#include "main/imports.h"
#include "main/image.h"
#include "main/bufferobj.h"
+#include "main/format_pack.h"
#include "main/macros.h"
#include "main/mfeatures.h"
#include "main/mtypes.h"
#include "main/pack.h"
#include "main/pbo.h"
+#include "main/readpix.h"
#include "main/texformat.h"
#include "main/teximage.h"
#include "main/texstore.h"
#include "util/u_inlines.h"
#include "util/u_math.h"
#include "util/u_tile.h"
+#include "util/u_upload_mgr.h"
#include "cso_cache/cso_context.h"
}
-/**
- * Return a texture base format for drawing/copying an image
- * of the given format.
- */
-static GLenum
-base_format(GLenum format)
-{
- switch (format) {
- case GL_DEPTH_COMPONENT:
- return GL_DEPTH_COMPONENT;
- case GL_DEPTH_STENCIL:
- return GL_DEPTH_STENCIL;
- case GL_STENCIL_INDEX:
- return GL_STENCIL_INDEX;
- default:
- return GL_RGBA;
- }
-}
-
-
/**
* Return a texture internalFormat for drawing/copying an image
* of the given format and type.
{
switch (format) {
case GL_DEPTH_COMPONENT:
- return GL_DEPTH_COMPONENT;
+ switch (type) {
+ case GL_UNSIGNED_SHORT:
+ return GL_DEPTH_COMPONENT16;
+
+ case GL_UNSIGNED_INT:
+ return GL_DEPTH_COMPONENT32;
+
+ case GL_FLOAT:
+ if (ctx->Extensions.ARB_depth_buffer_float)
+ return GL_DEPTH_COMPONENT32F;
+ else
+ return GL_DEPTH_COMPONENT;
+
+ default:
+ return GL_DEPTH_COMPONENT;
+ }
+
case GL_DEPTH_STENCIL:
- return GL_DEPTH_STENCIL;
+ switch (type) {
+ case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
+ return GL_DEPTH32F_STENCIL8;
+
+ case GL_UNSIGNED_INT_24_8:
+ default:
+ return GL_DEPTH24_STENCIL8;
+ }
+
case GL_STENCIL_INDEX:
return GL_STENCIL_INDEX;
+
default:
if (_mesa_is_integer_format(format)) {
switch (type) {
{
struct pipe_transfer *transfer;
- static const GLuint dstImageOffsets = 0;
GLboolean success;
GLubyte *dest;
const GLbitfield imageTransferStateSave = ctx->_ImageTransferState;
success = _mesa_texstore(ctx, 2, /* dims */
baseInternalFormat, /* baseInternalFormat */
mformat, /* gl_format */
- dest, /* dest */
- 0, 0, 0, /* dstX/Y/Zoffset */
transfer->stride, /* dstRowStride, bytes */
- &dstImageOffsets, /* dstImageOffsets */
+ &dest, /* destSlices */
width, height, 1, /* size */
format, type, /* src format/type */
pixels, /* data source */
{
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
- GLfloat verts[4][3][4]; /* four verts, three attribs, XYZW */
+ GLfloat (*verts)[3][4]; /* four verts, three attribs, XYZW */
+ struct pipe_resource *buf = NULL;
+ unsigned offset;
+
+ u_upload_alloc(st->uploader, 0, 4 * sizeof(verts[0]), &offset, &buf,
+ (void**)&verts);
+ if (!buf) {
+ return;
+ }
/* setup vertex data */
{
}
}
- {
- struct pipe_resource *buf;
-
- /* allocate/load buffer object with vertex data */
- buf = pipe_buffer_create(pipe->screen,
- PIPE_BIND_VERTEX_BUFFER,
- PIPE_USAGE_STATIC,
- sizeof(verts));
- pipe_buffer_write(st->pipe, buf, 0, sizeof(verts), verts);
-
- util_draw_vertex_buffer(pipe, st->cso_context, buf, 0,
- PIPE_PRIM_QUADS,
- 4, /* verts */
- 3); /* attribs/vert */
- pipe_resource_reference(&buf, NULL);
- }
+ u_upload_unmap(st->uploader);
+ util_draw_vertex_buffer(pipe, st->cso_context, buf, offset,
+ PIPE_PRIM_QUADS,
+ 4, /* verts */
+ 3); /* attribs/vert */
+ pipe_resource_reference(&buf, NULL);
}
cso_save_samplers(cso);
cso_save_fragment_sampler_views(cso);
