+struct fb_tex_blit_state
+{
+   GLint baseLevelSave, maxLevelSave;
+   struct gl_sampler_object *samp_obj;
+   struct gl_sampler_object *samp_obj_save;
+   struct gl_texture_object *tex_obj;
+   struct gl_texture_object *temp_tex_obj;
+   GLuint stencilSamplingSave;
+};
+
+
+/**
+ * State for glClear()
+ */
+struct clear_state
+{
+   GLuint VAO;
+   struct gl_buffer_object *buf_obj;
+   struct gl_shader_program *ShaderProg;
+   struct gl_shader_program *IntegerShaderProg;
+};
+
+
+/**
+ * State for glCopyPixels()
+ */
+struct copypix_state
+{
+   GLuint VAO;
+   struct gl_buffer_object *buf_obj;
+};
+
+
+/**
+ * State for glDrawPixels()
+ */
+struct drawpix_state
+{
+   GLuint VAO;
+   struct gl_buffer_object *buf_obj;
+
+   GLuint StencilFP;  /**< Fragment program for drawing stencil images */
+   GLuint DepthFP;  /**< Fragment program for drawing depth images */
+};
+
+
+/**
+ * State for glBitmap()
+ */
+struct bitmap_state
+{
+   GLuint VAO;
+   struct gl_buffer_object *buf_obj;
+   struct temp_texture Tex;  /**< separate texture from other meta ops */
+};
+
+/**
+ * State for _mesa_meta_generate_mipmap()
+ */
+struct gen_mipmap_state
+{
+   GLuint VAO;
+   struct gl_buffer_object *buf_obj;
+   struct gl_framebuffer *fb;
+   struct gl_sampler_object *samp_obj;
+
+   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
+{
+   struct gl_renderbuffer *rb;
+   struct gl_framebuffer *fb;
+   GLint Width, Height;
+};
+
+/**
+ * State for texture decompression
+ */
+struct decompress_state
+{
+   GLuint VAO;
+   struct decompress_fbo_state byteFBO, floatFBO;
+   struct gl_buffer_object *buf_obj;
+   struct gl_sampler_object *samp_obj;
+
+   struct blit_shader_table shaders;
+};
+
+/**
+ * State for glDrawTex()
+ */
+struct drawtex_state
+{
+   GLuint VAO;
+   struct gl_buffer_object *buf_obj;
+};
+
+#define MAX_META_OPS_DEPTH      8
+/**
+ * All per-context meta state.
+ */
+struct gl_meta_state
+{
+   /** Stack of state saved during meta-ops */
+   struct save_state Save[MAX_META_OPS_DEPTH];
+   /** Save stack depth */
+   GLuint SaveStackDepth;
+
+   struct temp_texture TempTex;
+
+   struct blit_state Blit;    /**< For _mesa_meta_BlitFramebuffer() */
+   struct clear_state Clear;  /**< For _mesa_meta_Clear() */
+   struct copypix_state CopyPix;  /**< For _mesa_meta_CopyPixels() */
+   struct drawpix_state DrawPix;  /**< For _mesa_meta_DrawPixels() */
+   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() */
+};
+
+struct vertex {
+   GLfloat x, y, z, tex[4];
+   GLfloat r, g, b, a;
+};
+
 extern void
 _mesa_meta_init(struct gl_context *ctx);
 
@@ -73,15 +449,47 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state);
 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(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 struct gl_texture_object *
+_mesa_meta_texture_object_from_renderbuffer(struct gl_context *ctx,
+                                            struct gl_renderbuffer *rb);
+
+struct gl_sampler_object *
+_mesa_meta_setup_sampler(struct gl_context *ctx,
+                         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);
+
 extern void
 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers);
 
@@ -106,10 +514,6 @@ _mesa_meta_Bitmap(struct gl_context *ctx,
                   const struct gl_pixelstore_attrib *unpack,
                   const GLubyte *bitmap);
 
-extern GLboolean
-_mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
-                                          struct gl_texture_object *texObj);
-
 extern void
 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
                           struct gl_texture_object *texObj);
@@ -117,18 +521,123 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
 extern void
 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
                            struct gl_texture_image *texImage,
-                           GLint xoffset, GLint yoffset, GLint zoffset,
+                           GLint xoffset, GLint yoffset, GLint slice,
                            struct gl_renderbuffer *rb,
                            GLint x, GLint y,
                            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);
+
+void
+_mesa_meta_link_program_with_debug(struct gl_context *ctx,
+                                   struct gl_shader_program *sh_prog);
+
+void
+_mesa_meta_compile_and_link_program(struct gl_context *ctx,
+                                    const char *vs_source,
+                                    const char *fs_source,
+                                    const char *name,
+                                    struct gl_shader_program **sh_prog_ptr);
+
+extern void
+_mesa_meta_use_program(struct gl_context *ctx,
+                       struct gl_shader_program *sh_prog);
+
+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 total_width,
+                                GLint total_height,
+                                GLint total_depth,
+                                GLfloat coords0[4],
+                                GLfloat coords1[4],
+                                GLfloat coords2[4],
+                                GLfloat coords3[4]);
+
+struct temp_texture *
+_mesa_meta_get_temp_texture(struct gl_context *ctx);
+
+struct temp_texture *
+_mesa_meta_get_temp_depth_texture(struct gl_context *ctx);
+
+void
+_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(struct gl_context *ctx,
+                                 GLuint *VAO, struct gl_buffer_object **buf_obj,
+                                 unsigned texcoord_size);
+
+void
+_mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
+                                 struct temp_texture *tex,
+                                 GLboolean newTex,
+                                 GLsizei width, GLsizei height,
+                                 GLenum format, GLenum type,
+                                 const GLvoid *pixels);
+
+void
+_mesa_meta_setup_copypix_texture(struct gl_context *ctx,
+                                 struct temp_texture *tex,
+                                 GLint srcX, GLint srcY,
+                                 GLsizei width, GLsizei height,
+                                 GLenum intFormat,
+                                 GLenum filter);
+
+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 gl_context *ctx, struct blit_state *blit);
+
+void
+_mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx,
+                                     struct blit_shader_table *table);
+
+void
+_mesa_meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
+                                        struct gen_mipmap_state *mipmap);
+
+void
+_mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
+                                     struct gl_framebuffer *fb,
+                                     GLenum attachment,
+                                     struct gl_texture_image *texImage,
+                                     GLuint layer);
+
 #endif /* META_H */