2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "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"
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"
94 /** Return offset in bytes of the field within a vertex struct */
95 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
98 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
100 static struct blit_shader
*
101 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
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
);
115 _mesa_meta_framebuffer_texture_image(struct gl_context
*ctx
,
116 struct gl_framebuffer
*fb
,
118 struct gl_texture_image
*texImage
,
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
127 struct gl_renderbuffer_attachment
*att
=
128 _mesa_get_and_validate_attachment(ctx
, fb
, attachment
, __func__
);
131 _mesa_framebuffer_texture(ctx
, fb
, attachment
, att
, texObj
, texTarget
,
132 level
, att
->NumSamples
, layer
, false);
135 static struct gl_shader
*
136 meta_compile_shader_with_debug(struct gl_context
*ctx
, gl_shader_stage stage
,
137 const GLcharARB
*source
)
139 const GLuint name
= ~0;
140 struct gl_shader
*sh
;
142 sh
= _mesa_new_shader(name
, stage
);
143 sh
->Source
= strdup(source
);
144 sh
->CompileStatus
= COMPILE_FAILURE
;
145 _mesa_compile_shader(ctx
, sh
);
147 if (!sh
->CompileStatus
) {
150 "meta program compile failed:\n%s\nsource:\n%s\n",
151 sh
->InfoLog
, source
);
154 _mesa_reference_shader(ctx
, &sh
, NULL
);
161 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
,
162 struct gl_shader_program
*sh_prog
)
164 _mesa_link_program(ctx
, sh_prog
);
166 if (!sh_prog
->data
->LinkStatus
) {
167 _mesa_problem(ctx
, "meta program link failed:\n%s",
168 sh_prog
->data
->InfoLog
);
173 _mesa_meta_use_program(struct gl_context
*ctx
,
174 struct gl_shader_program
*sh_prog
)
176 /* Attach shader state to the binding point */
177 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
, &ctx
->Shader
);
179 /* Update the program */
180 _mesa_use_shader_program(ctx
, sh_prog
);
184 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
185 const char *vs_source
,
186 const char *fs_source
,
188 struct gl_shader_program
**out_sh_prog
)
190 struct gl_shader_program
*sh_prog
;
191 const GLuint id
= ~0;
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
);
202 _mesa_meta_link_program_with_debug(ctx
, sh_prog
);
204 struct gl_program
*fp
=
205 sh_prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
;
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...
212 fp
->info
.textures_used_by_txf
= 0;
214 fp
->nir
->info
.textures_used_by_txf
= 0;
216 _mesa_meta_use_program(ctx
, sh_prog
);
218 *out_sh_prog
= sh_prog
;
222 * Generate a generic shader to blit from a texture to a framebuffer
224 * \param ctx Current GL context
225 * \param texTarget Texture target that will be the source of the blit
227 * \returns a handle to a shader program on success or zero on failure.
230 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
233 struct blit_shader_table
*table
)
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
;
240 if (ctx
->Const
.GLSLVersion
< 130) {
242 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
243 fs_input
= "varying";
245 vs_preprocess
= "#version 130";
246 fs_preprocess
= "#version 130";
248 shader
->func
= "texture";
251 assert(shader
!= NULL
);
253 if (shader
->shader_prog
!= NULL
) {
254 _mesa_meta_use_program(ctx
, shader
->shader_prog
);
258 mem_ctx
= ralloc_context(NULL
);
260 vs_source
= ralloc_asprintf(mem_ctx
,
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"
268 " texCoords = textureCoords;\n"
269 " gl_Position = vec4(position, 0.0, 1.0);\n"
273 fs_source
= ralloc_asprintf(mem_ctx
,
275 "#extension GL_ARB_texture_cube_map_array: enable\n"
276 "uniform %s texSampler;\n"
277 "%s vec4 texCoords;\n"
280 " gl_FragColor = %s(texSampler, %s);\n"
283 fs_preprocess
, shader
->type
, fs_input
,
284 shader
->func
, shader
->texcoords
,
285 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
287 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
288 ralloc_asprintf(mem_ctx
, "%s blit",
290 &shader
->shader_prog
);
291 ralloc_free(mem_ctx
);
295 * Configure vertex buffer and vertex array objects for tests
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.
301 * \param VAO Storage for vertex array object handle. If 0, a new VAO
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
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.
316 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
317 * Use \c texcoord_size instead.
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
,
327 struct gl_vertex_array_object
*array_obj
;
328 assert(*buf_obj
== NULL
);
330 /* create vertex array object */
331 _mesa_GenVertexArrays(1, VAO
);
332 _mesa_BindVertexArray(*VAO
);
334 array_obj
= _mesa_lookup_vao(ctx
, *VAO
);
335 assert(array_obj
!= NULL
);
337 /* create vertex array buffer */
338 *buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
339 if (*buf_obj
== NULL
)
342 _mesa_buffer_data(ctx
, *buf_obj
, GL_NONE
, 4 * sizeof(struct vertex
), NULL
,
343 GL_DYNAMIC_DRAW
, __func__
);
345 /* setup vertex arrays */
346 FLUSH_VERTICES(ctx
, 0);
347 if (use_generic_attributes
) {
348 assert(color_size
== 0);
350 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
351 vertex_size
, GL_FLOAT
, GL_RGBA
, 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));
369 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
370 vertex_size
, GL_FLOAT
, GL_RGBA
, 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
);
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
,
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
,
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
,
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
,
400 _mesa_BindVertexArray(*VAO
);
405 * Initialize meta-ops for a context.
406 * To be called once during context creation.
409 _mesa_meta_init(struct gl_context
*ctx
)
413 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
417 * Free context meta-op state.
418 * To be called once during context destruction.
421 _mesa_meta_free(struct gl_context
*ctx
)
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
);
433 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
435 _mesa_make_current(NULL
, NULL
, NULL
);
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.
445 * \param state bitmask of MESA_META_* flags indicating which attribute groups
446 * to save and reset to their defaults
449 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
451 struct save_state
*save
;
453 /* hope MAX_META_OPS_DEPTH is large enough */
454 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
456 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
457 memset(save
, 0, sizeof(*save
));
458 save
->SavedState
= state
;
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.
464 save
->API
= ctx
->API
;
465 ctx
->API
= API_OPENGL_COMPAT
;
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.
474 save
->ExtensionsVersion
= ctx
->Extensions
.Version
;
475 ctx
->Extensions
.Version
= ~0;
477 /* Pausing transform feedback needs to be done early, or else we won't be
478 * able to change other state.
480 save
->TransformFeedbackNeedsResume
=
481 _mesa_is_xfb_active_and_unpaused(ctx
);
482 if (save
->TransformFeedbackNeedsResume
)
483 _mesa_PauseTransformFeedback();
485 /* After saving the current occlusion object, call EndQuery so that no
486 * occlusion querying will be active during the meta-operation.
488 if (state
& MESA_META_OCCLUSION_QUERY
) {
489 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
490 if (save
->CurrentOcclusionObject
)
491 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
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
);
502 if (state
& MESA_META_BLEND
) {
503 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
504 if (ctx
->Color
.BlendEnabled
) {
505 if (ctx
->Extensions
.EXT_draw_buffers2
) {
507 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
508 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
512 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
515 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
516 if (ctx
->Color
.ColorLogicOpEnabled
)
517 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
520 if (state
& MESA_META_DITHER
) {
521 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
522 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
525 if (state
& MESA_META_COLOR_MASK
)
526 save
->ColorMask
= ctx
->Color
.ColorMask
;
528 if (state
& MESA_META_DEPTH_TEST
) {
529 save
->Depth
= ctx
->Depth
; /* struct copy */
531 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
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
);
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
;
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
;
567 ctx
->NewState
|=_NEW_PIXEL
;
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
);
584 if (state
& MESA_META_SCISSOR
) {
585 save
->Scissor
= ctx
->Scissor
; /* struct copy */
586 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
589 if (state
& MESA_META_SHADER
) {
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
);
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
);
606 if (ctx
->Extensions
.ATI_fragment_shader
) {
607 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
608 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
611 if (ctx
->Pipeline
.Current
) {
612 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
613 ctx
->Pipeline
.Current
);
614 _mesa_BindProgramPipeline(0);
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.
620 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
621 _mesa_reference_program(ctx
, &save
->Program
[i
],
622 ctx
->Shader
.CurrentProgram
[i
]);
624 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
625 ctx
->Shader
.ActiveProgram
);
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 */
637 if (state
& MESA_META_TEXTURE
) {
640 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
641 save
->EnvMode
= ctx
->Texture
.FixedFuncUnit
[0].EnvMode
;
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
);
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
);
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
]);
671 /* set defaults for unit[0] */
672 _mesa_ActiveTexture(GL_TEXTURE0
);
673 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
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();
695 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
696 * This can occur when there is no draw buffer.