cso_save_fragment_shader(cso);
+ cso_save_stream_outputs(cso);
cso_save_vertex_shader(cso);
+ cso_save_geometry_shader(cso);
cso_save_vertex_elements(cso);
cso_save_vertex_buffers(cso);
if (write_stencil) {
{
struct pipe_rasterizer_state rasterizer;
memset(&rasterizer, 0, sizeof(rasterizer));
- rasterizer.clamp_fragment_color = ctx->Color._ClampFragmentColor;
+ rasterizer.clamp_fragment_color = !st->clamp_frag_color_in_shader &&
+ ctx->Color._ClampFragmentColor;
rasterizer.gl_rasterization_rules = 1;
+ rasterizer.depth_clip = !ctx->Transform.DepthClamp;
rasterizer.scissor = ctx->Scissor.Enabled;
cso_set_rasterizer(cso, &rasterizer);
}
/* vertex shader state: position + texcoord pass-through */
cso_set_vertex_shader_handle(cso, driver_vp);
+ /* geometry shader state: disabled */
+ cso_set_geometry_shader_handle(cso, NULL);
/* texture sampling state: */
{
}
cso_set_vertex_elements(cso, 3, st->velems_util_draw);
+ cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
/* texture state: */
cso_set_fragment_sampler_views(cso, num_sampler_view, sv);
cso_restore_fragment_sampler_views(cso);
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);
+ cso_restore_geometry_shader(cso);
cso_restore_vertex_elements(cso);
cso_restore_vertex_buffers(cso);
+ cso_restore_stream_outputs(cso);
if (write_stencil) {
cso_restore_depth_stencil_alpha(cso);
cso_restore_blend(cso);
enum pipe_transfer_usage usage;
struct pipe_transfer *pt;
const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0;
- GLint skipPixels;
ubyte *stmap;
struct gl_pixelstore_attrib clippedUnpack = *unpack;
+ GLubyte *sValues;
+ GLuint *zValues;
if (!zoom) {
if (!_mesa_clip_drawpixels(ctx, &x, &y, &width, &height,
y = ctx->DrawBuffer->Height - y - height;
}
- if(format != GL_DEPTH_STENCIL &&
- util_format_get_component_bits(strb->format,
- UTIL_FORMAT_COLORSPACE_ZS, 0) != 0)
+ if (format == GL_STENCIL_INDEX &&
+ _mesa_is_format_packed_depth_stencil(strb->Base.Format)) {
+ /* writing stencil to a combined depth+stencil buffer */
usage = PIPE_TRANSFER_READ_WRITE;
- else
+ }
+ else {
usage = PIPE_TRANSFER_WRITE;
+ }
pt = pipe_get_transfer(pipe, strb->texture,
strb->rtt_level, strb->rtt_face + strb->rtt_slice,
pixels = _mesa_map_pbo_source(ctx, &clippedUnpack, pixels);
assert(pixels);
- /* if width > MAX_WIDTH, have to process image in chunks */
- skipPixels = 0;
- while (skipPixels < width) {
- const GLint spanX = skipPixels;
- const GLint spanWidth = MIN2(width - skipPixels, MAX_WIDTH);
+ sValues = (GLubyte *) malloc(width * sizeof(GLubyte));
+ zValues = (GLuint *) malloc(width * sizeof(GLuint));
+
+ if (sValues && zValues) {
GLint row;
for (row = 0; row < height; row++) {
- GLubyte sValues[MAX_WIDTH];
- GLuint zValues[MAX_WIDTH];
+ GLfloat *zValuesFloat = (GLfloat*)zValues;
GLenum destType = GL_UNSIGNED_BYTE;
const GLvoid *source = _mesa_image_address2d(&clippedUnpack, pixels,
width, height,
format, type,
- row, skipPixels);
- _mesa_unpack_stencil_span(ctx, spanWidth, destType, sValues,
+ row, 0);
+ _mesa_unpack_stencil_span(ctx, width, destType, sValues,
type, source, &clippedUnpack,
ctx->_ImageTransferState);
if (format == GL_DEPTH_STENCIL) {
- _mesa_unpack_depth_span(ctx, spanWidth, GL_UNSIGNED_INT, zValues,
+ GLenum ztype =
+ pt->resource->format == PIPE_FORMAT_Z32_FLOAT_S8X24_UINT ?
