Don't cast the return value of malloc/realloc
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/glformats.h"
50 #include "main/image.h"
51 #include "main/macros.h"
52 #include "main/matrix.h"
53 #include "main/mipmap.h"
54 #include "main/pixel.h"
55 #include "main/pbo.h"
56 #include "main/polygon.h"
57 #include "main/readpix.h"
58 #include "main/scissor.h"
59 #include "main/shaderapi.h"
60 #include "main/shaderobj.h"
61 #include "main/state.h"
62 #include "main/stencil.h"
63 #include "main/texobj.h"
64 #include "main/texenv.h"
65 #include "main/texgetimage.h"
66 #include "main/teximage.h"
67 #include "main/texparam.h"
68 #include "main/texstate.h"
69 #include "main/transformfeedback.h"
70 #include "main/uniforms.h"
71 #include "main/varray.h"
72 #include "main/viewport.h"
73 #include "main/samplerobj.h"
74 #include "program/program.h"
75 #include "swrast/swrast.h"
76 #include "drivers/common/meta.h"
77 #include "main/enums.h"
78 #include "main/glformats.h"
79
80
81 /** Return offset in bytes of the field within a vertex struct */
82 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
83
84 /**
85 * State which we may save/restore across meta ops.
86 * XXX this may be incomplete...
87 */
88 struct save_state
89 {
90 GLbitfield SavedState; /**< bitmask of MESA_META_* flags */
91
92 /** MESA_META_ALPHA_TEST */
93 GLboolean AlphaEnabled;
94 GLenum AlphaFunc;
95 GLclampf AlphaRef;
96
97 /** MESA_META_BLEND */
98 GLbitfield BlendEnabled;
99 GLboolean ColorLogicOpEnabled;
100
101 /** MESA_META_COLOR_MASK */
102 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
103
104 /** MESA_META_DEPTH_TEST */
105 struct gl_depthbuffer_attrib Depth;
106
107 /** MESA_META_FOG */
108 GLboolean Fog;
109
110 /** MESA_META_PIXEL_STORE */
111 struct gl_pixelstore_attrib Pack, Unpack;
112
113 /** MESA_META_PIXEL_TRANSFER */
114 GLfloat RedBias, RedScale;
115 GLfloat GreenBias, GreenScale;
116 GLfloat BlueBias, BlueScale;
117 GLfloat AlphaBias, AlphaScale;
118 GLfloat DepthBias, DepthScale;
119 GLboolean MapColorFlag;
120
121 /** MESA_META_RASTERIZATION */
122 GLenum FrontPolygonMode, BackPolygonMode;
123 GLboolean PolygonOffset;
124 GLboolean PolygonSmooth;
125 GLboolean PolygonStipple;
126 GLboolean PolygonCull;
127
128 /** MESA_META_SCISSOR */
129 struct gl_scissor_attrib Scissor;
130
131 /** MESA_META_SHADER */
132 GLboolean VertexProgramEnabled;
133 struct gl_vertex_program *VertexProgram;
134 GLboolean FragmentProgramEnabled;
135 struct gl_fragment_program *FragmentProgram;
136 struct gl_shader_program *VertexShader;
137 struct gl_shader_program *GeometryShader;
138 struct gl_shader_program *FragmentShader;
139 struct gl_shader_program *ActiveShader;
140
141 /** MESA_META_STENCIL_TEST */
142 struct gl_stencil_attrib Stencil;
143
144 /** MESA_META_TRANSFORM */
145 GLenum MatrixMode;
146 GLfloat ModelviewMatrix[16];
147 GLfloat ProjectionMatrix[16];
148 GLfloat TextureMatrix[16];
149
150 /** MESA_META_CLIP */
151 GLbitfield ClipPlanesEnabled;
152
153 /** MESA_META_TEXTURE */
154 GLuint ActiveUnit;
155 GLuint ClientActiveUnit;
156 /** for unit[0] only */
157 struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS];
158 /** mask of TEXTURE_2D_BIT, etc */
159 GLbitfield TexEnabled[MAX_TEXTURE_UNITS];
160 GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS];
161 GLuint EnvMode; /* unit[0] only */
162
163 /** MESA_META_VERTEX */
164 struct gl_array_object *ArrayObj;
165 struct gl_buffer_object *ArrayBufferObj;
166
167 /** MESA_META_VIEWPORT */
168 GLint ViewportX, ViewportY, ViewportW, ViewportH;
169 GLclampd DepthNear, DepthFar;
170
171 /** MESA_META_CLAMP_FRAGMENT_COLOR */
172 GLenum ClampFragmentColor;
173
174 /** MESA_META_CLAMP_VERTEX_COLOR */
175 GLenum ClampVertexColor;
176
177 /** MESA_META_CONDITIONAL_RENDER */
178 struct gl_query_object *CondRenderQuery;
179 GLenum CondRenderMode;
180
181 #if FEATURE_feedback
182 /** MESA_META_SELECT_FEEDBACK */
183 GLenum RenderMode;
184 struct gl_selection Select;
185 struct gl_feedback Feedback;
186 #endif
187
188 /** MESA_META_MULTISAMPLE */
189 GLboolean MultisampleEnabled;
190
191 /** Miscellaneous (always disabled) */
192 GLboolean Lighting;
193 GLboolean RasterDiscard;
194 #if FEATURE_EXT_transform_feedback
195 GLboolean TransformFeedbackNeedsResume;
196 #endif
197 };
198
199 /**
200 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
201 * This is currently shared by all the meta ops. But we could create a
202 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
203 */
204 struct temp_texture
205 {
206 GLuint TexObj;
207 GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
208 GLsizei MinSize; /**< Min texture size to allocate */
209 GLsizei MaxSize; /**< Max possible texture size */
210 GLboolean NPOT; /**< Non-power of two size OK? */
211 GLsizei Width, Height; /**< Current texture size */
212 GLenum IntFormat;
213 GLfloat Sright, Ttop; /**< right, top texcoords */
214 };
215
216
217 /**
218 * State for glBlitFramebufer()
219 */
220 struct blit_state
221 {
222 GLuint ArrayObj;
223 GLuint VBO;
224 GLuint DepthFP;
225 };
226
227
228 /**
229 * State for glClear()
230 */
231 struct clear_state
232 {
233 GLuint ArrayObj;
234 GLuint VBO;
235 GLuint ShaderProg;
236 GLint ColorLocation;
237
238 GLuint IntegerShaderProg;
239 GLint IntegerColorLocation;
240 };
241
242
243 /**
244 * State for glCopyPixels()
245 */
246 struct copypix_state
247 {
248 GLuint ArrayObj;
249 GLuint VBO;
250 };
251
252
253 /**
254 * State for glDrawPixels()
255 */
256 struct drawpix_state
257 {
258 GLuint ArrayObj;
259
260 GLuint StencilFP; /**< Fragment program for drawing stencil images */
261 GLuint DepthFP; /**< Fragment program for drawing depth images */
262 };
263
264
265 /**
266 * State for glBitmap()
267 */
268 struct bitmap_state
269 {
270 GLuint ArrayObj;
271 GLuint VBO;
272 struct temp_texture Tex; /**< separate texture from other meta ops */
273 };
274
275
276 /**
277 * State for _mesa_meta_generate_mipmap()
278 */
279 struct gen_mipmap_state
280 {
281 GLuint ArrayObj;
282 GLuint VBO;
283 GLuint FBO;
284 GLuint Sampler;
285 GLuint ShaderProg;
286 GLuint IntegerShaderProg;
287 };
288
289
290 /**
291 * State for texture decompression
292 */
293 struct decompress_state
294 {
295 GLuint ArrayObj;
296 GLuint VBO, FBO, RBO, Sampler;
297 GLint Width, Height;
298 };
299
300 /**
301 * State for glDrawTex()
302 */
303 struct drawtex_state
304 {
305 GLuint ArrayObj;
306 GLuint VBO;
307 };
308
309 #define MAX_META_OPS_DEPTH 8
310 /**
311 * All per-context meta state.
312 */
313 struct gl_meta_state
314 {
315 /** Stack of state saved during meta-ops */
316 struct save_state Save[MAX_META_OPS_DEPTH];
317 /** Save stack depth */
318 GLuint SaveStackDepth;
319
320 struct temp_texture TempTex;
321
322 struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */
323 struct clear_state Clear; /**< For _mesa_meta_Clear() */
324 struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */
325 struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */
326 struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */
327 struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */
328 struct decompress_state Decompress; /**< For texture decompression */
329 struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */
330 };
331
332 static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
333 static void cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex);
334 static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
335 static void meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
336 struct gen_mipmap_state *mipmap);
337
338 static GLuint
339 compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
340 {
341 GLuint shader;
342 GLint ok, size;
343 GLchar *info;
344
345 shader = _mesa_CreateShaderObjectARB(target);
346 _mesa_ShaderSourceARB(shader, 1, &source, NULL);
347 _mesa_CompileShaderARB(shader);
348
349 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
350 if (ok)
351 return shader;
352
353 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
354 if (size == 0) {
355 _mesa_DeleteObjectARB(shader);
356 return 0;
357 }
358
359 info = malloc(size);
360 if (!info) {
361 _mesa_DeleteObjectARB(shader);
362 return 0;
363 }
364
365 _mesa_GetProgramInfoLog(shader, size, NULL, info);
366 _mesa_problem(ctx,
367 "meta program compile failed:\n%s\n"
368 "source:\n%s\n",
369 info, source);
370
371 free(info);
372 _mesa_DeleteObjectARB(shader);
373
374 return 0;
375 }
376
377 static GLuint
378 link_program_with_debug(struct gl_context *ctx, GLuint program)
379 {
380 GLint ok, size;
381 GLchar *info;
382
383 _mesa_LinkProgramARB(program);
384
385 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
386 if (ok)
387 return program;
388
389 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
390 if (size == 0)
391 return 0;
392
393 info = malloc(size);
394 if (!info)
395 return 0;
396
397 _mesa_GetProgramInfoLog(program, size, NULL, info);
398 _mesa_problem(ctx, "meta program link failed:\n%s", info);
399
400 free(info);
401
402 return 0;
403 }
404
405 /**
406 * Initialize meta-ops for a context.