698 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
699 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
700 0.0, ctx
->DrawBuffer
->Height
,
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
);
710 if (state
& MESA_META_CLIP
) {
712 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
713 mask
= ctx
->Transform
.ClipPlanesEnabled
;
715 const int i
= u_bit_scan(&mask
);
716 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
720 if (state
& MESA_META_VERTEX
) {
721 /* save vertex array object state */
722 _mesa_reference_vao(ctx
, &save
->VAO
,
724 /* set some default state? */
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
);
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);
748 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
749 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
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.
755 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
756 ctx
->Extensions
.ARB_color_buffer_float
)
757 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
760 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
761 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
763 /* Generally in here we never want vertex color clamping --
764 * result clamping is only dependent on fragment clamping.
766 if (ctx
->Extensions
.ARB_color_buffer_float
)
767 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
770 if (state
& MESA_META_CONDITIONAL_RENDER
) {
771 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
772 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
774 if (ctx
->Query
.CondRenderQuery
)
775 _mesa_EndConditionalRender();
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
);
789 if (state
& MESA_META_MULTISAMPLE
) {
790 save
->Multisample
= ctx
->Multisample
; /* struct copy */
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
);
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
);
812 if (state
& MESA_META_DRAW_BUFFERS
) {
813 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
814 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
815 sizeof(save
->ColorDrawBuffers
));
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
);
827 _mesa_reference_framebuffer(&save
->DrawBuffer
, ctx
->DrawBuffer
);
828 _mesa_reference_framebuffer(&save
->ReadBuffer
, ctx
->ReadBuffer
);
834 * Leave meta state. This is like a light-weight version of glPopAttrib().
837 _mesa_meta_end(struct gl_context
*ctx
)
839 assert(ctx
->Meta
->SaveStackDepth
> 0);
841 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
842 const GLbitfield state
= save
->SavedState
;
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
;
853 ctx
->Driver
.WaitQuery(ctx
, q
);
855 _mesa_BeginQuery(q
->Target
, q
->Id
);
856 ctx
->Query
.CurrentOcclusionObject
->Result
+= result
;
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
);
866 if (state
& MESA_META_BLEND
) {
867 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
868 if (ctx
->Extensions
.EXT_draw_buffers2
) {
870 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
871 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
875 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
878 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
879 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
882 if (state
& MESA_META_DITHER
)
883 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
885 if (state
& MESA_META_COLOR_MASK
) {
887 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
888 if (GET_COLORMASK(ctx
->Color
.ColorMask
, i
) !=
889 GET_COLORMASK(save
->ColorMask
, i
)) {
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));
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));
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
);
914 if (state
& MESA_META_FOG
) {
915 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
918 if (state
& MESA_META_PIXEL_STORE
) {
919 ctx
->Pack
= save
->Pack
;
920 ctx
->Unpack
= save
->Unpack
;
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
;
934 ctx
->NewState
|=_NEW_PIXEL
;
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
);
946 if (state
& MESA_META_SCISSOR
) {
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);
960 if (state
& MESA_META_SHADER
) {
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
);
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
);
979 if (ctx
->Extensions
.ATI_fragment_shader
) {
980 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
981 save
->ATIFragmentShaderEnabled
);
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
992 _mesa_use_program(ctx
, i
, NULL
, save
->Program
[i
], &ctx
->Shader
);
994 /* Do this *before* killing the reference. :)
996 if (save
->Program
[i
] != NULL
)
999 _mesa_reference_program(ctx
, &save
->Program
[i
], NULL
);
1002 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1003 save
->ActiveShader
);
1004 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
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.
1011 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1014 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1015 ctx
->Pipeline
.Default
);
1017 if (save
->Pipeline
) {
1018 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1020 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1023 _mesa_update_vertex_processing_mode(ctx
);
1026 if (state
& MESA_META_STENCIL_TEST
) {
1027 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
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
);
1038 _mesa_StencilFuncSeparate(GL_FRONT
,
1039 stencil
->Function
[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]);
1047 _mesa_StencilFuncSeparate(GL_BACK
,
1048 stencil
->Function
[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]);
1057 if (state
& MESA_META_TEXTURE
) {
1060 assert(ctx
->Texture
.CurrentUnit
== 0);
1062 /* restore texenv for unit[0] */
1063 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
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
]);
1072 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
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
];
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
];
1088 /* restore current unit state */
1089 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
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
);
1099 _mesa_MatrixMode(GL_MODELVIEW
);
1100 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1102 _mesa_MatrixMode(GL_PROJECTION
);
1103 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1105 _mesa_MatrixMode(save
->MatrixMode
);
1107 if (ctx
->Extensions
.ARB_clip_control
)
1108 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1111 if (state
& MESA_META_CLIP
) {
1112 GLbitfield mask
= save
->ClipPlanesEnabled
;
1114 const int i
= u_bit_scan(&mask
);
1115 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
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
);
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
);
1133 _mesa_set_depth_range(ctx
, 0, save
->DepthNear
, save
->DepthFar
);
1136 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1137 ctx
->Extensions
.ARB_color_buffer_float
) {
1138 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1141 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1142 ctx
->Extensions
.ARB_color_buffer_float
) {
1143 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1146 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1147 if (save
->CondRenderQuery
)
1148 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1149 save
->CondRenderMode
);
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
;
1162 if (state
& MESA_META_MULTISAMPLE
) {
1163 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1164 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
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
);
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
);
1189 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1190 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1191 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1195 if (save
->Lighting
) {
1196 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1198 if (save
->RasterDiscard
) {
1199 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1201 if (save
->TransformFeedbackNeedsResume
)
1202 _mesa_ResumeTransformFeedback();
1204 _mesa_bind_framebuffers(ctx
, save
->DrawBuffer
, save
->ReadBuffer
);
1205 _mesa_reference_framebuffer(&save
->DrawBuffer
, NULL
);
1206 _mesa_reference_framebuffer(&save
->ReadBuffer
, NULL
);
1208 if (state
& MESA_META_DRAW_BUFFERS
) {
1209 _mesa_drawbuffers(ctx
, ctx
->DrawBuffer
, ctx
->Const
.MaxDrawBuffers
,
1210 save
->ColorDrawBuffers
, NULL
);
1213 ctx
->Meta
->SaveStackDepth
--;
1215 ctx
->API
= save
->API
;
1216 ctx
->Extensions
.Version
= save
->ExtensionsVersion
;
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.
1227 static inline GLfloat
1228 invert_z(GLfloat normZ
)
1230 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1236 * One-time init for a temp_texture object.
1237 * Choose tex target, compute max tex size, etc.
1240 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
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
;
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
;
1254 tex
->MinSize
= 16; /* 16 x 16 at least */
1255 assert(tex
->MaxSize
> 0);
1257 tex
->tex_obj
= ctx
->Driver
.NewTextureObject(ctx
, 0xDEADBEEF, tex
->Target
);
1261 cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1263 _mesa_delete_nameless_texture(ctx
, tex
->tex_obj
);
1264 tex
->tex_obj
= NULL
;
1269 * Return pointer to temp_texture info for non-bitmap ops.
1270 * This does some one-time init if needed.
1272 struct temp_texture
*
1273 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1275 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1277 if (tex
->tex_obj
== NULL
) {
1278 init_temp_texture(ctx
, tex
);
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.
1290 static struct temp_texture
*
1291 get_bitmap_temp_texture(struct gl_context
*ctx
)
1293 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1295 if (tex
->tex_obj
== NULL
) {
1296 init_temp_texture(ctx
, tex
);
1303 * Return pointer to depth temp_texture.
1304 * This does some one-time init if needed.
1306 struct temp_texture
*
1307 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1309 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1311 if (tex
->tex_obj
== NULL
) {
1312 init_temp_texture(ctx
, tex
);
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.
1325 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1328 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1329 GLsizei width
, GLsizei height
, GLenum intFormat
)
1331 GLboolean newTex
= GL_FALSE
;
1333 assert(width
<= tex
->MaxSize
);
1334 assert(height
<= tex
->MaxSize
);
1336 if (width
> tex
->Width
||
1337 height
> tex
->Height
||
1338 intFormat
!= tex
->IntFormat
) {
1339 /* alloc new texture (larger or different format) */
1342 /* use non-power of two size */
1343 tex
->Width
= MAX2(tex
->MinSize
, width
);
1344 tex
->Height
= MAX2(tex
->MinSize
, height
);
1347 /* find power of two size */
1349 w
= h
= tex
->MinSize
;
1358 tex
->IntFormat
= intFormat
;
1363 /* compute texcoords */
1364 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1365 tex
->Sright
= (GLfloat
) width
;
1366 tex
->Ttop
= (GLfloat
) height
;
1369 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1370 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1378 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
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
,
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
);
1397 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1399 /* copy framebuffer image to texture */
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);
1408 /* create empty texture */
1409 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1410 tex
->Width
, tex
->Height
, 0,
1411 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1413 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1414 0, 0, srcX
, srcY
, width
, height
);
1418 /* replace existing tex image */
1419 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1420 0, 0, srcX
, srcY
, width
, height
);
1426 * Setup/load texture for glDrawPixels.