+ GL_FLOAT : GL_UNSIGNED_INT;
+
+ _mesa_unpack_depth_span(ctx, width, ztype, zValues,
(1 << 24) - 1, type, source,
&clippedUnpack);
}
/* now pack the stencil (and Z) values in the dest format */
switch (pt->resource->format) {
- case PIPE_FORMAT_S8_USCALED:
+ case PIPE_FORMAT_S8_UINT:
{
- ubyte *dest = stmap + spanY * pt->stride + spanX;
+ ubyte *dest = stmap + spanY * pt->stride;
assert(usage == PIPE_TRANSFER_WRITE);
- memcpy(dest, sValues, spanWidth);
+ memcpy(dest, sValues, width);
}
break;
- case PIPE_FORMAT_Z24_UNORM_S8_USCALED:
+ case PIPE_FORMAT_Z24_UNORM_S8_UINT:
if (format == GL_DEPTH_STENCIL) {
- uint *dest = (uint *) (stmap + spanY * pt->stride + spanX*4);
+ uint *dest = (uint *) (stmap + spanY * pt->stride);
GLint k;
assert(usage == PIPE_TRANSFER_WRITE);
- for (k = 0; k < spanWidth; k++) {
+ for (k = 0; k < width; k++) {
dest[k] = zValues[k] | (sValues[k] << 24);
}
}
else {
- uint *dest = (uint *) (stmap + spanY * pt->stride + spanX*4);
+ uint *dest = (uint *) (stmap + spanY * pt->stride);
GLint k;
assert(usage == PIPE_TRANSFER_READ_WRITE);
- for (k = 0; k < spanWidth; k++) {
+ for (k = 0; k < width; k++) {
dest[k] = (dest[k] & 0xffffff) | (sValues[k] << 24);
}
}
break;
- case PIPE_FORMAT_S8_USCALED_Z24_UNORM:
+ case PIPE_FORMAT_S8_UINT_Z24_UNORM:
if (format == GL_DEPTH_STENCIL) {
- uint *dest = (uint *) (stmap + spanY * pt->stride + spanX*4);
+ uint *dest = (uint *) (stmap + spanY * pt->stride);
GLint k;
assert(usage == PIPE_TRANSFER_WRITE);
- for (k = 0; k < spanWidth; k++) {
+ for (k = 0; k < width; k++) {
dest[k] = (zValues[k] << 8) | (sValues[k] & 0xff);
}
}
else {
- uint *dest = (uint *) (stmap + spanY * pt->stride + spanX*4);
+ uint *dest = (uint *) (stmap + spanY * pt->stride);
GLint k;
assert(usage == PIPE_TRANSFER_READ_WRITE);
- for (k = 0; k < spanWidth; k++) {
+ for (k = 0; k < width; k++) {
dest[k] = (dest[k] & 0xffffff00) | (sValues[k] & 0xff);
}
}
break;
+ case PIPE_FORMAT_Z32_FLOAT_S8X24_UINT:
+ if (format == GL_DEPTH_STENCIL) {
+ uint *dest = (uint *) (stmap + spanY * pt->stride);
+ GLfloat *destf = (GLfloat*)dest;
+ GLint k;
+ assert(usage == PIPE_TRANSFER_WRITE);
+ for (k = 0; k < width; k++) {
+ destf[k*2] = zValuesFloat[k];
+ dest[k*2+1] = sValues[k] & 0xff;
+ }
+ }
+ else {
+ uint *dest = (uint *) (stmap + spanY * pt->stride);
+ GLint k;
+ assert(usage == PIPE_TRANSFER_READ_WRITE);
+ for (k = 0; k < width; k++) {
+ dest[k*2+1] = sValues[k] & 0xff;
+ }
+ }
+ break;
default:
assert(0);
}
}
}
- skipPixels += spanWidth;
}
+ else {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels()");
+ }
+
+ free(sValues);
+ free(zValues);
_mesa_unmap_pbo_source(ctx, &clippedUnpack);
ctx->Pixel.AlphaBias != 0.0 ||
ctx->Pixel.AlphaScale != 1.0);
key.pixelMaps = ctx->Pixel.MapColorFlag;
+ key.clamp_color = st->clamp_frag_color_in_shader &&
+ st->ctx->Color._ClampFragmentColor;
fpv = st_get_fp_variant(st, st->fp, &key);
GLboolean write_stencil = GL_FALSE, write_depth = GL_FALSE;
struct pipe_sampler_view *sv[2];
int num_sampler_view = 1;
- enum pipe_format stencil_format = PIPE_FORMAT_NONE;
struct st_fp_variant *fpv;
if (format == GL_DEPTH_STENCIL)
else if (format == GL_DEPTH_COMPONENT)
write_depth = GL_TRUE;
- if (write_stencil) {
- enum pipe_format tex_format;
- /* can we write to stencil if not fallback */
- if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT))
- goto stencil_fallback;
-
- tex_format = st_choose_format(st->pipe->screen, base_format(format),
- PIPE_TEXTURE_2D,
- 0, PIPE_BIND_SAMPLER_VIEW);
- if (tex_format == PIPE_FORMAT_Z24_UNORM_S8_USCALED)
- stencil_format = PIPE_FORMAT_X24S8_USCALED;
- else if (tex_format == PIPE_FORMAT_S8_USCALED_Z24_UNORM)
- stencil_format = PIPE_FORMAT_S8X24_USCALED;
- else
- stencil_format = PIPE_FORMAT_S8_USCALED;
- if (stencil_format == PIPE_FORMAT_NONE)
- goto stencil_fallback;
+ if (write_stencil &&
+ !pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) {
+ /* software fallback */
+ draw_stencil_pixels(ctx, x, y, width, height, format, type,
+ unpack, pixels);
+ return;
}
/* Mesa state should be up to date by now */
sv[0] = st_create_texture_sampler_view(st->pipe, pt);
if (sv[0]) {
- if (write_stencil) {
- sv[1] = st_create_texture_sampler_view_format(st->pipe, pt,
+ /* Create a second sampler view to read stencil.