407 * To be called once during context creation.
408 */
409 void
410 _mesa_meta_init(struct gl_context *ctx)
411 {
412 ASSERT(!ctx->Meta);
413
414 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
415 }
416
417
418 /**
419 * Free context meta-op state.
420 * To be called once during context destruction.
421 */
422 void
423 _mesa_meta_free(struct gl_context *ctx)
424 {
425 GET_CURRENT_CONTEXT(old_context);
426 _mesa_make_current(ctx, NULL, NULL);
427 meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
428 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
429 meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
430 cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
431 if (old_context)
432 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
433 else
434 _mesa_make_current(NULL, NULL, NULL);
435 free(ctx->Meta);
436 ctx->Meta = NULL;
437 }
438
439
440 /**
441 * This is an alternative to _mesa_set_enable() to handle some special cases.
442 * See comments inside.
443 */
444 static void
445 meta_set_enable(struct gl_context *ctx, GLenum cap, GLboolean state)
446 {
447 switch (cap) {
448 case GL_MULTISAMPLE:
449 /* We need to enable/disable multisample when using GLES but this enum
450 * is not supported there.
451 */
452 if (ctx->Multisample.Enabled == state)
453 return;
454 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
455 ctx->Multisample.Enabled = state;
456 break;
457 default:
458 _mesa_problem(ctx, "Unexpected cap in _meta_set_enable()");
459 return;
460 }
461
462 if (ctx->Driver.Enable) {
463 ctx->Driver.Enable(ctx, cap, state);
464 }
465 }
466
467
468
469 /**
470 * Enter meta state. This is like a light-weight version of glPushAttrib
471 * but it also resets most GL state back to default values.
472 *
473 * \param state bitmask of MESA_META_* flags indicating which attribute groups
474 * to save and reset to their defaults
475 */
476 void
477 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
478 {
479 struct save_state *save;
480
481 /* hope MAX_META_OPS_DEPTH is large enough */
482 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
483
484 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
485 memset(save, 0, sizeof(*save));
486 save->SavedState = state;
487
488 #if FEATURE_EXT_transform_feedback
489 /* Pausing transform feedback needs to be done early, or else we won't be
490 * able to change other state.
491 */
492 save->TransformFeedbackNeedsResume =
493 ctx->TransformFeedback.CurrentObject->Active &&
494 !ctx->TransformFeedback.CurrentObject->Paused;
495 if (save->TransformFeedbackNeedsResume)
496 _mesa_PauseTransformFeedback();
497 #endif
498
499 if (state & MESA_META_ALPHA_TEST) {
500 save->AlphaEnabled = ctx->Color.AlphaEnabled;
501 save->AlphaFunc = ctx->Color.AlphaFunc;
502 save->AlphaRef = ctx->Color.AlphaRef;
503 if (ctx->Color.AlphaEnabled)
504 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
505 }
506
507 if (state & MESA_META_BLEND) {
508 save->BlendEnabled = ctx->Color.BlendEnabled;
509 if (ctx->Color.BlendEnabled) {
510 if (ctx->Extensions.EXT_draw_buffers2) {
511 GLuint i;
512 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
513 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
514 }
515 }
516 else {
517 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
518 }
519 }
520 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
521 if (ctx->Color.ColorLogicOpEnabled)
522 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
523 }
524
525 if (state & MESA_META_COLOR_MASK) {
526 memcpy(save->ColorMask, ctx->Color.ColorMask,
527 sizeof(ctx->Color.ColorMask));
528 if (!ctx->Color.ColorMask[0][0] ||
529 !ctx->Color.ColorMask[0][1] ||
530 !ctx->Color.ColorMask[0][2] ||
531 !ctx->Color.ColorMask[0][3])
532 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
533 }
534
535 if (state & MESA_META_DEPTH_TEST) {
536 save->Depth = ctx->Depth; /* struct copy */
537 if (ctx->Depth.Test)
538 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
539 }
540
541 if ((state & MESA_META_FOG)
542 && ctx->API != API_OPENGL_CORE
543 && ctx->API != API_OPENGLES2) {
544 save->Fog = ctx->Fog.Enabled;
545 if (ctx->Fog.Enabled)
546 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
547 }
548
549 if (state & MESA_META_PIXEL_STORE) {
550 save->Pack = ctx->Pack;
551 save->Unpack = ctx->Unpack;
552 ctx->Pack = ctx->DefaultPacking;
553 ctx->Unpack = ctx->DefaultPacking;
554 }
555
556 if (state & MESA_META_PIXEL_TRANSFER) {
557 save->RedScale = ctx->Pixel.RedScale;
558 save->RedBias = ctx->Pixel.RedBias;
559 save->GreenScale = ctx->Pixel.GreenScale;
560 save->GreenBias = ctx->Pixel.GreenBias;
561 save->BlueScale = ctx->Pixel.BlueScale;
562 save->BlueBias = ctx->Pixel.BlueBias;
563 save->AlphaScale = ctx->Pixel.AlphaScale;
564 save->AlphaBias = ctx->Pixel.AlphaBias;
565 save->MapColorFlag = ctx->Pixel.MapColorFlag;
566 ctx->Pixel.RedScale = 1.0F;
567 ctx->Pixel.RedBias = 0.0F;
568 ctx->Pixel.GreenScale = 1.0F;
569 ctx->Pixel.GreenBias = 0.0F;
570 ctx->Pixel.BlueScale = 1.0F;
571 ctx->Pixel.BlueBias = 0.0F;
572 ctx->Pixel.AlphaScale = 1.0F;
573 ctx->Pixel.AlphaBias = 0.0F;
574 ctx->Pixel.MapColorFlag = GL_FALSE;
575 /* XXX more state */
576 ctx->NewState |=_NEW_PIXEL;
577 }
578
579 if (state & MESA_META_RASTERIZATION) {
580 save->FrontPolygonMode = ctx->Polygon.FrontMode;
581 save->BackPolygonMode = ctx->Polygon.BackMode;
582 save->PolygonOffset = ctx->Polygon.OffsetFill;
583 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
584 save->PolygonStipple = ctx->Polygon.StippleFlag;
585 save->PolygonCull = ctx->Polygon.CullFlag;
586 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
587 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
588 if (ctx->API == API_OPENGL) {
589 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
590 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
591 }
592 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
593 }
594
595 if (state & MESA_META_SCISSOR) {
596 save->Scissor = ctx->Scissor; /* struct copy */
597 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
598 }
599
600 if (state & MESA_META_SHADER) {
601 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
602 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
603 _mesa_reference_vertprog(ctx, &save->VertexProgram,
604 ctx->VertexProgram.Current);
605 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
606 }
607
608 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
609 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
610 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
611 ctx->FragmentProgram.Current);
612 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
613 }
614
615 if (ctx->Extensions.ARB_shader_objects) {
616 _mesa_reference_shader_program(ctx, &save->VertexShader,
617 ctx->Shader.CurrentVertexProgram);
618 _mesa_reference_shader_program(ctx, &save->GeometryShader,
619 ctx->Shader.CurrentGeometryProgram);
620 _mesa_reference_shader_program(ctx, &save->FragmentShader,
621 ctx->Shader.CurrentFragmentProgram);
622 _mesa_reference_shader_program(ctx, &save->ActiveShader,
623 ctx->Shader.ActiveProgram);
624
625 _mesa_UseProgramObjectARB(0);
626 }
627 }
628
629 if (state & MESA_META_STENCIL_TEST) {
630 save->Stencil = ctx->Stencil; /* struct copy */
631 if (ctx->Stencil.Enabled)
632 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
633 /* NOTE: other stencil state not reset */
634 }
635
636 if (state & MESA_META_TEXTURE) {
637 GLuint u, tgt;
638
639 save->ActiveUnit = ctx->Texture.CurrentUnit;
640 save->ClientActiveUnit = ctx->Array.ActiveTexture;
641 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
642
643 /* Disable all texture units */
644 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
645 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
646 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
647 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
648 if (ctx->Texture.Unit[u].Enabled ||