1429 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1430 struct temp_texture
*tex
,
1432 GLsizei width
, GLsizei height
,
1433 GLenum format
, GLenum type
,
1434 const GLvoid
*pixels
)
1436 /* GLint so the compiler won't complain about type signedness mismatch in
1437 * the call to _mesa_texture_parameteriv below.
1439 static const GLint filter
= GL_NEAREST
;
1441 _mesa_bind_texture(ctx
, tex
->Target
, tex
->tex_obj
);
1442 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MIN_FILTER
, &filter
,
1444 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MAG_FILTER
, &filter
,
1446 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1448 /* copy pixel data to texture */
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
);
1457 struct gl_buffer_object
*save_unpack_obj
= NULL
;
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
);
1469 _mesa_TexSubImage2D(tex
->Target
, 0,
1470 0, 0, width
, height
, format
, type
, pixels
);
1472 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
, NULL
);
1476 /* replace existing tex image */
1477 _mesa_TexSubImage2D(tex
->Target
, 0,
1478 0, 0, width
, height
, format
, type
, pixels
);
1483 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context
*ctx
,
1484 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
1485 unsigned texcoord_size
)
1487 _mesa_meta_setup_vertex_objects(ctx
, VAO
, buf_obj
, false, 2, texcoord_size
,
1490 /* setup projection matrix */
1491 _mesa_MatrixMode(GL_PROJECTION
);
1492 _mesa_LoadIdentity();
1496 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1499 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1501 meta_clear(ctx
, buffers
, false);
1505 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1507 meta_clear(ctx
, buffers
, true);
1511 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1513 const char *vs_source
=
1514 "#extension GL_AMD_vertex_shader_layer : enable\n"
1515 "#extension GL_ARB_draw_instanced : enable\n"
1516 "#extension GL_ARB_explicit_attrib_location :enable\n"
1517 "layout(location = 0) in vec4 position;\n"
1520 "#ifdef GL_AMD_vertex_shader_layer\n"
1521 " gl_Layer = gl_InstanceID;\n"
1523 " gl_Position = position;\n"
1525 const char *fs_source
=
1526 "#extension GL_ARB_explicit_attrib_location :enable\n"
1527 "#extension GL_ARB_explicit_uniform_location :enable\n"
1528 "layout(location = 0) uniform vec4 color;\n"
1531 " gl_FragColor = color;\n"
1533 bool has_integer_textures
;
1535 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, true,
1538 if (clear
->ShaderProg
!= 0)
1541 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
, "meta clear",
1542 &clear
->ShaderProg
);
1544 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1545 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
1547 if (has_integer_textures
) {
1548 void *shader_source_mem_ctx
= ralloc_context(NULL
);
1549 const char *vs_int_source
=
1550 ralloc_asprintf(shader_source_mem_ctx
,
1552 "#extension GL_AMD_vertex_shader_layer : enable\n"
1553 "#extension GL_ARB_draw_instanced : enable\n"
1554 "#extension GL_ARB_explicit_attrib_location :enable\n"
1555 "layout(location = 0) in vec4 position;\n"
1558 "#ifdef GL_AMD_vertex_shader_layer\n"
1559 " gl_Layer = gl_InstanceID;\n"
1561 " gl_Position = position;\n"
1563 const char *fs_int_source
=
1564 ralloc_asprintf(shader_source_mem_ctx
,
1566 "#extension GL_ARB_explicit_attrib_location :enable\n"
1567 "#extension GL_ARB_explicit_uniform_location :enable\n"
1568 "layout(location = 0) uniform ivec4 color;\n"
1569 "out ivec4 out_color;\n"
1573 " out_color = color;\n"
1576 _mesa_meta_compile_and_link_program(ctx
, vs_int_source
, fs_int_source
,
1578 &clear
->IntegerShaderProg
);
1579 ralloc_free(shader_source_mem_ctx
);
1581 /* Note that user-defined out attributes get automatically assigned
1582 * locations starting from 0, so we don't need to explicitly
1583 * BindFragDataLocation to 0.
1589 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
1591 if (clear
->VAO
== 0)
1593 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1595 _mesa_reference_buffer_object(ctx
, &clear
->buf_obj
, NULL
);
1596 _mesa_reference_shader_program(ctx
, &clear
->ShaderProg
, NULL
);
1598 if (clear
->IntegerShaderProg
) {
1599 _mesa_reference_shader_program(ctx
, &clear
->IntegerShaderProg
, NULL
);
1604 meta_copypix_cleanup(struct gl_context
*ctx
, struct copypix_state
*copypix
)
1606 if (copypix
->VAO
== 0)
1608 _mesa_DeleteVertexArrays(1, ©pix
->VAO
);
1610 _mesa_reference_buffer_object(ctx
, ©pix
->buf_obj
, NULL
);
1615 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1616 * set GL to only draw to those buffers.
1618 * Since the bitfield has no associated order, the assignment of draw buffer
1619 * indices to color attachment indices is rather arbitrary.
1622 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1624 GLenum enums
[MAX_DRAW_BUFFERS
];
1628 /* This function is only legal for color buffer bitfields. */
1629 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1631 /* Make sure we don't overflow any arrays. */
1632 assert(util_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1636 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1637 enums
[i
++] = GL_FRONT_LEFT
;
1639 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1640 enums
[i
++] = GL_FRONT_RIGHT
;
1642 if (bits
& BUFFER_BIT_BACK_LEFT
)
1643 enums
[i
++] = GL_BACK_LEFT
;
1645 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1646 enums
[i
++] = GL_BACK_RIGHT
;
1648 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1649 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1650 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1653 _mesa_DrawBuffers(i
, enums
);
1657 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1658 * set GL to only draw to those buffers. Also, update color masks to
1659 * reflect the new draw buffer ordering.
1662 _mesa_meta_drawbuffers_and_colormask(struct gl_context
*ctx
, GLbitfield mask
)
1664 GLenum enums
[MAX_DRAW_BUFFERS
];
1665 GLubyte colormask
[MAX_DRAW_BUFFERS
][4];
1668 /* This function is only legal for color buffer bitfields. */
1669 assert((mask
& ~BUFFER_BITS_COLOR
) == 0);
1671 /* Make sure we don't overflow any arrays. */
1672 assert(util_bitcount(mask
) <= MAX_DRAW_BUFFERS
);
1676 for (int i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1677 gl_buffer_index b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1678 int colormask_idx
= ctx
->Extensions
.EXT_draw_buffers2
? i
: 0;
1680 if (b
< 0 || !(mask
& (1 << b
)) ||
1681 GET_COLORMASK(ctx
->Color
.ColorMask
, colormask_idx
) == 0)
1685 case BUFFER_FRONT_LEFT
:
1686 enums
[num_bufs
] = GL_FRONT_LEFT
;
1688 case BUFFER_FRONT_RIGHT
:
1689 enums
[num_bufs
] = GL_FRONT_RIGHT
;
1691 case BUFFER_BACK_LEFT
:
1692 enums
[num_bufs
] = GL_BACK_LEFT
;
1694 case BUFFER_BACK_RIGHT
:
1695 enums
[num_bufs
] = GL_BACK_RIGHT
;
1698 assert(b
>= BUFFER_COLOR0
&& b
<= BUFFER_COLOR7
);
1699 enums
[num_bufs
] = GL_COLOR_ATTACHMENT0
+ (b
- BUFFER_COLOR0
);
1703 for (int k
= 0; k
< 4; k
++)
1704 colormask
[num_bufs
][k
] = GET_COLORMASK_BIT(ctx
->Color
.ColorMask
,
1710 _mesa_DrawBuffers(num_bufs
, enums
);
1712 for (int i
= 0; i
< num_bufs
; i
++) {
1713 _mesa_ColorMaski(i
, colormask
[i
][0], colormask
[i
][1],
1714 colormask
[i
][2], colormask
[i
][3]);
1720 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1723 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
1725 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1726 GLbitfield metaSave
;
1727 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1728 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1729 float x0
, y0
, x1
, y1
, z
;
1730 struct vertex verts
[4];
1733 metaSave
= (MESA_META_ALPHA_TEST
|
1735 MESA_META_COLOR_MASK
|
1736 MESA_META_DEPTH_TEST
|
1737 MESA_META_RASTERIZATION
|
1739 MESA_META_STENCIL_TEST
|
1741 MESA_META_VIEWPORT
|
1743 MESA_META_CLAMP_FRAGMENT_COLOR
|
1744 MESA_META_MULTISAMPLE
|
1745 MESA_META_OCCLUSION_QUERY
);
1748 metaSave
|= MESA_META_FOG
|
1749 MESA_META_PIXEL_TRANSFER
|
1750 MESA_META_TRANSFORM
|
1752 MESA_META_CLAMP_VERTEX_COLOR
|
1753 MESA_META_SELECT_FEEDBACK
;
1756 if (buffers
& BUFFER_BITS_COLOR
) {
1757 metaSave
|= MESA_META_DRAW_BUFFERS
;
1760 _mesa_meta_begin(ctx
, metaSave
);
1763 meta_glsl_clear_init(ctx
, clear
);
1765 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1766 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1767 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1768 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1769 z
= -invert_z(ctx
->Depth
.Clear
);
1771 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, false,
1774 x0
= (float) fb
->_Xmin
;
