2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "util/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/draw.h"
46 #include "main/depth.h"
47 #include "main/enable.h"
48 #include "main/fbobject.h"
49 #include "main/feedback.h"
50 #include "main/formats.h"
51 #include "main/format_unpack.h"
52 #include "main/framebuffer.h"
53 #include "main/glformats.h"
54 #include "main/image.h"
55 #include "main/macros.h"
56 #include "main/matrix.h"
57 #include "main/mipmap.h"
58 #include "main/multisample.h"
59 #include "main/objectlabel.h"
60 #include "main/pipelineobj.h"
61 #include "main/pixel.h"
63 #include "main/polygon.h"
64 #include "main/queryobj.h"
65 #include "main/readpix.h"
66 #include "main/renderbuffer.h"
67 #include "main/scissor.h"
68 #include "main/shaderapi.h"
69 #include "main/shaderobj.h"
70 #include "main/state.h"
71 #include "main/stencil.h"
72 #include "main/texobj.h"
73 #include "main/texenv.h"
74 #include "main/texgetimage.h"
75 #include "main/teximage.h"
76 #include "main/texparam.h"
77 #include "main/texstate.h"
78 #include "main/texstore.h"
79 #include "main/transformfeedback.h"
80 #include "main/uniforms.h"
81 #include "main/varray.h"
82 #include "main/viewport.h"
83 #include "main/samplerobj.h"
84 #include "program/program.h"
85 #include "swrast/swrast.h"
86 #include "drivers/common/meta.h"
87 #include "main/enums.h"
88 #include "main/glformats.h"
89 #include "util/bitscan.h"
90 #include "util/ralloc.h"
91 #include "compiler/nir/nir.h"
92 #include "util/u_math.h"
93 #include "util/u_memory.h"
95 /** Return offset in bytes of the field within a vertex struct */
96 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
99 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
101 static struct blit_shader
*
102 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
104 static void cleanup_temp_texture(struct gl_context
*ctx
,
105 struct temp_texture
*tex
);
106 static void meta_glsl_clear_cleanup(struct gl_context
*ctx
,
107 struct clear_state
*clear
);
108 static void meta_copypix_cleanup(struct gl_context
*ctx
,
109 struct copypix_state
*copypix
);
110 static void meta_decompress_cleanup(struct gl_context
*ctx
,
111 struct decompress_state
*decompress
);
112 static void meta_drawpix_cleanup(struct gl_context
*ctx
,
113 struct drawpix_state
*drawpix
);
114 static void meta_drawtex_cleanup(struct gl_context
*ctx
,
115 struct drawtex_state
*drawtex
);
116 static void meta_bitmap_cleanup(struct gl_context
*ctx
,
117 struct bitmap_state
*bitmap
);
120 _mesa_meta_framebuffer_texture_image(struct gl_context
*ctx
,
121 struct gl_framebuffer
*fb
,
123 struct gl_texture_image
*texImage
,
126 struct gl_texture_object
*texObj
= texImage
->TexObject
;
127 int level
= texImage
->Level
;
128 const GLenum texTarget
= texObj
->Target
== GL_TEXTURE_CUBE_MAP
129 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
132 struct gl_renderbuffer_attachment
*att
=
133 _mesa_get_and_validate_attachment(ctx
, fb
, attachment
, __func__
);
136 _mesa_framebuffer_texture(ctx
, fb
, attachment
, att
, texObj
, texTarget
,
137 level
, att
->NumSamples
, layer
, false);
140 static struct gl_shader
*
141 meta_compile_shader_with_debug(struct gl_context
*ctx
, gl_shader_stage stage
,
142 const GLcharARB
*source
)
144 const GLuint name
= ~0;
145 struct gl_shader
*sh
;
147 sh
= _mesa_new_shader(name
, stage
);
148 sh
->Source
= strdup(source
);
149 sh
->CompileStatus
= COMPILE_FAILURE
;
150 _mesa_compile_shader(ctx
, sh
);
152 if (!sh
->CompileStatus
) {
155 "meta program compile failed:\n%s\nsource:\n%s\n",
156 sh
->InfoLog
, source
);
159 _mesa_reference_shader(ctx
, &sh
, NULL
);
166 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
,
167 struct gl_shader_program
*sh_prog
)
169 _mesa_link_program(ctx
, sh_prog
);
171 if (!sh_prog
->data
->LinkStatus
) {
172 _mesa_problem(ctx
, "meta program link failed:\n%s",
173 sh_prog
->data
->InfoLog
);
178 _mesa_meta_use_program(struct gl_context
*ctx
,
179 struct gl_shader_program
*sh_prog
)
181 /* Attach shader state to the binding point */
182 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
, &ctx
->Shader
);
184 /* Update the program */
185 _mesa_use_shader_program(ctx
, sh_prog
);
189 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
190 const char *vs_source
,
191 const char *fs_source
,
193 struct gl_shader_program
**out_sh_prog
)
195 struct gl_shader_program
*sh_prog
;
196 const GLuint id
= ~0;
198 sh_prog
= _mesa_new_shader_program(id
);
199 sh_prog
->Label
= strdup(name
);
200 sh_prog
->NumShaders
= 2;
201 sh_prog
->Shaders
= malloc(2 * sizeof(struct gl_shader
*));
202 sh_prog
->Shaders
[0] =
203 meta_compile_shader_with_debug(ctx
, MESA_SHADER_VERTEX
, vs_source
);
204 sh_prog
->Shaders
[1] =
205 meta_compile_shader_with_debug(ctx
, MESA_SHADER_FRAGMENT
, fs_source
);
207 _mesa_meta_link_program_with_debug(ctx
, sh_prog
);
209 struct gl_program
*fp
=
210 sh_prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
;
212 /* texelFetch() can break GL_SKIP_DECODE_EXT, but many meta passes want
213 * to use both together; pretend that we're not using texelFetch to hack
214 * around this bad interaction. This is a bit fragile as it may break
215 * if you re-run the pass that gathers this info, but we probably won't...
217 fp
->info
.textures_used_by_txf
= 0;
219 fp
->nir
->info
.textures_used_by_txf
= 0;
221 _mesa_meta_use_program(ctx
, sh_prog
);
223 *out_sh_prog
= sh_prog
;
227 * Generate a generic shader to blit from a texture to a framebuffer
229 * \param ctx Current GL context
230 * \param texTarget Texture target that will be the source of the blit
232 * \returns a handle to a shader program on success or zero on failure.
235 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
238 struct blit_shader_table
*table
)
240 char *vs_source
, *fs_source
;
241 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
242 const char *fs_input
, *vs_preprocess
, *fs_preprocess
;
245 if (ctx
->Const
.GLSLVersion
< 130) {
247 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
248 fs_input
= "varying";
250 vs_preprocess
= "#version 130";
251 fs_preprocess
= "#version 130";
253 shader
->func
= "texture";
256 assert(shader
!= NULL
);
258 if (shader
->shader_prog
!= NULL
) {
259 _mesa_meta_use_program(ctx
, shader
->shader_prog
);
263 mem_ctx
= ralloc_context(NULL
);
265 vs_source
= ralloc_asprintf(mem_ctx
,
267 "#extension GL_ARB_explicit_attrib_location: enable\n"
268 "layout(location = 0) in vec2 position;\n"
269 "layout(location = 1) in vec4 textureCoords;\n"
270 "out vec4 texCoords;\n"
273 " texCoords = textureCoords;\n"
274 " gl_Position = vec4(position, 0.0, 1.0);\n"
278 fs_source
= ralloc_asprintf(mem_ctx
,
280 "#extension GL_ARB_texture_cube_map_array: enable\n"
281 "uniform %s texSampler;\n"
282 "%s vec4 texCoords;\n"
285 " gl_FragColor = %s(texSampler, %s);\n"
288 fs_preprocess
, shader
->type
, fs_input
,
289 shader
->func
, shader
->texcoords
,
290 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
292 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
293 ralloc_asprintf(mem_ctx
, "%s blit",
295 &shader
->shader_prog
);
296 ralloc_free(mem_ctx
);
300 * Configure vertex buffer and vertex array objects for tests
302 * Regardless of whether a new VAO is created, the object referenced by \c VAO
303 * will be bound into the GL state vector when this function terminates. The
304 * object referenced by \c VBO will \b not be bound.
306 * \param VAO Storage for vertex array object handle. If 0, a new VAO
308 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
309 * will be created. The new VBO will have storage for 4
310 * \c vertex structures.
311 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
312 * or should traditional, fixed-function color and texture
313 * coordinate be used?
314 * \param vertex_size Number of components for attribute 0 / vertex.
315 * \param texcoord_size Number of components for attribute 1 / texture
316 * coordinate. If this is 0, attribute 1 will not be set or
318 * \param color_size Number of components for attribute 1 / primary color.
319 * If this is 0, attribute 1 will not be set or enabled.
321 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
322 * Use \c texcoord_size instead.
325 _mesa_meta_setup_vertex_objects(struct gl_context
*ctx
,
326 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
327 bool use_generic_attributes
,
328 unsigned vertex_size
, unsigned texcoord_size
,
332 struct gl_vertex_array_object
*array_obj
;
333 assert(*buf_obj
== NULL
);
335 /* create vertex array object */
336 _mesa_GenVertexArrays(1, VAO
);
337 _mesa_BindVertexArray(*VAO
);
339 array_obj
= _mesa_lookup_vao(ctx
, *VAO
);
340 assert(array_obj
!= NULL
);
342 /* create vertex array buffer */
343 *buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
344 if (*buf_obj
== NULL
)
347 _mesa_buffer_data(ctx
, *buf_obj
, GL_NONE
, 4 * sizeof(struct vertex
), NULL
,
348 GL_DYNAMIC_DRAW
, __func__
);
350 /* setup vertex arrays */
351 FLUSH_VERTICES(ctx
, 0);
352 if (use_generic_attributes
) {
353 assert(color_size
== 0);
355 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
356 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
358 offsetof(struct vertex
, x
));
359 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
360 *buf_obj
, 0, sizeof(struct vertex
));
361 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
362 VERT_ATTRIB_GENERIC(0));
363 if (texcoord_size
> 0) {
364 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
365 texcoord_size
, GL_FLOAT
, GL_RGBA
,
366 GL_FALSE
, GL_FALSE
, GL_FALSE
,
367 offsetof(struct vertex
, tex
));
368 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
369 *buf_obj
, 0, sizeof(struct vertex
));
370 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
371 VERT_ATTRIB_GENERIC(1));
374 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
375 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
377 offsetof(struct vertex
, x
));
378 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
379 *buf_obj
, 0, sizeof(struct vertex
));
380 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
382 if (texcoord_size
> 0) {
383 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
384 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
386 offsetof(struct vertex
, tex
));
387 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
388 *buf_obj
, 0, sizeof(struct vertex
));
389 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
393 if (color_size
> 0) {
394 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
395 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
397 offsetof(struct vertex
, r
));
398 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
399 *buf_obj
, 0, sizeof(struct vertex
));
400 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
405 _mesa_BindVertexArray(*VAO
);
410 * Initialize meta-ops for a context.
411 * To be called once during context creation.
414 _mesa_meta_init(struct gl_context
*ctx
)
418 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
422 * Free context meta-op state.
423 * To be called once during context destruction.
