18ed6e7f16852267cb16e540dc36a94e526c871f
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
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:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
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.
23 */
24
25 /**
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.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/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"
62 #include "main/pbo.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
94 /** Return offset in bytes of the field within a vertex struct */
95 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
96
97 static void
98 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
99
100 static struct blit_shader *
101 choose_blit_shader(GLenum target, struct blit_shader_table *table);
102
103 static void cleanup_temp_texture(struct gl_context *ctx,
104 struct temp_texture *tex);
105 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
106 struct clear_state *clear);
107 static void meta_copypix_cleanup(struct gl_context *ctx,
108 struct copypix_state *copypix);
109 static void meta_decompress_cleanup(struct gl_context *ctx,
110 struct decompress_state *decompress);
111 static void meta_drawpix_cleanup(struct gl_context *ctx,
112 struct drawpix_state *drawpix);
113
114 void
115 _mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
116 struct gl_framebuffer *fb,
117 GLenum attachment,
118 struct gl_texture_image *texImage,
119 GLuint layer)
120 {
121 struct gl_texture_object *texObj = texImage->TexObject;
122 int level = texImage->Level;
123 const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP
124 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face
125 : texObj->Target;
126
127 struct gl_renderbuffer_attachment *att =
128 _mesa_get_and_validate_attachment(ctx, fb, attachment, __func__);
129 assert(att);
130
131 _mesa_framebuffer_texture(ctx, fb, attachment, att, texObj, texTarget,
132 level, att->NumSamples, layer, false);
133 }
134
135 static struct gl_shader *
136 meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
137 const GLcharARB *source)
138 {
139 const GLuint name = ~0;
140 struct gl_shader *sh;
141
142 sh = _mesa_new_shader(name, stage);
143 sh->Source = strdup(source);
144 sh->CompileStatus = COMPILE_FAILURE;
145 _mesa_compile_shader(ctx, sh);
146
147 if (!sh->CompileStatus) {
148 if (sh->InfoLog) {
149 _mesa_problem(ctx,
150 "meta program compile failed:\n%s\nsource:\n%s\n",
151 sh->InfoLog, source);
152 }
153
154 _mesa_reference_shader(ctx, &sh, NULL);
155 }
156
157 return sh;
158 }
159
160 void
161 _mesa_meta_link_program_with_debug(struct gl_context *ctx,
162 struct gl_shader_program *sh_prog)
163 {
164 _mesa_link_program(ctx, sh_prog);
165
166 if (!sh_prog->data->LinkStatus) {
167 _mesa_problem(ctx, "meta program link failed:\n%s",
168 sh_prog->data->InfoLog);
169 }
170 }
171
172 void
173 _mesa_meta_use_program(struct gl_context *ctx,
174 struct gl_shader_program *sh_prog)
175 {
176 /* Attach shader state to the binding point */
177 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
178
179 /* Update the program */
180 _mesa_use_shader_program(ctx, sh_prog);
181 }
182
183 void
184 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
185 const char *vs_source,
186 const char *fs_source,
187 const char *name,
188 struct gl_shader_program **out_sh_prog)
189 {
190 struct gl_shader_program *sh_prog;
191 const GLuint id = ~0;
192
193 sh_prog = _mesa_new_shader_program(id);
194 sh_prog->Label = strdup(name);
195 sh_prog->NumShaders = 2;
196 sh_prog->Shaders = malloc(2 * sizeof(struct gl_shader *));
197 sh_prog->Shaders[0] =
198 meta_compile_shader_with_debug(ctx, MESA_SHADER_VERTEX, vs_source);
199 sh_prog->Shaders[1] =
200 meta_compile_shader_with_debug(ctx, MESA_SHADER_FRAGMENT, fs_source);
201
202 _mesa_meta_link_program_with_debug(ctx, sh_prog);
203
204 struct gl_program *fp =
205 sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
206
207 /* texelFetch() can break GL_SKIP_DECODE_EXT, but many meta passes want
208 * to use both together; pretend that we're not using texelFetch to hack
209 * around this bad interaction. This is a bit fragile as it may break
210 * if you re-run the pass that gathers this info, but we probably won't...
211 */
212 fp->info.textures_used_by_txf = 0;
213 if (fp->nir)
214 fp->nir->info.textures_used_by_txf = 0;
215
216 _mesa_meta_use_program(ctx, sh_prog);
217
218 *out_sh_prog = sh_prog;
219 }
220
221 /**
222 * Generate a generic shader to blit from a texture to a framebuffer
223 *
224 * \param ctx Current GL context
225 * \param texTarget Texture target that will be the source of the blit
226 *
227 * \returns a handle to a shader program on success or zero on failure.
228 */
229 void
230 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
231 GLenum target,
232 bool do_depth,
233 struct blit_shader_table *table)
234 {
235 char *vs_source, *fs_source;
236 struct blit_shader *shader = choose_blit_shader(target, table);
237 const char *fs_input, *vs_preprocess, *fs_preprocess;
238 void *mem_ctx;
239
240 if (ctx->Const.GLSLVersion < 130) {
241 vs_preprocess = "";
242 fs_preprocess = "#extension GL_EXT_texture_array : enable";
243 fs_input = "varying";
244 } else {
245 vs_preprocess = "#version 130";
246 fs_preprocess = "#version 130";
247 fs_input = "in";
248 shader->func = "texture";
249 }
250
251 assert(shader != NULL);
252
253 if (shader->shader_prog != NULL) {
254 _mesa_meta_use_program(ctx, shader->shader_prog);
255 return;
256 }
257
258 mem_ctx = ralloc_context(NULL);
259
260 vs_source = ralloc_asprintf(mem_ctx,
261 "%s\n"
262 "#extension GL_ARB_explicit_attrib_location: enable\n"
263 "layout(location = 0) in vec2 position;\n"
264 "layout(location = 1) in vec4 textureCoords;\n"
265 "out vec4 texCoords;\n"
266 "void main()\n"
267 "{\n"
268 " texCoords = textureCoords;\n"
269 " gl_Position = vec4(position, 0.0, 1.0);\n"
270 "}\n",
271 vs_preprocess);
272
273 fs_source = ralloc_asprintf(mem_ctx,
274 "%s\n"
275 "#extension GL_ARB_texture_cube_map_array: enable\n"
276 "uniform %s texSampler;\n"
277 "%s vec4 texCoords;\n"
278 "void main()\n"
279 "{\n"
280 " gl_FragColor = %s(texSampler, %s);\n"
281 "%s"
282 "}\n",
283 fs_preprocess, shader->type, fs_input,
284 shader->func, shader->texcoords,
285 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
286
287 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
288 ralloc_asprintf(mem_ctx, "%s blit",
289 shader->type),
290 &shader->shader_prog);
291 ralloc_free(mem_ctx);
292 }
293
294 /**
295 * Configure vertex buffer and vertex array objects for tests
296 *
297 * Regardless of whether a new VAO is created, the object referenced by \c VAO
298 * will be bound into the GL state vector when this function terminates. The
299 * object referenced by \c VBO will \b not be bound.
300 *
301 * \param VAO Storage for vertex array object handle. If 0, a new VAO
302 * will be created.
303 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
304 * will be created. The new VBO will have storage for 4
305 * \c vertex structures.
306 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
307 * or should traditional, fixed-function color and texture
308 * coordinate be used?
309 * \param vertex_size Number of components for attribute 0 / vertex.
310 * \param texcoord_size Number of components for attribute 1 / texture
311 * coordinate. If this is 0, attribute 1 will not be set or
312 * enabled.
313 * \param color_size Number of components for attribute 1 / primary color.
314 * If this is 0, attribute 1 will not be set or enabled.
315 *
316 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
317 * Use \c texcoord_size instead.
318 */
319 void
320 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
321 GLuint *VAO, struct gl_buffer_object **buf_obj,
322 bool use_generic_attributes,
323 unsigned vertex_size, unsigned texcoord_size,
324 unsigned color_size)
325 {
326 if (*VAO == 0) {
327 struct gl_vertex_array_object *array_obj;
328 assert(*buf_obj == NULL);
329
330 /* create vertex array object */
331 _mesa_GenVertexArrays(1, VAO);
332 _mesa_BindVertexArray(*VAO);
333
334 array_obj = _mesa_lookup_vao(ctx, *VAO);
335 assert(array_obj != NULL);
336
337 /* create vertex array buffer */
338 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
339 if (*buf_obj == NULL)
340 return;
341
342 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
343 GL_DYNAMIC_DRAW, __func__);
344
345 /* setup vertex arrays */
346 FLUSH_VERTICES(ctx, 0);
347 if (use_generic_attributes) {
348 assert(color_size == 0);
349
350 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
351 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
352 GL_FALSE, GL_FALSE,
353 offsetof(struct vertex, x));
354 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
355 *buf_obj, 0, sizeof(struct vertex));
356 _mesa_enable_vertex_array_attrib(ctx, array_obj,
357 VERT_ATTRIB_GENERIC(0));
358 if (texcoord_size > 0) {
359 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
360 texcoord_size, GL_FLOAT, GL_RGBA,
361 GL_FALSE, GL_FALSE, GL_FALSE,
362 offsetof(struct vertex, tex));
363 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
364 *buf_obj, 0, sizeof(struct vertex));
365 _mesa_enable_vertex_array_attrib(ctx, array_obj,
366 VERT_ATTRIB_GENERIC(1));
367 }
368 } else {
369 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
370 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
371 GL_FALSE, GL_FALSE,
372 offsetof(struct vertex, x));
373 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
374 *buf_obj, 0, sizeof(struct vertex));
375 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
376
377 if (texcoord_size > 0) {
378 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
379 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
380 GL_FALSE, GL_FALSE,
381 offsetof(struct vertex, tex));
382 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
383 *buf_obj, 0, sizeof(struct vertex));
384 _mesa_enable_vertex_array_attrib(ctx, array_obj,
385 VERT_ATTRIB_TEX(0));
386 }
387
388 if (color_size > 0) {
389 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
390 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
391 GL_FALSE, GL_FALSE,
392 offsetof(struct vertex, r));
393 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
394 *buf_obj, 0, sizeof(struct vertex));
395 _mesa_enable_vertex_array_attrib(ctx, array_obj,
396 VERT_ATTRIB_COLOR0);
397 }
398 }
399 } else {
400 _mesa_BindVertexArray(*VAO);
401 }
402 }
403
404 /**
405 * Initialize meta-ops for a context.
406 * To be called once during context creation.
407 */
408 void
409 _mesa_meta_init(struct gl_context *ctx)
410 {
411 assert(!ctx->Meta);
412
413 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
414 }
415
416 /**
417 * Free context meta-op state.
418 * To be called once during context destruction.
419 */
420 void
421 _mesa_meta_free(struct gl_context *ctx)
422 {
423 GET_CURRENT_CONTEXT(old_context);
424 _mesa_make_current(ctx, NULL, NULL);
425 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
426 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
427 meta_copypix_cleanup(ctx, &ctx->Meta->CopyPix);
428 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
429 cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
430 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
431 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
432 if (old_context)
433 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
434 else
435 _mesa_make_current(NULL, NULL, NULL);
436 free(ctx->Meta);
437 ctx->Meta = NULL;
438 }
439
440
441 /**
442 * Enter meta state. This is like a light-weight version of glPushAttrib
443 * but it also resets most GL state back to default values.
444 *
445 * \param state bitmask of MESA_META_* flags indicating which attribute groups
446 * to save and reset to their defaults
447 */
448 void
449 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
450 {
451 struct save_state *save;
452
453 /* hope MAX_META_OPS_DEPTH is large enough */
454 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
455
456 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
457 memset(save, 0, sizeof(*save));
458 save->SavedState = state;
459
460 /* We always push into desktop GL mode and pop out at the end. No sense in
461 * writing our shaders varying based on the user's context choice, when
462 * Mesa can handle either.
463 */
464 save->API = ctx->API;
465 ctx->API = API_OPENGL_COMPAT;
466
467 /* Mesa's extension helper functions use the current context's API to look up
468 * the version required by an extension as a step in determining whether or
469 * not it has been advertised. Since meta aims to only be restricted by the
470 * driver capability (and not by whether or not an extension has been
471 * advertised), set the helper functions' Version variable to a value that
472 * will make the checks on the context API and version unconditionally pass.
473 */
474 save->ExtensionsVersion = ctx->Extensions.Version;
475 ctx->Extensions.Version = ~0;
476
477 /* Pausing transform feedback needs to be done early, or else we won't be
478 * able to change other state.
479 */
480 save->TransformFeedbackNeedsResume =
481 _mesa_is_xfb_active_and_unpaused(ctx);
482 if (save->TransformFeedbackNeedsResume)
483 _mesa_PauseTransformFeedback();
484
485 /* After saving the current occlusion object, call EndQuery so that no
486 * occlusion querying will be active during the meta-operation.
