#include "main/varray.h"
#include "main/viewport.h"
#include "shader/program.h"
+#include "shader/arbprogram.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
{
GLuint ArrayObj;
GLuint VBO;
- GLfloat verts[4][4]; /** four verts of X,Y,S,T */
+ GLfloat verts[4][4]; /**< four verts of X,Y,S,T */
};
{
GLuint ArrayObj;
GLuint VBO;
- GLfloat verts[4][7]; /** four verts of X,Y,Z,R,G,B,A */
+ GLfloat verts[4][7]; /**< four verts of X,Y,Z,R,G,B,A */
};
{
GLuint ArrayObj;
GLuint VBO;
- GLfloat verts[4][5]; /** four verts of X,Y,Z,S,T */
+ GLfloat verts[4][5]; /**< four verts of X,Y,Z,S,T */
};
{
GLuint ArrayObj;
GLuint VBO;
- GLfloat verts[4][5]; /** four verts of X,Y,Z,S,T */
+ GLfloat verts[4][5]; /**< four verts of X,Y,Z,S,T */
+
+ GLuint StencilFP; /**< Fragment program for drawing stencil images */
+ GLuint DepthFP; /**< Fragment program for drawing depth images */
};
{
struct gl_meta_state *meta = ctx->Meta;
- if (meta->TempTex.TexObj) {
- _mesa_DeleteTextures(1, &meta->TempTex.TexObj);
- }
+ if (_mesa_get_current_context()) {
+ /* if there's no current context, these textures, buffers, etc should
+ * still get freed by _mesa_free_context_data().
+ */
- if (meta->Blit.VBO) {
- _mesa_DeleteBuffersARB(1, & meta->Blit.VBO);
- _mesa_DeleteVertexArraysAPPLE(1, &meta->Blit.ArrayObj);
- }
+ if (meta->TempTex.TexObj) {
+ _mesa_DeleteTextures(1, &meta->TempTex.TexObj);
+ }
- if (meta->Clear.VBO) {
- _mesa_DeleteBuffersARB(1, & meta->Clear.VBO);
- _mesa_DeleteVertexArraysAPPLE(1, &meta->Clear.ArrayObj);
- }
+ if (meta->Blit.VBO) {
+ _mesa_DeleteBuffersARB(1, & meta->Blit.VBO);
+ _mesa_DeleteVertexArraysAPPLE(1, &meta->Blit.ArrayObj);
+ }
- if (meta->CopyPix.VBO) {
- _mesa_DeleteBuffersARB(1, & meta->CopyPix.VBO);
- _mesa_DeleteVertexArraysAPPLE(1, &meta->CopyPix.ArrayObj);
- }
+ if (meta->Clear.VBO) {
+ _mesa_DeleteBuffersARB(1, & meta->Clear.VBO);
+ _mesa_DeleteVertexArraysAPPLE(1, &meta->Clear.ArrayObj);
+ }
+
+ if (meta->CopyPix.VBO) {
+ _mesa_DeleteBuffersARB(1, & meta->CopyPix.VBO);
+ _mesa_DeleteVertexArraysAPPLE(1, &meta->CopyPix.ArrayObj);
+ }
- if (meta->DrawPix.VBO) {
- _mesa_DeleteBuffersARB(1, & meta->DrawPix.VBO);
- _mesa_DeleteVertexArraysAPPLE(1, &meta->DrawPix.ArrayObj);
+ if (meta->DrawPix.VBO) {
+ _mesa_DeleteBuffersARB(1, & meta->DrawPix.VBO);
+ _mesa_DeleteVertexArraysAPPLE(1, &meta->DrawPix.ArrayObj);
+ }
}
_mesa_free(ctx->Meta);
{
GLboolean newTex = GL_FALSE;
- if (width > tex->Width ||
+ if (1|| width > tex->Width ||
height > tex->Height ||
intFormat != tex->IntFormat) {
/* alloc new texture (larger or different format) */
_mesa_meta_clear(GLcontext *ctx, GLbitfield buffers)
{
struct clear_state *clear = &ctx->Meta->Clear;
+ GLbitfield metaSave = META_ALL - META_SCISSOR; /* all but scissor */
+
+ if (buffers & BUFFER_BITS_COLOR) {
+ /* if clearing color buffers, don't save/restore colormask */
+ metaSave -= META_COLOR_MASK;
+ }
- /* only scissor and color mask effects clearing */
- _mesa_meta_begin(ctx, ~(META_SCISSOR | META_COLOR_MASK));
+ _mesa_meta_begin(ctx, metaSave);
if (clear->ArrayObj == 0) {
/* one-time setup */
/* leave colormask, glDrawBuffer state as-is */
}
else {
+ ASSERT(metaSave & META_COLOR_MASK);
_mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
}
+/**
+ * One-time init for drawing stencil pixels.