426 _mesa_meta_free(struct gl_context
*ctx
)
428 GET_CURRENT_CONTEXT(old_context
);
429 _mesa_make_current(ctx
, NULL
, NULL
);
430 _mesa_meta_glsl_blit_cleanup(ctx
, &ctx
->Meta
->Blit
);
431 meta_glsl_clear_cleanup(ctx
, &ctx
->Meta
->Clear
);
432 meta_copypix_cleanup(ctx
, &ctx
->Meta
->CopyPix
);
433 _mesa_meta_glsl_generate_mipmap_cleanup(ctx
, &ctx
->Meta
->Mipmap
);
434 cleanup_temp_texture(ctx
, &ctx
->Meta
->TempTex
);
435 meta_decompress_cleanup(ctx
, &ctx
->Meta
->Decompress
);
436 meta_drawpix_cleanup(ctx
, &ctx
->Meta
->DrawPix
);
437 meta_drawtex_cleanup(ctx
, &ctx
->Meta
->DrawTex
);
438 meta_bitmap_cleanup(ctx
, &ctx
->Meta
->Bitmap
);
441 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
443 _mesa_make_current(NULL
, NULL
, NULL
);
450 * Enter meta state. This is like a light-weight version of glPushAttrib
451 * but it also resets most GL state back to default values.
453 * \param state bitmask of MESA_META_* flags indicating which attribute groups
454 * to save and reset to their defaults
457 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
459 struct save_state
*save
;
461 /* hope MAX_META_OPS_DEPTH is large enough */
462 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
464 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
465 memset(save
, 0, sizeof(*save
));
466 save
->SavedState
= state
;
468 /* We always push into desktop GL mode and pop out at the end. No sense in
469 * writing our shaders varying based on the user's context choice, when
470 * Mesa can handle either.
472 save
->API
= ctx
->API
;
473 ctx
->API
= API_OPENGL_COMPAT
;
475 /* Mesa's extension helper functions use the current context's API to look up
476 * the version required by an extension as a step in determining whether or
477 * not it has been advertised. Since meta aims to only be restricted by the
478 * driver capability (and not by whether or not an extension has been
479 * advertised), set the helper functions' Version variable to a value that
480 * will make the checks on the context API and version unconditionally pass.
482 save
->ExtensionsVersion
= ctx
->Extensions
.Version
;
483 ctx
->Extensions
.Version
= ~0;
485 /* Pausing transform feedback needs to be done early, or else we won't be
486 * able to change other state.
488 save
->TransformFeedbackNeedsResume
=
489 _mesa_is_xfb_active_and_unpaused(ctx
);
490 if (save
->TransformFeedbackNeedsResume
)
491 _mesa_PauseTransformFeedback();
493 /* After saving the current occlusion object, call EndQuery so that no
494 * occlusion querying will be active during the meta-operation.
496 if (state
& MESA_META_OCCLUSION_QUERY
) {
497 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
498 if (save
->CurrentOcclusionObject
)
499 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
502 if (state
& MESA_META_ALPHA_TEST
) {
503 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
504 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
505 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
506 if (ctx
->Color
.AlphaEnabled
)
507 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
510 if (state
& MESA_META_BLEND
) {
511 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
512 if (ctx
->Color
.BlendEnabled
) {
513 if (ctx
->Extensions
.EXT_draw_buffers2
) {
515 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
516 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
520 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
523 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
524 if (ctx
->Color
.ColorLogicOpEnabled
)
525 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
528 if (state
& MESA_META_DITHER
) {
529 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
530 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
533 if (state
& MESA_META_COLOR_MASK
)
534 save
->ColorMask
= ctx
->Color
.ColorMask
;
536 if (state
& MESA_META_DEPTH_TEST
) {
537 save
->Depth
= ctx
->Depth
; /* struct copy */
539 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
542 if (state
& MESA_META_FOG
) {
543 save
->Fog
= ctx
->Fog
.Enabled
;
544 if (ctx
->Fog
.Enabled
)
545 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
548 if (state
& MESA_META_PIXEL_STORE
) {
549 save
->Pack
= ctx
->Pack
;
550 save
->Unpack
= ctx
->Unpack
;
551 ctx
->Pack
= ctx
->DefaultPacking
;
552 ctx
->Unpack
= ctx
->DefaultPacking
;
555 if (state
& MESA_META_PIXEL_TRANSFER
) {
556 save
->RedScale
= ctx
->Pixel
.RedScale
;
557 save
->RedBias
= ctx
->Pixel
.RedBias
;
558 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
559 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
560 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
561 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
562 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
563 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
564 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
565 ctx
->Pixel
.RedScale
= 1.0F
;
566 ctx
->Pixel
.RedBias
= 0.0F
;
567 ctx
->Pixel
.GreenScale
= 1.0F
;
568 ctx
->Pixel
.GreenBias
= 0.0F
;
569 ctx
->Pixel
.BlueScale
= 1.0F
;
570 ctx
->Pixel
.BlueBias
= 0.0F
;
571 ctx
->Pixel
.AlphaScale
= 1.0F
;
572 ctx
->Pixel
.AlphaBias
= 0.0F
;
573 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
575 ctx
->NewState
|=_NEW_PIXEL
;
578 if (state
& MESA_META_RASTERIZATION
) {
579 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
580 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
581 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
582 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
583 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
584 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
585 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
586 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
587 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
588 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
589 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
592 if (state
& MESA_META_SCISSOR
) {
593 save
->Scissor
= ctx
->Scissor
; /* struct copy */
594 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
597 if (state
& MESA_META_SHADER
) {
600 if (ctx
->Extensions
.ARB_vertex_program
) {
601 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
602 _mesa_reference_program(ctx
, &save
->VertexProgram
,
603 ctx
->VertexProgram
.Current
);
604 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
607 if (ctx
->Extensions
.ARB_fragment_program
) {
608 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
609 _mesa_reference_program(ctx
, &save
->FragmentProgram
,
610 ctx
->FragmentProgram
.Current
);
611 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
614 if (ctx
->Extensions
.ATI_fragment_shader
) {
615 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
616 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
619 if (ctx
->Pipeline
.Current
) {
620 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
621 ctx
->Pipeline
.Current
);
622 _mesa_BindProgramPipeline(0);
625 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
626 * that we don't have to worry about the current pipeline state.
628 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
629 _mesa_reference_program(ctx
, &save
->Program
[i
],
630 ctx
->Shader
.CurrentProgram
[i
]);
632 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
633 ctx
->Shader
.ActiveProgram
);
638 if (state
& MESA_META_STENCIL_TEST
) {
639 save
->Stencil
= ctx
->Stencil
; /* struct copy */
640 if (ctx
->Stencil
.Enabled
)
641 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
642 /* NOTE: other stencil state not reset */
645 if (state
& MESA_META_TEXTURE
) {
648 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
649 save
->EnvMode
= ctx
->Texture
.FixedFuncUnit
[0].EnvMode
;
651 /* Disable all texture units */
652 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
653 save
->TexEnabled
[u
] = ctx
->Texture
.FixedFuncUnit
[u
].Enabled
;
654 save
->TexGenEnabled
[u
] = ctx
->Texture
.FixedFuncUnit
[u
].TexGenEnabled
;
655 if (ctx
->Texture
.FixedFuncUnit
[u
].Enabled
||
656 ctx
->Texture
.FixedFuncUnit
[u
].TexGenEnabled
) {
657 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
658 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
659 if (ctx
->Extensions
.ARB_texture_cube_map
)
660 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
662 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
663 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
664 if (ctx
->Extensions
.NV_texture_rectangle
)
665 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
666 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
667 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
668 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
669 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
673 /* save current texture objects for unit[0] only */
674 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
675 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
676 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
679 /* set defaults for unit[0] */
680 _mesa_ActiveTexture(GL_TEXTURE0
);
681 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
684 if (state
& MESA_META_TRANSFORM
) {
685 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
686 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
687 16 * sizeof(GLfloat
));
688 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
689 16 * sizeof(GLfloat
));
690 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
691 16 * sizeof(GLfloat
));
692 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
693 /* set 1:1 vertex:pixel coordinate transform */
694 _mesa_ActiveTexture(GL_TEXTURE0
);
695 _mesa_MatrixMode(GL_TEXTURE
);
696 _mesa_LoadIdentity();
697 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
698 _mesa_MatrixMode(GL_MODELVIEW
);
699 _mesa_LoadIdentity();
700 _mesa_MatrixMode(GL_PROJECTION
);
701 _mesa_LoadIdentity();
703 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
704 * This can occur when there is no draw buffer.
706 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
707 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
708 0.0, ctx
->DrawBuffer
->Height
,
711 if (ctx
->Extensions
.ARB_clip_control
) {
712 save
->ClipOrigin
= ctx
->Transform
.ClipOrigin
;
713 save
->ClipDepthMode
= ctx
->Transform
.ClipDepthMode
;
714 _mesa_ClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
);
718 if (state
& MESA_META_CLIP
) {
720 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
721 mask
= ctx
->Transform
.ClipPlanesEnabled
;
723 const int i
= u_bit_scan(&mask
);
724 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
728 if (state
& MESA_META_VERTEX
) {
729 /* save vertex array object state */
730 _mesa_reference_vao(ctx
, &save
->VAO
,
732 /* set some default state? */
735 if (state
& MESA_META_VIEWPORT
) {
736 /* save viewport state */
737 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
738 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
739 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
740 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
741 /* set viewport to match window size */
742 if (ctx
->ViewportArray
[0].X
!= 0 ||
743 ctx
->ViewportArray
[0].Y
!= 0 ||
744 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
745 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
746 _mesa_set_viewport(ctx
, 0, 0, 0,
747 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
749 /* save depth range state */
750 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
751 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
752 /* set depth range to default */
753 _mesa_set_depth_range(ctx
, 0, 0.0, 1.0);
756 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
757 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
759 /* Generally in here we want to do clamping according to whether
760 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
761 * regardless of the internal implementation of the metaops.
763 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
764 ctx
->Extensions
.ARB_color_buffer_float
)
765 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
768 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
769 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
771 /* Generally in here we never want vertex color clamping --
772 * result clamping is only dependent on fragment clamping.
774 if (ctx
->Extensions
.ARB_color_buffer_float
)
775 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
778 if (state
& MESA_META_CONDITIONAL_RENDER
) {
779 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
780 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
782 if (ctx
->Query
.CondRenderQuery
)
783 _mesa_EndConditionalRender();
786 if (state
& MESA_META_SELECT_FEEDBACK
) {
787 save
->RenderMode
= ctx
->RenderMode
;
788 if (ctx
->RenderMode
== GL_SELECT
) {
789 save
->Select
= ctx
->Select
; /* struct copy */
790 _mesa_RenderMode(GL_RENDER
);
791 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
792 save
->Feedback
= ctx
->Feedback
; /* struct copy */
793 _mesa_RenderMode(GL_RENDER
);
797 if (state
& MESA_META_MULTISAMPLE
) {
798 save
->Multisample
= ctx
->Multisample
; /* struct copy */
800 if (ctx
->Multisample
.Enabled
)
801 _mesa_set_multisample(ctx
, GL_FALSE
);
802 if (ctx
->Multisample
.SampleCoverage
)
803 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, GL_FALSE
);
804 if (ctx
->Multisample
.SampleAlphaToCoverage
)
805 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, GL_FALSE
);
806 if (ctx
->Multisample
.SampleAlphaToOne
)
807 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, GL_FALSE
);
808 if (ctx
->Multisample
.SampleShading
)
809 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, GL_FALSE
);
810 if (ctx
->Multisample
.SampleMask
)
811 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, GL_FALSE
);
814 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
815 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
816 if (ctx
->Color
.sRGBEnabled
)
817 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
820 if (state
& MESA_META_DRAW_BUFFERS
) {
821 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
822 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
823 sizeof(save
->ColorDrawBuffers
));
828 save
->Lighting
= ctx
->Light
.Enabled
;
829 if (ctx
->Light
.Enabled
)
830 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
831 save
->RasterDiscard
= ctx
->RasterDiscard
;
832 if (ctx
->RasterDiscard
)
833 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
835 _mesa_reference_framebuffer(&save
->DrawBuffer
, ctx
->DrawBuffer
);
836 _mesa_reference_framebuffer(&save
->ReadBuffer
, ctx
->ReadBuffer
);
842 * Leave meta state. This is like a light-weight version of glPopAttrib().
