X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fdrivers%2Fcommon%2Fmeta.c;h=9a8f7a5a2d53c956a3cac45a8340b16e6194de1f;hb=3eb135d1c72487619ec4ba2338a90b73c7bcda0d;hp=24d8d485a7e3397f41950456fb69cb11396e22fb;hpb=86de501f14f11f1e993c8703c0d69bdf1f6c7835;p=mesa.git diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 24d8d485a7e..9a8f7a5a2d5 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -1,6 +1,5 @@ /* * Mesa 3-D graphics library - * Version: 7.6 * * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * @@ -17,9 +16,10 @@ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. */ /** @@ -54,6 +54,7 @@ #include "main/pixel.h" #include "main/pbo.h" #include "main/polygon.h" +#include "main/queryobj.h" #include "main/readpix.h" #include "main/scissor.h" #include "main/shaderapi.h" @@ -89,6 +90,9 @@ struct save_state { GLbitfield SavedState; /**< bitmask of MESA_META_* flags */ + /** MESA_META_CLEAR (and others?) */ + struct gl_query_object *CurrentOcclusionObject; + /** MESA_META_ALPHA_TEST */ GLboolean AlphaEnabled; GLenum AlphaFunc; @@ -133,6 +137,7 @@ struct save_state struct gl_vertex_program *VertexProgram; GLboolean FragmentProgramEnabled; struct gl_fragment_program *FragmentProgram; + GLboolean ATIFragmentShaderEnabled; struct gl_shader_program *VertexShader; struct gl_shader_program *GeometryShader; struct gl_shader_program *FragmentShader; @@ -165,7 +170,7 @@ struct save_state struct gl_buffer_object *ArrayBufferObj; /** MESA_META_VIEWPORT */ - GLint ViewportX, ViewportY, ViewportW, ViewportH; + GLfloat ViewportX, ViewportY, ViewportW, ViewportH; GLclampd DepthNear, DepthFar; /** MESA_META_CLAMP_FRAGMENT_COLOR */ @@ -221,6 +226,9 @@ struct blit_state GLuint ArrayObj; GLuint VBO; GLuint DepthFP; + GLuint ShaderProg; + GLuint RectShaderProg; + struct temp_texture depthTex; }; @@ -233,9 +241,11 @@ struct clear_state GLuint VBO; GLuint ShaderProg; GLint ColorLocation; + GLint LayerLocation; GLuint IntegerShaderProg; GLint IntegerColorLocation; + GLint IntegerLayerLocation; }; @@ -292,7 +302,6 @@ struct gen_mipmap_state GLuint FBO; GLuint Sampler; GLuint ShaderProg; - GLuint IntegerShaderProg; struct glsl_sampler sampler_1d; struct glsl_sampler sampler_2d; struct glsl_sampler sampler_3d; @@ -357,8 +366,8 @@ compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB GLchar *info; shader = _mesa_CreateShaderObjectARB(target); - _mesa_ShaderSourceARB(shader, 1, &source, NULL); - _mesa_CompileShaderARB(shader); + _mesa_ShaderSource(shader, 1, &source, NULL); + _mesa_CompileShader(shader); _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok); if (ok) @@ -394,7 +403,7 @@ link_program_with_debug(struct gl_context *ctx, GLuint program) GLint ok, size; GLchar *info; - _mesa_LinkProgramARB(program); + _mesa_LinkProgram(program); _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok); if (ok) @@ -474,11 +483,19 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) * able to change other state. */ save->TransformFeedbackNeedsResume = - ctx->TransformFeedback.CurrentObject->Active && - !ctx->TransformFeedback.CurrentObject->Paused; + _mesa_is_xfb_active_and_unpaused(ctx); if (save->TransformFeedbackNeedsResume) _mesa_PauseTransformFeedback(); + /* After saving the current occlusion object, call EndQuery so that no + * occlusion querying will be active during the meta-operation. + */ + if (state & MESA_META_OCCLUSION_QUERY) { + save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject; + if (save->CurrentOcclusionObject) + _mesa_EndQuery(save->CurrentOcclusionObject->Target); + } + if (state & MESA_META_ALPHA_TEST) { save->AlphaEnabled = ctx->Color.AlphaEnabled; save->AlphaFunc = ctx->Color.AlphaFunc; @@ -568,7 +585,7 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) save->PolygonCull = ctx->Polygon.CullFlag; _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE); - if (ctx->API == API_OPENGL) { + if (ctx->API == API_OPENGL_COMPAT) { _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE); _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE); } @@ -581,32 +598,35 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) } if (state & MESA_META_SHADER) { - if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) { + if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_vertex_program) { save->VertexProgramEnabled = ctx->VertexProgram.Enabled; _mesa_reference_vertprog(ctx, &save->VertexProgram, ctx->VertexProgram.Current); _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE); } - if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) { + if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_fragment_program) { save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled; _mesa_reference_fragprog(ctx, &save->FragmentProgram, ctx->FragmentProgram.Current); _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE); } - if (ctx->Extensions.ARB_shader_objects) { - _mesa_reference_shader_program(ctx, &save->VertexShader, - ctx->Shader.CurrentVertexProgram); - _mesa_reference_shader_program(ctx, &save->GeometryShader, - ctx->Shader.CurrentGeometryProgram); - _mesa_reference_shader_program(ctx, &save->FragmentShader, - ctx->Shader.CurrentFragmentProgram); - _mesa_reference_shader_program(ctx, &save->ActiveShader, - ctx->Shader.ActiveProgram); - - _mesa_UseProgramObjectARB(0); + if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ATI_fragment_shader) { + save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled; + _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE); } + + _mesa_reference_shader_program(ctx, &save->VertexShader, + ctx->Shader.CurrentVertexProgram); + _mesa_reference_shader_program(ctx, &save->GeometryShader, + ctx->Shader.CurrentGeometryProgram); + _mesa_reference_shader_program(ctx, &save->FragmentShader, + ctx->Shader.CurrentFragmentProgram); + _mesa_reference_shader_program(ctx, &save->ActiveShader, + ctx->Shader.ActiveProgram); + + _mesa_UseProgram(0); } if (state & MESA_META_STENCIL_TEST) { @@ -624,20 +644,21 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) save->EnvMode = ctx->Texture.Unit[0].EnvMode; /* Disable all texture units */ - if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) { + if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled; save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled; if (ctx->Texture.Unit[u].Enabled || ctx->Texture.Unit[u].TexGenEnabled) { - _mesa_ActiveTextureARB(GL_TEXTURE0 + u); + _mesa_ActiveTexture(GL_TEXTURE0 + u); _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE); if (ctx->Extensions.ARB_texture_cube_map) _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE); - if (ctx->Extensions.OES_EGL_image_external) + if (_mesa_is_gles(ctx) && + ctx->Extensions.OES_EGL_image_external) _mesa_set_enable(ctx, GL_TEXTURE_EXTERNAL_OES, GL_FALSE); - if (ctx->API == API_OPENGL) { + if (ctx->API == API_OPENGL_COMPAT) { _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE); if (ctx->Extensions.NV_texture_rectangle) @@ -660,9 +681,9 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) } /* set defaults for unit[0] */ - _mesa_ActiveTextureARB(GL_TEXTURE0); - _mesa_ClientActiveTextureARB(GL_TEXTURE0); - if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) { + _mesa_ActiveTexture(GL_TEXTURE0); + _mesa_ClientActiveTexture(GL_TEXTURE0); + if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } } @@ -677,17 +698,22 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) 16 * sizeof(GLfloat)); save->MatrixMode = ctx->Transform.MatrixMode; /* set 1:1 vertex:pixel coordinate transform */ - _mesa_ActiveTextureARB(GL_TEXTURE0); + _mesa_ActiveTexture(GL_TEXTURE0); _mesa_MatrixMode(GL_TEXTURE); _mesa_LoadIdentity(); - _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture); + _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture); _mesa_MatrixMode(GL_MODELVIEW); _mesa_LoadIdentity(); _mesa_MatrixMode(GL_PROJECTION); _mesa_LoadIdentity(); - _mesa_Ortho(0.0, ctx->DrawBuffer->Width, - 0.0, ctx->DrawBuffer->Height, - -1.0, 1.0); + + /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE. + * This can occur when there is no draw buffer. + */ + if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0) + _mesa_Ortho(0.0, ctx->DrawBuffer->Width, + 0.0, ctx->DrawBuffer->Height, + -1.0, 1.0); } if (state & MESA_META_CLIP) { @@ -711,21 +737,21 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) if (state & MESA_META_VIEWPORT) { /* save viewport state */ - save->ViewportX = ctx->Viewport.X; - save->ViewportY = ctx->Viewport.Y; - save->ViewportW = ctx->Viewport.Width; - save->ViewportH = ctx->Viewport.Height; + save->ViewportX = ctx->ViewportArray[0].X; + save->ViewportY = ctx->ViewportArray[0].Y; + save->ViewportW = ctx->ViewportArray[0].Width; + save->ViewportH = ctx->ViewportArray[0].Height; /* set viewport to match window size */ - if (ctx->Viewport.X != 0 || - ctx->Viewport.Y != 0 || - ctx->Viewport.Width != ctx->DrawBuffer->Width || - ctx->Viewport.Height != ctx->DrawBuffer->Height) { - _mesa_set_viewport(ctx, 0, 0, + if (ctx->ViewportArray[0].X != 0 || + ctx->ViewportArray[0].Y != 0 || + ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width || + ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) { + _mesa_set_viewport(ctx, 0, 0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height); } /* save depth range state */ - save->DepthNear = ctx->Viewport.Near; - save->DepthFar = ctx->Viewport.Far; + save->DepthNear = ctx->ViewportArray[0].Near; + save->DepthFar = ctx->ViewportArray[0].Far; /* set depth range to default */ _mesa_DepthRange(0.0, 1.0); } @@ -737,8 +763,9 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) * it's for the pixel path (ClampFragmentColor is GL_TRUE), * regardless of the internal implementation of the metaops. */ - if (ctx->Color.ClampFragmentColor != GL_TRUE) - _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); + if (ctx->Color.ClampFragmentColor != GL_TRUE && + ctx->Extensions.ARB_color_buffer_float) + _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); } if (state & MESA_META_CLAMP_VERTEX_COLOR) { @@ -747,7 +774,8 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) /* Generally in here we never want vertex color clamping -- * result clamping is only dependent on fragment clamping. */ - _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, GL_FALSE); + if (ctx->Extensions.ARB_color_buffer_float) + _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE); } if (state & MESA_META_CONDITIONAL_RENDER) { @@ -802,6 +830,18 @@ _mesa_meta_end(struct gl_context *ctx) struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1]; const GLbitfield state = save->SavedState; + /* After starting a new occlusion query, initialize the results to the + * values saved previously. The driver will then continue to increment + * these values. + */ + if (state & MESA_META_OCCLUSION_QUERY) { + if (save->CurrentOcclusionObject) { + _mesa_BeginQuery(save->CurrentOcclusionObject->Target, + save->CurrentOcclusionObject->Id); + ctx->Query.CurrentOcclusionObject->Result = save->CurrentOcclusionObject->Result; + } + } + if (state & MESA_META_ALPHA_TEST) { if (ctx->Color.AlphaEnabled != save->AlphaEnabled) _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled); @@ -833,7 +873,7 @@ _mesa_meta_end(struct gl_context *ctx) save->ColorMask[i][2], save->ColorMask[i][3]); } else { - _mesa_ColorMaskIndexed(i, + _mesa_ColorMaski(i, save->ColorMask[i][0], save->ColorMask[i][1], save->ColorMask[i][2], @@ -884,7 +924,7 @@ _mesa_meta_end(struct gl_context *ctx) _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode); _mesa_PolygonMode(GL_BACK, save->BackPolygonMode); } - if (ctx->API == API_OPENGL) { + if (ctx->API == API_OPENGL_COMPAT) { _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple); _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth); } @@ -893,13 +933,13 @@ _mesa_meta_end(struct gl_context *ctx) } if (state & MESA_META_SCISSOR) { - _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled); - _mesa_Scissor(save->Scissor.X, save->Scissor.Y, - save->Scissor.Width, save->Scissor.Height); + _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.EnableFlags); + _mesa_Scissor(save->Scissor.ScissorArray[0].X, save->Scissor.ScissorArray[0].Y, + save->Scissor.ScissorArray[0].Width, save->Scissor.ScissorArray[0].Height); } if (state & MESA_META_SHADER) { - if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) { + if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_vertex_program) { _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, save->VertexProgramEnabled); _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, @@ -907,7 +947,7 @@ _mesa_meta_end(struct gl_context *ctx) _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL); } - if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) { + if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_fragment_program) { _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, save->FragmentProgramEnabled); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, @@ -915,10 +955,15 @@ _mesa_meta_end(struct gl_context *ctx) _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL); } + if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ATI_fragment_shader) { + _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, + save->ATIFragmentShaderEnabled); + } + if (ctx->Extensions.ARB_vertex_shader) _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader); - if (ctx->Extensions.ARB_geometry_shader4) + if (_mesa_has_geometry_shaders(ctx)) _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, save->GeometryShader); @@ -940,7 +985,7 @@ _mesa_meta_end(struct gl_context *ctx) _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); _mesa_ClearStencil(stencil->Clear); - if (ctx->API == API_OPENGL && ctx->Extensions.EXT_stencil_two_side) { + if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.EXT_stencil_two_side) { _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, stencil->TestTwoSide); _mesa_ActiveStencilFaceEXT(stencil->ActiveFace @@ -972,7 +1017,7 @@ _mesa_meta_end(struct gl_context *ctx) ASSERT(ctx->Texture.CurrentUnit == 0); /* restore texenv for unit[0] */ - if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) { + if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode); } @@ -987,7 +1032,7 @@ _mesa_meta_end(struct gl_context *ctx) } /* Restore fixed function texture enables, texgen */ - if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) { + if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) { FLUSH_VERTICES(ctx, _NEW_TEXTURE); @@ -1002,16 +1047,16 @@ _mesa_meta_end(struct gl_context *ctx) } /* restore current unit state */ - _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit); - _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit); + _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit); + _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit); } if (state & MESA_META_TRANSFORM) { GLuint activeTexture = ctx->Texture.CurrentUnit; - _mesa_ActiveTextureARB(GL_TEXTURE0); + _mesa_ActiveTexture(GL_TEXTURE0); _mesa_MatrixMode(GL_TEXTURE); _mesa_LoadMatrixf(save->TextureMatrix); - _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture); + _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture); _mesa_MatrixMode(GL_MODELVIEW); _mesa_LoadMatrixf(save->ModelviewMatrix); @@ -1035,7 +1080,7 @@ _mesa_meta_end(struct gl_context *ctx) if (state & MESA_META_VERTEX) { /* restore vertex buffer object */ - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name); _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL); /* restore vertex array object */ @@ -1044,22 +1089,24 @@ _mesa_meta_end(struct gl_context *ctx) } if (state & MESA_META_VIEWPORT) { - if (save->ViewportX != ctx->Viewport.X || - save->ViewportY != ctx->Viewport.Y || - save->ViewportW != ctx->Viewport.Width || - save->ViewportH != ctx->Viewport.Height) { - _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY, + if (save->ViewportX != ctx->ViewportArray[0].X || + save->ViewportY != ctx->ViewportArray[0].Y || + save->ViewportW != ctx->ViewportArray[0].Width || + save->ViewportH != ctx->ViewportArray[0].Height) { + _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY, save->ViewportW, save->ViewportH); } _mesa_DepthRange(save->DepthNear, save->DepthFar); } - if (state & MESA_META_CLAMP_FRAGMENT_COLOR) { - _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor); + if (state & MESA_META_CLAMP_FRAGMENT_COLOR && + ctx->Extensions.ARB_color_buffer_float) { + _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor); } - if (state & MESA_META_CLAMP_VERTEX_COLOR) { - _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor); + if (state & MESA_META_CLAMP_VERTEX_COLOR && + ctx->Extensions.ARB_color_buffer_float) { + _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor); } if (state & MESA_META_CONDITIONAL_RENDER) { @@ -1135,7 +1182,7 @@ static void init_temp_texture(struct gl_context *ctx, struct temp_texture *tex) { /* prefer texture rectangle */ - if (ctx->Extensions.NV_texture_rectangle) { + if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) { tex->Target = GL_TEXTURE_RECTANGLE; tex->MaxSize = ctx->Const.MaxTextureRectSize; tex->NPOT = GL_TRUE; @@ -1196,6 +1243,21 @@ get_bitmap_temp_texture(struct gl_context *ctx) return tex; } +/** + * Return pointer to depth temp_texture. + * This does some one-time init if needed. + */ +static struct temp_texture * +get_temp_depth_texture(struct gl_context *ctx) +{ + struct temp_texture *tex = &ctx->Meta->Blit.depthTex; + + if (!tex->TexObj) { + init_temp_texture(ctx, tex); + } + + return tex; +} /** * Compute the width/height of texture needed to draw an