+ */
+static void
+init_draw_stencil_pixels(GLcontext *ctx)
+{
+ /* This program is run eight times, once for each stencil bit.
+ * The stencil values to draw are found in an 8-bit alpha texture.
+ * We read the texture/stencil value and test if bit 'b' is set.
+ * If the bit is not set, use KIL to kill the fragment.
+ * Finally, we use the stencil test to update the stencil buffer.
+ *
+ * The basic algorithm for checking if a bit is set is:
+ * if (is_odd(value / (1 << bit)))
+ * result is one (or non-zero).
+ * else
+ * result is zero.
+ * The program parameter contains three values:
+ * parm.x = 255 / (1 << bit)
+ * parm.y = 0.5
+ * parm.z = 0.0
+ */
+ static const char *program =
+ "!!ARBfp1.0\n"
+ "PARAM parm = program.local[0]; \n"
+ "TEMP t; \n"
+ "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
+ "# t = t * 255 / bit \n"
+ "MUL t.x, t.a, parm.x; \n"
+ "# t = (int) t \n"
+ "FRC t.y, t.x; \n"
+ "SUB t.x, t.x, t.y; \n"
+ "# t = t * 0.5 \n"
+ "MUL t.x, t.x, parm.y; \n"
+ "# t = fract(t.x) \n"
+ "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
+ "# t.x = (t.x == 0 ? 1 : 0) \n"
+ "SGE t.x, -t.x, parm.z; \n"
+ "KIL -t.x; \n"
+ "# for debug only \n"
+ "#MOV result.color, t.x; \n"
+ "END \n";
+ char program2[1000];
+ struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
+ struct temp_texture *tex = get_temp_texture(ctx);
+ const char *texTarget;
+
+ assert(drawpix->StencilFP == 0);
+
+ /* replace %s with "RECT" or "2D" */
+ assert(strlen(program) + 4 < sizeof(program2));
+ if (tex->Target == GL_TEXTURE_RECTANGLE)
+ texTarget = "RECT";
+ else
+ texTarget = "2D";
+ _mesa_snprintf(program2, sizeof(program2), program, texTarget);
+
+ _mesa_GenPrograms(1, &drawpix->StencilFP);
+ _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
+ _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+ strlen(program2), (const GLubyte *) program2);
+}
+
+
+/**
+ * One-time init for drawing depth pixels.
+ */
+static void
+init_draw_depth_pixels(GLcontext *ctx)
+{
+ static const char *program =
+ "!!ARBfp1.0\n"
+ "PARAM color = program.local[0]; \n"
+ "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
+ "MOV result.color, color; \n"
+ "END \n";
+ char program2[200];
+ struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
+ struct temp_texture *tex = get_temp_texture(ctx);
+ const char *texTarget;
+
+ assert(drawpix->DepthFP == 0);
+
+ /* replace %s with "RECT" or "2D" */
+ assert(strlen(program) + 4 < sizeof(program2));
+ if (tex->Target == GL_TEXTURE_RECTANGLE)
+ texTarget = "RECT";
+ else
+ texTarget = "2D";
+ _mesa_snprintf(program2, sizeof(program2), program, texTarget);
+
+ _mesa_GenPrograms(1, &drawpix->DepthFP);
+ _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
+ _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+ strlen(program2), (const GLubyte *) program2);
+}
+
+
/**
* Meta implementation of ctx->Driver.DrawPixels() in terms
* of texture mapping and polygon rendering.
const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
GLenum texIntFormat;
GLboolean fallback, newTex;
+ GLbitfield metaExtraSave = 0x0;
/*
* Determine if we can do the glDrawPixels with texture mapping.