845 _mesa_meta_end(struct gl_context
*ctx
)
847 assert(ctx
->Meta
->SaveStackDepth
> 0);
849 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
850 const GLbitfield state
= save
->SavedState
;
853 /* Grab the result of the old occlusion query before starting it again. The
854 * old result is added to the result of the new query so the driver will
855 * continue adding where it left off. */
856 if (state
& MESA_META_OCCLUSION_QUERY
) {
857 if (save
->CurrentOcclusionObject
) {
858 struct gl_query_object
*q
= save
->CurrentOcclusionObject
;
861 ctx
->Driver
.WaitQuery(ctx
, q
);
863 _mesa_BeginQuery(q
->Target
, q
->Id
);
864 ctx
->Query
.CurrentOcclusionObject
->Result
+= result
;
868 if (state
& MESA_META_ALPHA_TEST
) {
869 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
870 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
871 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
874 if (state
& MESA_META_BLEND
) {
875 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
876 if (ctx
->Extensions
.EXT_draw_buffers2
) {
878 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
879 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
883 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
886 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
887 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
890 if (state
& MESA_META_DITHER
)
891 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
893 if (state
& MESA_META_COLOR_MASK
) {
895 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
896 if (GET_COLORMASK(ctx
->Color
.ColorMask
, i
) !=
897 GET_COLORMASK(save
->ColorMask
, i
)) {
899 _mesa_ColorMask(GET_COLORMASK_BIT(save
->ColorMask
, i
, 0),
900 GET_COLORMASK_BIT(save
->ColorMask
, i
, 1),
901 GET_COLORMASK_BIT(save
->ColorMask
, i
, 2),
902 GET_COLORMASK_BIT(save
->ColorMask
, i
, 3));
906 GET_COLORMASK_BIT(save
->ColorMask
, i
, 0),
907 GET_COLORMASK_BIT(save
->ColorMask
, i
, 1),
908 GET_COLORMASK_BIT(save
->ColorMask
, i
, 2),
909 GET_COLORMASK_BIT(save
->ColorMask
, i
, 3));
915 if (state
& MESA_META_DEPTH_TEST
) {
916 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
917 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
918 _mesa_DepthFunc(save
->Depth
.Func
);
919 _mesa_DepthMask(save
->Depth
.Mask
);
922 if (state
& MESA_META_FOG
) {
923 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
926 if (state
& MESA_META_PIXEL_STORE
) {
927 ctx
->Pack
= save
->Pack
;
928 ctx
->Unpack
= save
->Unpack
;
931 if (state
& MESA_META_PIXEL_TRANSFER
) {
932 ctx
->Pixel
.RedScale
= save
->RedScale
;
933 ctx
->Pixel
.RedBias
= save
->RedBias
;
934 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
935 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
936 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
937 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
938 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
939 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
940 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
942 ctx
->NewState
|=_NEW_PIXEL
;
945 if (state
& MESA_META_RASTERIZATION
) {
946 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
947 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
948 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
949 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
950 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
951 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
954 if (state
& MESA_META_SCISSOR
) {
957 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
958 _mesa_set_scissor(ctx
, i
,
959 save
->Scissor
.ScissorArray
[i
].X
,
960 save
->Scissor
.ScissorArray
[i
].Y
,
961 save
->Scissor
.ScissorArray
[i
].Width
,
962 save
->Scissor
.ScissorArray
[i
].Height
);
963 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
964 (save
->Scissor
.EnableFlags
>> i
) & 1);
968 if (state
& MESA_META_SHADER
) {
971 if (ctx
->Extensions
.ARB_vertex_program
) {
972 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
973 save
->VertexProgramEnabled
);
974 _mesa_reference_program(ctx
, &ctx
->VertexProgram
.Current
,
975 save
->VertexProgram
);
976 _mesa_reference_program(ctx
, &save
->VertexProgram
, NULL
);
979 if (ctx
->Extensions
.ARB_fragment_program
) {
980 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
981 save
->FragmentProgramEnabled
);
982 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
.Current
,
983 save
->FragmentProgram
);
984 _mesa_reference_program(ctx
, &save
->FragmentProgram
, NULL
);
987 if (ctx
->Extensions
.ATI_fragment_shader
) {
988 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
989 save
->ATIFragmentShaderEnabled
);
993 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
994 /* It is safe to call _mesa_use_program even if the extension
995 * necessary for that program state is not supported. In that case,
996 * the saved program object must be NULL and the currently bound
997 * program object must be NULL. _mesa_use_program is a no-op
1000 _mesa_use_program(ctx
, i
, NULL
, save
->Program
[i
], &ctx
->Shader
);
1002 /* Do this *before* killing the reference. :)
1004 if (save
->Program
[i
] != NULL
)
1007 _mesa_reference_program(ctx
, &save
->Program
[i
], NULL
);
1010 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1011 save
->ActiveShader
);
1012 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
1014 /* If there were any stages set with programs, use ctx->Shader as the
1015 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1016 * hasn't been restored yet, and that may modify ctx->_Shader further.
1019 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1022 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1023 ctx
->Pipeline
.Default
);
1025 if (save
->Pipeline
) {
1026 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1028 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1031 _mesa_update_vertex_processing_mode(ctx
);
1034 if (state
& MESA_META_STENCIL_TEST
) {
1035 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1037 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1038 _mesa_ClearStencil(stencil
->Clear
);
1039 if (ctx
->Extensions
.EXT_stencil_two_side
) {
1040 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1041 stencil
->TestTwoSide
);
1042 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1043 ? GL_BACK
: GL_FRONT
);
1046 _mesa_StencilFuncSeparate(GL_FRONT
,
1047 stencil
->Function
[0],
1049 stencil
->ValueMask
[0]);
1050 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1051 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1052 stencil
->ZFailFunc
[0],
1053 stencil
->ZPassFunc
[0]);
1055 _mesa_StencilFuncSeparate(GL_BACK
,
1056 stencil
->Function
[1],
1058 stencil
->ValueMask
[1]);
1059 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1060 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1061 stencil
->ZFailFunc
[1],
1062 stencil
->ZPassFunc
[1]);
1065 if (state
& MESA_META_TEXTURE
) {
1068 assert(ctx
->Texture
.CurrentUnit
== 0);
1070 /* restore texenv for unit[0] */
1071 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1073 /* restore texture objects for unit[0] only */
1074 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1075 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1076 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1077 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1078 save
->CurrentTexture
[tgt
]);
1080 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1083 /* Restore fixed function texture enables, texgen */
1084 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1085 if (ctx
->Texture
.FixedFuncUnit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1086 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1087 ctx
->Texture
.FixedFuncUnit
[u
].Enabled
= save
->TexEnabled
[u
];
1090 if (ctx
->Texture
.FixedFuncUnit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1091 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1092 ctx
->Texture
.FixedFuncUnit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1096 /* restore current unit state */
1097 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1100 if (state
& MESA_META_TRANSFORM
) {
1101 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1102 _mesa_ActiveTexture(GL_TEXTURE0
);
1103 _mesa_MatrixMode(GL_TEXTURE
);
1104 _mesa_LoadMatrixf(save
->TextureMatrix
);
1105 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1107 _mesa_MatrixMode(GL_MODELVIEW
);
1108 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1110 _mesa_MatrixMode(GL_PROJECTION
);
1111 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1113 _mesa_MatrixMode(save
->MatrixMode
);
1115 if (ctx
->Extensions
.ARB_clip_control
)
1116 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1119 if (state
& MESA_META_CLIP
) {
1120 GLbitfield mask
= save
->ClipPlanesEnabled
;
1122 const int i
= u_bit_scan(&mask
);
1123 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1127 if (state
& MESA_META_VERTEX
) {
1128 /* restore vertex array object */
1129 _mesa_BindVertexArray(save
->VAO
->Name
);
1130 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1133 if (state
& MESA_META_VIEWPORT
) {
1134 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1135 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1136 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1137 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1138 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1139 save
->ViewportW
, save
->ViewportH
);
1141 _mesa_set_depth_range(ctx
, 0, save
->DepthNear
, save
->DepthFar
);
1144 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1145 ctx
->Extensions
.ARB_color_buffer_float
) {
1146 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1149 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1150 ctx
->Extensions
.ARB_color_buffer_float
) {
1151 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1154 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1155 if (save
->CondRenderQuery
)
1156 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1157 save
->CondRenderMode
);
1160 if (state
& MESA_META_SELECT_FEEDBACK
) {
1161 if (save
->RenderMode
== GL_SELECT
) {
1162 _mesa_RenderMode(GL_SELECT
);
1163 ctx
->Select
= save
->Select
;
1164 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1165 _mesa_RenderMode(GL_FEEDBACK
);
1166 ctx
->Feedback
= save
->Feedback
;
1170 if (state
& MESA_META_MULTISAMPLE
) {
1171 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1172 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
1174 if (ctx_ms
->Enabled
!= save_ms
->Enabled
)
1175 _mesa_set_multisample(ctx
, save_ms
->Enabled
);
1176 if (ctx_ms
->SampleCoverage
!= save_ms
->SampleCoverage
)
1177 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, save_ms
->SampleCoverage
);
1178 if (ctx_ms
->SampleAlphaToCoverage
!= save_ms
->SampleAlphaToCoverage
)
1179 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, save_ms
->SampleAlphaToCoverage
);
1180 if (ctx_ms
->SampleAlphaToOne
!= save_ms
->SampleAlphaToOne
)
1181 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, save_ms
->SampleAlphaToOne
);
1182 if (ctx_ms
->SampleCoverageValue
!= save_ms
->SampleCoverageValue
||
1183 ctx_ms
->SampleCoverageInvert
!= save_ms
->SampleCoverageInvert
) {
1184 _mesa_SampleCoverage(save_ms
->SampleCoverageValue
,
1185 save_ms
->SampleCoverageInvert
);
1187 if (ctx_ms
->SampleShading
!= save_ms
->SampleShading
)
1188 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, save_ms
->SampleShading
);
1189 if (ctx_ms
->SampleMask
!= save_ms
->SampleMask
)
1190 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, save_ms
->SampleMask
);
1191 if (ctx_ms
->SampleMaskValue
!= save_ms
->SampleMaskValue
)
1192 _mesa_SampleMaski(0, save_ms
->SampleMaskValue
);
1193 if (ctx_ms
->MinSampleShadingValue
!= save_ms
->MinSampleShadingValue
)
1194 _mesa_MinSampleShading(save_ms
->MinSampleShadingValue
);
1197 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1198 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1199 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1203 if (save
->Lighting
) {
1204 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1206 if (save
->RasterDiscard
) {
1207 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1209 if (save
->TransformFeedbackNeedsResume
)
1210 _mesa_ResumeTransformFeedback();
1212 _mesa_bind_framebuffers(ctx
, save
->DrawBuffer
, save
->ReadBuffer
);
1213 _mesa_reference_framebuffer(&save
->DrawBuffer
, NULL
);
1214 _mesa_reference_framebuffer(&save
->ReadBuffer
, NULL
);
1216 if (state
& MESA_META_DRAW_BUFFERS
) {
1217 _mesa_drawbuffers(ctx
, ctx
->DrawBuffer
, ctx
->Const
.MaxDrawBuffers
,
1218 save
->ColorDrawBuffers
, NULL
);
1221 ctx
->Meta
->SaveStackDepth
--;
1223 ctx
->API
= save
->API
;
1224 ctx
->Extensions
.Version
= save
->ExtensionsVersion
;
1229 * Convert Z from a normalized value in the range [0, 1] to an object-space
1230 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1231 * default/identity ortho projection results in the original Z value.