image of the @@ -1260,7 +1322,8 @@ alloc_texture(struct temp_texture *tex, * Setup/load texture for glCopyPixels or glBlitFramebuffer. */ static void -setup_copypix_texture(struct temp_texture *tex, +setup_copypix_texture(struct gl_context *ctx, + struct temp_texture *tex, GLboolean newTex, GLint srcX, GLint srcY, GLsizei width, GLsizei height, GLenum intFormat, @@ -1269,7 +1332,8 @@ setup_copypix_texture(struct temp_texture *tex, _mesa_BindTexture(tex->Target, tex->TexObj); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter); - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); /* copy framebuffer image to texture */ if (newTex) { @@ -1312,7 +1376,8 @@ setup_drawpix_texture(struct gl_context *ctx, _mesa_BindTexture(tex->Target, tex->TexObj); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); /* copy pixel data to texture */ if (newTex) { @@ -1327,12 +1392,12 @@ setup_drawpix_texture(struct gl_context *ctx, _mesa_reference_buffer_object(ctx, &save_unpack_obj, ctx->Unpack.BufferObj); - _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0); + _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0); /* create empty texture */ _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, tex->Width, tex->Height, 0, format, type, NULL); if (save_unpack_obj != NULL) - _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, + _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, save_unpack_obj->Name); /* load image */ _mesa_TexSubImage2D(tex->Target, 0, @@ -1373,12 +1438,171 @@ init_blit_depth_pixels(struct gl_context *ctx) texTarget = "2D"; _mesa_snprintf(program2, sizeof(program2), program, texTarget); - _mesa_GenPrograms(1, &blit->DepthFP); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); + _mesa_GenProgramsARB(1, &blit->DepthFP); + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(program2), (const GLubyte *) program2); } +static void +setup_ff_blit_framebuffer(struct gl_context *ctx, + struct blit_state *blit) +{ + struct vertex { + GLfloat x, y, s, t; + }; + struct vertex verts[4]; + + if (blit->ArrayObj == 0) { + /* one-time setup */ + + /* create vertex array object */ + _mesa_GenVertexArrays(1, &blit->ArrayObj); + _mesa_BindVertexArray(blit->ArrayObj); + + /* create vertex array buffer */ + _mesa_GenBuffers(1, &blit->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), + NULL, GL_DYNAMIC_DRAW_ARB); + + /* setup vertex arrays */ + _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); + _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); + _mesa_EnableClientState(GL_VERTEX_ARRAY); + _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); + } + + /* setup projection matrix */ + _mesa_MatrixMode(GL_PROJECTION); + _mesa_LoadIdentity(); + _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); + +} + +static void +setup_glsl_blit_framebuffer(struct gl_context *ctx, + struct blit_state *blit, + GLenum target) +{ + struct vertex { + GLfloat x, y, s, t; + }; + struct vertex verts[4]; + const char *vs_source; + char *fs_source; + GLuint vs, fs; + void *mem_ctx; + GLuint ShaderProg; + GLboolean texture_2d = (target == GL_TEXTURE_2D); + + /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */ + assert(_mesa_is_desktop_gl(ctx) || texture_2d); + + /* Check if already initialized */ + if (blit->ArrayObj == 0) { + + /* create vertex array object */ + _mesa_GenVertexArrays(1, &blit->ArrayObj); + _mesa_BindVertexArray(blit->ArrayObj); + + /* create vertex array buffer */ + _mesa_GenBuffers(1, &blit->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), + NULL, GL_DYNAMIC_DRAW_ARB); + + /* setup vertex arrays */ + _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, + sizeof(struct vertex), OFFSET(x)); + _mesa_VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, + sizeof(struct vertex), OFFSET(s)); + + _mesa_EnableVertexAttribArray(0); + _mesa_EnableVertexAttribArray(1); + } + + /* Generate a relevant fragment shader program for the texture target */ + if ((target == GL_TEXTURE_2D && blit->ShaderProg != 0) || + (target == GL_TEXTURE_RECTANGLE && blit->RectShaderProg != 0)) { + return; + } + + mem_ctx = ralloc_context(NULL); + + if (ctx->Const.GLSLVersion < 130) { + vs_source = + "attribute vec2 position;\n" + "attribute vec2 textureCoords;\n" + "varying vec2 texCoords;\n" + "void main()\n" + "{\n" + " texCoords = textureCoords;\n" + " gl_Position = vec4(position, 0.0, 1.0);\n" + "}\n"; + + fs_source = ralloc_asprintf(mem_ctx, + "#ifdef GL_ES\n" + "precision highp float;\n" + "#endif\n" + "uniform %s texSampler;\n" + "varying vec2 texCoords;\n" + "void main()\n" + "{\n" + " gl_FragColor = %s(texSampler, texCoords);\n" + " gl_FragDepth = gl_FragColor.r;\n" + "}\n", + texture_2d ? "sampler2D" : "sampler2DRect", + texture_2d ? "texture2D" : "texture2DRect"); + } + else { + vs_source = ralloc_asprintf(mem_ctx, + "#version %s\n" + "in vec2 position;\n" + "in vec2 textureCoords;\n" + "out vec2 texCoords;\n" + "void main()\n" + "{\n" + " texCoords = textureCoords;\n" + " gl_Position = vec4(position, 0.0, 1.0);\n" + "}\n", + _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); + fs_source = ralloc_asprintf(mem_ctx, + "#version %s\n" + "#ifdef GL_ES\n" + "precision highp float;\n" + "#endif\n" + "uniform %s texSampler;\n" + "in vec2 texCoords;\n" + "out vec4 out_color;\n" + "\n" + "void main()\n" + "{\n" + " out_color = %s(texSampler, texCoords);\n" + " gl_FragDepth = out_color.r;\n" + "}\n", + _mesa_is_desktop_gl(ctx) ? "130" : "300 es", + texture_2d ? "sampler2D" : "sampler2DRect", + texture_2d ? "texture" : "texture2DRect"); + } + + vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source); + fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source); + + ShaderProg = _mesa_CreateProgramObjectARB(); + _mesa_AttachShader(ShaderProg, fs); + _mesa_DeleteObjectARB(fs); + _mesa_AttachShader(ShaderProg, vs); + _mesa_DeleteObjectARB(vs); + _mesa_BindAttribLocation(ShaderProg, 0, "position"); + _mesa_BindAttribLocation(ShaderProg, 1, "texcoords"); + link_program_with_debug(ctx, ShaderProg); + ralloc_free(mem_ctx); + if (texture_2d) + blit->ShaderProg = ShaderProg; + else + blit->RectShaderProg = ShaderProg; +} /** * Try to do a glBlitFramebuffer using no-copy texturing. @@ -1392,17 +1616,22 @@ static GLbitfield blitframebuffer_texture(struct gl_context *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, - GLbitfield mask, GLenum filter) + GLbitfield mask, GLenum filter, GLint flipX, + GLint flipY, GLboolean glsl_version) { if (mask & GL_COLOR_BUFFER_BIT) { const struct gl_framebuffer *drawFb = ctx->DrawBuffer; const struct gl_framebuffer *readFb = ctx->ReadBuffer; - const struct gl_renderbuffer_attachment *drawAtt = - &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]]; + const struct gl_renderbuffer_attachment *drawAtt; const struct gl_renderbuffer_attachment *readAtt = &readFb->Attachment[readFb->_ColorReadBufferIndex]; if (readAtt && readAtt->Texture) { + struct blit_state *blit = &ctx->Meta->Blit; + const GLint dstX = MIN2(dstX0, dstX1); + const GLint dstY = MIN2(dstY0, dstY1); + const GLint dstW = abs(dstX1 - dstX0); + const GLint dstH = abs(dstY1 - dstY0); const struct gl_texture_object *texObj = readAtt->Texture; const GLuint srcLevel = readAtt->TextureLevel; const GLint baseLevelSave = texObj->BaseLevel; @@ -1411,13 +1640,22 @@ blitframebuffer_texture(struct gl_context *ctx, GLuint sampler, samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ? ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0; - - if (drawAtt->Texture == readAtt->Texture) { - /* Can't use same texture as both the source and dest. We need - * to handle overlapping blits and besides, some hw may not - * support this. - */ - return mask; + int i; + + /* Iterate through all draw buffers */ + for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { + int idx = ctx->DrawBuffer->_ColorDrawBufferIndexes[i]; + if (idx == -1) + continue; + drawAtt = &drawFb->Attachment[idx]; + + if (drawAtt->Texture == readAtt->Texture) { + /* Can't use same texture as both the source and dest. We need + * to handle overlapping blits and besides, some hw may not + * support this. + */ + return mask; + } } if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) { @@ -1425,6 +1663,23 @@ blitframebuffer_texture(struct gl_context *ctx, return mask; } + /* Choose between glsl version and fixed function version of + * BlitFramebuffer function. + */ + if (glsl_version) { + setup_glsl_blit_framebuffer(ctx, blit, target); + if (target == GL_TEXTURE_2D) + _mesa_UseProgram(blit->ShaderProg); + else + _mesa_UseProgram(blit->RectShaderProg); + } + else { + setup_ff_blit_framebuffer(ctx, &ctx->Meta->Blit); + } + + _mesa_BindVertexArray(blit->ArrayObj); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); + _mesa_GenSamplers(1, &sampler); _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler); @@ -1454,8 +1709,10 @@ blitframebuffer_texture(struct gl_context *ctx, GL_SKIP_DECODE_EXT); } - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - _mesa_set_enable(ctx, target, GL_TRUE); + if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + _mesa_set_enable(ctx, target, GL_TRUE); + } /* Prepare vertex data (the VBO was previously created and bound) */ { @@ -1475,20 +1732,21 @@ blitframebuffer_texture(struct gl_context *ctx, } else { assert(target == GL_TEXTURE_RECTANGLE_ARB); - s0 = srcX0; - s1 = srcX1; - t0 = srcY0; - t1 = srcY1; + s0 = (float) srcX0; + s1 = (float) srcX1; + t0 = (float) srcY0; + t1 = (float) srcY1; } - verts[0].x = (GLfloat) dstX0; - verts[0].y = (GLfloat) dstY0; - verts[1].x = (GLfloat) dstX1; - verts[1].y = (GLfloat) dstY0; - verts[2].x = (GLfloat) dstX1; - verts[2].y = (GLfloat) dstY1; - verts[3].x = (GLfloat) dstX0; - verts[3].y = (GLfloat) dstY1; + /* setup vertex positions */ + verts[0].x = -1.0F * flipX; + verts[0].y = -1.0F * flipY; + verts[1].x = 1.0F * flipX; + verts[1].y = -1.0F * flipY; + verts[2].x = 1.0F * flipX; + verts[2].y = 1.0F * flipY; + verts[3].x = -1.0F * flipX; + verts[3].y = 1.0F * flipY; verts[0].s = s0; verts[0].t = t0; @@ -1499,9 +1757,13 @@ blitframebuffer_texture(struct gl_context *ctx, verts[3].s = s0; verts[3].t = t1; - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } + /* setup viewport */ + _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); + _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + _mesa_DepthMask(GL_FALSE); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); /* Restore texture object state, the texture binding will @@ -1536,18 +1798,31 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, { struct blit_state *blit = &ctx->Meta->Blit; struct temp_texture *tex = get_temp_texture(ctx); + struct temp_texture *depthTex = get_temp_depth_texture(ctx); const GLsizei maxTexSize = tex->MaxSize; const GLint srcX = MIN2(srcX0, srcX1); const GLint srcY = MIN2(srcY0, srcY1); const GLint srcW = abs(srcX1 - srcX0); const GLint srcH = abs(srcY1 - srcY0); - const GLboolean srcFlipX = srcX1 < srcX0; - const GLboolean srcFlipY = srcY1 < srcY0; + const GLint dstX = MIN2(dstX0, dstX1); + const GLint dstY = MIN2(dstY0, dstY1); + const GLint dstW = abs(dstX1 - dstX0); + const GLint dstH = abs(dstY1 - dstY0); + const GLint srcFlipX = (srcX1 - srcX0) / srcW; + const GLint srcFlipY = (srcY1 - srcY0) / srcH; + const GLint dstFlipX = (dstX1 - dstX0) / dstW; + const GLint dstFlipY = (dstY1 - dstY0) / dstH; + const GLint flipX = srcFlipX * dstFlipX; + const GLint flipY = srcFlipY * dstFlipY; + struct vertex { GLfloat x, y, s, t; }; struct vertex verts[4]; GLboolean newTex; + const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader && + ctx->Extensions.ARB_fragment_shader && + (ctx->API != API_OPENGLES); /* In addition to falling back if the blit size is larger than the maximum * texture size, fallback if the source is multisampled. This fallback can @@ -1561,114 +1836,137 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, return; } - if (srcFlipX) { - GLint tmp = dstX0; - dstX0 = dstX1; - dstX1 = tmp; - } - - if (srcFlipY) { - GLint tmp = dstY0; - dstY0 = dstY1; - dstY1 = tmp; - } - /* only scissor effects blit so save/clear all other relevant state */ _mesa_meta_begin(ctx, ~MESA_META_SCISSOR); - if (blit->ArrayObj == 0) { - /* one-time setup */ - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &blit->ArrayObj); - _mesa_BindVertexArray(blit->ArrayObj); - - /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &blit->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); - - /* setup vertex arrays */ - _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - } - else { - _mesa_BindVertexArray(blit->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO); - } - /* Try faster, direct texture approach first */ mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1, - dstX0, dstY0, dstX1, dstY1, mask, filter); + dstX0, dstY0, dstX1, dstY1, mask, filter, + dstFlipX, dstFlipY, use_glsl_version); if (mask == 0x0) { _mesa_meta_end(ctx); return; } - /* Continue with "normal" approach which involves copying the src rect - * into a temporary texture and is "blitted" by drawing a textured quad. + /* Choose between glsl version and fixed function version of + * BlitFramebuffer function. */ + if (use_glsl_version) { + setup_glsl_blit_framebuffer(ctx, blit, tex->Target); + if (tex->Target == GL_TEXTURE_2D) + _mesa_UseProgram(blit->ShaderProg); + else + _mesa_UseProgram(blit->RectShaderProg); + } + else { + setup_ff_blit_framebuffer(ctx, blit); + } - newTex = alloc_texture(tex, srcW, srcH, GL_RGBA); + _mesa_BindVertexArray(blit->ArrayObj); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); - /* vertex positions/texcoords (after texture allocation!) */ + /* Continue with "normal" approach which involves copying the src rect + * into a temporary texture and is "blitted" by drawing a textured quad. + */ { - verts[0].x = (GLfloat) dstX0; - verts[0].y = (GLfloat) dstY0; - verts[1].x = (GLfloat) dstX1; - verts[1].y = (GLfloat) dstY0; - verts[2].x = (GLfloat) dstX1; - verts[2].y = (GLfloat) dstY1; - verts[3].x = (GLfloat) dstX0; - verts[3].y = (GLfloat) dstY1; - - verts[0].s = 0.0F; - verts[0].t = 0.0F; - verts[1].s = tex->Sright; - verts[1].t = 0.0F; - verts[2].s = tex->Sright; - verts[2].t = tex->Ttop; - verts[3].s = 0.0F; - verts[3].t = tex->Ttop; + /* setup vertex positions */ + verts[0].x = -1.0F * flipX; + verts[0].y = -1.0F * flipY; + verts[1].x = 1.0F * flipX; + verts[1].y = -1.0F * flipY; + verts[2].x = 1.0F * flipX; + verts[2].y = 1.0F * flipY; + verts[3].x = -1.0F * flipX; + verts[3].y = 1.0F * flipY; - /* upload new vertex data */ - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } - _mesa_set_enable(ctx, tex->Target, GL_TRUE); + /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.} + * tokens. + */ + if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES) + _mesa_set_enable(ctx, tex->Target, GL_TRUE); if (mask & GL_COLOR_BUFFER_BIT) { - setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH, - GL_RGBA, filter); + const struct gl_framebuffer *readFb = ctx->ReadBuffer; + const struct gl_renderbuffer *colorReadRb = readFb->_ColorReadBuffer; + const GLenum rb_base_format = + _mesa_base_tex_format(ctx, colorReadRb->InternalFormat); + + /* Using the exact source rectangle to create the texture does incorrect + * linear filtering along the edges. So, allocate the texture extended along + * edges by one pixel in x, y directions. + */ + newTex = alloc_texture(tex, srcW + 2, srcH + 2, rb_base_format); + setup_copypix_texture(ctx, tex, newTex, + srcX - 1, srcY - 1, srcW + 2, srcH + 2, + rb_base_format, filter); + /* texcoords (after texture allocation!) */ + { + verts[0].s = 1.0F; + verts[0].t = 1.0F; + verts[1].s = tex->Sright - 1.0F; + verts[1].t = 1.0F; + verts[2].s = tex->Sright - 1.0F; + verts[2].t = tex->Ttop - 1.0F; + verts[3].s = 1.0F; + verts[3].t = tex->Ttop - 1.0F; + + /* upload new vertex data */ + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + } + + _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); + _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE); + _mesa_DepthMask(GL_FALSE); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); mask &= ~GL_COLOR_BUFFER_BIT; } - if (mask & GL_DEPTH_BUFFER_BIT) { + if ((mask & GL_DEPTH_BUFFER_BIT) && + _mesa_is_desktop_gl(ctx) && + ctx->Extensions.ARB_depth_texture && + ctx->Extensions.ARB_fragment_program) { + GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint)); + if (tmp) { - if (!blit->DepthFP) - init_blit_depth_pixels(ctx); - /* maybe change tex format here */ - newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT); + newTex = alloc_texture(depthTex, srcW, srcH, GL_DEPTH_COMPONENT); + _mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT, + GL_UNSIGNED_INT, tmp); + setup_drawpix_texture(ctx, depthTex, newTex, GL_DEPTH_COMPONENT, + srcW, srcH, GL_DEPTH_COMPONENT, + GL_UNSIGNED_INT, tmp); - _mesa_ReadPixels(srcX, srcY, srcW, srcH, - GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp); + /* texcoords (after texture allocation!) */ + { + verts[0].s = 0.0F; + verts[0].t = 0.0F; + verts[1].s = depthTex->Sright; + verts[1].t = 0.0F; + verts[2].s = depthTex->Sright; + verts[2].t = depthTex->Ttop; + verts[3].s = 0.0F; + verts[3].t = depthTex->Ttop; + + /* upload new vertex data */ + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + } - setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH, - GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp); + if (!blit->DepthFP) + init_blit_depth_pixels(ctx); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); _mesa_DepthFunc(GL_ALWAYS); _mesa_DepthMask(GL_TRUE); + _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); mask &= ~GL_DEPTH_BUFFER_BIT; @@ -1680,7 +1978,8 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, /* XXX can't easily do stencil */ } - _mesa_set_enable(ctx, tex->Target, GL_FALSE); + if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES) + _mesa_set_enable(ctx, tex->Target, GL_FALSE); _mesa_meta_end(ctx); @@ -1694,15 +1993,23 @@ static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit) { if (blit->ArrayObj) { - _mesa_DeleteVertexArraysAPPLE(1, &blit->ArrayObj); + _mesa_DeleteVertexArrays(1, &blit->ArrayObj); blit->ArrayObj = 0; - _mesa_DeleteBuffersARB(1, &blit->VBO); + _mesa_DeleteBuffers(1, &blit->VBO); blit->VBO = 0; } if (blit->DepthFP) { - _mesa_DeletePrograms(1, &blit->DepthFP); + _mesa_DeleteProgramsARB(1, &blit->DepthFP); blit->DepthFP = 0; } + + _mesa_DeleteObjectARB(blit->ShaderProg); + blit->ShaderProg = 0; + _mesa_DeleteObjectARB(blit->RectShaderProg); + blit->RectShaderProg = 0; + + _mesa_DeleteTextures(1, &blit->depthTex.TexObj); + blit->depthTex.TexObj = 0; } @@ -1740,8 +2047,8 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) _mesa_BindVertexArray(clear->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &clear->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); + _mesa_GenBuffers(1, &clear->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); /* setup vertex arrays */ _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); @@ -1751,7 +2058,7 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) } else { _mesa_BindVertexArray(clear->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); } /* GL_COLOR_BUFFER_BIT */ @@ -1759,7 +2066,8 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) /* leave colormask, glDrawBuffer state as-is */ /* Clears never have the color clamped. */ - _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); + if (ctx->Extensions.ARB_color_buffer_float) + _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); } else { ASSERT(metaSave & MESA_META_COLOR_MASK); @@ -1820,7 +2128,7 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) } /* upload new vertex data */ - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); } @@ -1839,29 +2147,30 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) "{\n" " gl_Position = position;\n" "}\n"; - const char *fs_source = - "uniform vec4 color;\n" - "void main()\n" - "{\n" - " gl_FragColor = color;\n" - "}\n"; - const char *vs_int_source = - "#version 130\n" - "in vec4 position;\n" + const char *gs_source = + "#version 150\n" + "layout(triangles) in;\n" + "layout(triangle_strip, max_vertices = 4) out;\n" + "uniform int layer;\n" "void main()\n" "{\n" - " gl_Position = position;\n" + " for (int i = 0; i < 3; i++) {\n" + " gl_Layer = layer;\n" + " gl_Position = gl_in[i].gl_Position;\n" + " EmitVertex();\n" + " }\n" "}\n"; - const char *fs_int_source = - "#version 130\n" - "uniform ivec4 color;\n" - "out ivec4 out_color;\n" - "\n" + const char *fs_source = + "#ifdef GL_ES\n" + "precision highp float;\n" + "#endif\n" + "uniform vec4 color;\n" "void main()\n" "{\n" - " out_color = color;\n" + " gl_FragColor = color;\n" "}\n"; - GLuint vs, fs; + GLuint vs, gs = 0, fs; + bool has_integer_textures; if (clear->ArrayObj != 0) return; @@ -1871,42 +2180,85 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) _mesa_BindVertexArray(clear->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &clear->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); + _mesa_GenBuffers(1, &clear->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); /* setup vertex arrays */ - _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0); - _mesa_EnableVertexAttribArrayARB(0); + _mesa_VertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0); + _mesa_EnableVertexAttribArray(0); vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER); - _mesa_ShaderSourceARB(vs, 1, &vs_source, NULL); - _mesa_CompileShaderARB(vs); + _mesa_ShaderSource(vs, 1, &vs_source, NULL); + _mesa_CompileShader(vs); + + if (_mesa_has_geometry_shaders(ctx)) { + gs = _mesa_CreateShaderObjectARB(GL_GEOMETRY_SHADER); + _mesa_ShaderSource(gs, 1, &gs_source, NULL); + _mesa_CompileShader(gs); + } fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER); - _mesa_ShaderSourceARB(fs, 1, &fs_source, NULL); - _mesa_CompileShaderARB(fs); + _mesa_ShaderSource(fs, 1, &fs_source, NULL); + _mesa_CompileShader(fs); clear->ShaderProg = _mesa_CreateProgramObjectARB(); _mesa_AttachShader(clear->ShaderProg, fs); _mesa_DeleteObjectARB(fs); + if (gs != 0) + _mesa_AttachShader(clear->ShaderProg, gs); _mesa_AttachShader(clear->ShaderProg, vs); _mesa_DeleteObjectARB(vs); - _mesa_BindAttribLocationARB(clear->ShaderProg, 0, "position"); - _mesa_LinkProgramARB(clear->ShaderProg); + _mesa_BindAttribLocation(clear->ShaderProg, 0, "position"); + _mesa_LinkProgram(clear->ShaderProg); - clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg, + clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color"); + if (gs != 0) { + clear->LayerLocation = _mesa_GetUniformLocation(clear->ShaderProg, + "layer"); + } + + has_integer_textures = _mesa_is_gles3(ctx) || + (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130); + + if (has_integer_textures) { + void *shader_source_mem_ctx = ralloc_context(NULL); + const char *vs_int_source = + ralloc_asprintf(shader_source_mem_ctx, + "#version %s\n" + "in vec4 position;\n" + "void main()\n" + "{\n" + " gl_Position = position;\n" + "}\n", + _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); + const char *fs_int_source = + ralloc_asprintf(shader_source_mem_ctx, + "#version %s\n" + "#ifdef GL_ES\n" + "precision highp float;\n" + "#endif\n" + "uniform ivec4 color;\n" + "out ivec4 out_color;\n" + "\n" + "void main()\n" + "{\n" + " out_color = color;\n" + "}\n", + _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); - if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) { vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source); fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source); + ralloc_free(shader_source_mem_ctx); clear->IntegerShaderProg = _mesa_CreateProgramObjectARB(); _mesa_AttachShader(clear->IntegerShaderProg, fs); _mesa_DeleteObjectARB(fs); + if (gs != 0) + _mesa_AttachShader(clear->IntegerShaderProg, gs); _mesa_AttachShader(clear->IntegerShaderProg, vs); _mesa_DeleteObjectARB(vs); - _mesa_BindAttribLocationARB(clear->IntegerShaderProg, 0, "position"); + _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position"); /* Note that user-defined out attributes get automatically assigned * locations starting from 0, so we don't need to explicitly @@ -1916,8 +2268,14 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) link_program_with_debug(ctx, clear->IntegerShaderProg); clear->IntegerColorLocation = - _mesa_GetUniformLocationARB(clear->IntegerShaderProg, "color"); + _mesa_GetUniformLocation(clear->IntegerShaderProg, "color"); + if (gs != 0) { + clear->IntegerLayerLocation = + _mesa_GetUniformLocation(clear->IntegerShaderProg, "layer"); + } } + if (gs != 0) + _mesa_DeleteObjectARB(gs); } static void @@ -1925,9 +2283,9 @@ meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear) { if (clear->ArrayObj == 0) return; - _mesa_DeleteVertexArraysAPPLE(1, &clear->ArrayObj); + _mesa_DeleteVertexArrays(1, &clear->ArrayObj); clear->ArrayObj = 0; - _mesa_DeleteBuffersARB(1, &clear->VBO); + _mesa_DeleteBuffers(1, &clear->VBO); clear->VBO = 0; _mesa_DeleteObjectARB(clear->ShaderProg); clear->ShaderProg = 0; @@ -1967,7 +2325,8 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) MESA_META_VIEWPORT | MESA_META_CLIP | MESA_META_CLAMP_FRAGMENT_COLOR | - MESA_META_MULTISAMPLE); + MESA_META_MULTISAMPLE | + MESA_META_OCCLUSION_QUERY); if (!