+ * The stencil is written using the shader stencil export
+ * functionality. */
+ if (write_stencil) {
+ enum pipe_format stencil_format = PIPE_FORMAT_NONE;
+
+ switch (pt->format) {
+ case PIPE_FORMAT_Z24_UNORM_S8_UINT:
+ case PIPE_FORMAT_X24S8_UINT:
+ stencil_format = PIPE_FORMAT_X24S8_UINT;
+ break;
+ case PIPE_FORMAT_S8_UINT_Z24_UNORM:
+ case PIPE_FORMAT_S8X24_UINT:
+ stencil_format = PIPE_FORMAT_S8X24_UINT;
+ break;
+ case PIPE_FORMAT_Z32_FLOAT_S8X24_UINT:
+ case PIPE_FORMAT_X32_S8X24_UINT:
+ stencil_format = PIPE_FORMAT_X32_S8X24_UINT;
+ break;
+ case PIPE_FORMAT_S8_UINT:
+ stencil_format = PIPE_FORMAT_S8_UINT;
+ break;
+ default:
+ assert(0);
+ }
+
+ sv[1] = st_create_texture_sampler_view_format(st->pipe, pt,
stencil_format);
- num_sampler_view++;
- }
+ num_sampler_view++;
+ }
draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
width, height,
pipe_resource_reference(&pt, NULL);
}
}
- return;
-
-stencil_fallback:
- draw_stencil_pixels(ctx, x, y, width, height, format, type,
- unpack, pixels);
}
return;
}
- /* Get the dest renderbuffer. If there's a wrapper, use the
- * underlying renderbuffer.
- */
- rbDraw = st_renderbuffer(ctx->DrawBuffer->_StencilBuffer);
- if (rbDraw->Base.Wrapped)
- rbDraw = st_renderbuffer(rbDraw->Base.Wrapped);
+ /* Get the dest renderbuffer */
+ rbDraw = st_renderbuffer(ctx->DrawBuffer->
+ Attachment[BUFFER_STENCIL].Renderbuffer);
/* this will do stencil pixel transfer ops */
- st_read_stencil_pixels(ctx, srcx, srcy, width, height,
- GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
- &ctx->DefaultPacking, buffer);
+ _mesa_readpixels(ctx, srcx, srcy, width, height,
+ GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
+ &ctx->DefaultPacking, buffer);
if (0) {
/* debug code: dump stencil values */
}
}
- if (util_format_get_component_bits(rbDraw->format,
- UTIL_FORMAT_COLORSPACE_ZS, 0) != 0)
+ if (_mesa_is_format_packed_depth_stencil(rbDraw->Base.Format))
usage = PIPE_TRANSFER_READ_WRITE;
else
usage = PIPE_TRANSFER_WRITE;
dst = drawMap + y * ptDraw->stride;
src = buffer + i * width;
- switch (ptDraw->resource->format) {
- case PIPE_FORMAT_Z24_UNORM_S8_USCALED:
- {
- uint *dst4 = (uint *) dst;
- int j;
- assert(usage == PIPE_TRANSFER_READ_WRITE);
- for (j = 0; j < width; j++) {
- *dst4 = (*dst4 & 0xffffff) | (src[j] << 24);
- dst4++;
- }
- }
- break;
- case PIPE_FORMAT_S8_USCALED_Z24_UNORM:
- {
- uint *dst4 = (uint *) dst;
- int j;
- assert(usage == PIPE_TRANSFER_READ_WRITE);
- for (j = 0; j < width; j++) {
- *dst4 = (*dst4 & 0xffffff00) | (src[j] & 0xff);
- dst4++;
- }
- }
- break;
- case PIPE_FORMAT_S8_USCALED:
- assert(usage == PIPE_TRANSFER_WRITE);
- memcpy(dst, src, width);
- break;
- default:
- assert(0);
- }
+ _mesa_pack_ubyte_stencil_row(rbDraw->Base.Format, width, src, dst);
}
free(buffer);
}
+/**
+ * Return renderbuffer to use for reading color pixels for glCopyPixels
+ */