1232 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1233 * value comes from the clear value or raster position.
1235 static inline GLfloat
1236 invert_z(GLfloat normZ
)
1238 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1244 * One-time init for a temp_texture object.
1245 * Choose tex target, compute max tex size, etc.
1248 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1250 /* prefer texture rectangle */
1251 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1252 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1253 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1254 tex
->NPOT
= GL_TRUE
;
1257 /* use 2D texture, NPOT if possible */
1258 tex
->Target
= GL_TEXTURE_2D
;
1259 tex
->MaxSize
= ctx
->Const
.MaxTextureSize
;
1260 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1262 tex
->MinSize
= 16; /* 16 x 16 at least */
1263 assert(tex
->MaxSize
> 0);
1265 tex
->tex_obj
= ctx
->Driver
.NewTextureObject(ctx
, 0xDEADBEEF, tex
->Target
);
1269 cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1271 _mesa_delete_nameless_texture(ctx
, tex
->tex_obj
);
1272 tex
->tex_obj
= NULL
;
1277 * Return pointer to temp_texture info for non-bitmap ops.
1278 * This does some one-time init if needed.
1280 struct temp_texture
*
1281 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1283 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1285 if (tex
->tex_obj
== NULL
) {
1286 init_temp_texture(ctx
, tex
);
1294 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1295 * We use a separate texture for bitmaps to reduce texture
1296 * allocation/deallocation.
1298 static struct temp_texture
*
1299 get_bitmap_temp_texture(struct gl_context
*ctx
)
1301 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1303 if (tex
->tex_obj
== NULL
) {
1304 init_temp_texture(ctx
, tex
);
1311 * Return pointer to depth temp_texture.
1312 * This does some one-time init if needed.
1314 struct temp_texture
*
1315 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1317 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1319 if (tex
->tex_obj
== NULL
) {
1320 init_temp_texture(ctx
, tex
);
1327 * Compute the width/height of texture needed to draw an image of the
1328 * given size. Return a flag indicating whether the current texture
1329 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1330 * allocated (glTexImage2D).
1331 * Also, compute s/t texcoords for drawing.
1333 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1336 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1337 GLsizei width
, GLsizei height
, GLenum intFormat
)
1339 GLboolean newTex
= GL_FALSE
;
1341 assert(width
<= tex
->MaxSize
);
1342 assert(height
<= tex
->MaxSize
);
1344 if (width
> tex
->Width
||
1345 height
> tex
->Height
||
1346 intFormat
!= tex
->IntFormat
) {
1347 /* alloc new texture (larger or different format) */
1350 /* use non-power of two size */
1351 tex
->Width
= MAX2(tex
->MinSize
, width
);
1352 tex
->Height
= MAX2(tex
->MinSize
, height
);
1355 /* find power of two size */
1357 w
= h
= tex
->MinSize
;
1366 tex
->IntFormat
= intFormat
;
1371 /* compute texcoords */
1372 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1373 tex
->Sright
= (GLfloat
) width
;
1374 tex
->Ttop
= (GLfloat
) height
;
1377 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1378 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1386 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1389 _mesa_meta_setup_copypix_texture(struct gl_context
*ctx
,
1390 struct temp_texture
*tex
,
1391 GLint srcX
, GLint srcY
,
1392 GLsizei width
, GLsizei height
,
1398 _mesa_bind_texture(ctx
, tex
->Target
, tex
->tex_obj
);
1399 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MIN_FILTER
,
1400 (GLint
*) &filter
, false);
1401 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MAG_FILTER
,
1402 (GLint
*) &filter
, false);
1403 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1405 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1407 /* copy framebuffer image to texture */
1409 /* create new tex image */
1410 if (tex
->Width
== width
&& tex
->Height
== height
) {
1411 /* create new tex with framebuffer data */
1412 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1413 srcX
, srcY
, width
, height
, 0);
1416 /* create empty texture */
1417 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1418 tex
->Width
, tex
->Height
, 0,
1419 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1421 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1422 0, 0, srcX
, srcY
, width
, height
);
1426 /* replace existing tex image */
1427 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1428 0, 0, srcX
, srcY
, width
, height
);
1434 * Setup/load texture for glDrawPixels.
1437 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1438 struct temp_texture
*tex
,
1440 GLsizei width
, GLsizei height
,
1441 GLenum format
, GLenum type
,
1442 const GLvoid
*pixels
)
1444 /* GLint so the compiler won't complain about type signedness mismatch in
1445 * the call to _mesa_texture_parameteriv below.
1447 static const GLint filter
= GL_NEAREST
;
1449 _mesa_bind_texture(ctx
, tex
->Target
, tex
->tex_obj
);
1450 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MIN_FILTER
, &filter
,
1452 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MAG_FILTER
, &filter
,
1454 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1456 /* copy pixel data to texture */
1458 /* create new tex image */
1459 if (tex
->Width
== width
&& tex
->Height
== height
) {
1460 /* create new tex and load image data */
1461 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1462 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1465 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1467 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1468 ctx
->Unpack
.BufferObj
);
1469 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1470 /* create empty texture */
1471 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1472 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1473 if (save_unpack_obj
!= NULL
)
1474 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1475 save_unpack_obj
->Name
);
1477 _mesa_TexSubImage2D(tex
->Target
, 0,
1478 0, 0, width
, height
, format
, type
, pixels
);
1480 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
, NULL
);
1484 /* replace existing tex image */
1485 _mesa_TexSubImage2D(tex
->Target
, 0,
1486 0, 0, width
, height
, format
, type
, pixels
);
1491 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context
*ctx
,
1492 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
1493 unsigned texcoord_size
)
1495 _mesa_meta_setup_vertex_objects(ctx
, VAO
, buf_obj
, false, 2, texcoord_size
,
1498 /* setup projection matrix */
1499 _mesa_MatrixMode(GL_PROJECTION
);
1500 _mesa_LoadIdentity();
1504 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1507 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1509 meta_clear(ctx
, buffers
, false);
1513 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1515 meta_clear(ctx
, buffers
, true);
1519 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1521 const char *vs_source
=
1522 "#extension GL_AMD_vertex_shader_layer : enable\n"
1523 "#extension GL_ARB_draw_instanced : enable\n"
1524 "#extension GL_ARB_explicit_attrib_location :enable\n"
1525 "layout(location = 0) in vec4 position;\n"
1528 "#ifdef GL_AMD_vertex_shader_layer\n"
1529 " gl_Layer = gl_InstanceID;\n"
1531 " gl_Position = position;\n"
1533 const char *fs_source
=
1534 "#extension GL_ARB_explicit_attrib_location :enable\n"
1535 "#extension GL_ARB_explicit_uniform_location :enable\n"
1536 "layout(location = 0) uniform vec4 color;\n"
1539 " gl_FragColor = color;\n"
1541 bool has_integer_textures
;
1543 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, true,
1546 if (clear
->ShaderProg
!= 0)
1549 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
, "meta clear",
1550 &clear
->ShaderProg
);
1552 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1553 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
1555 if (has_integer_textures
) {
1556 void *shader_source_mem_ctx
= ralloc_context(NULL
);
1557 const char *vs_int_source
=
1558 ralloc_asprintf(shader_source_mem_ctx
,
1560 "#extension GL_AMD_vertex_shader_layer : enable\n"
1561 "#extension GL_ARB_draw_instanced : enable\n"
1562 "#extension GL_ARB_explicit_attrib_location :enable\n"
1563 "layout(location = 0) in vec4 position;\n"
1566 "#ifdef GL_AMD_vertex_shader_layer\n"
1567 " gl_Layer = gl_InstanceID;\n"
1569 " gl_Position = position;\n"
1571 const char *fs_int_source
=
1572 ralloc_asprintf(shader_source_mem_ctx
,
1574 "#extension GL_ARB_explicit_attrib_location :enable\n"
1575 "#extension GL_ARB_explicit_uniform_location :enable\n"
1576 "layout(location = 0) uniform ivec4 color;\n"
1577 "out ivec4 out_color;\n"
1581 " out_color = color;\n"
1584 _mesa_meta_compile_and_link_program(ctx
, vs_int_source
, fs_int_source
,
1586 &clear
->IntegerShaderProg
);
1587 ralloc_free(shader_source_mem_ctx
);
1589 /* Note that user-defined out attributes get automatically assigned
1590 * locations starting from 0, so we don't need to explicitly
1591 * BindFragDataLocation to 0.
1597 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
1599 if (clear
->VAO
== 0)
1601 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1603 _mesa_reference_buffer_object(ctx
, &clear
->buf_obj
, NULL
);
1604 _mesa_reference_shader_program(ctx
, &clear
->ShaderProg
, NULL
);
1606 if (clear
->IntegerShaderProg
) {
1607 _mesa_reference_shader_program(ctx
, &clear
->IntegerShaderProg
, NULL
);
1612 meta_copypix_cleanup(struct gl_context
*ctx
, struct copypix_state
*copypix
)
1614 if (copypix
->VAO
== 0)
1616 _mesa_DeleteVertexArrays(1, ©pix
->VAO
);
1618 _mesa_reference_buffer_object(ctx
, ©pix
->buf_obj
, NULL
);
1623 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1624 * set GL to only draw to those buffers.
1626 * Since the bitfield has no associated order, the assignment of draw buffer
1627 * indices to color attachment indices is rather arbitrary.
1630 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1632 GLenum enums
[MAX_DRAW_BUFFERS
];
1636 /* This function is only legal for color buffer bitfields. */
1637 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1639 /* Make sure we don't overflow any arrays. */
1640 assert(util_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1644 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1645 enums
[i
++] = GL_FRONT_LEFT
;
1647 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1648 enums
[i
++] = GL_FRONT_RIGHT
;
1650 if (bits
& BUFFER_BIT_BACK_LEFT
)
1651 enums
[i
++] = GL_BACK_LEFT
;
1653 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1654 enums
[i
++] = GL_BACK_RIGHT
;
1656 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1657 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1658 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1661 _mesa_DrawBuffers(i
, enums
);
1665 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1666 * set GL to only draw to those buffers. Also, update color masks to
1667 * reflect the new draw buffer ordering.