1775 y0
= (float) fb
->_Ymin
;
1776 x1
= (float) fb
->_Xmax
;
1777 y1
= (float) fb
->_Ymax
;
1778 z
= invert_z(ctx
->Depth
.Clear
);
1781 if (fb
->_IntegerBuffers
) {
1783 _mesa_meta_use_program(ctx
, clear
->IntegerShaderProg
);
1784 _mesa_Uniform4iv(0, 1, ctx
->Color
.ClearColor
.i
);
1786 _mesa_meta_use_program(ctx
, clear
->ShaderProg
);
1787 _mesa_Uniform4fv(0, 1, ctx
->Color
.ClearColor
.f
);
1790 /* GL_COLOR_BUFFER_BIT */
1791 if (buffers
& BUFFER_BITS_COLOR
) {
1792 /* Only draw to the buffers we were asked to clear. */
1793 _mesa_meta_drawbuffers_and_colormask(ctx
, buffers
& BUFFER_BITS_COLOR
);
1795 /* leave colormask state as-is */
1797 /* Clears never have the color clamped. */
1798 if (ctx
->Extensions
.ARB_color_buffer_float
)
1799 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1802 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1805 /* GL_DEPTH_BUFFER_BIT */
1806 if (buffers
& BUFFER_BIT_DEPTH
) {
1807 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1808 _mesa_DepthFunc(GL_ALWAYS
);
1809 _mesa_DepthMask(GL_TRUE
);
1812 assert(!ctx
->Depth
.Test
);
1815 /* GL_STENCIL_BUFFER_BIT */
1816 if (buffers
& BUFFER_BIT_STENCIL
) {
1817 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1818 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1819 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1820 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1821 ctx
->Stencil
.Clear
& stencilMax
,
1822 ctx
->Stencil
.WriteMask
[0]);
1825 assert(!ctx
->Stencil
.Enabled
);
1828 /* vertex positions */
1843 for (i
= 0; i
< 4; i
++) {
1844 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1845 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1846 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1847 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1851 /* upload new vertex data */
1852 _mesa_buffer_data(ctx
, clear
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
1853 GL_DYNAMIC_DRAW
, __func__
);
1856 if (fb
->MaxNumLayers
> 0) {
1857 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1859 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1862 _mesa_meta_end(ctx
);
1866 * Meta implementation of ctx->Driver.CopyPixels() in terms
1867 * of texture mapping and polygon rendering and GLSL shaders.
1870 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1871 GLsizei width
, GLsizei height
,
1872 GLint dstX
, GLint dstY
, GLenum type
)
1874 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1875 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1876 struct vertex verts
[4];
1878 if (type
!= GL_COLOR
||
1879 ctx
->_ImageTransferState
||
1881 width
> tex
->MaxSize
||
1882 height
> tex
->MaxSize
) {
1883 /* XXX avoid this fallback */
1884 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1888 /* Most GL state applies to glCopyPixels, but a there's a few things
1889 * we need to override:
1891 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1894 MESA_META_TRANSFORM
|
1897 MESA_META_VIEWPORT
));
1899 _mesa_meta_setup_vertex_objects(ctx
, ©pix
->VAO
, ©pix
->buf_obj
, false,
1902 /* Silence valgrind warnings about reading uninitialized stack. */
1903 memset(verts
, 0, sizeof(verts
));
1905 /* Alloc/setup texture */
1906 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1907 GL_RGBA
, GL_NEAREST
);
1909 /* vertex positions, texcoords (after texture allocation!) */
1911 const GLfloat dstX0
= (GLfloat
) dstX
;
1912 const GLfloat dstY0
= (GLfloat
) dstY
;
1913 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1914 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1915 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1920 verts
[0].tex
[0] = 0.0F
;
1921 verts
[0].tex
[1] = 0.0F
;
1925 verts
[1].tex
[0] = tex
->Sright
;
1926 verts
[1].tex
[1] = 0.0F
;
1930 verts
[2].tex
[0] = tex
->Sright
;
1931 verts
[2].tex
[1] = tex
->Ttop
;
1935 verts
[3].tex
[0] = 0.0F
;
1936 verts
[3].tex
[1] = tex
->Ttop
;
1938 /* upload new vertex data */
1939 _mesa_buffer_sub_data(ctx
, copypix
->buf_obj
, 0, sizeof(verts
), verts
);
1942 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1944 /* draw textured quad */
1945 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1947 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1949 _mesa_meta_end(ctx
);
1953 meta_drawpix_cleanup(struct gl_context
*ctx
, struct drawpix_state
*drawpix
)
1955 if (drawpix
->VAO
!= 0) {
1956 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1959 _mesa_reference_buffer_object(ctx
, &drawpix
->buf_obj
, NULL
);
1962 if (drawpix
->StencilFP
!= 0) {
1963 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1964 drawpix
->StencilFP
= 0;
1967 if (drawpix
->DepthFP
!= 0) {
1968 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1969 drawpix
->DepthFP
= 0;
1974 * When the glDrawPixels() image size is greater than the max rectangle
1975 * texture size we use this function to break the glDrawPixels() image
1976 * into tiles which fit into the max texture size.
1979 tiled_draw_pixels(struct gl_context
*ctx
,
1981 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
1982 GLenum format
, GLenum type
,
1983 const struct gl_pixelstore_attrib
*unpack
,
1984 const GLvoid
*pixels
)
1986 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1989 if (tileUnpack
.RowLength
== 0)
1990 tileUnpack
.RowLength
= width
;
1992 for (i
= 0; i
< width
; i
+= tileSize
) {
1993 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
1994 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
1996 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
1998 for (j
= 0; j
< height
; j
+= tileSize
) {
1999 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2000 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2002 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2004 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2005 format
, type
, &tileUnpack
, pixels
);
2012 * One-time init for drawing stencil pixels.
2015 init_draw_stencil_pixels(struct gl_context
*ctx
)
2017 /* This program is run eight times, once for each stencil bit.
2018 * The stencil values to draw are found in an 8-bit alpha texture.
2019 * We read the texture/stencil value and test if bit 'b' is set.
2020 * If the bit is not set, use KIL to kill the fragment.
2021 * Finally, we use the stencil test to update the stencil buffer.
2023 * The basic algorithm for checking if a bit is set is:
2024 * if (is_odd(value / (1 << bit)))
2025 * result is one (or non-zero).
2028 * The program parameter contains three values:
2029 * parm.x = 255 / (1 << bit)
2033 static const char *program
=
2035 "PARAM parm = program.local[0]; \n"
2037 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2038 "# t = t * 255 / bit \n"
2039 "MUL t.x, t.a, parm.x; \n"
2042 "SUB t.x, t.x, t.y; \n"
2044 "MUL t.x, t.x, parm.y; \n"
2045 "# t = fract(t.x) \n"
2046 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2047 "# t.x = (t.x == 0 ? 1 : 0) \n"
2048 "SGE t.x, -t.x, parm.z; \n"
2050 "# for debug only \n"
2051 "#MOV result.color, t.x; \n"
2053 char program2
[1000];
2054 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2055 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2056 const char *texTarget
;
2058 assert(drawpix
->StencilFP
== 0);
2060 /* replace %s with "RECT" or "2D" */
2061 assert(strlen(program
) + 4 < sizeof(program2
));
2062 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2066 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2068 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2069 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2070 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2071 strlen(program2
), (const GLubyte
*) program2
);
2076 * One-time init for drawing depth pixels.
2079 init_draw_depth_pixels(struct gl_context
*ctx
)
2081 static const char *program
=
2083 "PARAM color = program.local[0]; \n"
2084 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2085 "MOV result.color, color; \n"
2088 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2089 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2090 const char *texTarget
;
2092 assert(drawpix
->DepthFP
== 0);
2094 /* replace %s with "RECT" or "2D" */
2095 assert(strlen(program
) + 4 < sizeof(program2
));
2096 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2100 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2102 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2103 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2104 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2105 strlen(program2
), (const GLubyte
*) program2
);
2110 * Meta implementation of ctx->Driver.DrawPixels() in terms
2111 * of texture mapping and polygon rendering.