649 ctx->Texture.Unit[u].TexGenEnabled) {
650 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
651 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
652 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
653 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
654 if (ctx->Extensions.ARB_texture_cube_map)
655 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
656 if (ctx->Extensions.NV_texture_rectangle)
657 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
658 if (ctx->Extensions.OES_EGL_image_external)
659 _mesa_set_enable(ctx, GL_TEXTURE_EXTERNAL_OES, GL_FALSE);
660 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
661 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
662 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
663 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
664 }
665 }
666 }
667
668 /* save current texture objects for unit[0] only */
669 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
670 _mesa_reference_texobj(&save->CurrentTexture[tgt],
671 ctx->Texture.Unit[0].CurrentTex[tgt]);
672 }
673
674 /* set defaults for unit[0] */
675 _mesa_ActiveTextureARB(GL_TEXTURE0);
676 _mesa_ClientActiveTextureARB(GL_TEXTURE0);
677 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
678 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
679 }
680 }
681
682 if (state & MESA_META_TRANSFORM) {
683 GLuint activeTexture = ctx->Texture.CurrentUnit;
684 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
685 16 * sizeof(GLfloat));
686 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
687 16 * sizeof(GLfloat));
688 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
689 16 * sizeof(GLfloat));
690 save->MatrixMode = ctx->Transform.MatrixMode;
691 /* set 1:1 vertex:pixel coordinate transform */
692 _mesa_ActiveTextureARB(GL_TEXTURE0);
693 _mesa_MatrixMode(GL_TEXTURE);
694 _mesa_LoadIdentity();
695 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
696 _mesa_MatrixMode(GL_MODELVIEW);
697 _mesa_LoadIdentity();
698 _mesa_MatrixMode(GL_PROJECTION);
699 _mesa_LoadIdentity();
700 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
701 0.0, ctx->DrawBuffer->Height,
702 -1.0, 1.0);
703 }
704
705 if (state & MESA_META_CLIP) {
706 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
707 if (ctx->Transform.ClipPlanesEnabled) {
708 GLuint i;
709 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
710 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
711 }
712 }
713 }
714
715 if (state & MESA_META_VERTEX) {
716 /* save vertex array object state */
717 _mesa_reference_array_object(ctx, &save->ArrayObj,
718 ctx->Array.ArrayObj);
719 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
720 ctx->Array.ArrayBufferObj);
721 /* set some default state? */
722 }
723
724 if (state & MESA_META_VIEWPORT) {
725 /* save viewport state */
726 save->ViewportX = ctx->Viewport.X;
727 save->ViewportY = ctx->Viewport.Y;
728 save->ViewportW = ctx->Viewport.Width;
729 save->ViewportH = ctx->Viewport.Height;
730 /* set viewport to match window size */
731 if (ctx->Viewport.X != 0 ||
732 ctx->Viewport.Y != 0 ||
733 ctx->Viewport.Width != ctx->DrawBuffer->Width ||
734 ctx->Viewport.Height != ctx->DrawBuffer->Height) {
735 _mesa_set_viewport(ctx, 0, 0,
736 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
737 }
738 /* save depth range state */
739 save->DepthNear = ctx->Viewport.Near;
740 save->DepthFar = ctx->Viewport.Far;
741 /* set depth range to default */
742 _mesa_DepthRange(0.0, 1.0);
743 }
744
745 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
746 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
747
748 /* Generally in here we want to do clamping according to whether
749 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
750 * regardless of the internal implementation of the metaops.
751 */
752 if (ctx->Color.ClampFragmentColor != GL_TRUE)
753 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
754 }
755
756 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
757 save->ClampVertexColor = ctx->Light.ClampVertexColor;
758
759 /* Generally in here we never want vertex color clamping --
760 * result clamping is only dependent on fragment clamping.
761 */
762 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
763 }
764
765 if (state & MESA_META_CONDITIONAL_RENDER) {
766 save->CondRenderQuery = ctx->Query.CondRenderQuery;
767 save->CondRenderMode = ctx->Query.CondRenderMode;
768
769 if (ctx->Query.CondRenderQuery)
770 _mesa_EndConditionalRender();
771 }
772
773 #if FEATURE_feedback
774 if (state & MESA_META_SELECT_FEEDBACK) {
775 save->RenderMode = ctx->RenderMode;
776 if (ctx->RenderMode == GL_SELECT) {
777 save->Select = ctx->Select; /* struct copy */
778 _mesa_RenderMode(GL_RENDER);
779 } else if (ctx->RenderMode == GL_FEEDBACK) {
780 save->Feedback = ctx->Feedback; /* struct copy */
781 _mesa_RenderMode(GL_RENDER);
782 }
783 }
784 #endif
785
786 if (state & MESA_META_MULTISAMPLE) {
787 save->MultisampleEnabled = ctx->Multisample.Enabled;
788 if (ctx->Multisample.Enabled)
789 meta_set_enable(ctx, GL_MULTISAMPLE, GL_FALSE);
790 }
791
792 /* misc */
793 {
794 save->Lighting = ctx->Light.Enabled;
795 if (ctx->Light.Enabled)
796 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
797 save->RasterDiscard = ctx->RasterDiscard;
798 if (ctx->RasterDiscard)
799 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
800 }
801 }
802
803
804 /**
805 * Leave meta state. This is like a light-weight version of glPopAttrib().
806 */
807 void
808 _mesa_meta_end(struct gl_context *ctx)
809 {
810 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
811 const GLbitfield state = save->SavedState;
812
813 if (state & MESA_META_ALPHA_TEST) {
814 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
815 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
816 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
817 }
818
819 if (state & MESA_META_BLEND) {
820 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
821 if (ctx->Extensions.EXT_draw_buffers2) {
822 GLuint i;
823 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
824 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
825 }
826 }
827 else {
828 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
829 }
830 }
831 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
832 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
833 }
834
835 if (state & MESA_META_COLOR_MASK) {
836 GLuint i;
837 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
838 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
839 if (i == 0) {
840 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
841 save->ColorMask[i][2], save->ColorMask[i][3]);
842 }
843 else {
844 _mesa_ColorMaskIndexed(i,
845 save->ColorMask[i][0],
846 save->ColorMask[i][1],
847 save->ColorMask[i][2],
848 save->ColorMask[i][3]);
849 }
850 }
851 }
852 }
853
854 if (state & MESA_META_DEPTH_TEST) {
855 if (ctx->Depth.Test != save->Depth.Test)
856 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
857 _mesa_DepthFunc(save->Depth.Func);
858 _mesa_DepthMask(save->Depth.Mask);
859 }
860
861 if ((state & MESA_META_FOG)
862 && ctx->API != API_OPENGL_CORE
863 && ctx->API != API_OPENGLES2) {
864 _mesa_set_enable(ctx, GL_FOG, save->Fog);
865 }
866
867 if (state & MESA_META_PIXEL_STORE) {
868 ctx->Pack = save->Pack;
869 ctx->Unpack = save->Unpack;
870 }
871
872 if (state & MESA_META_PIXEL_TRANSFER) {
873 ctx->Pixel.RedScale = save->RedScale;
874 ctx->Pixel.RedBias = save->RedBias;
875 ctx->Pixel.GreenScale = save->GreenScale;
876 ctx->Pixel.GreenBias = save->GreenBias;
877 ctx->Pixel.BlueScale = save->BlueScale;
878 ctx->Pixel.BlueBias = save->BlueBias;
879 ctx->Pixel.AlphaScale = save->AlphaScale;
880 ctx->Pixel.AlphaBias = save->AlphaBias;
881 ctx->Pixel.MapColorFlag = save->MapColorFlag;
882 /* XXX more state */
883 ctx->NewState |=_NEW_PIXEL;
884 }
885
886 if (state & MESA_META_RASTERIZATION) {
887 /* Core context requires that front and back mode be the same.