487 */
488 if (state & MESA_META_OCCLUSION_QUERY) {
489 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
490 if (save->CurrentOcclusionObject)
491 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
492 }
493
494 if (state & MESA_META_ALPHA_TEST) {
495 save->AlphaEnabled = ctx->Color.AlphaEnabled;
496 save->AlphaFunc = ctx->Color.AlphaFunc;
497 save->AlphaRef = ctx->Color.AlphaRef;
498 if (ctx->Color.AlphaEnabled)
499 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
500 }
501
502 if (state & MESA_META_BLEND) {
503 save->BlendEnabled = ctx->Color.BlendEnabled;
504 if (ctx->Color.BlendEnabled) {
505 if (ctx->Extensions.EXT_draw_buffers2) {
506 GLuint i;
507 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
508 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
509 }
510 }
511 else {
512 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
513 }
514 }
515 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
516 if (ctx->Color.ColorLogicOpEnabled)
517 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
518 }
519
520 if (state & MESA_META_DITHER) {
521 save->DitherFlag = ctx->Color.DitherFlag;
522 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
523 }
524
525 if (state & MESA_META_COLOR_MASK)
526 save->ColorMask = ctx->Color.ColorMask;
527
528 if (state & MESA_META_DEPTH_TEST) {
529 save->Depth = ctx->Depth; /* struct copy */
530 if (ctx->Depth.Test)
531 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
532 }
533
534 if (state & MESA_META_FOG) {
535 save->Fog = ctx->Fog.Enabled;
536 if (ctx->Fog.Enabled)
537 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
538 }
539
540 if (state & MESA_META_PIXEL_STORE) {
541 save->Pack = ctx->Pack;
542 save->Unpack = ctx->Unpack;
543 ctx->Pack = ctx->DefaultPacking;
544 ctx->Unpack = ctx->DefaultPacking;
545 }
546
547 if (state & MESA_META_PIXEL_TRANSFER) {
548 save->RedScale = ctx->Pixel.RedScale;
549 save->RedBias = ctx->Pixel.RedBias;
550 save->GreenScale = ctx->Pixel.GreenScale;
551 save->GreenBias = ctx->Pixel.GreenBias;
552 save->BlueScale = ctx->Pixel.BlueScale;
553 save->BlueBias = ctx->Pixel.BlueBias;
554 save->AlphaScale = ctx->Pixel.AlphaScale;
555 save->AlphaBias = ctx->Pixel.AlphaBias;
556 save->MapColorFlag = ctx->Pixel.MapColorFlag;
557 ctx->Pixel.RedScale = 1.0F;
558 ctx->Pixel.RedBias = 0.0F;
559 ctx->Pixel.GreenScale = 1.0F;
560 ctx->Pixel.GreenBias = 0.0F;
561 ctx->Pixel.BlueScale = 1.0F;
562 ctx->Pixel.BlueBias = 0.0F;
563 ctx->Pixel.AlphaScale = 1.0F;
564 ctx->Pixel.AlphaBias = 0.0F;
565 ctx->Pixel.MapColorFlag = GL_FALSE;
566 /* XXX more state */
567 ctx->NewState |=_NEW_PIXEL;
568 }
569
570 if (state & MESA_META_RASTERIZATION) {
571 save->FrontPolygonMode = ctx->Polygon.FrontMode;
572 save->BackPolygonMode = ctx->Polygon.BackMode;
573 save->PolygonOffset = ctx->Polygon.OffsetFill;
574 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
575 save->PolygonStipple = ctx->Polygon.StippleFlag;
576 save->PolygonCull = ctx->Polygon.CullFlag;
577 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
578 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
579 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
580 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
581 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
582 }
583
584 if (state & MESA_META_SCISSOR) {
585 save->Scissor = ctx->Scissor; /* struct copy */
586 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
587 }
588
589 if (state & MESA_META_SHADER) {
590 int i;
591
592 if (ctx->Extensions.ARB_vertex_program) {
593 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
594 _mesa_reference_program(ctx, &save->VertexProgram,
595 ctx->VertexProgram.Current);
596 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
597 }
598
599 if (ctx->Extensions.ARB_fragment_program) {
600 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
601 _mesa_reference_program(ctx, &save->FragmentProgram,
602 ctx->FragmentProgram.Current);
603 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
604 }
605
606 if (ctx->Extensions.ATI_fragment_shader) {
607 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
608 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
609 }
610
611 if (ctx->Pipeline.Current) {
612 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
613 ctx->Pipeline.Current);
614 _mesa_BindProgramPipeline(0);
615 }
616
617 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
618 * that we don't have to worry about the current pipeline state.
619 */
620 for (i = 0; i < MESA_SHADER_STAGES; i++) {
621 _mesa_reference_program(ctx, &save->Program[i],
622 ctx->Shader.CurrentProgram[i]);
623 }
624 _mesa_reference_shader_program(ctx, &save->ActiveShader,
625 ctx->Shader.ActiveProgram);
626
627 _mesa_UseProgram(0);
628 }
629
630 if (state & MESA_META_STENCIL_TEST) {
631 save->Stencil = ctx->Stencil; /* struct copy */
632 if (ctx->Stencil.Enabled)
633 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
634 /* NOTE: other stencil state not reset */
635 }
636
637 if (state & MESA_META_TEXTURE) {
638 GLuint u, tgt;
639
640 save->ActiveUnit = ctx->Texture.CurrentUnit;
641 save->EnvMode = ctx->Texture.FixedFuncUnit[0].EnvMode;
642
643 /* Disable all texture units */
644 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
645 save->TexEnabled[u] = ctx->Texture.FixedFuncUnit[u].Enabled;
646 save->TexGenEnabled[u] = ctx->Texture.FixedFuncUnit[u].TexGenEnabled;
647 if (ctx->Texture.FixedFuncUnit[u].Enabled ||
648 ctx->Texture.FixedFuncUnit[u].TexGenEnabled) {
649 _mesa_ActiveTexture(GL_TEXTURE0 + u);
650 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
651 if (ctx->Extensions.ARB_texture_cube_map)
652 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
653
654 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
655 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
656 if (ctx->Extensions.NV_texture_rectangle)
657 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
658 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
659 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
660 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
661 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
662 }
663 }
664
665 /* save current texture objects for unit[0] only */
666 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
667 _mesa_reference_texobj(&save->CurrentTexture[tgt],
668 ctx->Texture.Unit[0].CurrentTex[tgt]);
669 }
670
671 /* set defaults for unit[0] */
672 _mesa_ActiveTexture(GL_TEXTURE0);
673 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
674 }
675
676 if (state & MESA_META_TRANSFORM) {
677 GLuint activeTexture = ctx->Texture.CurrentUnit;
678 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
679 16 * sizeof(GLfloat));
680 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
681 16 * sizeof(GLfloat));
682 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
683 16 * sizeof(GLfloat));
684 save->MatrixMode = ctx->Transform.MatrixMode;
685 /* set 1:1 vertex:pixel coordinate transform */
686 _mesa_ActiveTexture(GL_TEXTURE0);
687 _mesa_MatrixMode(GL_TEXTURE);
688 _mesa_LoadIdentity();
689 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
690 _mesa_MatrixMode(GL_MODELVIEW);
691 _mesa_LoadIdentity();
692 _mesa_MatrixMode(GL_PROJECTION);
693 _mesa_LoadIdentity();
694
695 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
696 * This can occur when there is no draw buffer.
697 */
698 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
699 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
700 0.0, ctx->DrawBuffer->Height,
701 -1.0, 1.0);
702
703 if (ctx->Extensions.ARB_clip_control) {
704 save->ClipOrigin = ctx->Transform.ClipOrigin;
705 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
706 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
707 }
708 }
709
710 if (state & MESA_META_CLIP) {
711 GLbitfield mask;
712 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
713 mask = ctx->Transform.ClipPlanesEnabled;
714 while (mask) {
715 const int i = u_bit_scan(&mask);
716 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
717 }
718 }
719
720 if (state & MESA_META_VERTEX) {
721 /* save vertex array object state */
722 _mesa_reference_vao(ctx, &save->VAO,
723 ctx->Array.VAO);
724 /* set some default state? */
725 }
726
727 if (state & MESA_META_VIEWPORT) {
728 /* save viewport state */
729 save->ViewportX = ctx->ViewportArray[0].X;
730 save->ViewportY = ctx->ViewportArray[0].Y;
731 save->ViewportW = ctx->ViewportArray[0].Width;
732 save->ViewportH = ctx->ViewportArray[0].Height;
733 /* set viewport to match window size */
734 if (ctx->ViewportArray[0].X != 0 ||
735 ctx->ViewportArray[0].Y != 0 ||
736 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
737 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
738 _mesa_set_viewport(ctx, 0, 0, 0,
739 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
740 }
741 /* save depth range state */
742 save->DepthNear = ctx->ViewportArray[0].Near;
743 save->DepthFar = ctx->ViewportArray[0].Far;
744 /* set depth range to default */
745 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
746 }
747
748 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
749 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
750
751 /* Generally in here we want to do clamping according to whether
752 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
753 * regardless of the internal implementation of the metaops.
754 */
755 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
756 ctx->Extensions.ARB_color_buffer_float)
757 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
758 }
759
760 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
761 save->ClampVertexColor = ctx->Light.ClampVertexColor;
762
763 /* Generally in here we never want vertex color clamping --
764 * result clamping is only dependent on fragment clamping.
765 */
766 if (ctx->Extensions.ARB_color_buffer_float)
767 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
768 }
769
770 if (state & MESA_META_CONDITIONAL_RENDER) {
771 save->CondRenderQuery = ctx->Query.CondRenderQuery;
772 save->CondRenderMode = ctx->Query.CondRenderMode;
773
774 if (ctx->Query.CondRenderQuery)
775 _mesa_EndConditionalRender();
776 }
777
778 if (state & MESA_META_SELECT_FEEDBACK) {
779 save->RenderMode = ctx->RenderMode;
780 if (ctx->RenderMode == GL_SELECT) {
781 save->Select = ctx->Select; /* struct copy */
782 _mesa_RenderMode(GL_RENDER);
783 } else if (ctx->RenderMode == GL_FEEDBACK) {
784 save->Feedback = ctx->Feedback; /* struct copy */
785 _mesa_RenderMode(GL_RENDER);
786 }
787 }
788
789 if (state & MESA_META_MULTISAMPLE) {
790 save->Multisample = ctx->Multisample; /* struct copy */
791
792 if (ctx->Multisample.Enabled)
793 _mesa_set_multisample(ctx, GL_FALSE);
794 if (ctx->Multisample.SampleCoverage)
795 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
796 if (ctx->Multisample.SampleAlphaToCoverage)
797 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
798 if (ctx->Multisample.SampleAlphaToOne)
799 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
800 if (ctx->Multisample.SampleShading)
801 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
802 if (ctx->Multisample.SampleMask)
803 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
804 }
805
806 if (state & MESA_META_FRAMEBUFFER_SRGB) {
807 save->sRGBEnabled = ctx->Color.sRGBEnabled;
808 if (ctx->Color.sRGBEnabled)
809 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
810 }
811
812 if (state & MESA_META_DRAW_BUFFERS) {
813 struct gl_framebuffer *fb = ctx->DrawBuffer;
814 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
815 sizeof(save->ColorDrawBuffers));
816 }
817
818 /* misc */
819 {
820 save->Lighting = ctx->Light.Enabled;
821 if (ctx->Light.Enabled)
822 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
823 save->RasterDiscard = ctx->RasterDiscard;
824 if (ctx->RasterDiscard)
825 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
826
827 _mesa_reference_framebuffer(&save->DrawBuffer, ctx->DrawBuffer);
828 _mesa_reference_framebuffer(&save->ReadBuffer, ctx->ReadBuffer);
829 }
830 }
831
832
833 /**
834 * Leave meta state. This is like a light-weight version of glPopAttrib().
835 */
836 void
837 _mesa_meta_end(struct gl_context *ctx)
838 {
839 assert(ctx->Meta->SaveStackDepth > 0);
840
841 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
842 const GLbitfield state = save->SavedState;
843 int i;
844
845 /* Grab the result of the old occlusion query before starting it again. The
846 * old result is added to the result of the new query so the driver will
847 * continue adding where it left off. */
848 if (state & MESA_META_OCCLUSION_QUERY) {
849 if (save->CurrentOcclusionObject) {
850 struct gl_query_object *q = save->CurrentOcclusionObject;
851 GLuint64EXT result;
852 if (!q->Ready)
853 ctx->Driver.WaitQuery(ctx, q);
854 result = q->Result;
855 _mesa_BeginQuery(q->Target, q->Id);
856 ctx->Query.CurrentOcclusionObject->Result += result;
857 }
858 }
859
860 if (state & MESA_META_ALPHA_TEST) {
861 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
862 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
863 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
864 }
865
866 if (state & MESA_META_BLEND) {
867 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
868 if (ctx->Extensions.EXT_draw_buffers2) {
869 GLuint i;
870 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
871 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
872 }
873 }
874 else {
875 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
876 }
877 }
878 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
879 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
880 }
881
882 if (state & MESA_META_DITHER)
883 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
884
885 if (state & MESA_META_COLOR_MASK) {
886 GLuint i;
887 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
888 if (GET_COLORMASK(ctx->Color.ColorMask, i) !=
889 GET_COLORMASK(save->ColorMask, i)) {
890 if (i == 0) {
891 _mesa_ColorMask(GET_COLORMASK_BIT(save->ColorMask, i, 0),
892 GET_COLORMASK_BIT(save->ColorMask, i, 1),
893 GET_COLORMASK_BIT(save->ColorMask, i, 2),
894 GET_COLORMASK_BIT(save->ColorMask, i, 3));
895 }
896 else {
897 _mesa_ColorMaski(i,
898 GET_COLORMASK_BIT(save->ColorMask, i, 0),
899 GET_COLORMASK_BIT(save->ColorMask, i, 1),
900 GET_COLORMASK_BIT(save->ColorMask, i, 2),
901 GET_COLORMASK_BIT(save->ColorMask, i, 3));
902 }
903 }
904 }
905 }
906
907 if (state & MESA_META_DEPTH_TEST) {
908 if (ctx->Depth.Test != save->Depth.Test)
909 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
910 _mesa_DepthFunc(save->Depth.Func);
911 _mesa_DepthMask(save->Depth.Mask);
912 }
913
914 if (state & MESA_META_FOG) {
915 _mesa_set_enable(ctx, GL_FOG, save->Fog);
916 }
917
918 if (state & MESA_META_PIXEL_STORE) {
919 ctx->Pack = save->Pack;
920 ctx->Unpack = save->Unpack;
921 }
922
923 if (state & MESA_META_PIXEL_TRANSFER) {
924 ctx->Pixel.RedScale = save->RedScale;
925 ctx->Pixel.RedBias = save->RedBias;
926 ctx->Pixel.GreenScale = save->GreenScale;
927 ctx->Pixel.GreenBias = save->GreenBias;
928 ctx->Pixel.BlueScale = save->BlueScale;
929 ctx->Pixel.BlueBias = save->BlueBias;
930 ctx->Pixel.AlphaScale = save->AlphaScale;
931 ctx->Pixel.AlphaBias = save->AlphaBias;
932 ctx->Pixel.MapColorFlag = save->MapColorFlag;
933 /* XXX more state */
934 ctx->NewState |=_NEW_PIXEL;
935 }
936
937 if (state & MESA_META_RASTERIZATION) {
938 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
939 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
940 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
941 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
942 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
943 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
944 }
945
946 if (state & MESA_META_SCISSOR) {
947 unsigned i;
948
949 for (i = 0; i < ctx->Const.MaxViewports; i++) {
950 _mesa_set_scissor(ctx, i,
951 save->Scissor.ScissorArray[i].X,
952 save->Scissor.ScissorArray[i].Y,
953 save->Scissor.ScissorArray[i].Width,
954 save->Scissor.ScissorArray[i].Height);
955 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
956 (save->Scissor.EnableFlags >> i) & 1);
957 }
958 }
959
960 if (state & MESA_META_SHADER) {
961 bool any_shader;
962
963 if (ctx->Extensions.ARB_vertex_program) {
964 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
965 save->VertexProgramEnabled);
966 _mesa_reference_program(ctx, &ctx->VertexProgram.Current,
967 save->VertexProgram);
968 _mesa_reference_program(ctx, &save->VertexProgram, NULL);
969 }
970
971 if (ctx->Extensions.ARB_fragment_program) {
972 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
973 save->FragmentProgramEnabled);
974 _mesa_reference_program(ctx, &ctx->FragmentProgram.Current,
975 save->FragmentProgram);
976 _mesa_reference_program(ctx, &save->FragmentProgram, NULL);
977 }
978
979 if (ctx->Extensions.ATI_fragment_shader) {
980 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
981 save->ATIFragmentShaderEnabled);
982 }
983
984 any_shader = false;
985 for (i = 0; i < MESA_SHADER_STAGES; i++) {
986 /* It is safe to call _mesa_use_program even if the extension
987 * necessary for that program state is not supported. In that case,
988 * the saved program object must be NULL and the currently bound
989 * program object must be NULL. _mesa_use_program is a no-op
990 * in that case.