2114 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2115 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2116 GLenum format
, GLenum type
,
2117 const struct gl_pixelstore_attrib
*unpack
,
2118 const GLvoid
*pixels
)
2120 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2121 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2122 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2123 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2124 struct vertex verts
[4];
2125 GLenum texIntFormat
;
2126 GLboolean fallback
, newTex
;
2127 GLbitfield metaExtraSave
= 0x0;
2130 * Determine if we can do the glDrawPixels with texture mapping.
2132 fallback
= GL_FALSE
;
2133 if (ctx
->Fog
.Enabled
) {
2137 if (_mesa_is_color_format(format
)) {
2138 /* use more compact format when possible */
2139 /* XXX disable special case for GL_LUMINANCE for now to work around
2140 * apparent i965 driver bug (see bug #23670).
2142 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2143 texIntFormat
= format
;
2145 texIntFormat
= GL_RGBA
;
2147 /* If we're not supposed to clamp the resulting color, then just
2148 * promote our texture to fully float. We could do better by
2149 * just going for the matching set of channels, in floating
2152 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2153 ctx
->Extensions
.ARB_texture_float
)
2154 texIntFormat
= GL_RGBA32F
;
2156 else if (_mesa_is_stencil_format(format
)) {
2157 if (ctx
->Extensions
.ARB_fragment_program
&&
2158 ctx
->Pixel
.IndexShift
== 0 &&
2159 ctx
->Pixel
.IndexOffset
== 0 &&
2160 type
== GL_UNSIGNED_BYTE
) {
2161 /* We'll store stencil as alpha. This only works for GLubyte
2162 * image data because of how incoming values are mapped to alpha
2165 texIntFormat
= GL_ALPHA
;
2166 metaExtraSave
= (MESA_META_COLOR_MASK
|
2167 MESA_META_DEPTH_TEST
|
2168 MESA_META_PIXEL_TRANSFER
|
2170 MESA_META_STENCIL_TEST
);
2176 else if (_mesa_is_depth_format(format
)) {
2177 if (ctx
->Extensions
.ARB_depth_texture
&&
2178 ctx
->Extensions
.ARB_fragment_program
) {
2179 texIntFormat
= GL_DEPTH_COMPONENT
;
2180 metaExtraSave
= (MESA_META_SHADER
);
2191 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2192 format
, type
, unpack
, pixels
);
2197 * Check image size against max texture size, draw as tiles if needed.
2199 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2200 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2201 format
, type
, unpack
, pixels
);
2205 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2206 * but a there's a few things we need to override:
2208 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2211 MESA_META_TRANSFORM
|
2214 MESA_META_VIEWPORT
|
2217 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2219 _mesa_meta_setup_vertex_objects(ctx
, &drawpix
->VAO
, &drawpix
->buf_obj
, false,
2222 /* Silence valgrind warnings about reading uninitialized stack. */
2223 memset(verts
, 0, sizeof(verts
));
2225 /* vertex positions, texcoords (after texture allocation!) */
2227 const GLfloat x0
= (GLfloat
) x
;
2228 const GLfloat y0
= (GLfloat
) y
;
2229 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2230 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2231 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2236 verts
[0].tex
[0] = 0.0F
;
2237 verts
[0].tex
[1] = 0.0F
;
2241 verts
[1].tex
[0] = tex
->Sright
;
2242 verts
[1].tex
[1] = 0.0F
;
2246 verts
[2].tex
[0] = tex
->Sright
;
2247 verts
[2].tex
[1] = tex
->Ttop
;
2251 verts
[3].tex
[0] = 0.0F
;
2252 verts
[3].tex
[1] = tex
->Ttop
;
2255 /* upload new vertex data */
2256 _mesa_buffer_data(ctx
, drawpix
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
2257 GL_DYNAMIC_DRAW
, __func__
);
2259 /* set given unpack params */
2260 ctx
->Unpack
= *unpack
;
2262 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2264 if (_mesa_is_stencil_format(format
)) {
2265 /* Drawing stencil */
2268 if (!drawpix
->StencilFP
)
2269 init_draw_stencil_pixels(ctx
);
2271 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2272 GL_ALPHA
, type
, pixels
);
2274 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2276 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2278 /* set all stencil bits to 0 */
2279 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2280 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2281 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2283 /* set stencil bits to 1 where needed */
2284 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2286 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2287 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2289 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2290 const GLuint mask
= 1 << bit
;
2291 if (mask
& origStencilMask
) {
2292 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2293 _mesa_StencilMask(mask
);
2295 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2296 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2298 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2302 else if (_mesa_is_depth_format(format
)) {
2304 if (!drawpix
->DepthFP
)
2305 init_draw_depth_pixels(ctx
);
2307 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2308 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2310 /* polygon color = current raster color */
2311 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2312 ctx
->Current
.RasterColor
);
2314 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2315 format
, type
, pixels
);
2317 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2321 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2322 format
, type
, pixels
);
2323 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2326 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2328 /* restore unpack params */
2329 ctx
->Unpack
= unpackSave
;
2331 _mesa_meta_end(ctx
);
2335 alpha_test_raster_color(struct gl_context
*ctx
)
2337 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2338 GLfloat ref
= ctx
->Color
.AlphaRef
;
2340 switch (ctx
->Color
.AlphaFunc
) {
2346 return alpha
== ref
;
2348 return alpha
<= ref
;
2352 return alpha
!= ref
;
2354 return alpha
>= ref
;
2364 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2365 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2366 * tracker would improve performance a lot.
2369 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2370 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2371 const struct gl_pixelstore_attrib
*unpack
,
2372 const GLubyte
*bitmap1
)
2374 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2375 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2376 const GLenum texIntFormat
= GL_ALPHA
;
2377 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2379 struct vertex verts
[4];
2384 * Check if swrast fallback is needed.
2386 if (ctx
->_ImageTransferState
||
2387 _mesa_arb_fragment_program_enabled(ctx
) ||
2389 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2390 width
> tex
->MaxSize
||
2391 height
> tex
->MaxSize
) {
2392 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2396 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2399 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2400 * but a there's a few things we need to override:
2402 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2403 MESA_META_PIXEL_STORE
|
2404 MESA_META_RASTERIZATION
|
2407 MESA_META_TRANSFORM
|
2410 MESA_META_VIEWPORT
));
2412 _mesa_meta_setup_vertex_objects(ctx
, &bitmap
->VAO
, &bitmap
->buf_obj
, false,
2415 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2417 /* Silence valgrind warnings about reading uninitialized stack. */
2418 memset(verts
, 0, sizeof(verts
));
2420 /* vertex positions, texcoords, colors (after texture allocation!) */
2422 const GLfloat x0
= (GLfloat
) x
;
2423 const GLfloat y0
= (GLfloat
) y
;
2424 const GLfloat x1
= (GLfloat
) (x
+ width
);
2425 const GLfloat y1
= (GLfloat
) (y
+ height
);
2426 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2432 verts
[0].tex
[0] = 0.0F
;
2433 verts
[0].tex
[1] = 0.0F
;
2437 verts
[1].tex
[0] = tex
->Sright
;
2438 verts
[1].tex
[1] = 0.0F
;
2442 verts
[2].tex
[0] = tex
->Sright
;
2443 verts
[2].tex
[1] = tex
->Ttop
;
2447 verts
[3].tex
[0] = 0.0F
;
2448 verts
[3].tex
[1] = tex
->Ttop
;
2450 for (i
= 0; i
< 4; i
++) {
2451 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2452 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2453 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2454 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2457 /* upload new vertex data */
2458 _mesa_buffer_sub_data(ctx
, bitmap
->buf_obj
, 0, sizeof(verts
), verts
);
2461 /* choose different foreground/background alpha values */
2462 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2463 bg
= (fg
> 127 ? 0 : 255);
2465 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2467 _mesa_meta_end(ctx
);
2471 bitmap8
= malloc(width
* height
);
2473 memset(bitmap8
, bg
, width
* height
);
2474 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2475 bitmap8
, width
, fg
);
2477 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2479 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2480 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2482 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2483 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2485 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2487 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2492 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2494 _mesa_meta_end(ctx
);
2498 * Compute the texture coordinates for the four vertices of a quad for
2499 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2500 * and width, height specify a sub-region of the 2D image.
2502 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2503 * \param slice slice of a 1D/2D array texture or 3D texture
2504 * \param xoffset X position of sub texture
2505 * \param yoffset Y position of sub texture
2506 * \param width width of the sub texture image
2507 * \param height height of the sub texture image
2508 * \param total_width total width of the texture image
2509 * \param total_height total height of the texture image
2510 * \param total_depth total depth of the texture image
2511 * \param coords0/1/2/3 returns the computed texcoords
2514 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2530 const float s0
= (float) xoffset
/ (float) total_width
;
2531 const float s1
= (float) (xoffset
+ width
) / (float) total_width
;
2532 const float t0
= (float) yoffset
/ (float) total_height
;
2533 const float t1
= (float) (yoffset
+ height
) / (float) total_height
;
2536 /* setup the reference texcoords */
2546 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2547 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2549 /* Currently all texture targets want the W component to be 1.0.