888 */
889 if (ctx->API == API_OPENGL_CORE) {
890 _mesa_PolygonMode(GL_FRONT_AND_BACK, save->FrontPolygonMode);
891 } else {
892 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
893 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
894 }
895 if (ctx->API == API_OPENGL) {
896 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
897 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
898 }
899 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
900 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
901 }
902
903 if (state & MESA_META_SCISSOR) {
904 _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled);
905 _mesa_Scissor(save->Scissor.X, save->Scissor.Y,
906 save->Scissor.Width, save->Scissor.Height);
907 }
908
909 if (state & MESA_META_SHADER) {
910 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
911 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
912 save->VertexProgramEnabled);
913 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
914 save->VertexProgram);
915 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
916 }
917
918 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
919 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
920 save->FragmentProgramEnabled);
921 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
922 save->FragmentProgram);
923 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
924 }
925
926 if (ctx->Extensions.ARB_vertex_shader)
927 _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader);
928
929 if (ctx->Extensions.ARB_geometry_shader4)
930 _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB,
931 save->GeometryShader);
932
933 if (ctx->Extensions.ARB_fragment_shader)
934 _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER,
935 save->FragmentShader);
936
937 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
938 save->ActiveShader);
939
940 _mesa_reference_shader_program(ctx, &save->VertexShader, NULL);
941 _mesa_reference_shader_program(ctx, &save->GeometryShader, NULL);
942 _mesa_reference_shader_program(ctx, &save->FragmentShader, NULL);
943 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
944 }
945
946 if (state & MESA_META_STENCIL_TEST) {
947 const struct gl_stencil_attrib *stencil = &save->Stencil;
948
949 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
950 _mesa_ClearStencil(stencil->Clear);
951 if (ctx->API == API_OPENGL && ctx->Extensions.EXT_stencil_two_side) {
952 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
953 stencil->TestTwoSide);
954 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
955 ? GL_BACK : GL_FRONT);
956 }
957 /* front state */
958 _mesa_StencilFuncSeparate(GL_FRONT,
959 stencil->Function[0],
960 stencil->Ref[0],
961 stencil->ValueMask[0]);
962 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
963 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
964 stencil->ZFailFunc[0],
965 stencil->ZPassFunc[0]);
966 /* back state */
967 _mesa_StencilFuncSeparate(GL_BACK,
968 stencil->Function[1],
969 stencil->Ref[1],
970 stencil->ValueMask[1]);
971 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
972 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
973 stencil->ZFailFunc[1],
974 stencil->ZPassFunc[1]);
975 }
976
977 if (state & MESA_META_TEXTURE) {
978 GLuint u, tgt;
979
980 ASSERT(ctx->Texture.CurrentUnit == 0);
981
982 /* restore texenv for unit[0] */
983 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
984 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
985 }
986
987 /* restore texture objects for unit[0] only */
988 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
989 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
990 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
991 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
992 save->CurrentTexture[tgt]);
993 }
994 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
995 }
996
997 /* Restore fixed function texture enables, texgen */
998 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
999 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1000 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1001 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1002 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1003 }
1004
1005 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1006 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1007 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1008 }
1009 }
1010 }
1011
1012 /* restore current unit state */
1013 _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit);
1014 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit);
1015 }
1016
1017 if (state & MESA_META_TRANSFORM) {
1018 GLuint activeTexture = ctx->Texture.CurrentUnit;
1019 _mesa_ActiveTextureARB(GL_TEXTURE0);
1020 _mesa_MatrixMode(GL_TEXTURE);
1021 _mesa_LoadMatrixf(save->TextureMatrix);
1022 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
1023
1024 _mesa_MatrixMode(GL_MODELVIEW);
1025 _mesa_LoadMatrixf(save->ModelviewMatrix);
1026
1027 _mesa_MatrixMode(GL_PROJECTION);
1028 _mesa_LoadMatrixf(save->ProjectionMatrix);
1029
1030 _mesa_MatrixMode(save->MatrixMode);
1031 }
1032
1033 if (state & MESA_META_CLIP) {
1034 if (save->ClipPlanesEnabled) {
1035 GLuint i;
1036 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1037 if (save->ClipPlanesEnabled & (1 << i)) {
1038 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1039 }
1040 }
1041 }
1042 }
1043
1044 if (state & MESA_META_VERTEX) {
1045 /* restore vertex buffer object */
1046 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1047 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1048
1049 /* restore vertex array object */
1050 _mesa_BindVertexArray(save->ArrayObj->Name);
1051 _mesa_reference_array_object(ctx, &save->ArrayObj, NULL);
1052 }
1053
1054 if (state & MESA_META_VIEWPORT) {
1055 if (save->ViewportX != ctx->Viewport.X ||
1056 save->ViewportY != ctx->Viewport.Y ||
1057 save->ViewportW != ctx->Viewport.Width ||
1058 save->ViewportH != ctx->Viewport.Height) {
1059 _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY,
1060 save->ViewportW, save->ViewportH);
1061 }
1062 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1063 }
1064
1065 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
1066 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1067 }
1068
1069 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
1070 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1071 }
1072
1073 if (state & MESA_META_CONDITIONAL_RENDER) {
1074 if (save->CondRenderQuery)
1075 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1076 save->CondRenderMode);
1077 }
1078
1079 #if FEATURE_feedback
1080 if (state & MESA_META_SELECT_FEEDBACK) {
1081 if (save->RenderMode == GL_SELECT) {
1082 _mesa_RenderMode(GL_SELECT);
1083 ctx->Select = save->Select;
1084 } else if (save->RenderMode == GL_FEEDBACK) {
1085 _mesa_RenderMode(GL_FEEDBACK);
1086 ctx->Feedback = save->Feedback;
1087 }
1088 }
1089 #endif
1090
1091 if (state & MESA_META_MULTISAMPLE) {
1092 if (ctx->Multisample.Enabled != save->MultisampleEnabled)
1093 meta_set_enable(ctx, GL_MULTISAMPLE, save->MultisampleEnabled);
1094 }
1095
1096 /* misc */
1097 if (save->Lighting) {
1098 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1099 }
1100 if (save->RasterDiscard) {
1101 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1102 }
1103 #if FEATURE_EXT_transform_feedback
1104 if (save->TransformFeedbackNeedsResume)
1105 _mesa_ResumeTransformFeedback();
1106 #endif
1107
1108 ctx->Meta->SaveStackDepth--;
1109 }
1110
1111
1112 /**
1113 * Determine whether Mesa is currently in a meta state.
1114 */
1115 GLboolean
1116 _mesa_meta_in_progress(struct gl_context *ctx)
1117 {
1118 return ctx->Meta->SaveStackDepth != 0;
1119 }
1120
1121
1122 /**
1123 * Convert Z from a normalized value in the range [0, 1] to an object-space
1124 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1125 * default/identity ortho projection results in the original Z value.
1126 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1127 * value comes from the clear value or raster position.
1128 */
1129 static INLINE GLfloat
1130 invert_z(GLfloat normZ)
1131 {
1132 GLfloat objZ = 1.0f - 2.0f * normZ;
1133 return objZ;
1134 }
1135
1136
1137 /**
1138 * One-time init for a temp_texture object.
1139 * Choose tex target, compute max tex size, etc.
1140 */
1141 static void
1142 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1143 {
1144 /* prefer texture rectangle */
1145 if (ctx->Extensions.NV_texture_rectangle) {
1146 tex->Target = GL_TEXTURE_RECTANGLE;
1147 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1148 tex->NPOT = GL_TRUE;
1149 }
1150 else {
1151 /* use 2D texture, NPOT if possible */
1152 tex->Target = GL_TEXTURE_2D;
1153 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1154 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1155 }
1156 tex->MinSize = 16; /* 16 x 16 at least */
1157 assert(tex->MaxSize > 0);
1158
1159 _mesa_GenTextures(1, &tex->TexObj);
1160 }
1161
1162 static void
1163 cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1164 {
1165 if (!tex->TexObj)
1166 return;
1167 _mesa_DeleteTextures(1, &tex->TexObj);
1168 tex->TexObj = 0;
1169 }
1170
1171
1172 /**
1173 * Return pointer to temp_texture info for non-bitmap ops.
1174 * This does some one-time init if needed.
1175 */
1176 static struct temp_texture *
1177 get_temp_texture(struct gl_context *ctx)
1178 {
1179 struct temp_texture *tex = &ctx->Meta->TempTex;
1180
1181 if (!tex->TexObj) {
1182 init_temp_texture(ctx, tex);
1183 }
1184
1185 return tex;
1186 }
1187
1188
1189 /**
1190 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1191 * We use a separate texture for bitmaps to reduce texture
1192 * allocation/deallocation.
1193 */
1194 static struct temp_texture *
1195 get_bitmap_temp_texture(struct gl_context *ctx)
1196 {
1197 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1198
1199 if (!tex->TexObj) {
1200 init_temp_texture(ctx, tex);
1201 }
1202
1203 return tex;
1204 }
1205
1206
1207 /**
1208 * Compute the width/height of texture needed to draw an image of the
1209 * given size. Return a flag indicating whether the current texture
1210 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1211 * allocated (glTexImage2D).
1212 * Also, compute s/t texcoords for drawing.