+static struct st_renderbuffer *
+st_get_color_read_renderbuffer(struct gl_context *ctx)
+{
+ struct gl_framebuffer *fb = ctx->ReadBuffer;
+ struct st_renderbuffer *strb =
+ st_renderbuffer(fb->_ColorReadBuffer);
+
+ return strb;
+}
+
+
/** Do the src/dest regions overlap? */
static GLboolean
regions_overlap(GLint srcX, GLint srcY, GLint dstX, GLint dstY,
st_validate_state(st);
+ if (type == GL_DEPTH_STENCIL) {
+ /* XXX make this more efficient */
+ st_CopyPixels(ctx, srcx, srcy, width, height, dstx, dsty, GL_STENCIL);
+ st_CopyPixels(ctx, srcx, srcy, width, height, dstx, dsty, GL_DEPTH);
+ return;
+ }
+
if (type == GL_STENCIL) {
/* can't use texturing to do stencil */
copy_stencil_pixels(ctx, srcx, srcy, width, height, dstx, dsty);
}
else {
assert(type == GL_DEPTH);
- rbRead = st_renderbuffer(ctx->ReadBuffer->_DepthBuffer);
+ rbRead = st_renderbuffer(ctx->ReadBuffer->
+ Attachment[BUFFER_DEPTH].Renderbuffer);
color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
fpv = get_depth_stencil_fp_variant(st, GL_TRUE, GL_FALSE);
/* update fragment program constants */
st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
-
- if (rbRead->Base.Wrapped)
- rbRead = st_renderbuffer(rbRead->Base.Wrapped);
-
sample_count = rbRead->texture->nr_samples;
/* I believe this would be legal, presumably would need to do a resolve
for color, and for depth/stencil spec says to just use one of the
/* srcFormat can't be used as a texture format */
if (type == GL_DEPTH) {
texFormat = st_choose_format(screen, GL_DEPTH_COMPONENT,
- st->internal_target, sample_count,
- PIPE_BIND_DEPTH_STENCIL);
+ GL_NONE, GL_NONE, st->internal_target,
+ sample_count, PIPE_BIND_DEPTH_STENCIL);
assert(texFormat != PIPE_FORMAT_NONE);
}
else {
/* default color format */
- texFormat = st_choose_format(screen, GL_RGBA, st->internal_target,
+ texFormat = st_choose_format(screen, GL_RGBA,
+ GL_NONE, GL_NONE, st->internal_target,
sample_count, PIPE_BIND_SAMPLER_VIEW);
assert(texFormat != PIPE_FORMAT_NONE);
}
readY = srcy;
readW = width;
readH = height;
- _mesa_clip_readpixels(ctx, &readX, &readY, &readW, &readH, &pack);
+ if (!_mesa_clip_readpixels(ctx, &readX, &readY, &readW, &readH, &pack)) {
+ /* The source region is completely out of bounds. Do nothing.
+ * The GL spec says "Results of copies from outside the window,
+ * or from regions of the window that are not exposed, are
+ * hardware dependent and undefined."
+ */
+ return;
+ }
+
readW = MAX2(0, readW);
readH = MAX2(0, readH);
st_reference_fragprog(st, &st->pixel_xfer.combined_prog, NULL);
if (st->drawpix.vert_shaders[0])
- ureg_free_tokens(st->drawpix.vert_shaders[0]);
+ cso_delete_vertex_shader(st->cso_context, st->drawpix.vert_shaders[0]);
if (st->drawpix.vert_shaders[1])
- ureg_free_tokens(st->drawpix.vert_shaders[1]);
+ cso_delete_vertex_shader(st->cso_context, st->drawpix.vert_shaders[1]);
}
#endif /* FEATURE_drawpix */