991 */
992 _mesa_use_program(ctx, i, NULL, save->Program[i], &ctx->Shader);
993
994 /* Do this *before* killing the reference. :)
995 */
996 if (save->Program[i] != NULL)
997 any_shader = true;
998
999 _mesa_reference_program(ctx, &save->Program[i], NULL);
1000 }
1001
1002 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1003 save->ActiveShader);
1004 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1005
1006 /* If there were any stages set with programs, use ctx->Shader as the
1007 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1008 * hasn't been restored yet, and that may modify ctx->_Shader further.
1009 */
1010 if (any_shader)
1011 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1012 &ctx->Shader);
1013 else
1014 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1015 ctx->Pipeline.Default);
1016
1017 if (save->Pipeline) {
1018 _mesa_bind_pipeline(ctx, save->Pipeline);
1019
1020 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1021 }
1022
1023 _mesa_update_vertex_processing_mode(ctx);
1024 }
1025
1026 if (state & MESA_META_STENCIL_TEST) {
1027 const struct gl_stencil_attrib *stencil = &save->Stencil;
1028
1029 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1030 _mesa_ClearStencil(stencil->Clear);
1031 if (ctx->Extensions.EXT_stencil_two_side) {
1032 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1033 stencil->TestTwoSide);
1034 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1035 ? GL_BACK : GL_FRONT);
1036 }
1037 /* front state */
1038 _mesa_StencilFuncSeparate(GL_FRONT,
1039 stencil->Function[0],
1040 stencil->Ref[0],
1041 stencil->ValueMask[0]);
1042 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1043 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1044 stencil->ZFailFunc[0],
1045 stencil->ZPassFunc[0]);
1046 /* back state */
1047 _mesa_StencilFuncSeparate(GL_BACK,
1048 stencil->Function[1],
1049 stencil->Ref[1],
1050 stencil->ValueMask[1]);
1051 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1052 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1053 stencil->ZFailFunc[1],
1054 stencil->ZPassFunc[1]);
1055 }
1056
1057 if (state & MESA_META_TEXTURE) {
1058 GLuint u, tgt;
1059
1060 assert(ctx->Texture.CurrentUnit == 0);
1061
1062 /* restore texenv for unit[0] */
1063 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1064
1065 /* restore texture objects for unit[0] only */
1066 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1067 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1068 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1069 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1070 save->CurrentTexture[tgt]);
1071 }
1072 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1073 }
1074
1075 /* Restore fixed function texture enables, texgen */
1076 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1077 if (ctx->Texture.FixedFuncUnit[u].Enabled != save->TexEnabled[u]) {
1078 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1079 ctx->Texture.FixedFuncUnit[u].Enabled = save->TexEnabled[u];
1080 }
1081
1082 if (ctx->Texture.FixedFuncUnit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1083 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1084 ctx->Texture.FixedFuncUnit[u].TexGenEnabled = save->TexGenEnabled[u];
1085 }
1086 }
1087
1088 /* restore current unit state */
1089 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1090 }
1091
1092 if (state & MESA_META_TRANSFORM) {
1093 GLuint activeTexture = ctx->Texture.CurrentUnit;
1094 _mesa_ActiveTexture(GL_TEXTURE0);
1095 _mesa_MatrixMode(GL_TEXTURE);
1096 _mesa_LoadMatrixf(save->TextureMatrix);
1097 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1098
1099 _mesa_MatrixMode(GL_MODELVIEW);
1100 _mesa_LoadMatrixf(save->ModelviewMatrix);
1101
1102 _mesa_MatrixMode(GL_PROJECTION);
1103 _mesa_LoadMatrixf(save->ProjectionMatrix);
1104
1105 _mesa_MatrixMode(save->MatrixMode);
1106
1107 if (ctx->Extensions.ARB_clip_control)
1108 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1109 }
1110
1111 if (state & MESA_META_CLIP) {
1112 GLbitfield mask = save->ClipPlanesEnabled;
1113 while (mask) {
1114 const int i = u_bit_scan(&mask);
1115 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1116 }
1117 }
1118
1119 if (state & MESA_META_VERTEX) {
1120 /* restore vertex array object */
1121 _mesa_BindVertexArray(save->VAO->Name);
1122 _mesa_reference_vao(ctx, &save->VAO, NULL);
1123 }
1124
1125 if (state & MESA_META_VIEWPORT) {
1126 if (save->ViewportX != ctx->ViewportArray[0].X ||
1127 save->ViewportY != ctx->ViewportArray[0].Y ||
1128 save->ViewportW != ctx->ViewportArray[0].Width ||
1129 save->ViewportH != ctx->ViewportArray[0].Height) {
1130 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1131 save->ViewportW, save->ViewportH);
1132 }
1133 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1134 }
1135
1136 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1137 ctx->Extensions.ARB_color_buffer_float) {
1138 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1139 }
1140
1141 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1142 ctx->Extensions.ARB_color_buffer_float) {
1143 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1144 }
1145
1146 if (state & MESA_META_CONDITIONAL_RENDER) {
1147 if (save->CondRenderQuery)
1148 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1149 save->CondRenderMode);
1150 }
1151
1152 if (state & MESA_META_SELECT_FEEDBACK) {
1153 if (save->RenderMode == GL_SELECT) {
1154 _mesa_RenderMode(GL_SELECT);
1155 ctx->Select = save->Select;
1156 } else if (save->RenderMode == GL_FEEDBACK) {
1157 _mesa_RenderMode(GL_FEEDBACK);
1158 ctx->Feedback = save->Feedback;
1159 }
1160 }
1161
1162 if (state & MESA_META_MULTISAMPLE) {
1163 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1164 struct gl_multisample_attrib *save_ms = &save->Multisample;
1165
1166 if (ctx_ms->Enabled != save_ms->Enabled)
1167 _mesa_set_multisample(ctx, save_ms->Enabled);
1168 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1169 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1170 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1171 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1172 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1173 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1174 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1175 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1176 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1177 save_ms->SampleCoverageInvert);
1178 }
1179 if (ctx_ms->SampleShading != save_ms->SampleShading)
1180 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1181 if (ctx_ms->SampleMask != save_ms->SampleMask)
1182 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1183 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1184 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1185 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1186 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1187 }
1188
1189 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1190 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1191 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1192 }
1193
1194 /* misc */
1195 if (save->Lighting) {
1196 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1197 }
1198 if (save->RasterDiscard) {
1199 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1200 }
1201 if (save->TransformFeedbackNeedsResume)
1202 _mesa_ResumeTransformFeedback();
1203
1204 _mesa_bind_framebuffers(ctx, save->DrawBuffer, save->ReadBuffer);
1205 _mesa_reference_framebuffer(&save->DrawBuffer, NULL);
1206 _mesa_reference_framebuffer(&save->ReadBuffer, NULL);
1207
1208 if (state & MESA_META_DRAW_BUFFERS) {
1209 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1210 save->ColorDrawBuffers, NULL);
1211 }
1212
1213 ctx->Meta->SaveStackDepth--;
1214
1215 ctx->API = save->API;
1216 ctx->Extensions.Version = save->ExtensionsVersion;
1217 }
1218
1219
1220 /**
1221 * Convert Z from a normalized value in the range [0, 1] to an object-space
1222 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1223 * default/identity ortho projection results in the original Z value.
1224 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1225 * value comes from the clear value or raster position.
1226 */
1227 static inline GLfloat
1228 invert_z(GLfloat normZ)
1229 {
1230 GLfloat objZ = 1.0f - 2.0f * normZ;
1231 return objZ;
1232 }
1233
1234
1235 /**
1236 * One-time init for a temp_texture object.
1237 * Choose tex target, compute max tex size, etc.
1238 */
1239 static void
1240 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1241 {
1242 /* prefer texture rectangle */
1243 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1244 tex->Target = GL_TEXTURE_RECTANGLE;
1245 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1246 tex->NPOT = GL_TRUE;
1247 }
1248 else {
1249 /* use 2D texture, NPOT if possible */
1250 tex->Target = GL_TEXTURE_2D;
1251 tex->MaxSize = ctx->Const.MaxTextureSize;
1252 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1253 }
1254 tex->MinSize = 16; /* 16 x 16 at least */
1255 assert(tex->MaxSize > 0);
1256
1257 tex->tex_obj = ctx->Driver.NewTextureObject(ctx, 0xDEADBEEF, tex->Target);
1258 }
1259
1260 static void
1261 cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1262 {
1263 _mesa_delete_nameless_texture(ctx, tex->tex_obj);
1264 tex->tex_obj = NULL;
1265 }
1266
1267
1268 /**
1269 * Return pointer to temp_texture info for non-bitmap ops.
1270 * This does some one-time init if needed.
1271 */
1272 struct temp_texture *
1273 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1274 {
1275 struct temp_texture *tex = &ctx->Meta->TempTex;
1276
1277 if (tex->tex_obj == NULL) {
1278 init_temp_texture(ctx, tex);
1279 }
1280
1281 return tex;
1282 }
1283
1284
1285 /**
1286 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1287 * We use a separate texture for bitmaps to reduce texture
1288 * allocation/deallocation.
1289 */
1290 static struct temp_texture *
1291 get_bitmap_temp_texture(struct gl_context *ctx)
1292 {
1293 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1294
1295 if (tex->tex_obj == NULL) {
1296 init_temp_texture(ctx, tex);
1297 }
1298
1299 return tex;
1300 }
1301
1302 /**
1303 * Return pointer to depth temp_texture.
1304 * This does some one-time init if needed.
1305 */
1306 struct temp_texture *
1307 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1308 {
1309 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1310
1311 if (tex->tex_obj == NULL) {
1312 init_temp_texture(ctx, tex);
1313 }
1314
1315 return tex;
1316 }
1317
1318 /**
1319 * Compute the width/height of texture needed to draw an image of the
1320 * given size. Return a flag indicating whether the current texture
1321 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1322 * allocated (glTexImage2D).
1323 * Also, compute s/t texcoords for drawing.
1324 *
1325 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1326 */
1327 GLboolean
1328 _mesa_meta_alloc_texture(struct temp_texture *tex,
1329 GLsizei width, GLsizei height, GLenum intFormat)
1330 {
1331 GLboolean newTex = GL_FALSE;
1332
1333 assert(width <= tex->MaxSize);
1334 assert(height <= tex->MaxSize);
1335
1336 if (width > tex->Width ||
1337 height > tex->Height ||
1338 intFormat != tex->IntFormat) {
1339 /* alloc new texture (larger or different format) */
1340
1341 if (tex->NPOT) {
1342 /* use non-power of two size */
1343 tex->Width = MAX2(tex->MinSize, width);
1344 tex->Height = MAX2(tex->MinSize, height);
1345 }
1346 else {
1347 /* find power of two size */
1348 GLsizei w, h;
1349 w = h = tex->MinSize;
1350 while (w < width)
1351 w *= 2;
1352 while (h < height)
1353 h *= 2;
1354 tex->Width = w;
1355 tex->Height = h;
1356 }
1357
1358 tex->IntFormat = intFormat;
1359
1360 newTex = GL_TRUE;
1361 }
1362
1363 /* compute texcoords */
1364 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1365 tex->Sright = (GLfloat) width;
1366 tex->Ttop = (GLfloat) height;
1367 }
1368 else {
1369 tex->Sright = (GLfloat) width / tex->Width;
1370 tex->Ttop = (GLfloat) height / tex->Height;
1371 }
1372
1373 return newTex;
1374 }
1375
1376
1377 /**
1378 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1379 */
1380 void
1381 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1382 struct temp_texture *tex,
1383 GLint srcX, GLint srcY,
1384 GLsizei width, GLsizei height,
1385 GLenum intFormat,
1386 GLenum filter)
1387 {
1388 bool newTex;
1389
1390 _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
1391 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER,
1392 (GLint *) &filter, false);
1393 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER,
1394 (GLint *) &filter, false);
1395 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1396
1397 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1398
1399 /* copy framebuffer image to texture */
1400 if (newTex) {
1401 /* create new tex image */
1402 if (tex->Width == width && tex->Height == height) {
1403 /* create new tex with framebuffer data */
1404 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1405 srcX, srcY, width, height, 0);
1406 }
1407 else {
1408 /* create empty texture */
1409 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1410 tex->Width, tex->Height, 0,
1411 intFormat, GL_UNSIGNED_BYTE, NULL);
1412 /* load image */
1413 _mesa_CopyTexSubImage2D(tex->Target, 0,
1414 0, 0, srcX, srcY, width, height);
1415 }
1416 }
1417 else {
1418 /* replace existing tex image */
1419 _mesa_CopyTexSubImage2D(tex->Target, 0,
1420 0, 0, srcX, srcY, width, height);
1421 }
1422 }
1423
1424
1425 /**
1426 * Setup/load texture for glDrawPixels.