1213 *
1214 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1215 */
1216 static GLboolean
1217 alloc_texture(struct temp_texture *tex,
1218 GLsizei width, GLsizei height, GLenum intFormat)
1219 {
1220 GLboolean newTex = GL_FALSE;
1221
1222 ASSERT(width <= tex->MaxSize);
1223 ASSERT(height <= tex->MaxSize);
1224
1225 if (width > tex->Width ||
1226 height > tex->Height ||
1227 intFormat != tex->IntFormat) {
1228 /* alloc new texture (larger or different format) */
1229
1230 if (tex->NPOT) {
1231 /* use non-power of two size */
1232 tex->Width = MAX2(tex->MinSize, width);
1233 tex->Height = MAX2(tex->MinSize, height);
1234 }
1235 else {
1236 /* find power of two size */
1237 GLsizei w, h;
1238 w = h = tex->MinSize;
1239 while (w < width)
1240 w *= 2;
1241 while (h < height)
1242 h *= 2;
1243 tex->Width = w;
1244 tex->Height = h;
1245 }
1246
1247 tex->IntFormat = intFormat;
1248
1249 newTex = GL_TRUE;
1250 }
1251
1252 /* compute texcoords */
1253 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1254 tex->Sright = (GLfloat) width;
1255 tex->Ttop = (GLfloat) height;
1256 }
1257 else {
1258 tex->Sright = (GLfloat) width / tex->Width;
1259 tex->Ttop = (GLfloat) height / tex->Height;
1260 }
1261
1262 return newTex;
1263 }
1264
1265
1266 /**
1267 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1268 */
1269 static void
1270 setup_copypix_texture(struct temp_texture *tex,
1271 GLboolean newTex,
1272 GLint srcX, GLint srcY,
1273 GLsizei width, GLsizei height, GLenum intFormat,
1274 GLenum filter)
1275 {
1276 _mesa_BindTexture(tex->Target, tex->TexObj);
1277 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1278 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1279 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1280
1281 /* copy framebuffer image to texture */
1282 if (newTex) {
1283 /* create new tex image */
1284 if (tex->Width == width && tex->Height == height) {
1285 /* create new tex with framebuffer data */
1286 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1287 srcX, srcY, width, height, 0);
1288 }
1289 else {
1290 /* create empty texture */
1291 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1292 tex->Width, tex->Height, 0,
1293 intFormat, GL_UNSIGNED_BYTE, NULL);
1294 /* load image */
1295 _mesa_CopyTexSubImage2D(tex->Target, 0,
1296 0, 0, srcX, srcY, width, height);
1297 }
1298 }
1299 else {
1300 /* replace existing tex image */
1301 _mesa_CopyTexSubImage2D(tex->Target, 0,
1302 0, 0, srcX, srcY, width, height);
1303 }
1304 }
1305
1306
1307 /**
1308 * Setup/load texture for glDrawPixels.
1309 */
1310 static void
1311 setup_drawpix_texture(struct gl_context *ctx,
1312 struct temp_texture *tex,
1313 GLboolean newTex,
1314 GLenum texIntFormat,
1315 GLsizei width, GLsizei height,
1316 GLenum format, GLenum type,
1317 const GLvoid *pixels)
1318 {
1319 _mesa_BindTexture(tex->Target, tex->TexObj);
1320 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1321 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1322 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1323
1324 /* copy pixel data to texture */
1325 if (newTex) {
1326 /* create new tex image */
1327 if (tex->Width == width && tex->Height == height) {
1328 /* create new tex and load image data */
1329 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1330 tex->Width, tex->Height, 0, format, type, pixels);
1331 }
1332 else {
1333 struct gl_buffer_object *save_unpack_obj = NULL;
1334
1335 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1336 ctx->Unpack.BufferObj);
1337 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1338 /* create empty texture */
1339 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1340 tex->Width, tex->Height, 0, format, type, NULL);
1341 if (save_unpack_obj != NULL)
1342 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB,
1343 save_unpack_obj->Name);
1344 /* load image */
1345 _mesa_TexSubImage2D(tex->Target, 0,
1346 0, 0, width, height, format, type, pixels);
1347 }
1348 }
1349 else {
1350 /* replace existing tex image */
1351 _mesa_TexSubImage2D(tex->Target, 0,
1352 0, 0, width, height, format, type, pixels);
1353 }
1354 }
1355
1356
1357
1358 /**
1359 * One-time init for drawing depth pixels.
1360 */
1361 static void
1362 init_blit_depth_pixels(struct gl_context *ctx)
1363 {
1364 static const char *program =
1365 "!!ARBfp1.0\n"
1366 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1367 "END \n";
1368 char program2[200];
1369 struct blit_state *blit = &ctx->Meta->Blit;
1370 struct temp_texture *tex = get_temp_texture(ctx);
1371 const char *texTarget;
1372
1373 assert(blit->DepthFP == 0);
1374
1375 /* replace %s with "RECT" or "2D" */
1376 assert(strlen(program) + 4 < sizeof(program2));
1377 if (tex->Target == GL_TEXTURE_RECTANGLE)
1378 texTarget = "RECT";
1379 else
1380 texTarget = "2D";
1381 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1382
1383 _mesa_GenPrograms(1, &blit->DepthFP);
1384 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1385 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1386 strlen(program2), (const GLubyte *) program2);
1387 }
1388
1389
1390 /**
1391 * Try to do a glBlitFramebuffer using no-copy texturing.
1392 * We can do this when the src renderbuffer is actually a texture.
1393 * But if the src buffer == dst buffer we cannot do this.
1394 *
1395 * \return new buffer mask indicating the buffers left to blit using the
1396 * normal path.
1397 */
1398 static GLbitfield
1399 blitframebuffer_texture(struct gl_context *ctx,
1400 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1401 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1402 GLbitfield mask, GLenum filter)
1403 {
1404 if (mask & GL_COLOR_BUFFER_BIT) {
1405 const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
1406 const struct gl_framebuffer *readFb = ctx->ReadBuffer;
1407 const struct gl_renderbuffer_attachment *drawAtt =
1408 &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
1409 const struct gl_renderbuffer_attachment *readAtt =
1410 &readFb->Attachment[readFb->_ColorReadBufferIndex];
1411
1412 if (readAtt && readAtt->Texture) {
1413 const struct gl_texture_object *texObj = readAtt->Texture;
1414 const GLuint srcLevel = readAtt->TextureLevel;
1415 const GLint baseLevelSave = texObj->BaseLevel;
1416 const GLint maxLevelSave = texObj->MaxLevel;
1417 const GLenum fbo_srgb_save = ctx->Color.sRGBEnabled;
1418 const GLenum target = texObj->Target;
1419 GLuint sampler, samplerSave =
1420 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
1421 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
1422
1423 if (drawAtt->Texture == readAtt->Texture) {
1424 /* Can't use same texture as both the source and dest. We need
1425 * to handle overlapping blits and besides, some hw may not
1426 * support this.
1427 */
1428 return mask;
1429 }
1430
1431 if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
1432 /* Can't handle other texture types at this time */
1433 return mask;
1434 }
1435
1436 _mesa_GenSamplers(1, &sampler);
1437 _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
1438
1439 /*
1440 printf("Blit from texture!\n");
1441 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1442 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1443 */
1444
1445 /* Prepare src texture state */
1446 _mesa_BindTexture(target, texObj->Name);
1447 _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
1448 _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
1449 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1450 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
1451 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
1452 }
1453 _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1454 _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1455
1456 /* Always do our blits with no sRGB decode or encode.*/
1457 if (ctx->Extensions.EXT_texture_sRGB_decode) {
1458 _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
1459 GL_SKIP_DECODE_EXT);
1460 }
1461 if ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB)
1462 || _mesa_is_gles3(ctx)) {
1463 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
1464 }
1465
1466 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1467 _mesa_set_enable(ctx, target, GL_TRUE);
1468
1469 /* Prepare vertex data (the VBO was previously created and bound) */
1470 {
1471 struct vertex {
1472 GLfloat x, y, s, t;
1473 };
1474 struct vertex verts[4];
1475 GLfloat s0, t0, s1, t1;
1476
1477 if (target == GL_TEXTURE_2D) {
1478 const struct gl_texture_image *texImage
1479 = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
1480 s0 = srcX0 / (float) texImage->Width;
1481 s1 = srcX1 / (float) texImage->Width;
1482 t0 = srcY0 / (float) texImage->Height;
1483 t1 = srcY1 / (float) texImage->Height;
1484 }
1485 else {
1486 assert(target == GL_TEXTURE_RECTANGLE_ARB);
1487 s0 = srcX0;
1488 s1 = srcX1;
1489 t0 = srcY0;
1490 t1 = srcY1;
1491 }
1492
1493 verts[0].x = (GLfloat) dstX0;
1494 verts[0].y = (GLfloat) dstY0;
1495 verts[1].x = (GLfloat) dstX1;
1496 verts[1].y = (GLfloat) dstY0;
1497 verts[2].x = (GLfloat) dstX1;
1498 verts[2].y = (GLfloat) dstY1;
1499 verts[3].x = (GLfloat) dstX0;
1500 verts[3].y = (GLfloat) dstY1;
1501
1502 verts[0].s = s0;
1503 verts[0].t = t0;
1504 verts[1].s = s1;
1505 verts[1].t = t0;
1506 verts[2].s = s1;
1507 verts[2].t = t1;
1508 verts[3].s = s0;
1509 verts[3].t = t1;
1510
1511 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1512 }
1513
1514 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1515
1516 /* Restore texture object state, the texture binding will
1517 * be restored by _mesa_meta_end().
1518 */
1519 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1520 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
1521 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
1522 }
1523 if (ctx->Extensions.EXT_framebuffer_sRGB && fbo_srgb_save) {
1524 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
1525 }
1526
1527 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
1528 _mesa_DeleteSamplers(1, &sampler);
1529
1530 /* Done with color buffer */
1531 mask &= ~GL_COLOR_BUFFER_BIT;
1532 }
1533 }
1534
1535 return mask;
1536 }
1537
1538
1539 /**
1540 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1541 * of texture mapping and polygon rendering.