(buffers & BUFFER_BITS_COLOR)) { /* We'll use colormask to disable color writes. Otherwise, @@ -1981,24 +2340,25 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) meta_glsl_clear_init(ctx, clear); if (fb->_IntegerColor) { - _mesa_UseProgramObjectARB(clear->IntegerShaderProg); - _mesa_Uniform4ivARB(clear->IntegerColorLocation, 1, + _mesa_UseProgram(clear->IntegerShaderProg); + _mesa_Uniform4iv(clear->IntegerColorLocation, 1, ctx->Color.ClearColor.i); } else { - _mesa_UseProgramObjectARB(clear->ShaderProg); - _mesa_Uniform4fvARB(clear->ColorLocation, 1, + _mesa_UseProgram(clear->ShaderProg); + _mesa_Uniform4fv(clear->ColorLocation, 1, ctx->Color.ClearColor.f); } _mesa_BindVertexArray(clear->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); /* GL_COLOR_BUFFER_BIT */ if (buffers & BUFFER_BITS_COLOR) { /* leave colormask, glDrawBuffer state as-is */ /* Clears never have the color clamped. */ - _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); + if (ctx->Extensions.ARB_color_buffer_float) + _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); } else { ASSERT(metaSave & MESA_META_COLOR_MASK); @@ -2043,11 +2403,22 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) verts[3].z = z; /* upload new vertex data */ - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); - /* draw quad */ - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + /* draw quad(s) */ + if (fb->MaxNumLayers > 0) { + unsigned layer; + for (layer = 0; layer < fb->MaxNumLayers; layer++) { + if (fb->_IntegerColor) + _mesa_Uniform1i(clear->IntegerLayerLocation, layer); + else + _mesa_Uniform1i(clear->LayerLocation, layer); + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + } else { + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + } _mesa_meta_end(ctx); } @@ -2099,9 +2470,9 @@ _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, _mesa_BindVertexArray(copypix->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, ©pix->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + _mesa_GenBuffers(1, ©pix->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, copypix->VBO); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ @@ -2112,7 +2483,7 @@ _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, } else { _mesa_BindVertexArray(copypix->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, copypix->VBO); } newTex = alloc_texture(tex, width, height, intFormat); @@ -2147,11 +2518,11 @@ _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, verts[3].t = tex->Ttop; /* upload new vertex data */ - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } /* Alloc/setup texture */ - setup_copypix_texture(tex, newTex, srcX, srcY, width, height, + setup_copypix_texture(ctx, tex, newTex, srcX, srcY, width, height, GL_RGBA, GL_NEAREST); _mesa_set_enable(ctx, tex->Target, GL_TRUE); @@ -2261,8 +2632,8 @@ init_draw_stencil_pixels(struct gl_context *ctx) texTarget = "2D"; _mesa_snprintf(program2, sizeof(program2), program, texTarget); - _mesa_GenPrograms(1, &drawpix->StencilFP); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); + _mesa_GenProgramsARB(1, &drawpix->StencilFP); + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(program2), (const GLubyte *) program2); } @@ -2295,8 +2666,8 @@ init_draw_depth_pixels(struct gl_context *ctx) texTarget = "2D"; _mesa_snprintf(program2, sizeof(program2), program, texTarget); - _mesa_GenPrograms(1, &drawpix->DepthFP); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); + _mesa_GenProgramsARB(1, &drawpix->DepthFP); + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(program2), (const GLubyte *) program2); } @@ -2453,9 +2824,9 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, _mesa_BindVertexArray(drawpix->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &vbo); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + _mesa_GenBuffers(1, &vbo); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, vbo); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ @@ -2491,7 +2862,7 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, /* set stencil bits to 1 where needed */ _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) { @@ -2501,7 +2872,7 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, _mesa_StencilMask(mask); _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, - 255.0 / mask, 0.5, 0.0, 0.0); + 255.0f / mask, 0.5f, 0.0f, 0.0f); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); } @@ -2512,7 +2883,7 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, if (!drawpix->DepthFP) init_draw_depth_pixels(ctx); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); /* polygon color = current raster color */ @@ -2533,7 +2904,7 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, _mesa_set_enable(ctx, tex->Target, GL_FALSE); - _mesa_DeleteBuffersARB(1, &vbo); + _mesa_DeleteBuffers(1, &vbo); /* restore unpack params */ ctx->Unpack = unpackSave; @@ -2630,9 +3001,9 @@ _mesa_meta_Bitmap(struct gl_context *ctx, _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &bitmap->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + _mesa_GenBuffers(1, &bitmap->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, bitmap->VBO); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ @@ -2645,7 +3016,7 @@ _mesa_meta_Bitmap(struct gl_context *ctx, } else { _mesa_BindVertexArray(bitmap->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, bitmap->VBO); } newTex = alloc_texture(tex, width, height, texIntFormat); @@ -2688,7 +3059,7 @@ _mesa_meta_Bitmap(struct gl_context *ctx, } /* upload new vertex data */ - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } /* choose different foreground/background alpha values */ @@ -2745,16 +3116,27 @@ _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target, GLenum status; /* check for fallbacks */ - if (!ctx->Extensions.EXT_framebuffer_object || - target == GL_TEXTURE_3D || + if (target == GL_TEXTURE_3D || target == GL_TEXTURE_1D_ARRAY || target == GL_TEXTURE_2D_ARRAY) { + _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH, + "glGenerateMipmap() to %s target\n", + _mesa_lookup_enum_by_nr(target)); return GL_TRUE; } srcLevel = texObj->BaseLevel; baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel); - if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) { + if (!baseImage) { + _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH, + "glGenerateMipmap() couldn't find base teximage\n"); + return GL_TRUE; + } + + if (_mesa_is_format_compressed(baseImage->TexFormat)) { + _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH, + "glGenerateMipmap() with %s format\n", + _mesa_get_format_name(baseImage->TexFormat)); return GL_TRUE; } @@ -2764,6 +3146,9 @@ _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target, * texture sample conversion. So we won't be able to generate the * right colors when rendering. Need to use a fallback. */ + _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH, + "glGenerateMipmap() of sRGB texture without " + "sRGB decode\n"); return GL_TRUE; } @@ -2771,11 +3156,11 @@ _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target, * Test that we can actually render in the texture's format. */ if (!mipmap->FBO) - _mesa_GenFramebuffersEXT(1, &mipmap->FBO); - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO); + _mesa_GenFramebuffers(1, &mipmap->FBO); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO); if (target == GL_TEXTURE_1D) { - _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, + _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texObj->Name, srcLevel); } @@ -2783,23 +3168,25 @@ _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target, /* other work is needed to enable 3D mipmap generation */ else if (target == GL_TEXTURE_3D) { GLint zoffset = 0; - _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, + _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texObj->Name, srcLevel, zoffset); } #endif else { /* 2D / cube */ - _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, + _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texObj->Name, srcLevel); } - status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT); - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { + _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH, + "glGenerateMipmap() got incomplete FBO\n"); return GL_TRUE; } @@ -2821,6 +3208,7 @@ setup_texture_coords(GLenum faceTarget, GLint slice, GLint width, GLint height, + GLint depth, GLfloat coords0[3], GLfloat coords1[3], GLfloat coords2[3], @@ -2837,10 +3225,13 @@ setup_texture_coords(GLenum faceTarget, case GL_TEXTURE_2D: case GL_TEXTURE_3D: case GL_TEXTURE_2D_ARRAY: - if (faceTarget == GL_TEXTURE_3D) - r = 1.0F / slice; + if (faceTarget == GL_TEXTURE_3D) { + assert(slice < depth); + assert(depth >= 1); + r = (slice + 0.5f) / depth; + } else if (faceTarget == GL_TEXTURE_2D_ARRAY) - r = slice; + r = (float) slice; else r = 0.0F; coords0[0] = 0.0F; /* s */ @@ -2860,28 +3251,28 @@ setup_texture_coords(GLenum faceTarget, coords0[0] = 0.0F; /* s */ coords0[1] = 0.0F; /* t */ coords0[2] = 0.0F; /* r */ - coords1[0] = width; + coords1[0] = (float) width; coords1[1] = 0.0F; coords1[2] = 0.0F; - coords2[0] = width; - coords2[1] = height; + coords2[0] = (float) width; + coords2[1] = (float) height; coords2[2] = 0.0F; coords3[0] = 0.0F; - coords3[1] = height; + coords3[1] = (float) height; coords3[2] = 0.0F; break; case GL_TEXTURE_1D_ARRAY: coords0[0] = 0.0F; /* s */ - coords0[1] = slice; /* t */ + coords0[1] = (float) slice; /* t */ coords0[2] = 0.0F; /* r */ coords1[0] = 1.0f; - coords1[1] = slice; + coords1[1] = (float) slice; coords1[2] = 0.0F; coords2[0] = 1.0F; - coords2[1] = slice; + coords2[1] = (float) slice; coords2[2] = 0.0F; coords3[0] = 0.0F; - coords3[1] = slice; + coords3[1] = (float) slice; coords3[2] = 0.0F; break; @@ -2976,8 +3367,8 @@ setup_ff_generate_mipmap(struct gl_context *ctx, _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &mipmap->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO); + _mesa_GenBuffers(1, &mipmap->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO); /* setup vertex arrays */ _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex)); @@ -3047,27 +3438,6 @@ setup_glsl_generate_mipmap(struct gl_context *ctx, }; struct glsl_sampler *sampler; const char *vs_source; - - static const char *vs_int_source = - "#version 130\n" - "in vec2 position;\n" - "in vec3 textureCoords;\n" - "out vec3 texCoords;\n" - "void main()\n" - "{\n" - " texCoords = textureCoords;\n" - " gl_Position = gl_Vertex;\n" - "}\n"; - static const char *fs_int_source = - "#version 130\n" - "uniform isampler2D tex2d;\n" - "in vec3 texCoords;\n" - "out ivec4 out_color;\n" - "\n" - "void main()\n" - "{\n" - " out_color = texture(tex2d, texCoords.xy);\n" - "}\n"; char *fs_source; GLuint vs, fs; void *mem_ctx; @@ -3080,14 +3450,16 @@ setup_glsl_generate_mipmap(struct gl_context *ctx, _mesa_BindVertexArray(mipmap->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &mipmap->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO); + _mesa_GenBuffers(1, &mipmap->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO); /* setup vertex arrays */ - _mesa_VertexAttribPointerARB(0, 2, GL_FLOAT, GL_FALSE, + _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct vertex), OFFSET(x)); - _mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE, + _mesa_VertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(struct vertex), OFFSET(tex)); + _mesa_EnableVertexAttribArray(0); + _mesa_EnableVertexAttribArray(1); } /* Generate a fragment shader program appropriate for the texture target */ @@ -3113,6 +3485,9 @@ setup_glsl_generate_mipmap(struct gl_context *ctx, fs_source = ralloc_asprintf(mem_ctx, "#extension GL_EXT_texture_array : enable\n" + "#ifdef GL_ES\n" + "precision highp float;\n" + "#endif\n" "uniform %s texSampler;\n" "varying vec3 texCoords;\n" "void main()\n" @@ -3123,18 +3498,22 @@ setup_glsl_generate_mipmap(struct gl_context *ctx, sampler->func, sampler->texcoords); } else { - vs_source = - "#version 130\n" - "in vec2 position;\n" - "in vec3 textureCoords;\n" - "out vec3 texCoords;\n" - "void main()\n" - "{\n" - " texCoords = textureCoords;\n" - " gl_Position = vec4(position, 0.0, 1.0);\n" - "}\n"; + vs_source = ralloc_asprintf(mem_ctx, + "#version %s\n" + "in vec2 position;\n" + "in vec3 textureCoords;\n" + "out vec3 texCoords;\n" + "void main()\n" + "{\n" + " texCoords = textureCoords;\n" + " gl_Position = vec4(position, 0.0, 1.0);\n" + "}\n", + _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); fs_source = ralloc_asprintf(mem_ctx, - "#version 130\n" + "#version %s\n" + "#ifdef GL_ES\n" + "precision highp float;\n" + "#endif\n" "uniform %s texSampler;\n" "in vec3 texCoords;\n" "out vec4 out_color;\n" @@ -3143,6 +3522,7 @@ setup_glsl_generate_mipmap(struct gl_context *ctx, "{\n" " out_color = texture(texSampler, %s);\n" "}\n", + _mesa_is_desktop_gl(ctx) ? "130" : "300 es", sampler->type, sampler->texcoords); } @@ -3155,33 +3535,11 @@ setup_glsl_generate_mipmap(struct gl_context *ctx, _mesa_DeleteObjectARB(fs); _mesa_AttachShader(mipmap->ShaderProg, vs); _mesa_DeleteObjectARB(vs); - _mesa_BindAttribLocationARB(mipmap->ShaderProg, 0, "position"); - _mesa_BindAttribLocationARB(mipmap->ShaderProg, 1, "texcoords"); - _mesa_EnableVertexAttribArrayARB(0); - _mesa_EnableVertexAttribArrayARB(1); + _mesa_BindAttribLocation(mipmap->ShaderProg, 0, "position"); + _mesa_BindAttribLocation(mipmap->ShaderProg, 1, "texcoords"); link_program_with_debug(ctx, mipmap->ShaderProg); sampler->shader_prog = mipmap->ShaderProg; ralloc_free(mem_ctx); - - if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) || - _mesa_is_gles3(ctx)){ - vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source); - fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source); - - mipmap->IntegerShaderProg = _mesa_CreateProgramObjectARB(); - _mesa_AttachShader(mipmap->IntegerShaderProg, fs); - _mesa_DeleteObjectARB(fs); - _mesa_AttachShader(mipmap->IntegerShaderProg, vs); - _mesa_DeleteObjectARB(vs); - _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 0, "position"); - _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 1, "texcoords"); - - /* Note that user-defined out attributes get automatically assigned - * locations starting from 0, so we don't need to explicitly - * BindFragDataLocation to 0. - */ - link_program_with_debug(ctx, mipmap->IntegerShaderProg); - } } @@ -3191,9 +3549,9 @@ meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx, { if (mipmap->ArrayObj == 0) return; - _mesa_DeleteVertexArraysAPPLE(1, &mipmap->ArrayObj); + _mesa_DeleteVertexArrays(1, &mipmap->ArrayObj); mipmap->ArrayObj = 0; - _mesa_DeleteBuffersARB(1, &mipmap->VBO); + _mesa_DeleteBuffers(1, &mipmap->VBO); mipmap->VBO = 0; _mesa_DeleteObjectARB(mipmap->sampler_1d.shader_prog); @@ -3209,11 +3567,6 @@ meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx, mipmap->sampler_cubemap.shader_prog = 0; mipmap->sampler_1d_array.shader_prog = 0; mipmap->sampler_2d_array.shader_prog = 0; - - if (mipmap->IntegerShaderProg) { - _mesa_DeleteObjectARB(mipmap->IntegerShaderProg); - mipmap->IntegerShaderProg = 0; - } } @@ -3266,11 +3619,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, */ if (use_glsl_version) { setup_glsl_generate_mipmap(ctx, mipmap, target); - - if (texObj->_IsIntegerFormat) - _mesa_UseProgramObjectARB(mipmap->IntegerShaderProg); - else - _mesa_UseProgramObjectARB(mipmap->ShaderProg); + _mesa_UseProgram(mipmap->ShaderProg); } else { setup_ff_generate_mipmap(ctx, mipmap); @@ -3278,7 +3627,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, } _mesa_BindVertexArray(mipmap->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO); samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ? ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0; @@ -3287,22 +3636,16 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, _mesa_BindTexture(target, texObj->Name); if (!mipmap->FBO) { - _mesa_GenFramebuffersEXT(1, &mipmap->FBO); + _mesa_GenFramebuffers(1, &mipmap->FBO); } if (!mipmap->Sampler) { _mesa_GenSamplers(1, &mipmap->Sampler); _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler); - if (use_glsl_version && texObj->_IsIntegerFormat) - _mesa_SamplerParameteri(mipmap->Sampler, - GL_TEXTURE_MIN_FILTER, - GL_NEAREST_MIPMAP_NEAREST); - else - _mesa_SamplerParameteri(mipmap->Sampler, - GL_TEXTURE_MIN_FILTER, - GL_LINEAR_MIPMAP_LINEAR); - + _mesa_SamplerParameteri(mipmap->Sampler, + GL_TEXTURE_MIN_FILTER, + GL_LINEAR_MIPMAP_LINEAR); _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); @@ -3321,17 +3664,17 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler); } - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO); - if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) + if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE); else assert(!genMipmapSave); - /* Setup texture coordinates */ + /* Setup texture coordinates */ setup_texture_coords(faceTarget, slice, - 0, 0, /* width, height never used here */ + 0, 0, 1, /* width, height never used here */ verts[0].tex, verts[1].tex, verts[2].tex, @@ -3348,7 +3691,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, verts[3].y = 1.0F; /* upload vertex data */ - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); /* texture is already locked, unlock now */ @@ -3402,7 +3745,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, /* Set to draw into the current dstLevel */ if (target == GL_TEXTURE_1D) { - _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, + _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texObj->Name, @@ -3410,7 +3753,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, } else if (target == GL_TEXTURE_3D) { GLint zoffset = 0; /* XXX unfinished */ - _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, + _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texObj->Name, @@ -3418,7 +3761,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, } else { /* 2D / cube */ - _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, + _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, faceTarget, texObj->Name, @@ -3428,7 +3771,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT); /* sanity check */ - status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { _mesa_problem(ctx, "Unexpected incomplete framebuffer in " "_mesa_meta_GenerateMipmap()"); @@ -3439,7 +3782,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, assert(dstHeight == ctx->DrawBuffer->Height); /* setup viewport */ - _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight); + _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); } @@ -3454,7 +3797,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, if (genMipmapSave) _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave); - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave); } @@ -3488,10 +3831,20 @@ get_temp_image_type(struct gl_context *ctx, gl_format format) return datatype; return GL_FLOAT; } - case GL_DEPTH_COMPONENT: - return GL_UNSIGNED_INT; - case GL_DEPTH_STENCIL: - return GL_UNSIGNED_INT_24_8; + case GL_DEPTH_COMPONENT: { + GLenum datatype = _mesa_get_format_datatype(format); + if (datatype == GL_FLOAT) + return GL_FLOAT; + else + return GL_UNSIGNED_INT; + } + case GL_DEPTH_STENCIL: { + GLenum datatype = _mesa_get_format_datatype(format); + if (datatype == GL_FLOAT) + return GL_FLOAT_32_UNSIGNED_INT_24_8_REV; + else + return GL_UNSIGNED_INT_24_8; + } default: _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()", baseFormat); @@ -3565,9 +3918,16 @@ _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims, */ _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE); - ctx->Driver.TexSubImage(ctx, dims, texImage, - xoffset, yoffset, zoffset, width, height, 1, - format, type, buf, &ctx->Unpack); + if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) { + assert(yoffset == 0); + ctx->Driver.TexSubImage(ctx, dims, texImage, + xoffset, zoffset, 0, width, 1, 1, + format, type, buf, &ctx->Unpack); + } else { + ctx->Driver.TexSubImage(ctx, dims, texImage, + xoffset, yoffset, zoffset, width, height, 1, + format, type, buf, &ctx->Unpack); + } _mesa_meta_end(ctx); @@ -3597,6 +3957,7 @@ decompress_texture_image(struct gl_context *ctx, struct gl_texture_object *texObj = texImage->TexObject; const GLint width = texImage->Width; const GLint height = texImage->Height; + const GLint depth = texImage->Height; const GLenum target = texObj->Target; GLenum faceTarget; struct vertex { @@ -3631,23 +3992,23 @@ decompress_texture_image(struct gl_context *ctx, /* Create/bind FBO/renderbuffer */ if (decompress->FBO == 0) { - _mesa_GenFramebuffersEXT(1, &decompress->FBO); - _mesa_GenRenderbuffersEXT(1, &decompress->RBO); - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO); - _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO); - _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, + _mesa_GenFramebuffers(1, &decompress->FBO); + _mesa_GenRenderbuffers(1, &decompress->RBO); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO); + _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO); + _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, decompress->RBO); } else { - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO); } /* alloc dest surface */ if (width > decompress->Width || height > decompress->Height) { - _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO); - _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, + _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO); + _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, GL_RGBA, width, height); decompress->Width = width; decompress->Height = height; @@ -3660,9 +4021,9 @@ decompress_texture_image(struct gl_context *ctx, _mesa_BindVertexArray(decompress->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &decompress->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + _mesa_GenBuffers(1, &decompress->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, decompress->VBO); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ @@ -3673,7 +4034,7 @@ decompress_texture_image(struct gl_context *ctx, } else { _mesa_BindVertexArray(decompress->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, decompress->VBO); } if (!decompress->Sampler) { @@ -3692,7 +4053,7 @@ decompress_texture_image(struct gl_context *ctx, _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler); } - setup_texture_coords(faceTarget, slice, width, height, + setup_texture_coords(faceTarget, slice, width, height, depth, verts[0].tex, verts[1].tex, verts[2].tex, @@ -3708,8 +4069,13 @@ decompress_texture_image(struct gl_context *ctx, verts[3].x = 0.0F; verts[3].y = height; + _mesa_MatrixMode(GL_PROJECTION); + _mesa_LoadIdentity(); + _mesa_Ortho(0.0, width, 0.0, height, -1.0, 1.0); + _mesa_set_viewport(ctx, 0, 0, 0, width, height); + /* upload new vertex data */ - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); /* setup texture state */ _mesa_BindTexture(target, texObj->Name); @@ -3742,6 +4108,7 @@ decompress_texture_image(struct gl_context *ctx, /* read pixels from renderbuffer */ { GLenum baseTexFormat = texImage->_BaseFormat; + GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat); /* The pixel transfer state will be set to default values at this point * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively @@ -3750,9 +4117,19 @@ decompress_texture_image(struct gl_context *ctx, * returned as red and two-channel texture values are returned as * red/alpha. */ - if (baseTexFormat == GL_LUMINANCE || - baseTexFormat == GL_LUMINANCE_ALPHA || - baseTexFormat == GL_INTENSITY) { + if ((baseTexFormat == GL_LUMINANCE || + baseTexFormat == GL_LUMINANCE_ALPHA || + baseTexFormat == GL_INTENSITY) || + /* If we're reading back an RGB(A) texture (using glGetTexImage) as + * luminance then we need to return L=tex(R). + */ + ((baseTexFormat == GL_RGBA || + baseTexFormat == GL_RGB || + baseTexFormat == GL_RG) && + (destBaseFormat == GL_LUMINANCE || + destBaseFormat == GL_LUMINANCE_ALPHA || + destBaseFormat == GL_LUMINANCE_INTEGER_EXT || + destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT))) { /* Green and blue must be zero */ _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f); _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f); @@ -3770,13 +4147,13 @@ decompress_texture_image(struct gl_context *ctx, /* restore fbo bindings */ if (fboDrawSave == fboReadSave) { - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboDrawSave); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboDrawSave); } else { - _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave); - _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fboReadSave); + _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave); + _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT, fboReadSave); } - _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbSave); + _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, rbSave); } @@ -3798,10 +4175,29 @@ _mesa_meta_GetTexImage(struct gl_context *ctx, _mesa_get_format_datatype(texImage->TexFormat) == GL_UNSIGNED_NORMALIZED) { struct gl_texture_object *texObj = texImage->TexObject; - const GLuint slice = 0; /* only 2D compressed textures for now */ + GLuint slice; /* Need to unlock the texture here to prevent deadlock... */ _mesa_unlock_texture(ctx, texObj); - decompress_texture_image(ctx, texImage, slice, format, type, pixels); + for (slice = 0; slice < texImage->Depth; slice++) { + void *dst; + if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY) { + /* Setup pixel packing. SkipPixels and SkipRows will be applied + * in the decompress_texture_image() function's call to + * glReadPixels but we need to compute the dest slice's address + * here (according to SkipImages and ImageHeight). + */ + struct gl_pixelstore_attrib packing = ctx->Pack; + packing.SkipPixels = 0; + packing.SkipRows = 0; + dst = _mesa_image_address3d(&packing, pixels, texImage->Width, + texImage->Height, format, type, + slice, 0, 0); + } + else { + dst = pixels; + } + decompress_texture_image(ctx, texImage, slice, format, type, dst); + } /* ... and relock it */ _mesa_lock_texture(ctx, texObj); } @@ -3841,9 +4237,9 @@ _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, _mesa_BindVertexArray(drawtex->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &drawtex->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + _mesa_GenBuffers(1, &drawtex->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* client active texture is not part of the array object */ @@ -3853,17 +4249,17 @@ _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); _mesa_EnableClientState(GL_VERTEX_ARRAY); for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { - _mesa_ClientActiveTextureARB(GL_TEXTURE0 + i); + _mesa_ClientActiveTexture(GL_TEXTURE0 + i); _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i])); _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); } /* restore client active texture */ - _mesa_ClientActiveTextureARB(GL_TEXTURE0 + active_texture); + _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture); } else { _mesa_BindVertexArray(drawtex->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO); } /* vertex positions, texcoords */ @@ -3871,7 +4267,7 @@ _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, const GLfloat x1 = x + width; const GLfloat y1 = y + height; - z = CLAMP(z, 0.0, 1.0); + z = CLAMP(z, 0.0f, 1.0f); z = invert_z(z); verts[0].x = x; @@ -3928,7 +4324,7 @@ _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, verts[3].st[i][1] = t1; } - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);