1670 _mesa_meta_drawbuffers_and_colormask(struct gl_context
*ctx
, GLbitfield mask
)
1672 GLenum enums
[MAX_DRAW_BUFFERS
];
1673 GLubyte colormask
[MAX_DRAW_BUFFERS
][4];
1676 /* This function is only legal for color buffer bitfields. */
1677 assert((mask
& ~BUFFER_BITS_COLOR
) == 0);
1679 /* Make sure we don't overflow any arrays. */
1680 assert(util_bitcount(mask
) <= MAX_DRAW_BUFFERS
);
1684 for (int i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1685 gl_buffer_index b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1686 int colormask_idx
= ctx
->Extensions
.EXT_draw_buffers2
? i
: 0;
1688 if (b
< 0 || !(mask
& (1 << b
)) ||
1689 GET_COLORMASK(ctx
->Color
.ColorMask
, colormask_idx
) == 0)
1693 case BUFFER_FRONT_LEFT
:
1694 enums
[num_bufs
] = GL_FRONT_LEFT
;
1696 case BUFFER_FRONT_RIGHT
:
1697 enums
[num_bufs
] = GL_FRONT_RIGHT
;
1699 case BUFFER_BACK_LEFT
:
1700 enums
[num_bufs
] = GL_BACK_LEFT
;
1702 case BUFFER_BACK_RIGHT
:
1703 enums
[num_bufs
] = GL_BACK_RIGHT
;
1706 assert(b
>= BUFFER_COLOR0
&& b
<= BUFFER_COLOR7
);
1707 enums
[num_bufs
] = GL_COLOR_ATTACHMENT0
+ (b
- BUFFER_COLOR0
);
1711 for (int k
= 0; k
< 4; k
++)
1712 colormask
[num_bufs
][k
] = GET_COLORMASK_BIT(ctx
->Color
.ColorMask
,
1718 _mesa_DrawBuffers(num_bufs
, enums
);
1720 for (int i
= 0; i
< num_bufs
; i
++) {
1721 _mesa_ColorMaski(i
, colormask
[i
][0], colormask
[i
][1],
1722 colormask
[i
][2], colormask
[i
][3]);
1728 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1731 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
1733 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1734 GLbitfield metaSave
;
1735 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1736 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1737 float x0
, y0
, x1
, y1
, z
;
1738 struct vertex verts
[4];
1741 metaSave
= (MESA_META_ALPHA_TEST
|
1743 MESA_META_COLOR_MASK
|
1744 MESA_META_DEPTH_TEST
|
1745 MESA_META_RASTERIZATION
|
1747 MESA_META_STENCIL_TEST
|
1749 MESA_META_VIEWPORT
|
1751 MESA_META_CLAMP_FRAGMENT_COLOR
|
1752 MESA_META_MULTISAMPLE
|
1753 MESA_META_OCCLUSION_QUERY
);
1756 metaSave
|= MESA_META_FOG
|
1757 MESA_META_PIXEL_TRANSFER
|
1758 MESA_META_TRANSFORM
|
1760 MESA_META_CLAMP_VERTEX_COLOR
|
1761 MESA_META_SELECT_FEEDBACK
;
1764 if (buffers
& BUFFER_BITS_COLOR
) {
1765 metaSave
|= MESA_META_DRAW_BUFFERS
;
1768 _mesa_meta_begin(ctx
, metaSave
);
1771 meta_glsl_clear_init(ctx
, clear
);
1773 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1774 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1775 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1776 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1777 z
= -invert_z(ctx
->Depth
.Clear
);
1779 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, false,
1782 x0
= (float) fb
->_Xmin
;
1783 y0
= (float) fb
->_Ymin
;
1784 x1
= (float) fb
->_Xmax
;
1785 y1
= (float) fb
->_Ymax
;
1786 z
= invert_z(ctx
->Depth
.Clear
);
1789 if (fb
->_IntegerBuffers
) {
1791 _mesa_meta_use_program(ctx
, clear
->IntegerShaderProg
);
1792 _mesa_Uniform4iv(0, 1, ctx
->Color
.ClearColor
.i
);
1794 _mesa_meta_use_program(ctx
, clear
->ShaderProg
);
1795 _mesa_Uniform4fv(0, 1, ctx
->Color
.ClearColor
.f
);
1798 /* GL_COLOR_BUFFER_BIT */
1799 if (buffers
& BUFFER_BITS_COLOR
) {
1800 /* Only draw to the buffers we were asked to clear. */
1801 _mesa_meta_drawbuffers_and_colormask(ctx
, buffers
& BUFFER_BITS_COLOR
);
1803 /* leave colormask state as-is */
1805 /* Clears never have the color clamped. */
1806 if (ctx
->Extensions
.ARB_color_buffer_float
)
1807 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1810 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1813 /* GL_DEPTH_BUFFER_BIT */
1814 if (buffers
& BUFFER_BIT_DEPTH
) {
1815 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1816 _mesa_DepthFunc(GL_ALWAYS
);
1817 _mesa_DepthMask(GL_TRUE
);
1820 assert(!ctx
->Depth
.Test
);
1823 /* GL_STENCIL_BUFFER_BIT */
1824 if (buffers
& BUFFER_BIT_STENCIL
) {
1825 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1826 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1827 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1828 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1829 ctx
->Stencil
.Clear
& stencilMax
,
1830 ctx
->Stencil
.WriteMask
[0]);
1833 assert(!ctx
->Stencil
.Enabled
);
1836 /* vertex positions */
1851 for (i
= 0; i
< 4; i
++) {
1852 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1853 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1854 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1855 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1859 /* upload new vertex data */
1860 _mesa_buffer_data(ctx
, clear
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
1861 GL_DYNAMIC_DRAW
, __func__
);
1864 if (fb
->MaxNumLayers
> 0) {
1865 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1867 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1870 _mesa_meta_end(ctx
);
1874 * Meta implementation of ctx->Driver.CopyPixels() in terms
1875 * of texture mapping and polygon rendering and GLSL shaders.
1878 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1879 GLsizei width
, GLsizei height
,
1880 GLint dstX
, GLint dstY
, GLenum type
)
1882 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1883 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1884 struct vertex verts
[4];
1886 if (type
!= GL_COLOR
||
1887 ctx
->_ImageTransferState
||
1889 width
> tex
->MaxSize
||
1890 height
> tex
->MaxSize
) {
1891 /* XXX avoid this fallback */
1892 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1896 /* Most GL state applies to glCopyPixels, but a there's a few things
1897 * we need to override:
1899 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1902 MESA_META_TRANSFORM
|
1905 MESA_META_VIEWPORT
));
1907 _mesa_meta_setup_vertex_objects(ctx
, ©pix
->VAO
, ©pix
->buf_obj
, false,
1910 /* Silence valgrind warnings about reading uninitialized stack. */
1911 memset(verts
, 0, sizeof(verts
));
1913 /* Alloc/setup texture */
1914 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1915 GL_RGBA
, GL_NEAREST
);
1917 /* vertex positions, texcoords (after texture allocation!) */
1919 const GLfloat dstX0
= (GLfloat
) dstX
;
1920 const GLfloat dstY0
= (GLfloat
) dstY
;
1921 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1922 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1923 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1928 verts
[0].tex
[0] = 0.0F
;
1929 verts
[0].tex
[1] = 0.0F
;
1933 verts
[1].tex
[0] = tex
->Sright
;
1934 verts
[1].tex
[1] = 0.0F
;
1938 verts
[2].tex
[0] = tex
->Sright
;
1939 verts
[2].tex
[1] = tex
->Ttop
;
1943 verts
[3].tex
[0] = 0.0F
;
1944 verts
[3].tex
[1] = tex
->Ttop
;
1946 /* upload new vertex data */
1947 _mesa_buffer_sub_data(ctx
, copypix
->buf_obj
, 0, sizeof(verts
), verts
);
1950 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1952 /* draw textured quad */
1953 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1955 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1957 _mesa_meta_end(ctx
);
1961 meta_drawpix_cleanup(struct gl_context
*ctx
, struct drawpix_state
*drawpix
)
1963 if (drawpix
->VAO
!= 0) {
1964 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1967 _mesa_reference_buffer_object(ctx
, &drawpix
->buf_obj
, NULL
);
1970 if (drawpix
->StencilFP
!= 0) {
1971 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1972 drawpix
->StencilFP
= 0;
1975 if (drawpix
->DepthFP
!= 0) {
1976 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1977 drawpix
->DepthFP
= 0;
1982 meta_drawtex_cleanup(struct gl_context
*ctx
, struct drawtex_state
*drawtex
)
1984 if (drawtex
->VAO
!= 0) {
1985 _mesa_DeleteVertexArrays(1, &drawtex
->VAO
);
1988 _mesa_reference_buffer_object(ctx
, &drawtex
->buf_obj
, NULL
);
1993 meta_bitmap_cleanup(struct gl_context
*ctx
, struct bitmap_state
*bitmap
)
1995 if (bitmap
->VAO
!= 0) {
1996 _mesa_DeleteVertexArrays(1, &bitmap
->VAO
);
1999 _mesa_reference_buffer_object(ctx
, &bitmap
->buf_obj
, NULL
);
2001 cleanup_temp_texture(ctx
, &bitmap
->Tex
);
2006 * When the glDrawPixels() image size is greater than the max rectangle
2007 * texture size we use this function to break the glDrawPixels() image
2008 * into tiles which fit into the max texture size.
2011 tiled_draw_pixels(struct gl_context
*ctx
,
2013 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2014 GLenum format
, GLenum type
,
2015 const struct gl_pixelstore_attrib
*unpack
,
2016 const GLvoid
*pixels
)
2018 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2021 if (tileUnpack
.RowLength
== 0)
2022 tileUnpack
.RowLength
= width
;
2024 for (i
= 0; i
< width
; i
+= tileSize
) {
2025 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2026 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2028 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2030 for (j
= 0; j
< height
; j
+= tileSize
) {
2031 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2032 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2034 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2036 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2037 format
, type
, &tileUnpack
, pixels
);
2044 * One-time init for drawing stencil pixels.
2047 init_draw_stencil_pixels(struct gl_context
*ctx
)
2049 /* This program is run eight times, once for each stencil bit.
2050 * The stencil values to draw are found in an 8-bit alpha texture.
2051 * We read the texture/stencil value and test if bit 'b' is set.
2052 * If the bit is not set, use KIL to kill the fragment.
2053 * Finally, we use the stencil test to update the stencil buffer.
2055 * The basic algorithm for checking if a bit is set is:
2056 * if (is_odd(value / (1 << bit)))
2057 * result is one (or non-zero).
2060 * The program parameter contains three values:
2061 * parm.x = 255 / (1 << bit)
2065 static const char *program
=
2067 "PARAM parm = program.local[0]; \n"
2069 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2070 "# t = t * 255 / bit \n"
2071 "MUL t.x, t.a, parm.x; \n"
2074 "SUB t.x, t.x, t.y; \n"
2076 "MUL t.x, t.x, parm.y; \n"
2077 "# t = fract(t.x) \n"
2078 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2079 "# t.x = (t.x == 0 ? 1 : 0) \n"
2080 "SGE t.x, -t.x, parm.z; \n"
2082 "# for debug only \n"
2083 "#MOV result.color, t.x; \n"
2085 char program2
[1000];
2086 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2087 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2088 const char *texTarget
;
2090 assert(drawpix
->StencilFP
== 0);
2092 /* replace %s with "RECT" or "2D" */
2093 assert(strlen(program
) + 4 < sizeof(program2
));
2094 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2098 snprintf(program2
, sizeof(program2
), program
, texTarget
);
2100 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2101 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2102 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2103 strlen(program2
), (const GLubyte
*) program2
);
2108 * One-time init for drawing depth pixels.
2111 init_draw_depth_pixels(struct gl_context
*ctx
)
2113 static const char *program
=
2115 "PARAM color = program.local[0]; \n"
2116 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2117 "MOV result.color, color; \n"
2120 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2121 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2122 const char *texTarget
;
2124 assert(drawpix
->DepthFP
== 0);
2126 /* replace %s with "RECT" or "2D" */
2127 assert(strlen(program
) + 4 < sizeof(program2
));
2128 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2132 snprintf(program2
, sizeof(program2
), program
, texTarget
);
2134 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2135 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2136 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2137 strlen(program2
), (const GLubyte
*) program2
);
2142 * Meta implementation of ctx->Driver.DrawPixels() in terms
2143 * of texture mapping and polygon rendering.
2146 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2147 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2148 GLenum format
, GLenum type
,
2149 const struct gl_pixelstore_attrib
*unpack
,
2150 const GLvoid
*pixels
)
2152 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2153 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2154 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2155 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2156 struct vertex verts
[4];
2157 GLenum texIntFormat
;
2158 GLboolean fallback
, newTex
;
2159 GLbitfield metaExtraSave
= 0x0;
2162 * Determine if we can do the glDrawPixels with texture mapping.
