#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);
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);
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);
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 */