1427 */
1428 void
1429 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1430 struct temp_texture *tex,
1431 GLboolean newTex,
1432 GLsizei width, GLsizei height,
1433 GLenum format, GLenum type,
1434 const GLvoid *pixels)
1435 {
1436 /* GLint so the compiler won't complain about type signedness mismatch in
1437 * the call to _mesa_texture_parameteriv below.
1438 */
1439 static const GLint filter = GL_NEAREST;
1440
1441 _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
1442 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER, &filter,
1443 false);
1444 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER, &filter,
1445 false);
1446 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1447
1448 /* copy pixel data to texture */
1449 if (newTex) {
1450 /* create new tex image */
1451 if (tex->Width == width && tex->Height == height) {
1452 /* create new tex and load image data */
1453 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1454 tex->Width, tex->Height, 0, format, type, pixels);
1455 }
1456 else {
1457 struct gl_buffer_object *save_unpack_obj = NULL;
1458
1459 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1460 ctx->Unpack.BufferObj);
1461 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1462 /* create empty texture */
1463 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1464 tex->Width, tex->Height, 0, format, type, NULL);
1465 if (save_unpack_obj != NULL)
1466 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1467 save_unpack_obj->Name);
1468 /* load image */
1469 _mesa_TexSubImage2D(tex->Target, 0,
1470 0, 0, width, height, format, type, pixels);
1471 }
1472 }
1473 else {
1474 /* replace existing tex image */
1475 _mesa_TexSubImage2D(tex->Target, 0,
1476 0, 0, width, height, format, type, pixels);
1477 }
1478 }
1479
1480 void
1481 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1482 GLuint *VAO, struct gl_buffer_object **buf_obj,
1483 unsigned texcoord_size)
1484 {
1485 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1486 0);
1487
1488 /* setup projection matrix */
1489 _mesa_MatrixMode(GL_PROJECTION);
1490 _mesa_LoadIdentity();
1491 }
1492
1493 /**
1494 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1495 */
1496 void
1497 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1498 {
1499 meta_clear(ctx, buffers, false);
1500 }
1501
1502 void
1503 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1504 {
1505 meta_clear(ctx, buffers, true);
1506 }
1507
1508 static void
1509 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1510 {
1511 const char *vs_source =
1512 "#extension GL_AMD_vertex_shader_layer : enable\n"
1513 "#extension GL_ARB_draw_instanced : enable\n"
1514 "#extension GL_ARB_explicit_attrib_location :enable\n"
1515 "layout(location = 0) in vec4 position;\n"
1516 "void main()\n"
1517 "{\n"
1518 "#ifdef GL_AMD_vertex_shader_layer\n"
1519 " gl_Layer = gl_InstanceID;\n"
1520 "#endif\n"
1521 " gl_Position = position;\n"
1522 "}\n";
1523 const char *fs_source =
1524 "#extension GL_ARB_explicit_attrib_location :enable\n"
1525 "#extension GL_ARB_explicit_uniform_location :enable\n"
1526 "layout(location = 0) uniform vec4 color;\n"
1527 "void main()\n"
1528 "{\n"
1529 " gl_FragColor = color;\n"
1530 "}\n";
1531 bool has_integer_textures;
1532
1533 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1534 3, 0, 0);
1535
1536 if (clear->ShaderProg != 0)
1537 return;
1538
1539 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear",
1540 &clear->ShaderProg);
1541
1542 has_integer_textures = _mesa_is_gles3(ctx) ||
1543 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1544
1545 if (has_integer_textures) {
1546 void *shader_source_mem_ctx = ralloc_context(NULL);
1547 const char *vs_int_source =
1548 ralloc_asprintf(shader_source_mem_ctx,
1549 "#version 130\n"
1550 "#extension GL_AMD_vertex_shader_layer : enable\n"
1551 "#extension GL_ARB_draw_instanced : enable\n"
1552 "#extension GL_ARB_explicit_attrib_location :enable\n"
1553 "layout(location = 0) in vec4 position;\n"
1554 "void main()\n"
1555 "{\n"
1556 "#ifdef GL_AMD_vertex_shader_layer\n"
1557 " gl_Layer = gl_InstanceID;\n"
1558 "#endif\n"
1559 " gl_Position = position;\n"
1560 "}\n");
1561 const char *fs_int_source =
1562 ralloc_asprintf(shader_source_mem_ctx,
1563 "#version 130\n"
1564 "#extension GL_ARB_explicit_attrib_location :enable\n"
1565 "#extension GL_ARB_explicit_uniform_location :enable\n"
1566 "layout(location = 0) uniform ivec4 color;\n"
1567 "out ivec4 out_color;\n"
1568 "\n"
1569 "void main()\n"
1570 "{\n"
1571 " out_color = color;\n"
1572 "}\n");
1573
1574 _mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source,
1575 "integer clear",
1576 &clear->IntegerShaderProg);
1577 ralloc_free(shader_source_mem_ctx);
1578
1579 /* Note that user-defined out attributes get automatically assigned
1580 * locations starting from 0, so we don't need to explicitly
1581 * BindFragDataLocation to 0.
1582 */
1583 }
1584 }
1585
1586 static void
1587 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1588 {
1589 if (clear->VAO == 0)
1590 return;
1591 _mesa_DeleteVertexArrays(1, &clear->VAO);
1592 clear->VAO = 0;
1593 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1594 _mesa_reference_shader_program(ctx, &clear->ShaderProg, NULL);
1595
1596 if (clear->IntegerShaderProg) {
1597 _mesa_reference_shader_program(ctx, &clear->IntegerShaderProg, NULL);
1598 }
1599 }
1600
1601 static void
1602 meta_copypix_cleanup(struct gl_context *ctx, struct copypix_state *copypix)
1603 {
1604 if (copypix->VAO == 0)
1605 return;
1606 _mesa_DeleteVertexArrays(1, &copypix->VAO);
1607 copypix->VAO = 0;
1608 _mesa_reference_buffer_object(ctx, &copypix->buf_obj, NULL);
1609 }
1610
1611
1612 /**
1613 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1614 * set GL to only draw to those buffers.
1615 *
1616 * Since the bitfield has no associated order, the assignment of draw buffer
1617 * indices to color attachment indices is rather arbitrary.
1618 */
1619 void
1620 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1621 {
1622 GLenum enums[MAX_DRAW_BUFFERS];
1623 int i = 0;
1624 int n;
1625
1626 /* This function is only legal for color buffer bitfields. */
1627 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1628
1629 /* Make sure we don't overflow any arrays. */
1630 assert(util_bitcount(bits) <= MAX_DRAW_BUFFERS);
1631
1632 enums[0] = GL_NONE;
1633
1634 if (bits & BUFFER_BIT_FRONT_LEFT)
1635 enums[i++] = GL_FRONT_LEFT;
1636
1637 if (bits & BUFFER_BIT_FRONT_RIGHT)
1638 enums[i++] = GL_FRONT_RIGHT;
1639
1640 if (bits & BUFFER_BIT_BACK_LEFT)
1641 enums[i++] = GL_BACK_LEFT;
1642
1643 if (bits & BUFFER_BIT_BACK_RIGHT)
1644 enums[i++] = GL_BACK_RIGHT;
1645
1646 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1647 if (bits & (1 << (BUFFER_COLOR0 + n)))
1648 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1649 }
1650
1651 _mesa_DrawBuffers(i, enums);
1652 }
1653
1654 /**
1655 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1656 * set GL to only draw to those buffers. Also, update color masks to
1657 * reflect the new draw buffer ordering.
1658 */
1659 static void
1660 _mesa_meta_drawbuffers_and_colormask(struct gl_context *ctx, GLbitfield mask)
1661 {
1662 GLenum enums[MAX_DRAW_BUFFERS];
1663 GLubyte colormask[MAX_DRAW_BUFFERS][4];
1664 int num_bufs = 0;
1665
1666 /* This function is only legal for color buffer bitfields. */
1667 assert((mask & ~BUFFER_BITS_COLOR) == 0);
1668
1669 /* Make sure we don't overflow any arrays. */
1670 assert(util_bitcount(mask) <= MAX_DRAW_BUFFERS);
1671
1672 enums[0] = GL_NONE;
1673
1674 for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
1675 gl_buffer_index b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
1676 int colormask_idx = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
1677
1678 if (b < 0 || !(mask & (1 << b)) ||
1679 GET_COLORMASK(ctx->Color.ColorMask, colormask_idx) == 0)
1680 continue;
1681
1682 switch (b) {
1683 case BUFFER_FRONT_LEFT:
1684 enums[num_bufs] = GL_FRONT_LEFT;
1685 break;
1686 case BUFFER_FRONT_RIGHT:
1687 enums[num_bufs] = GL_FRONT_RIGHT;
1688 break;
1689 case BUFFER_BACK_LEFT:
1690 enums[num_bufs] = GL_BACK_LEFT;
1691 break;
1692 case BUFFER_BACK_RIGHT:
1693 enums[num_bufs] = GL_BACK_RIGHT;
1694 break;
1695 default:
1696 assert(b >= BUFFER_COLOR0 && b <= BUFFER_COLOR7);
1697 enums[num_bufs] = GL_COLOR_ATTACHMENT0 + (b - BUFFER_COLOR0);
1698 break;
1699 }
1700
1701 for (int k = 0; k < 4; k++)
1702 colormask[num_bufs][k] = GET_COLORMASK_BIT(ctx->Color.ColorMask,
1703 colormask_idx, k);
1704
1705 num_bufs++;
1706 }
1707
1708 _mesa_DrawBuffers(num_bufs, enums);
1709
1710 for (int i = 0; i < num_bufs; i++) {
1711 _mesa_ColorMaski(i, colormask[i][0], colormask[i][1],
1712 colormask[i][2], colormask[i][3]);
1713 }
1714 }
1715
1716
1717 /**
1718 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1719 */
1720 static void
1721 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1722 {
1723 struct clear_state *clear = &ctx->Meta->Clear;
1724 GLbitfield metaSave;
1725 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1726 struct gl_framebuffer *fb = ctx->DrawBuffer;
1727 float x0, y0, x1, y1, z;
1728 struct vertex verts[4];
1729 int i;
1730
1731 metaSave = (MESA_META_ALPHA_TEST |
1732 MESA_META_BLEND |
1733 MESA_META_COLOR_MASK |
1734 MESA_META_DEPTH_TEST |
1735 MESA_META_RASTERIZATION |
1736 MESA_META_SHADER |
1737 MESA_META_STENCIL_TEST |
1738 MESA_META_VERTEX |
1739 MESA_META_VIEWPORT |
1740 MESA_META_CLIP |
1741 MESA_META_CLAMP_FRAGMENT_COLOR |
1742 MESA_META_MULTISAMPLE |
1743 MESA_META_OCCLUSION_QUERY);
1744
1745 if (!glsl) {
1746 metaSave |= MESA_META_FOG |
1747 MESA_META_PIXEL_TRANSFER |
1748 MESA_META_TRANSFORM |
1749 MESA_META_TEXTURE |
1750 MESA_META_CLAMP_VERTEX_COLOR |
1751 MESA_META_SELECT_FEEDBACK;
1752 }
1753
1754 if (buffers & BUFFER_BITS_COLOR) {
1755 metaSave |= MESA_META_DRAW_BUFFERS;
1756 }
1757
1758 _mesa_meta_begin(ctx, metaSave);
1759
1760 if (glsl) {
1761 meta_glsl_clear_init(ctx, clear);
1762
1763 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1764 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1765 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1766 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1767 z = -invert_z(ctx->Depth.Clear);
1768 } else {
1769 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1770 3, 0, 4);
1771
1772 x0 = (float) fb->_Xmin;
1773 y0 = (float) fb->_Ymin;
1774 x1 = (float) fb->_Xmax;
1775 y1 = (float) fb->_Ymax;
1776 z = invert_z(ctx->Depth.Clear);
1777 }
1778
1779 if (fb->_IntegerBuffers) {
1780 assert(glsl);
1781 _mesa_meta_use_program(ctx, clear->IntegerShaderProg);
1782 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1783 } else if (glsl) {
1784 _mesa_meta_use_program(ctx, clear->ShaderProg);
1785 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1786 }
1787
1788 /* GL_COLOR_BUFFER_BIT */
1789 if (buffers & BUFFER_BITS_COLOR) {
1790 /* Only draw to the buffers we were asked to clear. */
1791 _mesa_meta_drawbuffers_and_colormask(ctx, buffers & BUFFER_BITS_COLOR);
1792
1793 /* leave colormask state as-is */
1794
1795 /* Clears never have the color clamped. */
1796 if (ctx->Extensions.ARB_color_buffer_float)
1797 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1798 }
1799 else {
1800 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1801 }
1802
1803 /* GL_DEPTH_BUFFER_BIT */
1804 if (buffers & BUFFER_BIT_DEPTH) {
1805 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1806 _mesa_DepthFunc(GL_ALWAYS);
1807 _mesa_DepthMask(GL_TRUE);
1808 }
1809 else {
1810 assert(!ctx->Depth.Test);
1811 }
1812
1813 /* GL_STENCIL_BUFFER_BIT */
1814 if (buffers & BUFFER_BIT_STENCIL) {
1815 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1816 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1817 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1818 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1819 ctx->Stencil.Clear & stencilMax,
1820 ctx->Stencil.WriteMask[0]);
1821 }
1822 else {
1823 assert(!ctx->Stencil.Enabled);
1824 }
1825
1826 /* vertex positions */
1827 verts[0].x = x0;
1828 verts[0].y = y0;
1829 verts[0].z = z;
1830 verts[1].x = x1;
1831 verts[1].y = y0;
1832 verts[1].z = z;
1833 verts[2].x = x1;
1834 verts[2].y = y1;
1835 verts[2].z = z;
1836 verts[3].x = x0;
1837 verts[3].y = y1;
1838 verts[3].z = z;
1839
1840 if (!glsl) {
1841 for (i = 0; i < 4; i++) {
1842 verts[i].r = ctx->Color.ClearColor.f[0];
1843 verts[i].g = ctx->Color.ClearColor.f[1];
1844 verts[i].b = ctx->Color.ClearColor.f[2];
1845 verts[i].a = ctx->Color.ClearColor.f[3];
1846 }
1847 }
1848
1849 /* upload new vertex data */
1850 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1851 GL_DYNAMIC_DRAW, __func__);
1852
1853 /* draw quad(s) */
1854 if (fb->MaxNumLayers > 0) {
1855 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1856 } else {
1857 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1858 }
1859
1860 _mesa_meta_end(ctx);
1861 }
1862
1863 /**
1864 * Meta implementation of ctx->Driver.CopyPixels() in terms
1865 * of texture mapping and polygon rendering and GLSL shaders.