2164 fallback
= GL_FALSE
;
2165 if (ctx
->Fog
.Enabled
) {
2169 if (_mesa_is_color_format(format
)) {
2170 /* use more compact format when possible */
2171 /* XXX disable special case for GL_LUMINANCE for now to work around
2172 * apparent i965 driver bug (see bug #23670).
2174 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2175 texIntFormat
= format
;
2177 texIntFormat
= GL_RGBA
;
2179 /* If we're not supposed to clamp the resulting color, then just
2180 * promote our texture to fully float. We could do better by
2181 * just going for the matching set of channels, in floating
2184 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2185 ctx
->Extensions
.ARB_texture_float
)
2186 texIntFormat
= GL_RGBA32F
;
2188 else if (_mesa_is_stencil_format(format
)) {
2189 if (ctx
->Extensions
.ARB_fragment_program
&&
2190 ctx
->Pixel
.IndexShift
== 0 &&
2191 ctx
->Pixel
.IndexOffset
== 0 &&
2192 type
== GL_UNSIGNED_BYTE
) {
2193 /* We'll store stencil as alpha. This only works for GLubyte
2194 * image data because of how incoming values are mapped to alpha
2197 texIntFormat
= GL_ALPHA
;
2198 metaExtraSave
= (MESA_META_COLOR_MASK
|
2199 MESA_META_DEPTH_TEST
|
2200 MESA_META_PIXEL_TRANSFER
|
2202 MESA_META_STENCIL_TEST
);
2208 else if (_mesa_is_depth_format(format
)) {
2209 if (ctx
->Extensions
.ARB_depth_texture
&&
2210 ctx
->Extensions
.ARB_fragment_program
) {
2211 texIntFormat
= GL_DEPTH_COMPONENT
;
2212 metaExtraSave
= (MESA_META_SHADER
);
2223 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2224 format
, type
, unpack
, pixels
);
2229 * Check image size against max texture size, draw as tiles if needed.
2231 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2232 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2233 format
, type
, unpack
, pixels
);
2237 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2238 * but a there's a few things we need to override:
2240 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2243 MESA_META_TRANSFORM
|
2246 MESA_META_VIEWPORT
|
2249 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2251 _mesa_meta_setup_vertex_objects(ctx
, &drawpix
->VAO
, &drawpix
->buf_obj
, false,
2254 /* Silence valgrind warnings about reading uninitialized stack. */
2255 memset(verts
, 0, sizeof(verts
));
2257 /* vertex positions, texcoords (after texture allocation!) */
2259 const GLfloat x0
= (GLfloat
) x
;
2260 const GLfloat y0
= (GLfloat
) y
;
2261 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2262 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2263 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2268 verts
[0].tex
[0] = 0.0F
;
2269 verts
[0].tex
[1] = 0.0F
;
2273 verts
[1].tex
[0] = tex
->Sright
;
2274 verts
[1].tex
[1] = 0.0F
;
2278 verts
[2].tex
[0] = tex
->Sright
;
2279 verts
[2].tex
[1] = tex
->Ttop
;
2283 verts
[3].tex
[0] = 0.0F
;
2284 verts
[3].tex
[1] = tex
->Ttop
;
2287 /* upload new vertex data */
2288 _mesa_buffer_data(ctx
, drawpix
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
2289 GL_DYNAMIC_DRAW
, __func__
);
2291 /* set given unpack params */
2292 ctx
->Unpack
= *unpack
;
2294 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2296 if (_mesa_is_stencil_format(format
)) {
2297 /* Drawing stencil */
2300 if (!drawpix
->StencilFP
)
2301 init_draw_stencil_pixels(ctx
);
2303 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2304 GL_ALPHA
, type
, pixels
);
2306 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2308 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2310 /* set all stencil bits to 0 */
2311 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2312 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2313 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2315 /* set stencil bits to 1 where needed */
2316 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2318 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2319 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2321 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2322 const GLuint mask
= 1 << bit
;
2323 if (mask
& origStencilMask
) {
2324 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2325 _mesa_StencilMask(mask
);
2327 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2328 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2330 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2334 else if (_mesa_is_depth_format(format
)) {
2336 if (!drawpix
->DepthFP
)
2337 init_draw_depth_pixels(ctx
);
2339 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2340 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2342 /* polygon color = current raster color */
2343 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2344 ctx
->Current
.RasterColor
);
2346 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2347 format
, type
, pixels
);
2349 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2353 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2354 format
, type
, pixels
);
2355 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2358 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2360 /* restore unpack params */
2361 ctx
->Unpack
= unpackSave
;
2363 _mesa_meta_end(ctx
);
2367 alpha_test_raster_color(struct gl_context
*ctx
)
2369 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2370 GLfloat ref
= ctx
->Color
.AlphaRef
;
2372 switch (ctx
->Color
.AlphaFunc
) {
2378 return alpha
== ref
;
2380 return alpha
<= ref
;
2384 return alpha
!= ref
;
2386 return alpha
>= ref
;
2396 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2397 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2398 * tracker would improve performance a lot.
2401 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2402 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2403 const struct gl_pixelstore_attrib
*unpack
,
2404 const GLubyte
*bitmap1
)
2406 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2407 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2408 const GLenum texIntFormat
= GL_ALPHA
;
2409 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2411 struct vertex verts
[4];
2416 * Check if swrast fallback is needed.
2418 if (ctx
->_ImageTransferState
||
2419 _mesa_arb_fragment_program_enabled(ctx
) ||
2421 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2422 width
> tex
->MaxSize
||
2423 height
> tex
->MaxSize
) {
2424 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2428 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2431 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2432 * but a there's a few things we need to override:
2434 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2435 MESA_META_PIXEL_STORE
|
2436 MESA_META_RASTERIZATION
|
2439 MESA_META_TRANSFORM
|
2442 MESA_META_VIEWPORT
));
2444 _mesa_meta_setup_vertex_objects(ctx
, &bitmap
->VAO
, &bitmap
->buf_obj
, false,
2447 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2449 /* Silence valgrind warnings about reading uninitialized stack. */
2450 memset(verts
, 0, sizeof(verts
));
2452 /* vertex positions, texcoords, colors (after texture allocation!) */
2454 const GLfloat x0
= (GLfloat
) x
;
2455 const GLfloat y0
= (GLfloat
) y
;
2456 const GLfloat x1
= (GLfloat
) (x
+ width
);
2457 const GLfloat y1
= (GLfloat
) (y
+ height
);
2458 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2464 verts
[0].tex
[0] = 0.0F
;
2465 verts
[0].tex
[1] = 0.0F
;
2469 verts
[1].tex
[0] = tex
->Sright
;
2470 verts
[1].tex
[1] = 0.0F
;
2474 verts
[2].tex
[0] = tex
->Sright
;
2475 verts
[2].tex
[1] = tex
->Ttop
;
2479 verts
[3].tex
[0] = 0.0F
;
2480 verts
[3].tex
[1] = tex
->Ttop
;
2482 for (i
= 0; i
< 4; i
++) {
2483 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2484 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2485 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2486 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2489 /* upload new vertex data */
2490 _mesa_buffer_sub_data(ctx
, bitmap
->buf_obj
, 0, sizeof(verts
), verts
);
2493 /* choose different foreground/background alpha values */
2494 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2495 bg
= (fg
> 127 ? 0 : 255);
2497 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2499 _mesa_meta_end(ctx
);
2503 bitmap8
= malloc(width
* height
);
2505 memset(bitmap8
, bg
, width
* height
);
2506 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2507 bitmap8
, width
, fg
);
2509 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2511 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2512 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2514 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2515 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2517 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2519 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2524 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2526 _mesa_meta_end(ctx
);
2530 * Compute the texture coordinates for the four vertices of a quad for
2531 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2532 * and width, height specify a sub-region of the 2D image.
2534 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2535 * \param slice slice of a 1D/2D array texture or 3D texture
2536 * \param xoffset X position of sub texture
2537 * \param yoffset Y position of sub texture
2538 * \param width width of the sub texture image
2539 * \param height height of the sub texture image
2540 * \param total_width total width of the texture image
2541 * \param total_height total height of the texture image
2542 * \param total_depth total depth of the texture image
2543 * \param coords0/1/2/3 returns the computed texcoords
2546 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2562 const float s0
= (float) xoffset
/ (float) total_width
;
2563 const float s1
= (float) (xoffset
+ width
) / (float) total_width
;
2564 const float t0
= (float) yoffset
/ (float) total_height
;
2565 const float t1
= (float) (yoffset
+ height
) / (float) total_height
;
2568 /* setup the reference texcoords */
2578 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2579 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2581 /* Currently all texture targets want the W component to be 1.0.
2588 switch (faceTarget
) {
2592 case GL_TEXTURE_2D_ARRAY
:
2593 if (faceTarget
== GL_TEXTURE_3D
) {
2594 assert(slice
< total_depth
);
2595 assert(total_depth
>= 1);
2596 r
= (slice
+ 0.5f
) / total_depth
;
2598 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2602 coords0
[0] = st
[0][0]; /* s */
2603 coords0
[1] = st
[0][1]; /* t */
2604 coords0
[2] = r
; /* r */
2605 coords1
[0] = st
[1][0];
2606 coords1
[1] = st
[1][1];
2608 coords2
[0] = st
[2][0];
2609 coords2
[1] = st
[2][1];
2611 coords3
[0] = st
[3][0];
2612 coords3
[1] = st
[3][1];
2615 case GL_TEXTURE_RECTANGLE_ARB
:
2616 coords0
[0] = (float) xoffset
; /* s */
2617 coords0
[1] = (float) yoffset
; /* t */
2618 coords0
[2] = 0.0F
; /* r */
2619 coords1
[0] = (float) (xoffset
+ width
);
2620 coords1
[1] = (float) yoffset
;
2622 coords2
[0] = (float) (xoffset
+ width
);
2623 coords2
[1] = (float) (yoffset
+ height
);
2625 coords3
[0] = (float) xoffset
;
2626 coords3
[1] = (float) (yoffset
+ height
);
2629 case GL_TEXTURE_1D_ARRAY
:
2630 coords0
[0] = st
[0][0]; /* s */
2631 coords0
[1] = (float) slice
; /* t */
2632 coords0
[2] = 0.0F
; /* r */
2633 coords1
[0] = st
[1][0];
2634 coords1
[1] = (float) slice
;
2636 coords2
[0] = st
[2][0];
2637 coords2
[1] = (float) slice
;
2639 coords3
[0] = st
[3][0];
2640 coords3
[1] = (float) slice
;
2644 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2645 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2646 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2647 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2648 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2649 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2650 /* loop over quad verts */
2651 for (i
= 0; i
< 4; i
++) {
2652 /* Compute sc = +/-scale and tc = +/-scale.
2653 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2654 * though that can still sometimes happen with this scale factor...
2656 const GLfloat scale
= 0.9999f
;
2657 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2658 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2675 unreachable("not reached");
2678 coord
[3] = (float) (slice
/ 6);
2680 switch (faceTarget
) {
2681 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2686 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2691 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2696 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2701 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2706 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2717 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2721 static struct blit_shader
*
2722 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2726 table
->sampler_1d
.type
= "sampler1D";
2727 table
->sampler_1d
.func
= "texture1D";
2728 table
->sampler_1d
.texcoords
= "texCoords.x";
2729 return &table
->sampler_1d
;
2731 table
->sampler_2d
.type
= "sampler2D";
2732 table
->sampler_2d
.func
= "texture2D";
2733 table
->sampler_2d
.texcoords
= "texCoords.xy";
2734 return &table
->sampler_2d
;
2735 case GL_TEXTURE_RECTANGLE
:
2736 table
->sampler_rect
.type
= "sampler2DRect";
2737 table
->sampler_rect
.func
= "texture2DRect";
2738 table
->sampler_rect
.texcoords
= "texCoords.xy";
2739 return &table
->sampler_rect
;
2741 /* Code for mipmap generation with 3D textures is not used yet.