2556 switch (faceTarget
) {
2560 case GL_TEXTURE_2D_ARRAY
:
2561 if (faceTarget
== GL_TEXTURE_3D
) {
2562 assert(slice
< total_depth
);
2563 assert(total_depth
>= 1);
2564 r
= (slice
+ 0.5f
) / total_depth
;
2566 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2570 coords0
[0] = st
[0][0]; /* s */
2571 coords0
[1] = st
[0][1]; /* t */
2572 coords0
[2] = r
; /* r */
2573 coords1
[0] = st
[1][0];
2574 coords1
[1] = st
[1][1];
2576 coords2
[0] = st
[2][0];
2577 coords2
[1] = st
[2][1];
2579 coords3
[0] = st
[3][0];
2580 coords3
[1] = st
[3][1];
2583 case GL_TEXTURE_RECTANGLE_ARB
:
2584 coords0
[0] = (float) xoffset
; /* s */
2585 coords0
[1] = (float) yoffset
; /* t */
2586 coords0
[2] = 0.0F
; /* r */
2587 coords1
[0] = (float) (xoffset
+ width
);
2588 coords1
[1] = (float) yoffset
;
2590 coords2
[0] = (float) (xoffset
+ width
);
2591 coords2
[1] = (float) (yoffset
+ height
);
2593 coords3
[0] = (float) xoffset
;
2594 coords3
[1] = (float) (yoffset
+ height
);
2597 case GL_TEXTURE_1D_ARRAY
:
2598 coords0
[0] = st
[0][0]; /* s */
2599 coords0
[1] = (float) slice
; /* t */
2600 coords0
[2] = 0.0F
; /* r */
2601 coords1
[0] = st
[1][0];
2602 coords1
[1] = (float) slice
;
2604 coords2
[0] = st
[2][0];
2605 coords2
[1] = (float) slice
;
2607 coords3
[0] = st
[3][0];
2608 coords3
[1] = (float) slice
;
2612 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2613 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2614 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2615 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2616 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2617 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2618 /* loop over quad verts */
2619 for (i
= 0; i
< 4; i
++) {
2620 /* Compute sc = +/-scale and tc = +/-scale.
2621 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2622 * though that can still sometimes happen with this scale factor...
2624 const GLfloat scale
= 0.9999f
;
2625 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2626 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2643 unreachable("not reached");
2646 coord
[3] = (float) (slice
/ 6);
2648 switch (faceTarget
) {
2649 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2654 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2659 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2664 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2669 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2674 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2685 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2689 static struct blit_shader
*
2690 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2694 table
->sampler_1d
.type
= "sampler1D";
2695 table
->sampler_1d
.func
= "texture1D";
2696 table
->sampler_1d
.texcoords
= "texCoords.x";
2697 return &table
->sampler_1d
;
2699 table
->sampler_2d
.type
= "sampler2D";
2700 table
->sampler_2d
.func
= "texture2D";
2701 table
->sampler_2d
.texcoords
= "texCoords.xy";
2702 return &table
->sampler_2d
;
2703 case GL_TEXTURE_RECTANGLE
:
2704 table
->sampler_rect
.type
= "sampler2DRect";
2705 table
->sampler_rect
.func
= "texture2DRect";
2706 table
->sampler_rect
.texcoords
= "texCoords.xy";
2707 return &table
->sampler_rect
;
2709 /* Code for mipmap generation with 3D textures is not used yet.
2710 * It's a sw fallback.
2712 table
->sampler_3d
.type
= "sampler3D";
2713 table
->sampler_3d
.func
= "texture3D";
2714 table
->sampler_3d
.texcoords
= "texCoords.xyz";
2715 return &table
->sampler_3d
;
2716 case GL_TEXTURE_CUBE_MAP
:
2717 table
->sampler_cubemap
.type
= "samplerCube";
2718 table
->sampler_cubemap
.func
= "textureCube";
2719 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
2720 return &table
->sampler_cubemap
;
2721 case GL_TEXTURE_1D_ARRAY
:
2722 table
->sampler_1d_array
.type
= "sampler1DArray";
2723 table
->sampler_1d_array
.func
= "texture1DArray";
2724 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
2725 return &table
->sampler_1d_array
;
2726 case GL_TEXTURE_2D_ARRAY
:
2727 table
->sampler_2d_array
.type
= "sampler2DArray";
2728 table
->sampler_2d_array
.func
= "texture2DArray";
2729 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
2730 return &table
->sampler_2d_array
;
2731 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2732 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
2733 table
->sampler_cubemap_array
.func
= "textureCubeArray";
2734 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
2735 return &table
->sampler_cubemap_array
;
2737 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2738 " setup_texture_sampler()\n", target
);
2744 _mesa_meta_blit_shader_table_cleanup(struct gl_context
*ctx
,
2745 struct blit_shader_table
*table
)
2747 _mesa_reference_shader_program(ctx
, &table
->sampler_1d
.shader_prog
, NULL
);
2748 _mesa_reference_shader_program(ctx
, &table
->sampler_2d
.shader_prog
, NULL
);
2749 _mesa_reference_shader_program(ctx
, &table
->sampler_3d
.shader_prog
, NULL
);
2750 _mesa_reference_shader_program(ctx
, &table
->sampler_rect
.shader_prog
, NULL
);
2751 _mesa_reference_shader_program(ctx
, &table
->sampler_cubemap
.shader_prog
, NULL
);
2752 _mesa_reference_shader_program(ctx
, &table
->sampler_1d_array
.shader_prog
, NULL
);
2753 _mesa_reference_shader_program(ctx
, &table
->sampler_2d_array
.shader_prog
, NULL
);
2754 _mesa_reference_shader_program(ctx
, &table
->sampler_cubemap_array
.shader_prog
, NULL
);
2758 * Determine the GL data type to use for the temporary image read with
2759 * ReadPixels() and passed to Tex[Sub]Image().
2762 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2764 const GLenum baseFormat
= _mesa_get_format_base_format(format
);
2765 const GLenum datatype
= _mesa_get_format_datatype(format
);
2766 const GLint format_red_bits
= _mesa_get_format_bits(format
, GL_RED_BITS
);
2768 switch (baseFormat
) {
2775 case GL_LUMINANCE_ALPHA
:
2777 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2779 } else if (format_red_bits
<= 8) {
2780 return GL_UNSIGNED_BYTE
;
2781 } else if (format_red_bits
<= 16) {
2782 return GL_UNSIGNED_SHORT
;
2785 case GL_DEPTH_COMPONENT
:
2786 if (datatype
== GL_FLOAT
)
2789 return GL_UNSIGNED_INT
;
2790 case GL_DEPTH_STENCIL
:
2791 if (datatype
== GL_FLOAT
)
2792 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
2794 return GL_UNSIGNED_INT_24_8
;
2796 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2803 * Attempts to wrap the destination texture in an FBO and use
2804 * glBlitFramebuffer() to implement glCopyTexSubImage().
2807 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
,
2808 struct gl_texture_image
*texImage
,
2812 struct gl_renderbuffer
*rb
,
2814 GLsizei width
, GLsizei height
)
2816 struct gl_framebuffer
*drawFb
;
2817 bool success
= false;
2821 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2824 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
2828 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2829 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
2831 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2832 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2833 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2834 GL_DEPTH_ATTACHMENT
,
2836 mask
= GL_DEPTH_BUFFER_BIT
;
2838 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2839 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2840 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2841 GL_STENCIL_ATTACHMENT
,
2843 mask
|= GL_STENCIL_BUFFER_BIT
;
2845 _mesa_DrawBuffer(GL_NONE
);
2847 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2848 GL_COLOR_ATTACHMENT0
,
2850 mask
= GL_COLOR_BUFFER_BIT
;
2851 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2854 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
2855 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2858 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2860 /* Since we've bound a new draw framebuffer, we need to update
2861 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2864 _mesa_update_state(ctx
);
2866 /* We skip the core BlitFramebuffer checks for format consistency, which
2867 * are too strict for CopyTexImage. We know meta will be fine with format
2870 mask
= _mesa_meta_BlitFramebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
,
2872 x
+ width
, y
+ height
,
2874 xoffset
+ width
, yoffset
+ height
,
2876 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2877 success
= mask
== 0x0;
2880 _mesa_reference_framebuffer(&drawFb
, NULL
);
2881 _mesa_meta_end(ctx
);
2886 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2887 * Have to be careful with locking and meta state for pixel transfer.