1866 */
1867 void
1868 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1869 GLsizei width, GLsizei height,
1870 GLint dstX, GLint dstY, GLenum type)
1871 {
1872 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1873 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1874 struct vertex verts[4];
1875
1876 if (type != GL_COLOR ||
1877 ctx->_ImageTransferState ||
1878 ctx->Fog.Enabled ||
1879 width > tex->MaxSize ||
1880 height > tex->MaxSize) {
1881 /* XXX avoid this fallback */
1882 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1883 return;
1884 }
1885
1886 /* Most GL state applies to glCopyPixels, but a there's a few things
1887 * we need to override:
1888 */
1889 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1890 MESA_META_SHADER |
1891 MESA_META_TEXTURE |
1892 MESA_META_TRANSFORM |
1893 MESA_META_CLIP |
1894 MESA_META_VERTEX |
1895 MESA_META_VIEWPORT));
1896
1897 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1898 3, 2, 0);
1899
1900 /* Silence valgrind warnings about reading uninitialized stack. */
1901 memset(verts, 0, sizeof(verts));
1902
1903 /* Alloc/setup texture */
1904 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1905 GL_RGBA, GL_NEAREST);
1906
1907 /* vertex positions, texcoords (after texture allocation!) */
1908 {
1909 const GLfloat dstX0 = (GLfloat) dstX;
1910 const GLfloat dstY0 = (GLfloat) dstY;
1911 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1912 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1913 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1914
1915 verts[0].x = dstX0;
1916 verts[0].y = dstY0;
1917 verts[0].z = z;
1918 verts[0].tex[0] = 0.0F;
1919 verts[0].tex[1] = 0.0F;
1920 verts[1].x = dstX1;
1921 verts[1].y = dstY0;
1922 verts[1].z = z;
1923 verts[1].tex[0] = tex->Sright;
1924 verts[1].tex[1] = 0.0F;
1925 verts[2].x = dstX1;
1926 verts[2].y = dstY1;
1927 verts[2].z = z;
1928 verts[2].tex[0] = tex->Sright;
1929 verts[2].tex[1] = tex->Ttop;
1930 verts[3].x = dstX0;
1931 verts[3].y = dstY1;
1932 verts[3].z = z;
1933 verts[3].tex[0] = 0.0F;
1934 verts[3].tex[1] = tex->Ttop;
1935
1936 /* upload new vertex data */
1937 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts);
1938 }
1939
1940 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1941
1942 /* draw textured quad */
1943 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1944
1945 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1946
1947 _mesa_meta_end(ctx);
1948 }
1949
1950 static void
1951 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1952 {
1953 if (drawpix->VAO != 0) {
1954 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1955 drawpix->VAO = 0;
1956
1957 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1958 }
1959
1960 if (drawpix->StencilFP != 0) {
1961 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1962 drawpix->StencilFP = 0;
1963 }
1964
1965 if (drawpix->DepthFP != 0) {
1966 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1967 drawpix->DepthFP = 0;
1968 }
1969 }
1970
1971 /**
1972 * When the glDrawPixels() image size is greater than the max rectangle
1973 * texture size we use this function to break the glDrawPixels() image
1974 * into tiles which fit into the max texture size.
1975 */
1976 static void
1977 tiled_draw_pixels(struct gl_context *ctx,
1978 GLint tileSize,
1979 GLint x, GLint y, GLsizei width, GLsizei height,
1980 GLenum format, GLenum type,
1981 const struct gl_pixelstore_attrib *unpack,
1982 const GLvoid *pixels)
1983 {
1984 struct gl_pixelstore_attrib tileUnpack = *unpack;
1985 GLint i, j;
1986
1987 if (tileUnpack.RowLength == 0)
1988 tileUnpack.RowLength = width;
1989
1990 for (i = 0; i < width; i += tileSize) {
1991 const GLint tileWidth = MIN2(tileSize, width - i);
1992 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1993
1994 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1995
1996 for (j = 0; j < height; j += tileSize) {
1997 const GLint tileHeight = MIN2(tileSize, height - j);
1998 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1999
2000 tileUnpack.SkipRows = unpack->SkipRows + j;
2001
2002 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2003 format, type, &tileUnpack, pixels);
2004 }
2005 }
2006 }
2007
2008
2009 /**
2010 * One-time init for drawing stencil pixels.
2011 */
2012 static void
2013 init_draw_stencil_pixels(struct gl_context *ctx)
2014 {
2015 /* This program is run eight times, once for each stencil bit.
2016 * The stencil values to draw are found in an 8-bit alpha texture.
2017 * We read the texture/stencil value and test if bit 'b' is set.
2018 * If the bit is not set, use KIL to kill the fragment.
2019 * Finally, we use the stencil test to update the stencil buffer.
2020 *
2021 * The basic algorithm for checking if a bit is set is:
2022 * if (is_odd(value / (1 << bit)))
2023 * result is one (or non-zero).
2024 * else
2025 * result is zero.
2026 * The program parameter contains three values:
2027 * parm.x = 255 / (1 << bit)
2028 * parm.y = 0.5
2029 * parm.z = 0.0
2030 */
2031 static const char *program =
2032 "!!ARBfp1.0\n"
2033 "PARAM parm = program.local[0]; \n"
2034 "TEMP t; \n"
2035 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2036 "# t = t * 255 / bit \n"
2037 "MUL t.x, t.a, parm.x; \n"
2038 "# t = (int) t \n"
2039 "FRC t.y, t.x; \n"
2040 "SUB t.x, t.x, t.y; \n"
2041 "# t = t * 0.5 \n"
2042 "MUL t.x, t.x, parm.y; \n"
2043 "# t = fract(t.x) \n"
2044 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2045 "# t.x = (t.x == 0 ? 1 : 0) \n"
2046 "SGE t.x, -t.x, parm.z; \n"
2047 "KIL -t.x; \n"
2048 "# for debug only \n"
2049 "#MOV result.color, t.x; \n"
2050 "END \n";
2051 char program2[1000];
2052 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2053 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2054 const char *texTarget;
2055
2056 assert(drawpix->StencilFP == 0);
2057
2058 /* replace %s with "RECT" or "2D" */
2059 assert(strlen(program) + 4 < sizeof(program2));
2060 if (tex->Target == GL_TEXTURE_RECTANGLE)
2061 texTarget = "RECT";
2062 else
2063 texTarget = "2D";
2064 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2065
2066 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2067 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2068 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2069 strlen(program2), (const GLubyte *) program2);
2070 }
2071
2072
2073 /**
2074 * One-time init for drawing depth pixels.
2075 */
2076 static void
2077 init_draw_depth_pixels(struct gl_context *ctx)
2078 {
2079 static const char *program =
2080 "!!ARBfp1.0\n"
2081 "PARAM color = program.local[0]; \n"
2082 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2083 "MOV result.color, color; \n"
2084 "END \n";
2085 char program2[200];
2086 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2087 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2088 const char *texTarget;
2089
2090 assert(drawpix->DepthFP == 0);
2091
2092 /* replace %s with "RECT" or "2D" */
2093 assert(strlen(program) + 4 < sizeof(program2));
2094 if (tex->Target == GL_TEXTURE_RECTANGLE)
2095 texTarget = "RECT";
2096 else
2097 texTarget = "2D";
2098 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2099
2100 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2101 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2102 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2103 strlen(program2), (const GLubyte *) program2);
2104 }
2105
2106
2107 /**
2108 * Meta implementation of ctx->Driver.DrawPixels() in terms
2109 * of texture mapping and polygon rendering.
2110 */
2111 void
2112 _mesa_meta_DrawPixels(struct gl_context *ctx,
2113 GLint x, GLint y, GLsizei width, GLsizei height,
2114 GLenum format, GLenum type,
2115 const struct gl_pixelstore_attrib *unpack,
2116 const GLvoid *pixels)
2117 {
2118 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2119 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2120 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2121 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2122 struct vertex verts[4];
2123 GLenum texIntFormat;
2124 GLboolean fallback, newTex;
2125 GLbitfield metaExtraSave = 0x0;
2126
2127 /*
2128 * Determine if we can do the glDrawPixels with texture mapping.
2129 */
2130 fallback = GL_FALSE;
2131 if (ctx->Fog.Enabled) {
2132 fallback = GL_TRUE;
2133 }
2134
2135 if (_mesa_is_color_format(format)) {
2136 /* use more compact format when possible */
2137 /* XXX disable special case for GL_LUMINANCE for now to work around
2138 * apparent i965 driver bug (see bug #23670).
2139 */
2140 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2141 texIntFormat = format;
2142 else
2143 texIntFormat = GL_RGBA;
2144
2145 /* If we're not supposed to clamp the resulting color, then just
2146 * promote our texture to fully float. We could do better by
2147 * just going for the matching set of channels, in floating
2148 * point.
2149 */
2150 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2151 ctx->Extensions.ARB_texture_float)
2152 texIntFormat = GL_RGBA32F;
2153 }
2154 else if (_mesa_is_stencil_format(format)) {
2155 if (ctx->Extensions.ARB_fragment_program &&
2156 ctx->Pixel.IndexShift == 0 &&
2157 ctx->Pixel.IndexOffset == 0 &&
2158 type == GL_UNSIGNED_BYTE) {
2159 /* We'll store stencil as alpha. This only works for GLubyte
2160 * image data because of how incoming values are mapped to alpha
2161 * in [0,1].
2162 */
2163 texIntFormat = GL_ALPHA;
2164 metaExtraSave = (MESA_META_COLOR_MASK |
2165 MESA_META_DEPTH_TEST |
2166 MESA_META_PIXEL_TRANSFER |
2167 MESA_META_SHADER |
2168 MESA_META_STENCIL_TEST);
2169 }
2170 else {
2171 fallback = GL_TRUE;
2172 }
2173 }
2174 else if (_mesa_is_depth_format(format)) {
2175 if (ctx->Extensions.ARB_depth_texture &&
2176 ctx->Extensions.ARB_fragment_program) {
2177 texIntFormat = GL_DEPTH_COMPONENT;
2178 metaExtraSave = (MESA_META_SHADER);
2179 }
2180 else {
2181 fallback = GL_TRUE;
2182 }
2183 }
2184 else {
2185 fallback = GL_TRUE;
2186 }
2187
2188 if (fallback) {
2189 _swrast_DrawPixels(ctx, x, y, width, height,
2190 format, type, unpack, pixels);
2191 return;
2192 }
2193
2194 /*
2195 * Check image size against max texture size, draw as tiles if needed.