2742 * It's a sw fallback.
2744 table
->sampler_3d
.type
= "sampler3D";
2745 table
->sampler_3d
.func
= "texture3D";
2746 table
->sampler_3d
.texcoords
= "texCoords.xyz";
2747 return &table
->sampler_3d
;
2748 case GL_TEXTURE_CUBE_MAP
:
2749 table
->sampler_cubemap
.type
= "samplerCube";
2750 table
->sampler_cubemap
.func
= "textureCube";
2751 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
2752 return &table
->sampler_cubemap
;
2753 case GL_TEXTURE_1D_ARRAY
:
2754 table
->sampler_1d_array
.type
= "sampler1DArray";
2755 table
->sampler_1d_array
.func
= "texture1DArray";
2756 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
2757 return &table
->sampler_1d_array
;
2758 case GL_TEXTURE_2D_ARRAY
:
2759 table
->sampler_2d_array
.type
= "sampler2DArray";
2760 table
->sampler_2d_array
.func
= "texture2DArray";
2761 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
2762 return &table
->sampler_2d_array
;
2763 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2764 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
2765 table
->sampler_cubemap_array
.func
= "textureCubeArray";
2766 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
2767 return &table
->sampler_cubemap_array
;
2769 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2770 " setup_texture_sampler()\n", target
);
2776 _mesa_meta_blit_shader_table_cleanup(struct gl_context
*ctx
,
2777 struct blit_shader_table
*table
)
2779 _mesa_reference_shader_program(ctx
, &table
->sampler_1d
.shader_prog
, NULL
);
2780 _mesa_reference_shader_program(ctx
, &table
->sampler_2d
.shader_prog
, NULL
);
2781 _mesa_reference_shader_program(ctx
, &table
->sampler_3d
.shader_prog
, NULL
);
2782 _mesa_reference_shader_program(ctx
, &table
->sampler_rect
.shader_prog
, NULL
);
2783 _mesa_reference_shader_program(ctx
, &table
->sampler_cubemap
.shader_prog
, NULL
);
2784 _mesa_reference_shader_program(ctx
, &table
->sampler_1d_array
.shader_prog
, NULL
);
2785 _mesa_reference_shader_program(ctx
, &table
->sampler_2d_array
.shader_prog
, NULL
);
2786 _mesa_reference_shader_program(ctx
, &table
->sampler_cubemap_array
.shader_prog
, NULL
);
2790 * Determine the GL data type to use for the temporary image read with
2791 * ReadPixels() and passed to Tex[Sub]Image().
2794 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2796 const GLenum baseFormat
= _mesa_get_format_base_format(format
);
2797 const GLenum datatype
= _mesa_get_format_datatype(format
);
2798 const GLint format_red_bits
= _mesa_get_format_bits(format
, GL_RED_BITS
);
2800 switch (baseFormat
) {
2807 case GL_LUMINANCE_ALPHA
:
2809 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2811 } else if (format_red_bits
<= 8) {
2812 return GL_UNSIGNED_BYTE
;
2813 } else if (format_red_bits
<= 16) {
2814 return GL_UNSIGNED_SHORT
;
2817 case GL_DEPTH_COMPONENT
:
2818 if (datatype
== GL_FLOAT
)
2821 return GL_UNSIGNED_INT
;
2822 case GL_DEPTH_STENCIL
:
2823 if (datatype
== GL_FLOAT
)
2824 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
2826 return GL_UNSIGNED_INT_24_8
;
2828 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2835 * Attempts to wrap the destination texture in an FBO and use
2836 * glBlitFramebuffer() to implement glCopyTexSubImage().
2839 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
,
2840 struct gl_texture_image
*texImage
,
2844 struct gl_renderbuffer
*rb
,
2846 GLsizei width
, GLsizei height
)
2848 struct gl_framebuffer
*drawFb
;
2849 bool success
= false;
2853 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2856 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
2860 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2861 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
2863 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2864 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2865 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2866 GL_DEPTH_ATTACHMENT
,
2868 mask
= GL_DEPTH_BUFFER_BIT
;
2870 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2871 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2872 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2873 GL_STENCIL_ATTACHMENT
,
2875 mask
|= GL_STENCIL_BUFFER_BIT
;
2877 _mesa_DrawBuffer(GL_NONE
);
2879 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2880 GL_COLOR_ATTACHMENT0
,
2882 mask
= GL_COLOR_BUFFER_BIT
;
2883 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2886 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
2887 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2890 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2892 /* Since we've bound a new draw framebuffer, we need to update
2893 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2896 _mesa_update_state(ctx
);
2898 /* We skip the core BlitFramebuffer checks for format consistency, which
2899 * are too strict for CopyTexImage. We know meta will be fine with format
2902 mask
= _mesa_meta_BlitFramebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
,
2904 x
+ width
, y
+ height
,
2906 xoffset
+ width
, yoffset
+ height
,
2908 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2909 success
= mask
== 0x0;
2912 _mesa_reference_framebuffer(&drawFb
, NULL
);
2913 _mesa_meta_end(ctx
);
2918 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2919 * Have to be careful with locking and meta state for pixel transfer.
2922 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
2923 struct gl_texture_image
*texImage
,
2924 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2925 struct gl_renderbuffer
*rb
,
2927 GLsizei width
, GLsizei height
)
2929 GLenum format
, type
;
2933 if (copytexsubimage_using_blit_framebuffer(ctx
,
2935 xoffset
, yoffset
, zoffset
,
2942 /* Choose format/type for temporary image buffer */
2943 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2944 if (format
== GL_LUMINANCE
||
2945 format
== GL_LUMINANCE_ALPHA
||
2946 format
== GL_INTENSITY
) {
2947 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2948 * temp image buffer because glReadPixels will do L=R+G+B which is
2949 * not what we want (should be L=R).
2954 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
2955 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
2956 format
= _mesa_base_format_to_integer_format(format
);
2958 bpp
= _mesa_bytes_per_pixel(format
, type
);
2960 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2965 * Alloc image buffer (XXX could use a PBO)
2967 buf
= malloc(width
* height
* bpp
);
2969 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2974 * Read image from framebuffer (disable pixel transfer ops)
2976 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2977 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2978 format
, type
, &ctx
->Pack
, buf
);
2979 _mesa_meta_end(ctx
);
2981 _mesa_update_state(ctx
); /* to update pixel transfer state */
2984 * Store texture data (with pixel transfer ops)
2986 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2988 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
2989 assert(yoffset
== 0);
2990 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2991 xoffset
, zoffset
, 0, width
, 1, 1,
2992 format
, type
, buf
, &ctx
->Unpack
);
2994 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2995 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2996 format
, type
, buf
, &ctx
->Unpack
);
2999 _mesa_meta_end(ctx
);
3005 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
3007 if (decompress_fbo
->fb
!= NULL
) {
3008 _mesa_reference_framebuffer(&decompress_fbo
->fb
, NULL
);
3009 _mesa_reference_renderbuffer(&decompress_fbo
->rb
, NULL
);
3012 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
3016 meta_decompress_cleanup(struct gl_context
*ctx
,
3017 struct decompress_state
*decompress
)
3019 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
3020 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
3022 if (decompress
->VAO
!= 0) {
3023 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
3024 _mesa_reference_buffer_object(ctx
, &decompress
->buf_obj
, NULL
);
3027 _mesa_reference_sampler_object(ctx
, &decompress
->samp_obj
, NULL
);
3028 _mesa_meta_blit_shader_table_cleanup(ctx
, &decompress
->shaders
);
3030 memset(decompress
, 0, sizeof(*decompress
));
3034 * Decompress a texture image by drawing a quad with the compressed
3035 * texture and reading the pixels out of the color buffer.
3036 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3037 * \param destFormat format, ala glReadPixels
3038 * \param destType type, ala glReadPixels
3039 * \param dest destination buffer
3040 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3043 decompress_texture_image(struct gl_context
*ctx
,
3044 struct gl_texture_image
*texImage
,
3046 GLint xoffset
, GLint yoffset
,
3047 GLsizei width
, GLsizei height
,
3048 GLenum destFormat
, GLenum destType
,
3051 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3052 struct decompress_fbo_state
*decompress_fbo
;
3053 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3054 const GLenum target
= texObj
->Target
;
3057 struct vertex verts
[4];
3058 struct gl_sampler_object
*samp_obj_save
= NULL
;
3060 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3061 ctx
->Extensions
.ARB_fragment_shader
;
3063 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
3065 decompress_fbo
= &decompress
->floatFBO
;
3066 rbFormat
= GL_RGBA32F
;
3068 case GL_UNSIGNED_NORMALIZED
:
3069 decompress_fbo
= &decompress
->byteFBO
;
3077 assert(target
== GL_TEXTURE_3D
||
3078 target
== GL_TEXTURE_2D_ARRAY
||
3079 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3084 case GL_TEXTURE_1D_ARRAY
:
3085 assert(!"No compressed 1D textures.");
3088 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3089 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3092 case GL_TEXTURE_CUBE_MAP
:
3093 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3097 faceTarget
= target
;
3101 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3102 MESA_META_DRAW_BUFFERS
));
3103 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3105 _mesa_reference_sampler_object(ctx
, &samp_obj_save
,
3106 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
);
3108 /* Create/bind FBO/renderbuffer */
3109 if (decompress_fbo
->fb
== NULL
) {
3110 decompress_fbo
->rb
= ctx
->Driver
.NewRenderbuffer(ctx
, 0xDEADBEEF);
3111 if (decompress_fbo
->rb
== NULL
) {
3112 _mesa_meta_end(ctx
);
3116 decompress_fbo
->fb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3117 if (decompress_fbo
->fb
== NULL
) {
3118 _mesa_meta_end(ctx
);
3122 _mesa_bind_framebuffers(ctx
, decompress_fbo
->fb
, decompress_fbo
->fb
);
3123 _mesa_framebuffer_renderbuffer(ctx
, ctx
->DrawBuffer
, GL_COLOR_ATTACHMENT0
,
3124 decompress_fbo
->rb
);
3127 _mesa_bind_framebuffers(ctx
, decompress_fbo
->fb
, decompress_fbo
->fb
);
3130 /* alloc dest surface */
3131 if (width
> decompress_fbo
->Width
|| height
> decompress_fbo
->Height
) {
3132 _mesa_renderbuffer_storage(ctx
, decompress_fbo
->rb
, rbFormat
,
3133 width
, height
, 0, 0);
3135 /* Do the full completeness check to recompute
3136 * ctx->DrawBuffer->Width/Height.