1542 */
1543 void
1544 _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
1545 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1546 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1547 GLbitfield mask, GLenum filter)
1548 {
1549 struct blit_state *blit = &ctx->Meta->Blit;
1550 struct temp_texture *tex = get_temp_texture(ctx);
1551 const GLsizei maxTexSize = tex->MaxSize;
1552 const GLint srcX = MIN2(srcX0, srcX1);
1553 const GLint srcY = MIN2(srcY0, srcY1);
1554 const GLint srcW = abs(srcX1 - srcX0);
1555 const GLint srcH = abs(srcY1 - srcY0);
1556 const GLboolean srcFlipX = srcX1 < srcX0;
1557 const GLboolean srcFlipY = srcY1 < srcY0;
1558 struct vertex {
1559 GLfloat x, y, s, t;
1560 };
1561 struct vertex verts[4];
1562 GLboolean newTex;
1563
1564 /* In addition to falling back if the blit size is larger than the maximum
1565 * texture size, fallback if the source is multisampled. This fallback can
1566 * be removed once Mesa gets support ARB_texture_multisample.
1567 */
1568 if (srcW > maxTexSize || srcH > maxTexSize
1569 || ctx->ReadBuffer->Visual.samples > 0) {
1570 /* XXX avoid this fallback */
1571 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1572 dstX0, dstY0, dstX1, dstY1, mask, filter);
1573 return;
1574 }
1575
1576 if (srcFlipX) {
1577 GLint tmp = dstX0;
1578 dstX0 = dstX1;
1579 dstX1 = tmp;
1580 }
1581
1582 if (srcFlipY) {
1583 GLint tmp = dstY0;
1584 dstY0 = dstY1;
1585 dstY1 = tmp;
1586 }
1587
1588 /* only scissor effects blit so save/clear all other relevant state */
1589 _mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
1590
1591 if (blit->ArrayObj == 0) {
1592 /* one-time setup */
1593
1594 /* create vertex array object */
1595 _mesa_GenVertexArrays(1, &blit->ArrayObj);
1596 _mesa_BindVertexArray(blit->ArrayObj);
1597
1598 /* create vertex array buffer */
1599 _mesa_GenBuffersARB(1, &blit->VBO);
1600 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1601 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1602 NULL, GL_DYNAMIC_DRAW_ARB);
1603
1604 /* setup vertex arrays */
1605 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1606 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1607 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1608 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1609 }
1610 else {
1611 _mesa_BindVertexArray(blit->ArrayObj);
1612 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1613 }
1614
1615 /* Try faster, direct texture approach first */
1616 mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
1617 dstX0, dstY0, dstX1, dstY1, mask, filter);
1618 if (mask == 0x0) {
1619 _mesa_meta_end(ctx);
1620 return;
1621 }
1622
1623 /* Continue with "normal" approach which involves copying the src rect
1624 * into a temporary texture and is "blitted" by drawing a textured quad.
1625 */
1626
1627 newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
1628
1629 /* vertex positions/texcoords (after texture allocation!) */
1630 {
1631 verts[0].x = (GLfloat) dstX0;
1632 verts[0].y = (GLfloat) dstY0;
1633 verts[1].x = (GLfloat) dstX1;
1634 verts[1].y = (GLfloat) dstY0;
1635 verts[2].x = (GLfloat) dstX1;
1636 verts[2].y = (GLfloat) dstY1;
1637 verts[3].x = (GLfloat) dstX0;
1638 verts[3].y = (GLfloat) dstY1;
1639
1640 verts[0].s = 0.0F;
1641 verts[0].t = 0.0F;
1642 verts[1].s = tex->Sright;
1643 verts[1].t = 0.0F;
1644 verts[2].s = tex->Sright;
1645 verts[2].t = tex->Ttop;
1646 verts[3].s = 0.0F;
1647 verts[3].t = tex->Ttop;
1648
1649 /* upload new vertex data */
1650 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1651 }
1652
1653 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1654
1655 if (mask & GL_COLOR_BUFFER_BIT) {
1656 setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
1657 GL_RGBA, filter);
1658 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1659 mask &= ~GL_COLOR_BUFFER_BIT;
1660 }
1661
1662 if (mask & GL_DEPTH_BUFFER_BIT) {
1663 GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint));
1664 if (tmp) {
1665 if (!blit->DepthFP)
1666 init_blit_depth_pixels(ctx);
1667
1668 /* maybe change tex format here */
1669 newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
1670
1671 _mesa_ReadPixels(srcX, srcY, srcW, srcH,
1672 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1673
1674 setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
1675 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1676
1677 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1678 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
1679 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1680 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1681 _mesa_DepthFunc(GL_ALWAYS);
1682 _mesa_DepthMask(GL_TRUE);
1683
1684 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1685 mask &= ~GL_DEPTH_BUFFER_BIT;
1686
1687 free(tmp);
1688 }
1689 }
1690
1691 if (mask & GL_STENCIL_BUFFER_BIT) {
1692 /* XXX can't easily do stencil */
1693 }
1694
1695 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1696
1697 _mesa_meta_end(ctx);
1698
1699 if (mask) {
1700 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1701 dstX0, dstY0, dstX1, dstY1, mask, filter);
1702 }
1703 }
1704
1705 static void
1706 meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
1707 {
1708 if (blit->ArrayObj) {
1709 _mesa_DeleteVertexArraysAPPLE(1, &blit->ArrayObj);
1710 blit->ArrayObj = 0;
1711 _mesa_DeleteBuffersARB(1, &blit->VBO);
1712 blit->VBO = 0;
1713 }
1714 if (blit->DepthFP) {
1715 _mesa_DeletePrograms(1, &blit->DepthFP);
1716 blit->DepthFP = 0;
1717 }
1718 }
1719
1720
1721 /**
1722 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1723 */
1724 void
1725 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1726 {
1727 struct clear_state *clear = &ctx->Meta->Clear;
1728 struct vertex {
1729 GLfloat x, y, z, r, g, b, a;
1730 };
1731 struct vertex verts[4];
1732 /* save all state but scissor, pixel pack/unpack */
1733 GLbitfield metaSave = (MESA_META_ALL -
1734 MESA_META_SCISSOR -
1735 MESA_META_PIXEL_STORE -
1736 MESA_META_CONDITIONAL_RENDER);
1737 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1738
1739 if (buffers & BUFFER_BITS_COLOR) {
1740 /* if clearing color buffers, don't save/restore colormask */
1741 metaSave -= MESA_META_COLOR_MASK;
1742 }
1743
1744 _mesa_meta_begin(ctx, metaSave);
1745
1746 if (clear->ArrayObj == 0) {
1747 /* one-time setup */
1748
1749 /* create vertex array object */
1750 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1751 _mesa_BindVertexArray(clear->ArrayObj);
1752
1753 /* create vertex array buffer */
1754 _mesa_GenBuffersARB(1, &clear->VBO);
1755 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1756
1757 /* setup vertex arrays */
1758 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1759 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
1760 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1761 _mesa_EnableClientState(GL_COLOR_ARRAY);
1762 }
1763 else {
1764 _mesa_BindVertexArray(clear->ArrayObj);
1765 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1766 }
1767
1768 /* GL_COLOR_BUFFER_BIT */
1769 if (buffers & BUFFER_BITS_COLOR) {
1770 /* leave colormask, glDrawBuffer state as-is */
1771
1772 /* Clears never have the color clamped. */
1773 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1774 }
1775 else {
1776 ASSERT(metaSave & MESA_META_COLOR_MASK);
1777 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1778 }
1779
1780 /* GL_DEPTH_BUFFER_BIT */
1781 if (buffers & BUFFER_BIT_DEPTH) {
1782 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1783 _mesa_DepthFunc(GL_ALWAYS);
1784 _mesa_DepthMask(GL_TRUE);
1785 }
1786 else {
1787 assert(!ctx->Depth.Test);
1788 }
1789
1790 /* GL_STENCIL_BUFFER_BIT */
1791 if (buffers & BUFFER_BIT_STENCIL) {
1792 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1793 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1794 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1795 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1796 ctx->Stencil.Clear & stencilMax,
1797 ctx->Stencil.WriteMask[0]);
1798 }
1799 else {
1800 assert(!ctx->Stencil.Enabled);
1801 }
1802
1803 /* vertex positions/colors */
1804 {
1805 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
1806 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
1807 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
1808 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
1809 const GLfloat z = invert_z(ctx->Depth.Clear);
1810 GLuint i;
1811
1812 verts[0].x = x0;
1813 verts[0].y = y0;
1814 verts[0].z = z;
1815 verts[1].x = x1;
1816 verts[1].y = y0;
1817 verts[1].z = z;
1818 verts[2].x = x1;
1819 verts[2].y = y1;
1820 verts[2].z = z;
1821 verts[3].x = x0;
1822 verts[3].y = y1;
1823 verts[3].z = z;
1824
1825 /* vertex colors */
1826 for (i = 0; i < 4; i++) {
1827 verts[i].r = ctx->Color.ClearColor.f[0];
1828 verts[i].g = ctx->Color.ClearColor.f[1];
1829 verts[i].b = ctx->Color.ClearColor.f[2];
1830 verts[i].a = ctx->Color.ClearColor.f[3];
1831 }
1832
1833 /* upload new vertex data */
1834 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1835 GL_DYNAMIC_DRAW_ARB);
1836 }
1837
1838 /* draw quad */
1839 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1840
1841 _mesa_meta_end(ctx);
1842 }
1843
1844 static void
1845 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1846 {
1847 const char *vs_source =
1848 "attribute vec4 position;\n"
1849 "void main()\n"
1850 "{\n"
1851 " gl_Position = position;\n"
1852 "}\n";
1853 const char *fs_source =
1854 "uniform vec4 color;\n"
1855 "void main()\n"
1856 "{\n"
1857 " gl_FragColor = color;\n"
1858 "}\n";
1859 const char *vs_int_source =
1860 "#version 130\n"
1861 "in vec4 position;\n"
1862 "void main()\n"
1863 "{\n"
1864 " gl_Position = position;\n"
1865 "}\n";
1866 const char *fs_int_source =
1867 "#version 130\n"
1868 "uniform ivec4 color;\n"
1869 "out ivec4 out_color;\n"
1870 "\n"
1871 "void main()\n"
1872 "{\n"
1873 " out_color = color;\n"
1874 "}\n";
1875 GLuint vs, fs;
1876
1877 if (clear->ArrayObj != 0)
1878 return;
1879
1880 /* create vertex array object */
1881 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1882 _mesa_BindVertexArray(clear->ArrayObj);
1883
1884 /* create vertex array buffer */
1885 _mesa_GenBuffersARB(1, &clear->VBO);
1886 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1887
1888 /* setup vertex arrays */
1889 _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
1890 _mesa_EnableVertexAttribArrayARB(0);
1891
1892 vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
1893 _mesa_ShaderSourceARB(vs, 1, &vs_source, NULL);
1894 _mesa_CompileShaderARB(vs);
1895
1896 fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
1897 _mesa_ShaderSourceARB(fs, 1, &fs_source, NULL);
1898 _mesa_CompileShaderARB(fs);
1899
1900 clear->ShaderProg = _mesa_CreateProgramObjectARB();
1901 _mesa_AttachShader(clear->ShaderProg, fs);
1902 _mesa_DeleteObjectARB(fs);
1903 _mesa_AttachShader(clear->ShaderProg, vs);
1904 _mesa_DeleteObjectARB(vs);
1905 _mesa_BindAttribLocationARB(clear->ShaderProg, 0, "position");
1906 _mesa_LinkProgramARB(clear->ShaderProg);
1907
1908 clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg,
1909 "color");
1910
1911 if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) {
1912 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
1913 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
1914
1915 clear->IntegerShaderProg = _mesa_CreateProgramObjectARB();
1916 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1917 _mesa_DeleteObjectARB(fs);
1918 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1919 _mesa_DeleteObjectARB(vs);
1920 _mesa_BindAttribLocationARB(clear->IntegerShaderProg, 0, "position");
1921
1922 /* Note that user-defined out attributes get automatically assigned
1923 * locations starting from 0, so we don't need to explicitly
1924 * BindFragDataLocation to 0.