2196 */
2197 if (width > tex->MaxSize || height > tex->MaxSize) {
2198 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2199 format, type, unpack, pixels);
2200 return;
2201 }
2202
2203 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2204 * but a there's a few things we need to override:
2205 */
2206 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2207 MESA_META_SHADER |
2208 MESA_META_TEXTURE |
2209 MESA_META_TRANSFORM |
2210 MESA_META_CLIP |
2211 MESA_META_VERTEX |
2212 MESA_META_VIEWPORT |
2213 metaExtraSave));
2214
2215 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2216
2217 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2218 3, 2, 0);
2219
2220 /* Silence valgrind warnings about reading uninitialized stack. */
2221 memset(verts, 0, sizeof(verts));
2222
2223 /* vertex positions, texcoords (after texture allocation!) */
2224 {
2225 const GLfloat x0 = (GLfloat) x;
2226 const GLfloat y0 = (GLfloat) y;
2227 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2228 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2229 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2230
2231 verts[0].x = x0;
2232 verts[0].y = y0;
2233 verts[0].z = z;
2234 verts[0].tex[0] = 0.0F;
2235 verts[0].tex[1] = 0.0F;
2236 verts[1].x = x1;
2237 verts[1].y = y0;
2238 verts[1].z = z;
2239 verts[1].tex[0] = tex->Sright;
2240 verts[1].tex[1] = 0.0F;
2241 verts[2].x = x1;
2242 verts[2].y = y1;
2243 verts[2].z = z;
2244 verts[2].tex[0] = tex->Sright;
2245 verts[2].tex[1] = tex->Ttop;
2246 verts[3].x = x0;
2247 verts[3].y = y1;
2248 verts[3].z = z;
2249 verts[3].tex[0] = 0.0F;
2250 verts[3].tex[1] = tex->Ttop;
2251 }
2252
2253 /* upload new vertex data */
2254 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2255 GL_DYNAMIC_DRAW, __func__);
2256
2257 /* set given unpack params */
2258 ctx->Unpack = *unpack;
2259
2260 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2261
2262 if (_mesa_is_stencil_format(format)) {
2263 /* Drawing stencil */
2264 GLint bit;
2265
2266 if (!drawpix->StencilFP)
2267 init_draw_stencil_pixels(ctx);
2268
2269 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2270 GL_ALPHA, type, pixels);
2271
2272 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2273
2274 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2275
2276 /* set all stencil bits to 0 */
2277 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2278 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2279 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2280
2281 /* set stencil bits to 1 where needed */
2282 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2283
2284 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2285 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2286
2287 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2288 const GLuint mask = 1 << bit;
2289 if (mask & origStencilMask) {
2290 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2291 _mesa_StencilMask(mask);
2292
2293 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2294 255.0f / mask, 0.5f, 0.0f, 0.0f);
2295
2296 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2297 }
2298 }
2299 }
2300 else if (_mesa_is_depth_format(format)) {
2301 /* Drawing depth */
2302 if (!drawpix->DepthFP)
2303 init_draw_depth_pixels(ctx);
2304
2305 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2306 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2307
2308 /* polygon color = current raster color */
2309 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2310 ctx->Current.RasterColor);
2311
2312 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2313 format, type, pixels);
2314
2315 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2316 }
2317 else {
2318 /* Drawing RGBA */
2319 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2320 format, type, pixels);
2321 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2322 }
2323
2324 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2325
2326 /* restore unpack params */
2327 ctx->Unpack = unpackSave;
2328
2329 _mesa_meta_end(ctx);
2330 }
2331
2332 static GLboolean
2333 alpha_test_raster_color(struct gl_context *ctx)
2334 {
2335 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2336 GLfloat ref = ctx->Color.AlphaRef;
2337
2338 switch (ctx->Color.AlphaFunc) {
2339 case GL_NEVER:
2340 return GL_FALSE;
2341 case GL_LESS:
2342 return alpha < ref;
2343 case GL_EQUAL:
2344 return alpha == ref;
2345 case GL_LEQUAL:
2346 return alpha <= ref;
2347 case GL_GREATER:
2348 return alpha > ref;
2349 case GL_NOTEQUAL:
2350 return alpha != ref;
2351 case GL_GEQUAL:
2352 return alpha >= ref;
2353 case GL_ALWAYS:
2354 return GL_TRUE;
2355 default:
2356 assert(0);
2357 return GL_FALSE;
2358 }
2359 }
2360
2361 /**
2362 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2363 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2364 * tracker would improve performance a lot.
2365 */
2366 void
2367 _mesa_meta_Bitmap(struct gl_context *ctx,
2368 GLint x, GLint y, GLsizei width, GLsizei height,
2369 const struct gl_pixelstore_attrib *unpack,
2370 const GLubyte *bitmap1)
2371 {
2372 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2373 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2374 const GLenum texIntFormat = GL_ALPHA;
2375 const struct gl_pixelstore_attrib unpackSave = *unpack;
2376 GLubyte fg, bg;
2377 struct vertex verts[4];
2378 GLboolean newTex;
2379 GLubyte *bitmap8;
2380
2381 /*
2382 * Check if swrast fallback is needed.
2383 */
2384 if (ctx->_ImageTransferState ||
2385 _mesa_arb_fragment_program_enabled(ctx) ||
2386 ctx->Fog.Enabled ||
2387 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2388 width > tex->MaxSize ||
2389 height > tex->MaxSize) {
2390 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2391 return;
2392 }
2393
2394 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2395 return;
2396
2397 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2398 * but a there's a few things we need to override:
2399 */
2400 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2401 MESA_META_PIXEL_STORE |
2402 MESA_META_RASTERIZATION |
2403 MESA_META_SHADER |
2404 MESA_META_TEXTURE |
2405 MESA_META_TRANSFORM |
2406 MESA_META_CLIP |
2407 MESA_META_VERTEX |
2408 MESA_META_VIEWPORT));
2409
2410 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2411 3, 2, 4);
2412
2413 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2414
2415 /* Silence valgrind warnings about reading uninitialized stack. */
2416 memset(verts, 0, sizeof(verts));
2417
2418 /* vertex positions, texcoords, colors (after texture allocation!) */
2419 {
2420 const GLfloat x0 = (GLfloat) x;
2421 const GLfloat y0 = (GLfloat) y;
2422 const GLfloat x1 = (GLfloat) (x + width);
2423 const GLfloat y1 = (GLfloat) (y + height);
2424 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2425 GLuint i;
2426
2427 verts[0].x = x0;
2428 verts[0].y = y0;
2429 verts[0].z = z;
2430 verts[0].tex[0] = 0.0F;
2431 verts[0].tex[1] = 0.0F;
2432 verts[1].x = x1;
2433 verts[1].y = y0;
2434 verts[1].z = z;
2435 verts[1].tex[0] = tex->Sright;
2436 verts[1].tex[1] = 0.0F;
2437 verts[2].x = x1;
2438 verts[2].y = y1;
2439 verts[2].z = z;
2440 verts[2].tex[0] = tex->Sright;
2441 verts[2].tex[1] = tex->Ttop;
2442 verts[3].x = x0;
2443 verts[3].y = y1;
2444 verts[3].z = z;
2445 verts[3].tex[0] = 0.0F;
2446 verts[3].tex[1] = tex->Ttop;
2447
2448 for (i = 0; i < 4; i++) {
2449 verts[i].r = ctx->Current.RasterColor[0];
2450 verts[i].g = ctx->Current.RasterColor[1];
2451 verts[i].b = ctx->Current.RasterColor[2];
2452 verts[i].a = ctx->Current.RasterColor[3];
2453 }
2454
2455 /* upload new vertex data */
2456 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts);
2457 }
2458
2459 /* choose different foreground/background alpha values */
2460 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2461 bg = (fg > 127 ? 0 : 255);
2462
2463 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2464 if (!bitmap1) {
2465 _mesa_meta_end(ctx);
2466 return;
2467 }
2468
2469 bitmap8 = malloc(width * height);
2470 if (bitmap8) {
2471 memset(bitmap8, bg, width * height);
2472 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2473 bitmap8, width, fg);
2474
2475 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2476
2477 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2478 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2479
2480 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2481 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2482
2483 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2484
2485 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2486
2487 free(bitmap8);
2488 }
2489
2490 _mesa_unmap_pbo_source(ctx, &unpackSave);
2491
2492 _mesa_meta_end(ctx);
2493 }
2494
2495 /**
2496 * Compute the texture coordinates for the four vertices of a quad for
2497 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2498 * and width, height specify a sub-region of the 2D image.
2499 *
2500 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2501 * \param slice slice of a 1D/2D array texture or 3D texture
2502 * \param xoffset X position of sub texture
2503 * \param yoffset Y position of sub texture
2504 * \param width width of the sub texture image
2505 * \param height height of the sub texture image
2506 * \param total_width total width of the texture image
2507 * \param total_height total height of the texture image
2508 * \param total_depth total depth of the texture image
2509 * \param coords0/1/2/3 returns the computed texcoords
2510 */
2511 void
2512 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2513 GLint slice,
2514 GLint xoffset,
2515 GLint yoffset,
2516 GLint width,
2517 GLint height,
2518 GLint total_width,
2519 GLint total_height,
2520 GLint total_depth,
2521 GLfloat coords0[4],
2522 GLfloat coords1[4],
2523 GLfloat coords2[4],
2524 GLfloat coords3[4])
2525 {
2526 float st[4][2];
2527 GLuint i;
2528 const float s0 = (float) xoffset / (float) total_width;
2529 const float s1 = (float) (xoffset + width) / (float) total_width;
2530 const float t0 = (float) yoffset / (float) total_height;
2531 const float t1 = (float) (yoffset + height) / (float) total_height;
2532 GLfloat r;
2533
2534 /* setup the reference texcoords */
2535 st[0][0] = s0;
2536 st[0][1] = t0;
2537 st[1][0] = s1;
2538 st[1][1] = t0;
2539 st[2][0] = s1;
2540 st[2][1] = t1;
2541 st[3][0] = s0;
2542 st[3][1] = t1;
2543
2544 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2545 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2546
2547 /* Currently all texture targets want the W component to be 1.0.
2548 */
2549 coords0[3] = 1.0F;
2550 coords1[3] = 1.0F;
2551 coords2[3] = 1.0F;
2552 coords3[3] = 1.0F;
2553
2554 switch (faceTarget) {
2555 case GL_TEXTURE_1D:
2556 case GL_TEXTURE_2D:
2557 case GL_TEXTURE_3D:
2558 case GL_TEXTURE_2D_ARRAY:
2559 if (faceTarget == GL_TEXTURE_3D) {
2560 assert(slice < total_depth);
2561 assert(total_depth >= 1);
2562 r = (slice + 0.5f) / total_depth;
2563 }
2564 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2565 r = (float) slice;
2566 else
2567 r = 0.0F;
2568 coords0[0] = st[0][0]; /* s */
2569 coords0[1] = st[0][1]; /* t */
2570 coords0[2] = r; /* r */
2571 coords1[0] = st[1][0];
2572 coords1[1] = st[1][1];
2573 coords1[2] = r;
2574 coords2[0] = st[2][0];
2575 coords2[1] = st[2][1];
2576 coords2[2] = r;
2577 coords3[0] = st[3][0];
2578 coords3[1] = st[3][1];
2579 coords3[2] = r;
2580 break;
2581 case GL_TEXTURE_RECTANGLE_ARB:
2582 coords0[0] = (float) xoffset; /* s */
2583 coords0[1] = (float) yoffset; /* t */
2584 coords0[2] = 0.0F; /* r */
2585 coords1[0] = (float) (xoffset + width);
2586 coords1[1] = (float) yoffset;
2587 coords1[2] = 0.0F;
2588 coords2[0] = (float) (xoffset + width);
2589 coords2[1] = (float) (yoffset + height);
2590 coords2[2] = 0.0F;
2591 coords3[0] = (float) xoffset;
2592 coords3[1] = (float) (yoffset + height);
2593 coords3[2] = 0.0F;
2594 break;
2595 case GL_TEXTURE_1D_ARRAY:
2596 coords0[0] = st[0][0]; /* s */
2597 coords0[1] = (float) slice; /* t */
2598 coords0[2] = 0.0F; /* r */
2599 coords1[0] = st[1][0];
2600 coords1[1] = (float) slice;
2601 coords1[2] = 0.0F;
2602 coords2[0] = st[2][0];
2603 coords2[1] = (float) slice;
2604 coords2[2] = 0.0F;
2605 coords3[0] = st[3][0];
2606 coords3[1] = (float) slice;
2607 coords3[2] = 0.0F;
2608 break;
2609
2610 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2611 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2612 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2613 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2614 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2615 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2616 /* loop over quad verts */
2617 for (i = 0; i < 4; i++) {
2618 /* Compute sc = +/-scale and tc = +/-scale.
2619 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2620 * though that can still sometimes happen with this scale factor...
2621 */
2622 const GLfloat scale = 0.9999f;
2623 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2624 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2625 GLfloat *coord;
2626
2627 switch (i) {
2628 case 0:
2629 coord = coords0;
2630 break;
2631 case 1:
2632 coord = coords1;
2633 break;
2634 case 2:
2635 coord = coords2;
2636 break;
2637 case 3:
2638 coord = coords3;
2639 break;
2640 default:
2641 unreachable("not reached");
2642 }
2643
2644 coord[3] = (float) (slice / 6);
2645
2646 switch (faceTarget) {
2647 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2648 coord[0] = 1.0f;
2649 coord[1] = -tc;
2650 coord[2] = -sc;
2651 break;
2652 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2653 coord[0] = -1.0f;
2654 coord[1] = -tc;
2655 coord[2] = sc;
2656 break;
2657 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2658 coord[0] = sc;
2659 coord[1] = 1.0f;
2660 coord[2] = tc;
2661 break;
2662 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2663 coord[0] = sc;
2664 coord[1] = -1.0f;
2665 coord[2] = -tc;
2666 break;
2667 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2668 coord[0] = sc;
2669 coord[1] = -tc;
2670 coord[2] = 1.0f;
2671 break;
2672 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2673 coord[0] = -sc;
2674 coord[1] = -tc;
2675 coord[2] = -1.0f;
2676 break;
2677 default:
2678 assert(0);
2679 }
2680 }
2681 break;
2682 default:
2683 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2684 }
2685 }
2686
2687 static struct blit_shader *
2688 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2689 {
2690 switch(target) {
2691 case GL_TEXTURE_1D:
2692 table->sampler_1d.type = "sampler1D";
2693 table->sampler_1d.func = "texture1D";
2694 table->sampler_1d.texcoords = "texCoords.x";
2695 return &table->sampler_1d;
2696 case GL_TEXTURE_2D:
2697 table->sampler_2d.type = "sampler2D";
2698 table->sampler_2d.func = "texture2D";
2699 table->sampler_2d.texcoords = "texCoords.xy";
2700 return &table->sampler_2d;
2701 case GL_TEXTURE_RECTANGLE:
2702 table->sampler_rect.type = "sampler2DRect";
2703 table->sampler_rect.func = "texture2DRect";
2704 table->sampler_rect.texcoords = "texCoords.xy";
2705 return &table->sampler_rect;
2706 case GL_TEXTURE_3D:
2707 /* Code for mipmap generation with 3D textures is not used yet.
2708 * It's a sw fallback.