3138 ctx
->DrawBuffer
->_Status
= GL_FRAMEBUFFER_UNDEFINED
;
3139 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3140 if (status
!= GL_FRAMEBUFFER_COMPLETE
) {
3141 /* If the framebuffer isn't complete then we'll leave
3142 * decompress_fbo->Width as zero so that it will fail again next time
3144 _mesa_meta_end(ctx
);
3147 decompress_fbo
->Width
= width
;
3148 decompress_fbo
->Height
= height
;
3151 if (use_glsl_version
) {
3152 _mesa_meta_setup_vertex_objects(ctx
, &decompress
->VAO
,
3153 &decompress
->buf_obj
, true,
3156 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3158 _mesa_meta_setup_ff_tnl_for_blit(ctx
, &decompress
->VAO
,
3159 &decompress
->buf_obj
, 3);
3162 if (decompress
->samp_obj
== NULL
) {
3163 decompress
->samp_obj
= ctx
->Driver
.NewSamplerObject(ctx
, 0xDEADBEEF);
3164 if (decompress
->samp_obj
== NULL
) {
3165 _mesa_meta_end(ctx
);
3167 /* This is a bit lazy. Flag out of memory, and then don't bother to
3168 * clean up. Once out of memory is flagged, the only realistic next
3169 * move is to destroy the context. That will trigger all the right
3172 * Returning true prevents other GetTexImage methods from attempting
3173 * anything since they will likely fail too.
3175 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGetTexImage");
3179 /* nearest filtering */
3180 _mesa_set_sampler_filters(ctx
, decompress
->samp_obj
, GL_NEAREST
, GL_NEAREST
);
3182 /* We don't want to encode or decode sRGB values; treat them as linear. */
3183 _mesa_set_sampler_srgb_decode(ctx
, decompress
->samp_obj
, GL_SKIP_DECODE_EXT
);
3186 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, decompress
->samp_obj
);
3188 /* Silence valgrind warnings about reading uninitialized stack. */
3189 memset(verts
, 0, sizeof(verts
));
3191 _mesa_meta_setup_texture_coords(faceTarget
, slice
,
3192 xoffset
, yoffset
, width
, height
,
3193 texImage
->Width
, texImage
->Height
,
3200 /* setup vertex positions */
3210 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3212 /* upload new vertex data */
3213 _mesa_buffer_sub_data(ctx
, decompress
->buf_obj
, 0, sizeof(verts
), verts
);
3215 /* setup texture state */
3216 _mesa_bind_texture(ctx
, target
, texObj
);
3218 if (!use_glsl_version
)
3219 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3222 /* save texture object state */
3223 const GLint baseLevelSave
= texObj
->BaseLevel
;
3224 const GLint maxLevelSave
= texObj
->MaxLevel
;
3226 /* restrict sampling to the texture level of interest */
3227 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3228 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3229 (GLint
*) &texImage
->Level
, false);
3230 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3231 (GLint
*) &texImage
->Level
, false);
3234 /* render quad w/ texture into renderbuffer */
3235 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3237 /* Restore texture object state, the texture binding will
3238 * be restored by _mesa_meta_end().
3240 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3241 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3242 &baseLevelSave
, false);
3243 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3244 &maxLevelSave
, false);
3249 /* read pixels from renderbuffer */
3251 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3252 GLenum destBaseFormat
= _mesa_unpack_format_to_base_format(destFormat
);
3254 /* The pixel transfer state will be set to default values at this point
3255 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3256 * turned off (as required by glGetTexImage) but we need to handle some
3257 * special cases. In particular, single-channel texture values are
3258 * returned as red and two-channel texture values are returned as
3261 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat
,
3263 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3264 * luminance then we need to return L=tex(R).
3266 _mesa_need_rgb_to_luminance_conversion(baseTexFormat
,
3268 /* Green and blue must be zero */
3269 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3270 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3273 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3276 /* disable texture unit */
3277 if (!use_glsl_version
)
3278 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3280 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, samp_obj_save
);
3281 _mesa_reference_sampler_object(ctx
, &samp_obj_save
, NULL
);
3283 _mesa_meta_end(ctx
);
3290 * This is just a wrapper around _mesa_get_tex_image() and
3291 * decompress_texture_image(). Meta functions should not be directly called
3295 _mesa_meta_GetTexSubImage(struct gl_context
*ctx
,
3296 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3297 GLsizei width
, GLsizei height
, GLsizei depth
,
3298 GLenum format
, GLenum type
, GLvoid
*pixels
,
3299 struct gl_texture_image
*texImage
)
3301 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3305 for (slice
= 0; slice
< depth
; slice
++) {
3307 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
3309 * "For three-dimensional, two-dimensional array, cube map array,
3310 * and cube map textures pixel storage operations are applied as
3311 * if the image were two-dimensional, except that the additional
3312 * pixel storage state values PACK_IMAGE_HEIGHT and
3313 * PACK_SKIP_IMAGES are applied. The correspondence of texels to
3314 * memory locations is as defined for TexImage3D in section 8.5."
3316 switch (texImage
->TexObject
->Target
) {
3318 case GL_TEXTURE_2D_ARRAY
:
3319 case GL_TEXTURE_CUBE_MAP
:
3320 case GL_TEXTURE_CUBE_MAP_ARRAY
: {
3321 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3322 * in the decompress_texture_image() function's call to
3323 * glReadPixels but we need to compute the dest slice's address
3324 * here (according to SkipImages and ImageHeight).
3326 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
3327 packing
.SkipPixels
= 0;
3328 packing
.SkipRows
= 0;
3329 dst
= _mesa_image_address3d(&packing
, pixels
, width
, height
,
3330 format
, type
, slice
, 0, 0);
3337 result
= decompress_texture_image(ctx
, texImage
, slice
,
3338 xoffset
, yoffset
, width
, height
,
3348 _mesa_GetTexSubImage_sw(ctx
, xoffset
, yoffset
, zoffset
,
3349 width
, height
, depth
, format
, type
, pixels
, texImage
);
3354 * Meta implementation of ctx->Driver.DrawTex() in terms
3355 * of polygon rendering.
3358 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3359 GLfloat width
, GLfloat height
)
3361 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3363 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3365 struct vertex verts
[4];
3368 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3370 MESA_META_TRANSFORM
|
3372 MESA_META_VIEWPORT
));
3374 if (drawtex
->VAO
== 0) {
3375 /* one-time setup */
3376 struct gl_vertex_array_object
*array_obj
;
3378 /* create vertex array object */
3379 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3380 _mesa_BindVertexArray(drawtex
->VAO
);
3382 array_obj
= _mesa_lookup_vao(ctx
, drawtex
->VAO
);
3383 assert(array_obj
!= NULL
);
3385 /* create vertex array buffer */
3386 drawtex
->buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
3387 if (drawtex
->buf_obj
== NULL
)
3390 _mesa_buffer_data(ctx
, drawtex
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
3391 GL_DYNAMIC_DRAW
, __func__
);
3393 /* setup vertex arrays */
3394 FLUSH_VERTICES(ctx
, 0);
3395 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
3396 3, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3398 offsetof(struct vertex
, x
));
3399 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
3400 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3401 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
3404 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3405 FLUSH_VERTICES(ctx
, 0);
3406 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3407 2, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3409 offsetof(struct vertex
, st
[i
]));
3410 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3411 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3412 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_TEX(i
));
3416 _mesa_BindVertexArray(drawtex
->VAO
);
3419 /* vertex positions, texcoords */
3421 const GLfloat x1
= x
+ width
;
3422 const GLfloat y1
= y
+ height
;
3424 z
= CLAMP(z
, 0.0f
, 1.0f
);
3443 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3444 const struct gl_texture_object
*texObj
;
3445 const struct gl_texture_image
*texImage
;
3446 GLfloat s
, t
, s1
, t1
;
3449 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3451 for (j
= 0; j
< 4; j
++) {
3452 verts
[j
].st
[i
][0] = 0.0f
;
3453 verts
[j
].st
[i
][1] = 0.0f
;
3458 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3459 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3460 tw
= texImage
->Width2
;
3461 th
= texImage
->Height2
;
3463 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3464 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3465 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3466 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3468 verts
[0].st
[i
][0] = s
;
3469 verts
[0].st
[i
][1] = t
;
3471 verts
[1].st
[i
][0] = s1
;
3472 verts
[1].st
[i
][1] = t
;
3474 verts
[2].st
[i
][0] = s1
;
3475 verts
[2].st
[i
][1] = t1
;
3477 verts
[3].st
[i
][0] = s
;
3478 verts
[3].st
[i
][1] = t1
;
3481 _mesa_buffer_sub_data(ctx
, drawtex
->buf_obj
, 0, sizeof(verts
), verts
);
3484 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3486 _mesa_meta_end(ctx
);
3490 cleartexsubimage_color(struct gl_context
*ctx
,
3491 struct gl_texture_image
*texImage
,
3492 const GLvoid
*clearValue
,
3496 union gl_color_union colorValue
;
3500 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3501 GL_COLOR_ATTACHMENT0
,
3504 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3505 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3508 /* We don't want to apply an sRGB conversion so override the format */
3509 format
= _mesa_get_srgb_format_linear(texImage
->TexFormat
);
3510 datatype
= _mesa_get_format_datatype(format
);
3513 case GL_UNSIGNED_INT
:
3516 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3517 (GLuint (*)[4]) colorValue
.ui
);
3519 memset(&colorValue
, 0, sizeof colorValue
);
3520 if (datatype
== GL_INT
)
3521 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3523 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3527 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3528 (GLfloat (*)[4]) colorValue
.f
);
3530 memset(&colorValue
, 0, sizeof colorValue
);
3531 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3539 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3540 struct gl_texture_image
*texImage
,
3541 const GLvoid
*clearValue
,
3544 GLint stencilValue
= 0;
3545 GLfloat depthValue
= 0.0f
;
3548 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3549 GL_DEPTH_ATTACHMENT
,
3552 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3553 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3554 GL_STENCIL_ATTACHMENT
,
3557 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3558 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3562 GLuint depthStencilValue
[2];
3564 /* Convert the clearValue from whatever format it's in to a floating
3565 * point value for the depth and an integer value for the stencil index
3567 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
3568 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
3572 /* We need a memcpy here instead of a cast because we need to
3573 * reinterpret the bytes as a float rather than converting it
3575 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3576 stencilValue
= depthStencilValue
[1] & 0xff;
3578 _mesa_unpack_float_z_row(texImage
->TexFormat
, 1 /* n */,
3579 clearValue
, &depthValue
);
3583 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3584 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3586 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3592 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3593 struct gl_texture_image
*texImage
,
3595 const GLvoid
*clearValue
)
3597 struct gl_framebuffer
*drawFb
;
3600 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3604 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
3606 switch(texImage
->_BaseFormat
) {
3607 case GL_DEPTH_STENCIL
:
3608 case GL_DEPTH_COMPONENT
:
3609 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3610 clearValue
, zoffset
);
3613 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3617 _mesa_reference_framebuffer(&drawFb
, NULL
);
3623 cleartexsubimage_using_fbo(struct gl_context
*ctx
,
3624 struct gl_texture_image
*texImage
,
3625 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3626 GLsizei width
, GLsizei height
, GLsizei depth
,
3627 const GLvoid
*clearValue
)
3629 bool success
= true;
3632 _mesa_meta_begin(ctx
,
3634 MESA_META_COLOR_MASK
|
3636 MESA_META_FRAMEBUFFER_SRGB
);
3638 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3639 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3641 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3642 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3644 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3645 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3651 _mesa_meta_end(ctx
);
3657 _mesa_meta_ClearTexSubImage(struct gl_context
*ctx
,
3658 struct gl_texture_image
*texImage
,
3659 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3660 GLsizei width
, GLsizei height
, GLsizei depth
,
3661 const GLvoid
*clearValue
)
3665 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3666 xoffset
, yoffset
, zoffset
,
3667 width
, height
, depth
,
3674 "Falling back to mapping the texture in "
3675 "glClearTexSubImage\n");
3677 _mesa_store_cleartexsubimage(ctx
, texImage
,
3678 xoffset
, yoffset
, zoffset
,
3679 width
, height
, depth
,