2890 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
2891 struct gl_texture_image
*texImage
,
2892 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2893 struct gl_renderbuffer
*rb
,
2895 GLsizei width
, GLsizei height
)
2897 GLenum format
, type
;
2901 if (copytexsubimage_using_blit_framebuffer(ctx
,
2903 xoffset
, yoffset
, zoffset
,
2910 /* Choose format/type for temporary image buffer */
2911 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2912 if (format
== GL_LUMINANCE
||
2913 format
== GL_LUMINANCE_ALPHA
||
2914 format
== GL_INTENSITY
) {
2915 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2916 * temp image buffer because glReadPixels will do L=R+G+B which is
2917 * not what we want (should be L=R).
2922 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
2923 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
2924 format
= _mesa_base_format_to_integer_format(format
);
2926 bpp
= _mesa_bytes_per_pixel(format
, type
);
2928 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2933 * Alloc image buffer (XXX could use a PBO)
2935 buf
= malloc(width
* height
* bpp
);
2937 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2942 * Read image from framebuffer (disable pixel transfer ops)
2944 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2945 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2946 format
, type
, &ctx
->Pack
, buf
);
2947 _mesa_meta_end(ctx
);
2949 _mesa_update_state(ctx
); /* to update pixel transfer state */
2952 * Store texture data (with pixel transfer ops)
2954 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2956 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
2957 assert(yoffset
== 0);
2958 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2959 xoffset
, zoffset
, 0, width
, 1, 1,
2960 format
, type
, buf
, &ctx
->Unpack
);
2962 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2963 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2964 format
, type
, buf
, &ctx
->Unpack
);
2967 _mesa_meta_end(ctx
);
2973 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2975 if (decompress_fbo
->fb
!= NULL
) {
2976 _mesa_reference_framebuffer(&decompress_fbo
->fb
, NULL
);
2977 _mesa_reference_renderbuffer(&decompress_fbo
->rb
, NULL
);
2980 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2984 meta_decompress_cleanup(struct gl_context
*ctx
,
2985 struct decompress_state
*decompress
)
2987 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2988 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2990 if (decompress
->VAO
!= 0) {
2991 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2992 _mesa_reference_buffer_object(ctx
, &decompress
->buf_obj
, NULL
);
2995 _mesa_reference_sampler_object(ctx
, &decompress
->samp_obj
, NULL
);
2997 memset(decompress
, 0, sizeof(*decompress
));
3001 * Decompress a texture image by drawing a quad with the compressed
3002 * texture and reading the pixels out of the color buffer.
3003 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3004 * \param destFormat format, ala glReadPixels
3005 * \param destType type, ala glReadPixels
3006 * \param dest destination buffer
3007 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3010 decompress_texture_image(struct gl_context
*ctx
,
3011 struct gl_texture_image
*texImage
,
3013 GLint xoffset
, GLint yoffset
,
3014 GLsizei width
, GLsizei height
,
3015 GLenum destFormat
, GLenum destType
,
3018 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3019 struct decompress_fbo_state
*decompress_fbo
;
3020 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3021 const GLenum target
= texObj
->Target
;
3024 struct vertex verts
[4];
3025 struct gl_sampler_object
*samp_obj_save
= NULL
;
3027 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3028 ctx
->Extensions
.ARB_fragment_shader
;
3030 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
3032 decompress_fbo
= &decompress
->floatFBO
;
3033 rbFormat
= GL_RGBA32F
;
3035 case GL_UNSIGNED_NORMALIZED
:
3036 decompress_fbo
= &decompress
->byteFBO
;
3044 assert(target
== GL_TEXTURE_3D
||
3045 target
== GL_TEXTURE_2D_ARRAY
||
3046 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3051 case GL_TEXTURE_1D_ARRAY
:
3052 assert(!"No compressed 1D textures.");
3055 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3056 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3059 case GL_TEXTURE_CUBE_MAP
:
3060 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3064 faceTarget
= target
;
3068 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3069 MESA_META_DRAW_BUFFERS
));
3070 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3072 _mesa_reference_sampler_object(ctx
, &samp_obj_save
,
3073 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
);
3075 /* Create/bind FBO/renderbuffer */
3076 if (decompress_fbo
->fb
== NULL
) {
3077 decompress_fbo
->rb
= ctx
->Driver
.NewRenderbuffer(ctx
, 0xDEADBEEF);
3078 if (decompress_fbo
->rb
== NULL
) {
3079 _mesa_meta_end(ctx
);
3083 decompress_fbo
->fb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3084 if (decompress_fbo
->fb
== NULL
) {
3085 _mesa_meta_end(ctx
);
3089 _mesa_bind_framebuffers(ctx
, decompress_fbo
->fb
, decompress_fbo
->fb
);
3090 _mesa_framebuffer_renderbuffer(ctx
, ctx
->DrawBuffer
, GL_COLOR_ATTACHMENT0
,
3091 decompress_fbo
->rb
);
3094 _mesa_bind_framebuffers(ctx
, decompress_fbo
->fb
, decompress_fbo
->fb
);
3097 /* alloc dest surface */
3098 if (width
> decompress_fbo
->Width
|| height
> decompress_fbo
->Height
) {
3099 _mesa_renderbuffer_storage(ctx
, decompress_fbo
->rb
, rbFormat
,
3100 width
, height
, 0, 0);
3102 /* Do the full completeness check to recompute
3103 * ctx->DrawBuffer->Width/Height.
3105 ctx
->DrawBuffer
->_Status
= GL_FRAMEBUFFER_UNDEFINED
;
3106 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3107 if (status
!= GL_FRAMEBUFFER_COMPLETE
) {
3108 /* If the framebuffer isn't complete then we'll leave
3109 * decompress_fbo->Width as zero so that it will fail again next time
3111 _mesa_meta_end(ctx
);
3114 decompress_fbo
->Width
= width
;
3115 decompress_fbo
->Height
= height
;
3118 if (use_glsl_version
) {
3119 _mesa_meta_setup_vertex_objects(ctx
, &decompress
->VAO
,
3120 &decompress
->buf_obj
, true,
3123 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3125 _mesa_meta_setup_ff_tnl_for_blit(ctx
, &decompress
->VAO
,
3126 &decompress
->buf_obj
, 3);
3129 if (decompress
->samp_obj
== NULL
) {
3130 decompress
->samp_obj
= ctx
->Driver
.NewSamplerObject(ctx
, 0xDEADBEEF);
3131 if (decompress
->samp_obj
== NULL
) {
3132 _mesa_meta_end(ctx
);
3134 /* This is a bit lazy. Flag out of memory, and then don't bother to
3135 * clean up. Once out of memory is flagged, the only realistic next
3136 * move is to destroy the context. That will trigger all the right
3139 * Returning true prevents other GetTexImage methods from attempting
3140 * anything since they will likely fail too.
3142 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGetTexImage");
3146 /* nearest filtering */
3147 _mesa_set_sampler_filters(ctx
, decompress
->samp_obj
, GL_NEAREST
, GL_NEAREST
);
3149 /* We don't want to encode or decode sRGB values; treat them as linear. */
3150 _mesa_set_sampler_srgb_decode(ctx
, decompress
->samp_obj
, GL_SKIP_DECODE_EXT
);
3153 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, decompress
->samp_obj
);
3155 /* Silence valgrind warnings about reading uninitialized stack. */
3156 memset(verts
, 0, sizeof(verts
));
3158 _mesa_meta_setup_texture_coords(faceTarget
, slice
,
3159 xoffset
, yoffset
, width
, height
,
3160 texImage
->Width
, texImage
->Height
,
3167 /* setup vertex positions */
3177 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3179 /* upload new vertex data */
3180 _mesa_buffer_sub_data(ctx
, decompress
->buf_obj
, 0, sizeof(verts
), verts
);
3182 /* setup texture state */
3183 _mesa_bind_texture(ctx
, target
, texObj
);
3185 if (!use_glsl_version
)
3186 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3189 /* save texture object state */
3190 const GLint baseLevelSave
= texObj
->BaseLevel
;
3191 const GLint maxLevelSave
= texObj
->MaxLevel
;
3193 /* restrict sampling to the texture level of interest */
3194 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3195 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3196 (GLint
*) &texImage
->Level
, false);
3197 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3198 (GLint
*) &texImage
->Level
, false);
3201 /* render quad w/ texture into renderbuffer */
3202 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3204 /* Restore texture object state, the texture binding will
3205 * be restored by _mesa_meta_end().
3207 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3208 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3209 &baseLevelSave
, false);
3210 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3211 &maxLevelSave
, false);
3216 /* read pixels from renderbuffer */
3218 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3219 GLenum destBaseFormat
= _mesa_unpack_format_to_base_format(destFormat
);
3221 /* The pixel transfer state will be set to default values at this point
3222 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3223 * turned off (as required by glGetTexImage) but we need to handle some
3224 * special cases. In particular, single-channel texture values are
3225 * returned as red and two-channel texture values are returned as
3228 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat
,
3230 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3231 * luminance then we need to return L=tex(R).