2709 */
2710 table->sampler_3d.type = "sampler3D";
2711 table->sampler_3d.func = "texture3D";
2712 table->sampler_3d.texcoords = "texCoords.xyz";
2713 return &table->sampler_3d;
2714 case GL_TEXTURE_CUBE_MAP:
2715 table->sampler_cubemap.type = "samplerCube";
2716 table->sampler_cubemap.func = "textureCube";
2717 table->sampler_cubemap.texcoords = "texCoords.xyz";
2718 return &table->sampler_cubemap;
2719 case GL_TEXTURE_1D_ARRAY:
2720 table->sampler_1d_array.type = "sampler1DArray";
2721 table->sampler_1d_array.func = "texture1DArray";
2722 table->sampler_1d_array.texcoords = "texCoords.xy";
2723 return &table->sampler_1d_array;
2724 case GL_TEXTURE_2D_ARRAY:
2725 table->sampler_2d_array.type = "sampler2DArray";
2726 table->sampler_2d_array.func = "texture2DArray";
2727 table->sampler_2d_array.texcoords = "texCoords.xyz";
2728 return &table->sampler_2d_array;
2729 case GL_TEXTURE_CUBE_MAP_ARRAY:
2730 table->sampler_cubemap_array.type = "samplerCubeArray";
2731 table->sampler_cubemap_array.func = "textureCubeArray";
2732 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2733 return &table->sampler_cubemap_array;
2734 default:
2735 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2736 " setup_texture_sampler()\n", target);
2737 return NULL;
2738 }
2739 }
2740
2741 void
2742 _mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx,
2743 struct blit_shader_table *table)
2744 {
2745 _mesa_reference_shader_program(ctx, &table->sampler_1d.shader_prog, NULL);
2746 _mesa_reference_shader_program(ctx, &table->sampler_2d.shader_prog, NULL);
2747 _mesa_reference_shader_program(ctx, &table->sampler_3d.shader_prog, NULL);
2748 _mesa_reference_shader_program(ctx, &table->sampler_rect.shader_prog, NULL);
2749 _mesa_reference_shader_program(ctx, &table->sampler_cubemap.shader_prog, NULL);
2750 _mesa_reference_shader_program(ctx, &table->sampler_1d_array.shader_prog, NULL);
2751 _mesa_reference_shader_program(ctx, &table->sampler_2d_array.shader_prog, NULL);
2752 _mesa_reference_shader_program(ctx, &table->sampler_cubemap_array.shader_prog, NULL);
2753 }
2754
2755 /**
2756 * Determine the GL data type to use for the temporary image read with
2757 * ReadPixels() and passed to Tex[Sub]Image().
2758 */
2759 static GLenum
2760 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2761 {
2762 const GLenum baseFormat = _mesa_get_format_base_format(format);
2763 const GLenum datatype = _mesa_get_format_datatype(format);
2764 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2765
2766 switch (baseFormat) {
2767 case GL_RGBA:
2768 case GL_RGB:
2769 case GL_RG:
2770 case GL_RED:
2771 case GL_ALPHA:
2772 case GL_LUMINANCE:
2773 case GL_LUMINANCE_ALPHA:
2774 case GL_INTENSITY:
2775 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2776 return datatype;
2777 } else if (format_red_bits <= 8) {
2778 return GL_UNSIGNED_BYTE;
2779 } else if (format_red_bits <= 16) {
2780 return GL_UNSIGNED_SHORT;
2781 }
2782 return GL_FLOAT;
2783 case GL_DEPTH_COMPONENT:
2784 if (datatype == GL_FLOAT)
2785 return GL_FLOAT;
2786 else
2787 return GL_UNSIGNED_INT;
2788 case GL_DEPTH_STENCIL:
2789 if (datatype == GL_FLOAT)
2790 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2791 else
2792 return GL_UNSIGNED_INT_24_8;
2793 default:
2794 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2795 baseFormat);
2796 return 0;
2797 }
2798 }
2799
2800 /**
2801 * Attempts to wrap the destination texture in an FBO and use
2802 * glBlitFramebuffer() to implement glCopyTexSubImage().
2803 */
2804 static bool
2805 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx,
2806 struct gl_texture_image *texImage,
2807 GLint xoffset,
2808 GLint yoffset,
2809 GLint zoffset,
2810 struct gl_renderbuffer *rb,
2811 GLint x, GLint y,
2812 GLsizei width, GLsizei height)
2813 {
2814 struct gl_framebuffer *drawFb;
2815 bool success = false;
2816 GLbitfield mask;
2817 GLenum status;
2818
2819 if (!ctx->Extensions.ARB_framebuffer_object)
2820 return false;
2821
2822 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
2823 if (drawFb == NULL)
2824 return false;
2825
2826 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2827 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
2828
2829 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2830 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2831 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2832 GL_DEPTH_ATTACHMENT,
2833 texImage, zoffset);
2834 mask = GL_DEPTH_BUFFER_BIT;
2835
2836 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2837 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2838 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2839 GL_STENCIL_ATTACHMENT,
2840 texImage, zoffset);
2841 mask |= GL_STENCIL_BUFFER_BIT;
2842 }
2843 _mesa_DrawBuffer(GL_NONE);
2844 } else {
2845 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2846 GL_COLOR_ATTACHMENT0,
2847 texImage, zoffset);
2848 mask = GL_COLOR_BUFFER_BIT;
2849 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2850 }
2851
2852 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
2853 if (status != GL_FRAMEBUFFER_COMPLETE)
2854 goto out;
2855
2856 ctx->Meta->Blit.no_ctsi_fallback = true;
2857
2858 /* Since we've bound a new draw framebuffer, we need to update
2859 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2860 * be correct.
2861 */
2862 _mesa_update_state(ctx);
2863
2864 /* We skip the core BlitFramebuffer checks for format consistency, which
2865 * are too strict for CopyTexImage. We know meta will be fine with format
2866 * changes.
2867 */
2868 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2869 x, y,
2870 x + width, y + height,
2871 xoffset, yoffset,
2872 xoffset + width, yoffset + height,
2873 mask, GL_NEAREST);
2874 ctx->Meta->Blit.no_ctsi_fallback = false;
2875 success = mask == 0x0;
2876
2877 out:
2878 _mesa_reference_framebuffer(&drawFb, NULL);
2879 _mesa_meta_end(ctx);
2880 return success;
2881 }
2882
2883 /**
2884 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2885 * Have to be careful with locking and meta state for pixel transfer.
2886 */
2887 void
2888 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2889 struct gl_texture_image *texImage,
2890 GLint xoffset, GLint yoffset, GLint zoffset,
2891 struct gl_renderbuffer *rb,
2892 GLint x, GLint y,
2893 GLsizei width, GLsizei height)
2894 {
2895 GLenum format, type;
2896 GLint bpp;
2897 void *buf;
2898
2899 if (copytexsubimage_using_blit_framebuffer(ctx,
2900 texImage,
2901 xoffset, yoffset, zoffset,
2902 rb,
2903 x, y,
2904 width, height)) {
2905 return;
2906 }
2907
2908 /* Choose format/type for temporary image buffer */
2909 format = _mesa_get_format_base_format(texImage->TexFormat);
2910 if (format == GL_LUMINANCE ||
2911 format == GL_LUMINANCE_ALPHA ||
2912 format == GL_INTENSITY) {
2913 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2914 * temp image buffer because glReadPixels will do L=R+G+B which is
2915 * not what we want (should be L=R).
2916 */
2917 format = GL_RGBA;
2918 }
2919
2920 type = get_temp_image_type(ctx, texImage->TexFormat);
2921 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2922 format = _mesa_base_format_to_integer_format(format);
2923 }
2924 bpp = _mesa_bytes_per_pixel(format, type);
2925 if (bpp <= 0) {
2926 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2927 return;
2928 }
2929
2930 /*
2931 * Alloc image buffer (XXX could use a PBO)
2932 */
2933 buf = malloc(width * height * bpp);
2934 if (!buf) {
2935 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2936 return;
2937 }
2938
2939 /*
2940 * Read image from framebuffer (disable pixel transfer ops)
2941 */
2942 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2943 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2944 format, type, &ctx->Pack, buf);
2945 _mesa_meta_end(ctx);
2946
2947 _mesa_update_state(ctx); /* to update pixel transfer state */
2948
2949 /*
2950 * Store texture data (with pixel transfer ops)
2951 */
2952 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2953
2954 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2955 assert(yoffset == 0);
2956 ctx->Driver.TexSubImage(ctx, dims, texImage,
2957 xoffset, zoffset, 0, width, 1, 1,
2958 format, type, buf, &ctx->Unpack);
2959 } else {
2960 ctx->Driver.TexSubImage(ctx, dims, texImage,
2961 xoffset, yoffset, zoffset, width, height, 1,
2962 format, type, buf, &ctx->Unpack);
2963 }
2964
2965 _mesa_meta_end(ctx);
2966
2967 free(buf);
2968 }
2969
2970 static void
2971 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2972 {
2973 if (decompress_fbo->fb != NULL) {
2974 _mesa_reference_framebuffer(&decompress_fbo->fb, NULL);
2975 _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL);
2976 }
2977
2978 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2979 }
2980
2981 static void
2982 meta_decompress_cleanup(struct gl_context *ctx,
2983 struct decompress_state *decompress)
2984 {
2985 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2986 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2987
2988 if (decompress->VAO != 0) {
2989 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2990 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2991 }
2992
2993 _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
2994
2995 memset(decompress, 0, sizeof(*decompress));
2996 }
2997
2998 /**
2999 * Decompress a texture image by drawing a quad with the compressed
3000 * texture and reading the pixels out of the color buffer.
3001 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3002 * \param destFormat format, ala glReadPixels
3003 * \param destType type, ala glReadPixels
3004 * \param dest destination buffer
3005 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3006 */
3007 static bool
3008 decompress_texture_image(struct gl_context *ctx,
3009 struct gl_texture_image *texImage,
3010 GLuint slice,
3011 GLint xoffset, GLint yoffset,
3012 GLsizei width, GLsizei height,
3013 GLenum destFormat, GLenum destType,
3014 GLvoid *dest)
3015 {
3016 struct decompress_state *decompress = &ctx->Meta->Decompress;
3017 struct decompress_fbo_state *decompress_fbo;
3018 struct gl_texture_object *texObj = texImage->TexObject;
3019 const GLenum target = texObj->Target;
3020 GLenum rbFormat;
3021 GLenum faceTarget;
3022 struct vertex verts[4];
3023 struct gl_sampler_object *samp_obj_save = NULL;
3024 GLenum status;
3025 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3026 ctx->Extensions.ARB_fragment_shader;
3027
3028 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3029 case GL_FLOAT:
3030 decompress_fbo = &decompress->floatFBO;
3031 rbFormat = GL_RGBA32F;
3032 break;
3033 case GL_UNSIGNED_NORMALIZED:
3034 decompress_fbo = &decompress->byteFBO;
3035 rbFormat = GL_RGBA;
3036 break;
3037 default:
3038 return false;
3039 }
3040
3041 if (slice > 0) {
3042 assert(target == GL_TEXTURE_3D ||
3043 target == GL_TEXTURE_2D_ARRAY ||
3044 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3045 }
3046
3047 switch (target) {
3048 case GL_TEXTURE_1D:
3049 case GL_TEXTURE_1D_ARRAY:
3050 assert(!"No compressed 1D textures.");
3051 return false;
3052
3053 case GL_TEXTURE_CUBE_MAP_ARRAY:
3054 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3055 break;
3056
3057 case GL_TEXTURE_CUBE_MAP:
3058 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3059 break;
3060
3061 default:
3062 faceTarget = target;
3063 break;
3064 }
3065
3066 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3067 MESA_META_DRAW_BUFFERS));
3068 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3069
3070 _mesa_reference_sampler_object(ctx, &samp_obj_save,
3071 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
3072
3073 /* Create/bind FBO/renderbuffer */
3074 if (decompress_fbo->fb == NULL) {
3075 decompress_fbo->rb = ctx->Driver.NewRenderbuffer(ctx, 0xDEADBEEF);
3076 if (decompress_fbo->rb == NULL) {
3077 _mesa_meta_end(ctx);
3078 return false;
3079 }
3080
3081 decompress_fbo->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3082 if (decompress_fbo->fb == NULL) {
3083 _mesa_meta_end(ctx);
3084 return false;
3085 }
3086
3087 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3088 _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
3089 decompress_fbo->rb);
3090 }
3091 else {
3092 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3093 }
3094
3095 /* alloc dest surface */
3096 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3097 _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
3098 width, height, 0, 0);
3099
3100 /* Do the full completeness check to recompute
3101 * ctx->DrawBuffer->Width/Height.
3102 */
3103 ctx->DrawBuffer->_Status = GL_FRAMEBUFFER_UNDEFINED;
3104 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3105 if (status != GL_FRAMEBUFFER_COMPLETE) {
3106 /* If the framebuffer isn't complete then we'll leave
3107 * decompress_fbo->Width as zero so that it will fail again next time
3108 * too */
3109 _mesa_meta_end(ctx);
3110 return false;
3111 }
3112 decompress_fbo->Width = width;
3113 decompress_fbo->Height = height;
3114 }
3115
3116 if (use_glsl_version) {
3117 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3118 &decompress->buf_obj, true,
3119 2, 4, 0);
3120
3121 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3122 } else {
3123 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3124 &decompress->buf_obj, 3);
3125 }
3126
3127 if (decompress->samp_obj == NULL) {
3128 decompress->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
3129 if (decompress->samp_obj == NULL) {
3130 _mesa_meta_end(ctx);
3131
3132 /* This is a bit lazy. Flag out of memory, and then don't bother to
3133 * clean up. Once out of memory is flagged, the only realistic next
3134 * move is to destroy the context. That will trigger all the right
3135 * clean up.
3136 *
3137 * Returning true prevents other GetTexImage methods from attempting
3138 * anything since they will likely fail too.
