X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fdrivers%2Fcommon%2Fmeta.h;h=dbe8a9af02f3101fbf5507cc9a77367c33162d5d;hb=29a2eaf3db1520a5bc7b80d39c0feac1d2165388;hp=6029a775cd54afb15e7e0cee4d2e453e9d348977;hpb=092b7edb3f89b532c2118ca7824c35038260ef28;p=mesa.git diff --git a/src/mesa/drivers/common/meta.h b/src/mesa/drivers/common/meta.h index 6029a775cd5..dbe8a9af02f 100644 --- a/src/mesa/drivers/common/meta.h +++ b/src/mesa/drivers/common/meta.h @@ -58,6 +58,8 @@ #define MESA_META_MULTISAMPLE 0x100000 #define MESA_META_FRAMEBUFFER_SRGB 0x200000 #define MESA_META_OCCLUSION_QUERY 0x400000 +#define MESA_META_DRAW_BUFFERS 0x800000 +#define MESA_META_DITHER 0x1000000 /**\}*/ /** @@ -70,6 +72,7 @@ struct save_state /* Always saved/restored with meta. */ gl_api API; + uint8_t ExtensionsVersion; /** MESA_META_CLEAR (and others?) */ struct gl_query_object *CurrentOcclusionObject; @@ -83,8 +86,11 @@ struct save_state GLbitfield BlendEnabled; GLboolean ColorLogicOpEnabled; + /** MESA_META_DITHER */ + GLboolean DitherFlag; + /** MESA_META_COLOR_MASK */ - GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; + GLbitfield ColorMask; /** MESA_META_DEPTH_TEST */ struct gl_depthbuffer_attrib Depth; @@ -115,12 +121,13 @@ struct save_state /** MESA_META_SHADER */ GLboolean VertexProgramEnabled; - struct gl_vertex_program *VertexProgram; + struct gl_program *VertexProgram; GLboolean FragmentProgramEnabled; - struct gl_fragment_program *FragmentProgram; + struct gl_program *FragmentProgram; GLboolean ATIFragmentShaderEnabled; - struct gl_shader_program *Shader[MESA_SHADER_STAGES]; + struct gl_program *Program[MESA_SHADER_STAGES]; struct gl_shader_program *ActiveShader; + struct gl_pipeline_object *Pipeline; /** MESA_META_STENCIL_TEST */ struct gl_stencil_attrib Stencil; @@ -130,13 +137,15 @@ struct save_state GLfloat ModelviewMatrix[16]; GLfloat ProjectionMatrix[16]; GLfloat TextureMatrix[16]; + /** GL_ARB_clip_control */ + GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */ + GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */ /** MESA_META_CLIP */ GLbitfield ClipPlanesEnabled; /** MESA_META_TEXTURE */ GLuint ActiveUnit; - GLuint ClientActiveUnit; /** for unit[0] only */ struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS]; /** mask of TEXTURE_2D_BIT, etc */ @@ -146,11 +155,10 @@ struct save_state /** MESA_META_VERTEX */ struct gl_vertex_array_object *VAO; - struct gl_buffer_object *ArrayBufferObj; /** MESA_META_VIEWPORT */ GLfloat ViewportX, ViewportY, ViewportW, ViewportH; - GLclampd DepthNear, DepthFar; + GLclampf DepthNear, DepthFar; /** MESA_META_CLAMP_FRAGMENT_COLOR */ GLenum ClampFragmentColor; @@ -177,6 +185,12 @@ struct save_state GLboolean Lighting; GLboolean RasterDiscard; GLboolean TransformFeedbackNeedsResume; + + struct gl_framebuffer *DrawBuffer; + struct gl_framebuffer *ReadBuffer; + + /** MESA_META_DRAW_BUFFERS */ + GLenum16 ColorDrawBuffers[MAX_DRAW_BUFFERS]; }; /** @@ -186,7 +200,7 @@ struct save_state */ struct temp_texture { - GLuint TexObj; + struct gl_texture_object *tex_obj; GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */ GLsizei MinSize; /**< Min texture size to allocate */ GLsizei MaxSize; /**< Max possible texture size */ @@ -204,7 +218,7 @@ struct blit_shader { const char *type; const char *func; const char *texcoords; - GLuint shader_prog; + struct gl_shader_program *shader_prog; }; /** @@ -224,18 +238,58 @@ struct blit_shader_table { /** * Indices in the blit_state->msaa_shaders[] array * - * Note that setup_glsl_msaa_blit_shader() assumes that the _INT enums are one - * more than the non-_INT version and _UINT is one beyond that. + * Note that setup_glsl_msaa_blit_shader() assumes that the _INT enums are five + * more than the corresponding non-_INT versions and _UINT are five beyond that. */ enum blit_msaa_shader { - BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, - BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, - BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, + BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, + BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, + BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, + BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, + BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, + BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, + BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, + BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, + BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, + BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, + BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, + BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, + BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, + BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, + BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY, BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_INT, BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_UINT, BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE, BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY, + BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, + BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, + BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, + BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, + BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, + BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, + BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, + BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, + BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, + BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, + BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, + BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, + BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, + BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, + BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, + BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY, + BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_INT, + BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_UINT, + BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE, + BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY, + BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE, + BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE, + BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE, + BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE, + BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE, + BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE, + BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE, + BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE, BLIT_MSAA_SHADER_COUNT, }; @@ -245,11 +299,22 @@ enum blit_msaa_shader { struct blit_state { GLuint VAO; - GLuint VBO; - GLuint DepthFP; - struct blit_shader_table shaders; - GLuint msaa_shaders[BLIT_MSAA_SHADER_COUNT]; + struct gl_buffer_object *buf_obj; + struct blit_shader_table shaders_with_depth; + struct blit_shader_table shaders_without_depth; + struct gl_shader_program *msaa_shaders[BLIT_MSAA_SHADER_COUNT]; struct temp_texture depthTex; + bool no_ctsi_fallback; +}; + +struct fb_tex_blit_state +{ + GLint baseLevelSave, maxLevelSave; + struct gl_sampler_object *samp_obj; + struct gl_sampler_object *samp_obj_save; + struct gl_texture_object *tex_obj; + struct gl_texture_object *temp_tex_obj; + GLuint stencilSamplingSave; }; @@ -259,14 +324,9 @@ struct blit_state struct clear_state { GLuint VAO; - GLuint VBO; - GLuint ShaderProg; - GLint ColorLocation; - GLint LayerLocation; - - GLuint IntegerShaderProg; - GLint IntegerColorLocation; - GLint IntegerLayerLocation; + struct gl_buffer_object *buf_obj; + struct gl_shader_program *ShaderProg; + struct gl_shader_program *IntegerShaderProg; }; @@ -276,7 +336,7 @@ struct clear_state struct copypix_state { GLuint VAO; - GLuint VBO; + struct gl_buffer_object *buf_obj; }; @@ -286,7 +346,7 @@ struct copypix_state struct drawpix_state { GLuint VAO; - GLuint VBO; + struct gl_buffer_object *buf_obj; GLuint StencilFP; /**< Fragment program for drawing stencil images */ GLuint DepthFP; /**< Fragment program for drawing depth images */ @@ -299,7 +359,7 @@ struct drawpix_state struct bitmap_state { GLuint VAO; - GLuint VBO; + struct gl_buffer_object *buf_obj; struct temp_texture Tex; /**< separate texture from other meta ops */ }; @@ -309,21 +369,33 @@ struct bitmap_state struct gen_mipmap_state { GLuint VAO; - GLuint VBO; - GLuint FBO; - GLuint Sampler; + struct gl_buffer_object *buf_obj; + struct gl_framebuffer *fb; + struct gl_sampler_object *samp_obj; struct blit_shader_table shaders; }; +/** + * One of the FBO states for decompress_state. There will be one for each + * required renderbuffer format. + */ +struct decompress_fbo_state +{ + struct gl_renderbuffer *rb; + struct gl_framebuffer *fb; + GLint Width, Height; +}; + /** * State for texture decompression */ struct decompress_state { GLuint VAO; - GLuint VBO, FBO, RBO, Sampler; - GLint Width, Height; + struct decompress_fbo_state byteFBO, floatFBO; + struct gl_buffer_object *buf_obj; + struct gl_sampler_object *samp_obj; struct blit_shader_table shaders; }; @@ -334,7 +406,7 @@ struct decompress_state struct drawtex_state { GLuint VAO; - GLuint VBO; + struct gl_buffer_object *buf_obj; }; #define