3233 _mesa_need_rgb_to_luminance_conversion(baseTexFormat
,
3235 /* Green and blue must be zero */
3236 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3237 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3240 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3243 /* disable texture unit */
3244 if (!use_glsl_version
)
3245 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3247 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, samp_obj_save
);
3248 _mesa_reference_sampler_object(ctx
, &samp_obj_save
, NULL
);
3250 _mesa_meta_end(ctx
);
3257 * This is just a wrapper around _mesa_get_tex_image() and
3258 * decompress_texture_image(). Meta functions should not be directly called
3262 _mesa_meta_GetTexSubImage(struct gl_context
*ctx
,
3263 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3264 GLsizei width
, GLsizei height
, GLsizei depth
,
3265 GLenum format
, GLenum type
, GLvoid
*pixels
,
3266 struct gl_texture_image
*texImage
)
3268 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3272 for (slice
= 0; slice
< depth
; slice
++) {
3274 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
3276 * "For three-dimensional, two-dimensional array, cube map array,
3277 * and cube map textures pixel storage operations are applied as
3278 * if the image were two-dimensional, except that the additional
3279 * pixel storage state values PACK_IMAGE_HEIGHT and
3280 * PACK_SKIP_IMAGES are applied. The correspondence of texels to
3281 * memory locations is as defined for TexImage3D in section 8.5."
3283 switch (texImage
->TexObject
->Target
) {
3285 case GL_TEXTURE_2D_ARRAY
:
3286 case GL_TEXTURE_CUBE_MAP
:
3287 case GL_TEXTURE_CUBE_MAP_ARRAY
: {
3288 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3289 * in the decompress_texture_image() function's call to
3290 * glReadPixels but we need to compute the dest slice's address
3291 * here (according to SkipImages and ImageHeight).
3293 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
3294 packing
.SkipPixels
= 0;
3295 packing
.SkipRows
= 0;
3296 dst
= _mesa_image_address3d(&packing
, pixels
, width
, height
,
3297 format
, type
, slice
, 0, 0);
3304 result
= decompress_texture_image(ctx
, texImage
, slice
,
3305 xoffset
, yoffset
, width
, height
,
3315 _mesa_GetTexSubImage_sw(ctx
, xoffset
, yoffset
, zoffset
,
3316 width
, height
, depth
, format
, type
, pixels
, texImage
);
3321 * Meta implementation of ctx->Driver.DrawTex() in terms
3322 * of polygon rendering.
3325 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3326 GLfloat width
, GLfloat height
)
3328 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3330 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3332 struct vertex verts
[4];
3335 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3337 MESA_META_TRANSFORM
|
3339 MESA_META_VIEWPORT
));
3341 if (drawtex
->VAO
== 0) {
3342 /* one-time setup */
3343 struct gl_vertex_array_object
*array_obj
;
3345 /* create vertex array object */
3346 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3347 _mesa_BindVertexArray(drawtex
->VAO
);
3349 array_obj
= _mesa_lookup_vao(ctx
, drawtex
->VAO
);
3350 assert(array_obj
!= NULL
);
3352 /* create vertex array buffer */
3353 drawtex
->buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
3354 if (drawtex
->buf_obj
== NULL
)
3357 _mesa_buffer_data(ctx
, drawtex
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
3358 GL_DYNAMIC_DRAW
, __func__
);
3360 /* setup vertex arrays */
3361 FLUSH_VERTICES(ctx
, 0);
3362 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
3363 3, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3365 offsetof(struct vertex
, x
));
3366 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
3367 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3368 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
3371 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3372 FLUSH_VERTICES(ctx
, 0);
3373 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3374 2, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3376 offsetof(struct vertex
, st
[i
]));
3377 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3378 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3379 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_TEX(i
));
3383 _mesa_BindVertexArray(drawtex
->VAO
);
3386 /* vertex positions, texcoords */
3388 const GLfloat x1
= x
+ width
;
3389 const GLfloat y1
= y
+ height
;
3391 z
= CLAMP(z
, 0.0f
, 1.0f
);
3410 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3411 const struct gl_texture_object
*texObj
;
3412 const struct gl_texture_image
*texImage
;
3413 GLfloat s
, t
, s1
, t1
;
3416 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3418 for (j
= 0; j
< 4; j
++) {
3419 verts
[j
].st
[i
][0] = 0.0f
;
3420 verts
[j
].st
[i
][1] = 0.0f
;
3425 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3426 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3427 tw
= texImage
->Width2
;
3428 th
= texImage
->Height2
;
3430 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3431 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3432 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3433 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3435 verts
[0].st
[i
][0] = s
;
3436 verts
[0].st
[i
][1] = t
;
3438 verts
[1].st
[i
][0] = s1
;
3439 verts
[1].st
[i
][1] = t
;
3441 verts
[2].st
[i
][0] = s1
;
3442 verts
[2].st
[i
][1] = t1
;
3444 verts
[3].st
[i
][0] = s
;
3445 verts
[3].st
[i
][1] = t1
;
3448 _mesa_buffer_sub_data(ctx
, drawtex
->buf_obj
, 0, sizeof(verts
), verts
);
3451 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3453 _mesa_meta_end(ctx
);
3457 cleartexsubimage_color(struct gl_context
*ctx
,
3458 struct gl_texture_image
*texImage
,
3459 const GLvoid
*clearValue
,
3463 union gl_color_union colorValue
;
3467 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3468 GL_COLOR_ATTACHMENT0
,
3471 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3472 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3475 /* We don't want to apply an sRGB conversion so override the format */
3476 format
= _mesa_get_srgb_format_linear(texImage
->TexFormat
);
3477 datatype
= _mesa_get_format_datatype(format
);
3480 case GL_UNSIGNED_INT
:
3483 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3484 (GLuint (*)[4]) colorValue
.ui
);
3486 memset(&colorValue
, 0, sizeof colorValue
);
3487 if (datatype
== GL_INT
)
3488 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3490 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3494 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3495 (GLfloat (*)[4]) colorValue
.f
);
3497 memset(&colorValue
, 0, sizeof colorValue
);
3498 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3506 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3507 struct gl_texture_image
*texImage
,
3508 const GLvoid
*clearValue
,
3511 GLint stencilValue
= 0;
3512 GLfloat depthValue
= 0.0f
;
3515 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3516 GL_DEPTH_ATTACHMENT
,
3519 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3520 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3521 GL_STENCIL_ATTACHMENT
,
3524 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3525 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3529 GLuint depthStencilValue
[2];
3531 /* Convert the clearValue from whatever format it's in to a floating
3532 * point value for the depth and an integer value for the stencil index
3534 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
3535 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
3539 /* We need a memcpy here instead of a cast because we need to
3540 * reinterpret the bytes as a float rather than converting it
3542 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3543 stencilValue
= depthStencilValue
[1] & 0xff;
3545 _mesa_unpack_float_z_row(texImage
->TexFormat
, 1 /* n */,
3546 clearValue
, &depthValue
);
3550 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3551 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3553 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3559 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3560 struct gl_texture_image
*texImage
,
3562 const GLvoid
*clearValue
)
3564 struct gl_framebuffer
*drawFb
;
3567 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3571 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
3573 switch(texImage
->_BaseFormat
) {
3574 case GL_DEPTH_STENCIL
:
3575 case GL_DEPTH_COMPONENT
:
3576 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3577 clearValue
, zoffset
);
3580 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3584 _mesa_reference_framebuffer(&drawFb
, NULL
);
3590 cleartexsubimage_using_fbo(struct gl_context
*ctx
,
3591 struct gl_texture_image
*texImage
,
3592 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3593 GLsizei width
, GLsizei height
, GLsizei depth
,
3594 const GLvoid
*clearValue
)
3596 bool success
= true;
3599 _mesa_meta_begin(ctx
,
3601 MESA_META_COLOR_MASK
|
3603 MESA_META_FRAMEBUFFER_SRGB
);
3605 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3606 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3608 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3609 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3611 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3612 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3618 _mesa_meta_end(ctx
);
3624 _mesa_meta_ClearTexSubImage(struct gl_context
*ctx
,
3625 struct gl_texture_image
*texImage
,
3626 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3627 GLsizei width
, GLsizei height
, GLsizei depth
,
3628 const GLvoid
*clearValue
)
3632 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3633 xoffset
, yoffset
, zoffset
,
3634 width
, height
, depth
,
3641 "Falling back to mapping the texture in "
3642 "glClearTexSubImage\n");
3644 _mesa_store_cleartexsubimage(ctx
, texImage
,
3645 xoffset
, yoffset
, zoffset
,
3646 width
, height
, depth
,