3139 */
3140 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
3141 return true;
3142 }
3143
3144 /* nearest filtering */
3145 _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
3146
3147 /* We don't want to encode or decode sRGB values; treat them as linear. */
3148 _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT);
3149 }
3150
3151 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
3152
3153 /* Silence valgrind warnings about reading uninitialized stack. */
3154 memset(verts, 0, sizeof(verts));
3155
3156 _mesa_meta_setup_texture_coords(faceTarget, slice,
3157 xoffset, yoffset, width, height,
3158 texImage->Width, texImage->Height,
3159 texImage->Depth,
3160 verts[0].tex,
3161 verts[1].tex,
3162 verts[2].tex,
3163 verts[3].tex);
3164
3165 /* setup vertex positions */
3166 verts[0].x = -1.0F;
3167 verts[0].y = -1.0F;
3168 verts[1].x = 1.0F;
3169 verts[1].y = -1.0F;
3170 verts[2].x = 1.0F;
3171 verts[2].y = 1.0F;
3172 verts[3].x = -1.0F;
3173 verts[3].y = 1.0F;
3174
3175 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3176
3177 /* upload new vertex data */
3178 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts);
3179
3180 /* setup texture state */
3181 _mesa_bind_texture(ctx, target, texObj);
3182
3183 if (!use_glsl_version)
3184 _mesa_set_enable(ctx, target, GL_TRUE);
3185
3186 {
3187 /* save texture object state */
3188 const GLint baseLevelSave = texObj->BaseLevel;
3189 const GLint maxLevelSave = texObj->MaxLevel;
3190
3191 /* restrict sampling to the texture level of interest */
3192 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3193 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3194 (GLint *) &texImage->Level, false);
3195 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3196 (GLint *) &texImage->Level, false);
3197 }
3198
3199 /* render quad w/ texture into renderbuffer */
3200 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3201
3202 /* Restore texture object state, the texture binding will
3203 * be restored by _mesa_meta_end().
3204 */
3205 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3206 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3207 &baseLevelSave, false);
3208 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3209 &maxLevelSave, false);
3210 }
3211
3212 }
3213
3214 /* read pixels from renderbuffer */
3215 {
3216 GLenum baseTexFormat = texImage->_BaseFormat;
3217 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3218
3219 /* The pixel transfer state will be set to default values at this point
3220 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3221 * turned off (as required by glGetTexImage) but we need to handle some
3222 * special cases. In particular, single-channel texture values are
3223 * returned as red and two-channel texture values are returned as
3224 * red/alpha.
3225 */
3226 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3227 destBaseFormat) ||
3228 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3229 * luminance then we need to return L=tex(R).
3230 */
3231 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3232 destBaseFormat)) {
3233 /* Green and blue must be zero */
3234 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3235 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3236 }
3237
3238 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3239 }
3240
3241 /* disable texture unit */
3242 if (!use_glsl_version)
3243 _mesa_set_enable(ctx, target, GL_FALSE);
3244
3245 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
3246 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
3247
3248 _mesa_meta_end(ctx);
3249
3250 return true;
3251 }
3252
3253
3254 /**
3255 * This is just a wrapper around _mesa_get_tex_image() and
3256 * decompress_texture_image(). Meta functions should not be directly called
3257 * from core Mesa.
3258 */
3259 void
3260 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3261 GLint xoffset, GLint yoffset, GLint zoffset,
3262 GLsizei width, GLsizei height, GLsizei depth,
3263 GLenum format, GLenum type, GLvoid *pixels,
3264 struct gl_texture_image *texImage)
3265 {
3266 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3267 GLuint slice;
3268 bool result = true;
3269
3270 for (slice = 0; slice < depth; slice++) {
3271 void *dst;
3272 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
3273 *
3274 * "For three-dimensional, two-dimensional array, cube map array,
3275 * and cube map textures pixel storage operations are applied as
3276 * if the image were two-dimensional, except that the additional
3277 * pixel storage state values PACK_IMAGE_HEIGHT and
3278 * PACK_SKIP_IMAGES are applied. The correspondence of texels to
3279 * memory locations is as defined for TexImage3D in section 8.5."
3280 */
3281 switch (texImage->TexObject->Target) {
3282 case GL_TEXTURE_3D:
3283 case GL_TEXTURE_2D_ARRAY:
3284 case GL_TEXTURE_CUBE_MAP:
3285 case GL_TEXTURE_CUBE_MAP_ARRAY: {
3286 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3287 * in the decompress_texture_image() function's call to
3288 * glReadPixels but we need to compute the dest slice's address
3289 * here (according to SkipImages and ImageHeight).
3290 */
3291 struct gl_pixelstore_attrib packing = ctx->Pack;
3292 packing.SkipPixels = 0;
3293 packing.SkipRows = 0;
3294 dst = _mesa_image_address3d(&packing, pixels, width, height,
3295 format, type, slice, 0, 0);
3296 break;
3297 }
3298 default:
3299 dst = pixels;
3300 break;
3301 }
3302 result = decompress_texture_image(ctx, texImage, slice,
3303 xoffset, yoffset, width, height,
3304 format, type, dst);
3305 if (!result)
3306 break;
3307 }
3308
3309 if (result)
3310 return;
3311 }
3312
3313 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3314 width, height, depth, format, type, pixels, texImage);
3315 }
3316
3317
3318 /**
3319 * Meta implementation of ctx->Driver.DrawTex() in terms
3320 * of polygon rendering.
3321 */
3322 void
3323 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3324 GLfloat width, GLfloat height)
3325 {
3326 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3327 struct vertex {
3328 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3329 };
3330 struct vertex verts[4];
3331 GLuint i;
3332
3333 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3334 MESA_META_SHADER |
3335 MESA_META_TRANSFORM |
3336 MESA_META_VERTEX |
3337 MESA_META_VIEWPORT));
3338
3339 if (drawtex->VAO == 0) {
3340 /* one-time setup */
3341 struct gl_vertex_array_object *array_obj;
3342
3343 /* create vertex array object */
3344 _mesa_GenVertexArrays(1, &drawtex->VAO);
3345 _mesa_BindVertexArray(drawtex->VAO);
3346
3347 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3348 assert(array_obj != NULL);
3349
3350 /* create vertex array buffer */
3351 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3352 if (drawtex->buf_obj == NULL)
3353 return;
3354
3355 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3356 GL_DYNAMIC_DRAW, __func__);
3357
3358 /* setup vertex arrays */
3359 FLUSH_VERTICES(ctx, 0);
3360 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3361 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3362 GL_FALSE, GL_FALSE,
3363 offsetof(struct vertex, x));
3364 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3365 drawtex->buf_obj, 0, sizeof(struct vertex));
3366 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
3367
3368
3369 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3370 FLUSH_VERTICES(ctx, 0);
3371 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3372 2, GL_FLOAT, GL_RGBA, GL_FALSE,
3373 GL_FALSE, GL_FALSE,
3374 offsetof(struct vertex, st[i]));
3375 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3376 drawtex->buf_obj, 0, sizeof(struct vertex));
3377 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
3378 }
3379 }
3380 else {
3381 _mesa_BindVertexArray(drawtex->VAO);
3382 }
3383
3384 /* vertex positions, texcoords */
3385 {
3386 const GLfloat x1 = x + width;
3387 const GLfloat y1 = y + height;
3388
3389 z = CLAMP(z, 0.0f, 1.0f);
3390 z = invert_z(z);
3391
3392 verts[0].x = x;
3393 verts[0].y = y;
3394 verts[0].z = z;
3395
3396 verts[1].x = x1;
3397 verts[1].y = y;
3398 verts[1].z = z;
3399
3400 verts[2].x = x1;
3401 verts[2].y = y1;
3402 verts[2].z = z;
3403
3404 verts[3].x = x;
3405 verts[3].y = y1;
3406 verts[3].z = z;
3407
3408 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3409 const struct gl_texture_object *texObj;
3410 const struct gl_texture_image *texImage;
3411 GLfloat s, t, s1, t1;
3412 GLuint tw, th;
3413
3414 if (!ctx->Texture.Unit[i]._Current) {
3415 GLuint j;
3416 for (j = 0; j < 4; j++) {
3417 verts[j].st[i][0] = 0.0f;
3418 verts[j].st[i][1] = 0.0f;
3419 }
3420 continue;
3421 }
3422
3423 texObj = ctx->Texture.Unit[i]._Current;
3424 texImage = texObj->Image[0][texObj->BaseLevel];
3425 tw = texImage->Width2;
3426 th = texImage->Height2;
3427
3428 s = (GLfloat) texObj->CropRect[0] / tw;
3429 t = (GLfloat) texObj->CropRect[1] / th;
3430 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3431 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3432
3433 verts[0].st[i][0] = s;
3434 verts[0].st[i][1] = t;
3435
3436 verts[1].st[i][0] = s1;
3437 verts[1].st[i][1] = t;
3438
3439 verts[2].st[i][0] = s1;
3440 verts[2].st[i][1] = t1;
3441
3442 verts[3].st[i][0] = s;
3443 verts[3].st[i][1] = t1;
3444 }
3445
3446 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts);
3447 }
3448
3449 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3450
3451 _mesa_meta_end(ctx);
3452 }
3453
3454 static bool
3455 cleartexsubimage_color(struct gl_context *ctx,
3456 struct gl_texture_image *texImage,
3457 const GLvoid *clearValue,
3458 GLint zoffset)
3459 {
3460 mesa_format format;
3461 union gl_color_union colorValue;
3462 GLenum datatype;
3463 GLenum status;
3464
3465 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3466 GL_COLOR_ATTACHMENT0,
3467 texImage, zoffset);
3468
3469 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3470 if (status != GL_FRAMEBUFFER_COMPLETE)
3471 return false;
3472
3473 /* We don't want to apply an sRGB conversion so override the format */
3474 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3475 datatype = _mesa_get_format_datatype(format);
3476
3477 switch (datatype) {
3478 case GL_UNSIGNED_INT:
3479 case GL_INT:
3480 if (clearValue)
3481 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3482 (GLuint (*)[4]) colorValue.ui);
3483 else
3484 memset(&colorValue, 0, sizeof colorValue);
3485 if (datatype == GL_INT)
3486 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3487 else
3488 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3489 break;
3490 default:
3491 if (clearValue)
3492 _mesa_unpack_rgba_row(format, 1, clearValue,
3493 (GLfloat (*)[4]) colorValue.f);
3494 else
3495 memset(&colorValue, 0, sizeof colorValue);
3496 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3497 break;
3498 }
3499
3500 return true;
3501 }
3502
3503 static bool
3504 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3505 struct gl_texture_image *texImage,
3506 const GLvoid *clearValue,
3507 GLint zoffset)
3508 {
3509 GLint stencilValue = 0;
3510 GLfloat depthValue = 0.0f;
3511 GLenum status;
3512
3513 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3514 GL_DEPTH_ATTACHMENT,
3515 texImage, zoffset);
3516
3517 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3518 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3519 GL_STENCIL_ATTACHMENT,
3520 texImage, zoffset);
3521
3522 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3523 if (status != GL_FRAMEBUFFER_COMPLETE)
3524 return false;
3525
3526 if (clearValue) {
3527 GLuint depthStencilValue[2];
3528
3529 /* Convert the clearValue from whatever format it's in to a floating
3530 * point value for the depth and an integer value for the stencil index
3531 */
3532 if (texImage->_BaseFormat == GL_DEPTH_STENCIL) {
3533 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3534 1, /* n */
3535 clearValue,
3536 depthStencilValue);
3537 /* We need a memcpy here instead of a cast because we need to
3538 * reinterpret the bytes as a float rather than converting it
3539 */
3540 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3541 stencilValue = depthStencilValue[1] & 0xff;
3542 } else {
3543 _mesa_unpack_float_z_row(texImage->TexFormat, 1 /* n */,
3544 clearValue, &depthValue);
3545 }
3546 }
3547
3548 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3549 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3550 else
3551 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3552
3553 return true;
3554 }
3555
3556 static bool
3557 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3558 struct gl_texture_image *texImage,
3559 GLint zoffset,
3560 const GLvoid *clearValue)
3561 {
3562 struct gl_framebuffer *drawFb;
3563 bool success;
3564
3565 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3566 if (drawFb == NULL)
3567 return false;
3568
3569 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
3570
3571 switch(texImage->_BaseFormat) {
3572 case GL_DEPTH_STENCIL:
3573 case GL_DEPTH_COMPONENT:
3574 success = cleartexsubimage_depth_stencil(ctx, texImage,
3575 clearValue, zoffset);
3576 break;
3577 default:
3578 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3579 break;
3580 }
3581
3582 _mesa_reference_framebuffer(&drawFb, NULL);
3583
3584 return success;
3585 }
3586
3587 static bool
3588 cleartexsubimage_using_fbo(struct gl_context *ctx,
3589 struct gl_texture_image *texImage,
3590 GLint xoffset, GLint yoffset, GLint zoffset,
3591 GLsizei width, GLsizei height, GLsizei depth,
3592 const GLvoid *clearValue)
3593 {
3594 bool success = true;
3595 GLint z;
3596
3597 _mesa_meta_begin(ctx,
3598 MESA_META_SCISSOR |
3599 MESA_META_COLOR_MASK |
3600 MESA_META_DITHER |
3601 MESA_META_FRAMEBUFFER_SRGB);
3602
3603 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3604 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3605
3606 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3607 _mesa_Scissor(xoffset, yoffset, width, height);
3608
3609 for (z = zoffset; z < zoffset + depth; z++) {
3610 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3611 success = false;
3612 break;
3613 }
3614 }
3615
3616 _mesa_meta_end(ctx);
3617
3618 return success;
3619 }
3620
3621 extern void
3622 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3623 struct gl_texture_image *texImage,
3624 GLint xoffset, GLint yoffset, GLint zoffset,
3625 GLsizei width, GLsizei height, GLsizei depth,
3626 const GLvoid *clearValue)
3627 {
3628 bool res;
3629
3630 res = cleartexsubimage_using_fbo(ctx, texImage,
3631 xoffset, yoffset, zoffset,
3632 width, height, depth,
3633 clearValue);
3634
3635 if (res)
3636 return;
3637
3638 _mesa_warning(ctx,
3639 "Falling back to mapping the texture in "
3640 "glClearTexSubImage\n");
3641
3642 _mesa_store_cleartexsubimage(ctx, texImage,
3643 xoffset, yoffset, zoffset,
3644 width, height, depth,
3645 clearValue);
3646 }