}
if (_mesa_is_color_format(format)) {
- texIntFormat = GL_RGBA;
+ /* use more compact format when possible */
+ if (format == GL_LUMINANCE || format == GL_LUMINANCE_ALPHA)
+ texIntFormat = format;
+ else
+ texIntFormat = GL_RGBA;
+ }
+ else if (_mesa_is_stencil_format(format)) {
+ if (ctx->Extensions.ARB_fragment_program &&
+ type == GL_UNSIGNED_BYTE) {
+ /* We'll store stencil as alpha. This only works for GLubyte
+ * image data because of how incoming values are mapped to alpha
+ * in [0,1].
+ */
+ texIntFormat = GL_ALPHA;
+ metaExtraSave = (META_COLOR_MASK |
+ META_DEPTH_TEST |
+ META_SHADER |
+ META_STENCIL_TEST);
+ }
+ else {
+ fallback = GL_TRUE;
+ }
+ }
+ else if (_mesa_is_depth_format(format)) {
+ if (ctx->Extensions.ARB_depth_texture &&
+ ctx->Extensions.ARB_fragment_program) {
+ texIntFormat = GL_DEPTH_COMPONENT;
+ metaExtraSave = (META_SHADER);
+ }
+ else {
+ fallback = GL_TRUE;
+ }
}
else {
fallback = GL_TRUE;
META_TEXTURE |
META_TRANSFORM |
META_VERTEX |
- META_VIEWPORT));
+ META_VIEWPORT |
+ metaExtraSave));
if (drawpix->ArrayObj == 0) {
/* one-time setup */
/* set given unpack params */
ctx->Unpack = *unpack;
- setup_drawpix_texture(tex, newTex, texIntFormat, width, height,
- format, type, pixels);
+ _mesa_Enable(tex->Target);
- /* restore unpack params */
- ctx->Unpack = unpackSave;
+ if (_mesa_is_stencil_format(format)) {
+ /* Drawing stencil */
+ GLint bit;
- _mesa_Enable(tex->Target);
+ if (!drawpix->StencilFP)
+ init_draw_stencil_pixels(ctx);
- /* draw textured quad */
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ setup_drawpix_texture(tex, newTex, texIntFormat, width, height,
+ GL_ALPHA, type, pixels);
+
+ _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
+ _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+
+ _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
+ _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
+
+ for (bit = 0; bit < ctx->Visual.stencilBits; bit++) {
+ const GLuint mask = 1 << bit;
+
+ _mesa_StencilFunc(GL_ALWAYS, mask, mask);
+ _mesa_StencilMask(mask);
+
+ _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
+ 255.0 / mask, 0.5, 0.0, 0.0);
+
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+ }
+ else if (_mesa_is_depth_format(format)) {
+ /* Drawing depth */
+ if (!drawpix->DepthFP)
+ init_draw_depth_pixels(ctx);
+
+ _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
+ _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
+
+ /* polygon color = current raster color */
+ _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
+ ctx->Current.RasterColor);
+
+ setup_drawpix_texture(tex, newTex, texIntFormat, width, height,
+ format, type, pixels);
+
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+ else {
+ /* Drawing RGBA */
+ setup_drawpix_texture(tex, newTex, texIntFormat, width, height,
+ format, type, pixels);
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
_mesa_Disable(tex->Target);
+ /* restore unpack params */
+ ctx->Unpack = unpackSave;
+
_mesa_meta_end(ctx);
}