MAX_META_OPS_DEPTH 8 @@ -377,15 +449,47 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state); extern void _mesa_meta_end(struct gl_context *ctx); -extern GLboolean -_mesa_meta_in_progress(struct gl_context *ctx); +static inline bool +_mesa_meta_in_progress(struct gl_context *ctx) +{ + return ctx->Meta->SaveStackDepth != 0; +} extern void +_mesa_meta_fb_tex_blit_begin(struct gl_context *ctx, + struct fb_tex_blit_state *blit); + +extern void +_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target, + struct fb_tex_blit_state *blit); + +extern struct gl_texture_object * +_mesa_meta_texture_object_from_renderbuffer(struct gl_context *ctx, + struct gl_renderbuffer *rb); + +struct gl_sampler_object * +_mesa_meta_setup_sampler(struct gl_context *ctx, + struct gl_texture_object *texObj, + GLenum target, GLenum filter, GLuint srcLevel); + +extern GLbitfield _mesa_meta_BlitFramebuffer(struct gl_context *ctx, + const struct gl_framebuffer *readFb, + const struct gl_framebuffer *drawFb, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +extern void +_mesa_meta_and_swrast_BlitFramebuffer(struct gl_context *ctx, + struct gl_framebuffer *readFb, + struct gl_framebuffer *drawFb, + GLint srcX0, GLint srcY0, + GLint srcX1, GLint srcY1, + GLint dstX0, GLint dstY0, + GLint dstX1, GLint dstY1, + GLbitfield mask, GLenum filter); + extern void _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers); @@ -423,22 +527,41 @@ _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims, GLsizei width, GLsizei height); extern void -_mesa_meta_GetTexImage(struct gl_context *ctx, - GLenum format, GLenum type, GLvoid *pixels, - struct gl_texture_image *texImage); +_mesa_meta_ClearTexSubImage(struct gl_context *ctx, + struct gl_texture_image *texImage, + GLint xoffset, GLint yoffset, GLint zoffset, + GLsizei width, GLsizei height, GLsizei depth, + const GLvoid *clearValue); + +extern void +_mesa_meta_GetTexSubImage(struct gl_context *ctx, + GLint xoffset, GLint yoffset, GLint zoffset, + GLsizei width, GLsizei height, GLsizei depth, + GLenum format, GLenum type, GLvoid *pixels, + struct gl_texture_image *texImage); extern void _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height); /* meta-internal functions */ -GLuint -_mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target, - const GLcharARB *source); +void +_mesa_meta_drawbuffers_from_bitfield(GLbitfield bits); +void +_mesa_meta_link_program_with_debug(struct gl_context *ctx, + struct gl_shader_program *sh_prog); -GLuint -_mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program); +void +_mesa_meta_compile_and_link_program(struct gl_context *ctx, + const char *vs_source, + const char *fs_source, + const char *name, + struct gl_shader_program **sh_prog_ptr); + +extern void +_mesa_meta_use_program(struct gl_context *ctx, + struct gl_shader_program *sh_prog); GLboolean _mesa_meta_alloc_texture(struct temp_texture *tex, @@ -447,9 +570,13 @@ _mesa_meta_alloc_texture(struct temp_texture *tex, void _mesa_meta_setup_texture_coords(GLenum faceTarget, GLint slice, + GLint xoffset, + GLint yoffset, GLint width, GLint height, - GLint depth, + GLint total_width, + GLint total_height, + GLint total_depth, GLfloat coords0[4], GLfloat coords1[4], GLfloat coords2[4], @@ -462,13 +589,15 @@ struct temp_texture * _mesa_meta_get_temp_depth_texture(struct gl_context *ctx); void -_mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO, +_mesa_meta_setup_vertex_objects(struct gl_context *ctx, + GLuint *VAO, struct gl_buffer_object **buf_obj, bool use_generic_attributes, unsigned vertex_size, unsigned texcoord_size, unsigned color_size); void -_mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO, +_mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx, + GLuint *VAO, struct gl_buffer_object **buf_obj, unsigned texcoord_size); void @@ -490,15 +619,25 @@ _mesa_meta_setup_copypix_texture(struct gl_context *ctx, void _mesa_meta_setup_blit_shader(struct gl_context *ctx, GLenum target, + bool do_depth, struct blit_shader_table *table); void -_mesa_meta_glsl_blit_cleanup(struct blit_state *blit); +_mesa_meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit); + +void +_mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx, + struct blit_shader_table *table); void -_mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table); +_mesa_meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx, + struct gen_mipmap_state *mipmap); void -_mesa_meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state *mipmap); +_mesa_meta_framebuffer_texture_image(struct gl_context *ctx, + struct gl_framebuffer *fb, + GLenum attachment, + struct gl_texture_image *texImage, + GLuint layer); #endif /* META_H */