1925 */
1926
1927 link_program_with_debug(ctx, clear->IntegerShaderProg);
1928
1929 clear->IntegerColorLocation =
1930 _mesa_GetUniformLocationARB(clear->IntegerShaderProg, "color");
1931 }
1932 }
1933
1934 static void
1935 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1936 {
1937 if (clear->ArrayObj == 0)
1938 return;
1939 _mesa_DeleteVertexArraysAPPLE(1, &clear->ArrayObj);
1940 clear->ArrayObj = 0;
1941 _mesa_DeleteBuffersARB(1, &clear->VBO);
1942 clear->VBO = 0;
1943 _mesa_DeleteObjectARB(clear->ShaderProg);
1944 clear->ShaderProg = 0;
1945
1946 if (clear->IntegerShaderProg) {
1947 _mesa_DeleteObjectARB(clear->IntegerShaderProg);
1948 clear->IntegerShaderProg = 0;
1949 }
1950 }
1951
1952 /**
1953 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1954 */
1955 void
1956 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1957 {
1958 struct clear_state *clear = &ctx->Meta->Clear;
1959 GLbitfield metaSave;
1960 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1961 struct gl_framebuffer *fb = ctx->DrawBuffer;
1962 const float x0 = ((float)fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1963 const float y0 = ((float)fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1964 const float x1 = ((float)fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1965 const float y1 = ((float)fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1966 const float z = -invert_z(ctx->Depth.Clear);
1967 struct vertex {
1968 GLfloat x, y, z;
1969 } verts[4];
1970
1971 metaSave = (MESA_META_ALPHA_TEST |
1972 MESA_META_BLEND |
1973 MESA_META_DEPTH_TEST |
1974 MESA_META_RASTERIZATION |
1975 MESA_META_SHADER |
1976 MESA_META_STENCIL_TEST |
1977 MESA_META_VERTEX |
1978 MESA_META_VIEWPORT |
1979 MESA_META_CLIP |
1980 MESA_META_CLAMP_FRAGMENT_COLOR |
1981 MESA_META_MULTISAMPLE);
1982
1983 if (!(buffers & BUFFER_BITS_COLOR)) {
1984 /* We'll use colormask to disable color writes. Otherwise,
1985 * respect color mask
1986 */
1987 metaSave |= MESA_META_COLOR_MASK;
1988 }
1989
1990 _mesa_meta_begin(ctx, metaSave);
1991
1992 meta_glsl_clear_init(ctx, clear);
1993
1994 if (fb->_IntegerColor) {
1995 _mesa_UseProgramObjectARB(clear->IntegerShaderProg);
1996 _mesa_Uniform4ivARB(clear->IntegerColorLocation, 1,
1997 ctx->Color.ClearColor.i);
1998 } else {
1999 _mesa_UseProgramObjectARB(clear->ShaderProg);
2000 _mesa_Uniform4fvARB(clear->ColorLocation, 1,
2001 ctx->Color.ClearColor.f);
2002 }
2003
2004 _mesa_BindVertexArray(clear->ArrayObj);
2005 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
2006
2007 /* GL_COLOR_BUFFER_BIT */
2008 if (buffers & BUFFER_BITS_COLOR) {
2009 /* leave colormask, glDrawBuffer state as-is */
2010
2011 /* Clears never have the color clamped. */
2012 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
2013 }
2014 else {
2015 ASSERT(metaSave & MESA_META_COLOR_MASK);
2016 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2017 }
2018
2019 /* GL_DEPTH_BUFFER_BIT */
2020 if (buffers & BUFFER_BIT_DEPTH) {
2021 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
2022 _mesa_DepthFunc(GL_ALWAYS);
2023 _mesa_DepthMask(GL_TRUE);
2024 }
2025 else {
2026 assert(!ctx->Depth.Test);
2027 }
2028
2029 /* GL_STENCIL_BUFFER_BIT */
2030 if (buffers & BUFFER_BIT_STENCIL) {
2031 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2032 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
2033 GL_REPLACE, GL_REPLACE, GL_REPLACE);
2034 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
2035 ctx->Stencil.Clear & stencilMax,
2036 ctx->Stencil.WriteMask[0]);
2037 }
2038 else {
2039 assert(!ctx->Stencil.Enabled);
2040 }
2041
2042 /* vertex positions */
2043 verts[0].x = x0;
2044 verts[0].y = y0;
2045 verts[0].z = z;
2046 verts[1].x = x1;
2047 verts[1].y = y0;
2048 verts[1].z = z;
2049 verts[2].x = x1;
2050 verts[2].y = y1;
2051 verts[2].z = z;
2052 verts[3].x = x0;
2053 verts[3].y = y1;
2054 verts[3].z = z;
2055
2056 /* upload new vertex data */
2057 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
2058 GL_DYNAMIC_DRAW_ARB);
2059
2060 /* draw quad */
2061 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2062
2063 _mesa_meta_end(ctx);
2064 }
2065
2066 /**
2067 * Meta implementation of ctx->Driver.CopyPixels() in terms
2068 * of texture mapping and polygon rendering and GLSL shaders.
2069 */
2070 void
2071 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
2072 GLsizei width, GLsizei height,
2073 GLint dstX, GLint dstY, GLenum type)
2074 {
2075 struct copypix_state *copypix = &ctx->Meta->CopyPix;
2076 struct temp_texture *tex = get_temp_texture(ctx);
2077 struct vertex {
2078 GLfloat x, y, z, s, t;
2079 };
2080 struct vertex verts[4];
2081 GLboolean newTex;
2082 GLenum intFormat = GL_RGBA;
2083
2084 if (type != GL_COLOR ||
2085 ctx->_ImageTransferState ||
2086 ctx->Fog.Enabled ||
2087 width > tex->MaxSize ||
2088 height > tex->MaxSize) {
2089 /* XXX avoid this fallback */
2090 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
2091 return;
2092 }
2093
2094 /* Most GL state applies to glCopyPixels, but a there's a few things
2095 * we need to override:
2096 */
2097 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2098 MESA_META_SHADER |
2099 MESA_META_TEXTURE |
2100 MESA_META_TRANSFORM |
2101 MESA_META_CLIP |
2102 MESA_META_VERTEX |
2103 MESA_META_VIEWPORT));
2104
2105 if (copypix->ArrayObj == 0) {
2106 /* one-time setup */
2107
2108 /* create vertex array object */
2109 _mesa_GenVertexArrays(1, &copypix->ArrayObj);
2110 _mesa_BindVertexArray(copypix->ArrayObj);
2111
2112 /* create vertex array buffer */
2113 _mesa_GenBuffersARB(1, &copypix->VBO);
2114 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
2115 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2116 NULL, GL_DYNAMIC_DRAW_ARB);
2117
2118 /* setup vertex arrays */
2119 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2120 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2121 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2122 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2123 }
2124 else {
2125 _mesa_BindVertexArray(copypix->ArrayObj);
2126 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
2127 }
2128
2129 newTex = alloc_texture(tex, width, height, intFormat);
2130
2131 /* vertex positions, texcoords (after texture allocation!) */
2132 {
2133 const GLfloat dstX0 = (GLfloat) dstX;
2134 const GLfloat dstY0 = (GLfloat) dstY;
2135 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
2136 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
2137 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2138
2139 verts[0].x = dstX0;
2140 verts[0].y = dstY0;
2141 verts[0].z = z;
2142 verts[0].s = 0.0F;
2143 verts[0].t = 0.0F;
2144 verts[1].x = dstX1;
2145 verts[1].y = dstY0;
2146 verts[1].z = z;
2147 verts[1].s = tex->Sright;
2148 verts[1].t = 0.0F;
2149 verts[2].x = dstX1;
2150 verts[2].y = dstY1;
2151 verts[2].z = z;
2152 verts[2].s = tex->Sright;
2153 verts[2].t = tex->Ttop;
2154 verts[3].x = dstX0;
2155 verts[3].y = dstY1;
2156 verts[3].z = z;
2157 verts[3].s = 0.0F;
2158 verts[3].t = tex->Ttop;
2159
2160 /* upload new vertex data */
2161 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2162 }
2163
2164 /* Alloc/setup texture */
2165 setup_copypix_texture(tex, newTex, srcX, srcY, width, height,
2166 GL_RGBA, GL_NEAREST);
2167
2168 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2169
2170 /* draw textured quad */
2171 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2172
2173 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2174
2175 _mesa_meta_end(ctx);
2176 }
2177
2178
2179
2180 /**
2181 * When the glDrawPixels() image size is greater than the max rectangle
2182 * texture size we use this function to break the glDrawPixels() image
2183 * into tiles which fit into the max texture size.
2184 */
2185 static void
2186 tiled_draw_pixels(struct gl_context *ctx,
2187 GLint tileSize,
2188 GLint x, GLint y, GLsizei width, GLsizei height,
2189 GLenum format, GLenum type,
2190 const struct gl_pixelstore_attrib *unpack,
2191 const GLvoid *pixels)
2192 {
2193 struct gl_pixelstore_attrib tileUnpack = *unpack;
2194 GLint i, j;
2195
2196 if (tileUnpack.RowLength == 0)
2197 tileUnpack.RowLength = width;
2198
2199 for (i = 0; i < width; i += tileSize) {
2200 const GLint tileWidth = MIN2(tileSize, width - i);
2201 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
2202
2203 tileUnpack.SkipPixels = unpack->SkipPixels + i;
2204
2205 for (j = 0; j < height; j += tileSize) {
2206 const GLint tileHeight = MIN2(tileSize, height - j);
2207 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
2208
2209 tileUnpack.SkipRows = unpack->SkipRows + j;
2210
2211 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2212 format, type, &tileUnpack, pixels);
2213 }
2214 }
2215 }
2216
2217
2218 /**
2219 * One-time init for drawing stencil pixels.
2220 */
2221 static void
2222 init_draw_stencil_pixels(struct gl_context *ctx)
2223 {
2224 /* This program is run eight times, once for each stencil bit.
2225 * The stencil values to draw are found in an 8-bit alpha texture.
2226 * We read the texture/stencil value and test if bit 'b' is set.
2227 * If the bit is not set, use KIL to kill the fragment.
2228 * Finally, we use the stencil test to update the stencil buffer.
2229 *
2230 * The basic algorithm for checking if a bit is set is:
2231 * if (is_odd(value / (1 << bit)))
2232 * result is one (or non-zero).
2233 * else
2234 * result is zero.
2235 * The program parameter contains three values:
2236 * parm.x = 255 / (1 << bit)
2237 * parm.y = 0.5
2238 * parm.z = 0.0
2239 */
2240 static const char *program =
2241 "!!ARBfp1.0\n"
2242 "PARAM parm = program.local[0]; \n"
2243 "TEMP t; \n"
2244 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2245 "# t = t * 255 / bit \n"
2246 "MUL t.x, t.a, parm.x; \n"
2247 "# t = (int) t \n"
2248 "FRC t.y, t.x; \n"
2249 "SUB t.x, t.x, t.y; \n"
2250 "# t = t * 0.5 \n"
2251 "MUL t.x, t.x, parm.y; \n"
2252 "# t = fract(t.x) \n"
2253 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2254 "# t.x = (t.x == 0 ? 1 : 0) \n"
2255 "SGE t.x, -t.x, parm.z; \n"
2256 "KIL -t.x; \n"
2257 "# for debug only \n"
2258 "#MOV result.color, t.x; \n"
2259 "END \n";
2260 char program2[1000];
2261 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2262 struct temp_texture *tex = get_temp_texture(ctx);
2263 const char *texTarget;
2264
2265 assert(drawpix->StencilFP == 0);
2266
2267 /* replace %s with "RECT" or "2D" */
2268 assert(strlen(program) + 4 < sizeof(program2));
2269 if (tex->Target == GL_TEXTURE_RECTANGLE)
2270 texTarget = "RECT";
2271 else
2272 texTarget = "2D";
2273 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2274
2275 _mesa_GenPrograms(1, &drawpix->StencilFP);
2276 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2277 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2278 strlen(program2), (const GLubyte *) program2);
2279 }
2280
2281
2282 /**
2283 * One-time init for drawing depth pixels.
2284 */
2285 static void
2286 init_draw_depth_pixels(struct gl_context *ctx)
2287 {
2288 static const char *program =
2289 "!!ARBfp1.0\n"
2290 "PARAM color = program.local[0]; \n"
2291 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2292 "MOV result.color, color; \n"
2293 "END \n";
2294 char program2[200];
2295 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2296 struct temp_texture *tex = get_temp_texture(ctx);
2297 const char *texTarget;
2298
2299 assert(drawpix->DepthFP == 0);
2300
2301 /* replace %s with "RECT" or "2D" */
2302 assert(strlen(program) + 4 < sizeof(program2));
2303 if (tex->Target == GL_TEXTURE_RECTANGLE)
2304 texTarget = "RECT";
2305 else
2306 texTarget = "2D";
2307 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2308
2309 _mesa_GenPrograms(1, &drawpix->DepthFP);
2310 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2311 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2312 strlen(program2), (const GLubyte *) program2);
2313 }
2314
2315
2316 /**
2317 * Meta implementation of ctx->Driver.DrawPixels() in terms
2318 * of texture mapping and polygon rendering.
2319 */
2320 void
2321 _mesa_meta_DrawPixels(struct gl_context *ctx,
2322 GLint x, GLint y, GLsizei width, GLsizei height,
2323 GLenum format, GLenum type,
2324 const struct gl_pixelstore_attrib *unpack,
2325 const GLvoid *pixels)
2326 {
2327 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2328 struct temp_texture *tex = get_temp_texture(ctx);
2329 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2330 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2331 struct vertex {
2332 GLfloat x, y, z, s, t;
2333 };
2334 struct vertex verts[4];
2335 GLenum texIntFormat;
2336 GLboolean fallback, newTex;
2337 GLbitfield metaExtraSave = 0x0;
2338 GLuint vbo;
2339
2340 /*
2341 * Determine if we can do the glDrawPixels with texture mapping.
2342 */
2343 fallback = GL_FALSE;
2344 if (ctx->Fog.Enabled) {
2345 fallback = GL_TRUE;
2346 }
2347
2348 if (_mesa_is_color_format(format)) {
2349 /* use more compact format when possible */
2350 /* XXX disable special case for GL_LUMINANCE for now to work around
2351 * apparent i965 driver bug (see bug #23670).
2352 */
2353 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2354 texIntFormat = format;
2355 else
2356 texIntFormat = GL_RGBA;
2357
2358 /* If we're not supposed to clamp the resulting color, then just
2359 * promote our texture to fully float. We could do better by
2360 * just going for the matching set of channels, in floating
2361 * point.
2362 */
2363 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2364 ctx->Extensions.ARB_texture_float)
2365 texIntFormat = GL_RGBA32F;
2366 }
2367 else if (_mesa_is_stencil_format(format)) {
2368 if (ctx->Extensions.ARB_fragment_program &&
2369 ctx->Pixel.IndexShift == 0 &&
2370 ctx->Pixel.IndexOffset == 0 &&
2371 type == GL_UNSIGNED_BYTE) {
2372 /* We'll store stencil as alpha. This only works for GLubyte
2373 * image data because of how incoming values are mapped to alpha
2374 * in [0,1].
2375 */
2376 texIntFormat = GL_ALPHA;
2377 metaExtraSave = (MESA_META_COLOR_MASK |
2378 MESA_META_DEPTH_TEST |
2379 MESA_META_PIXEL_TRANSFER |
2380 MESA_META_SHADER |
2381 MESA_META_STENCIL_TEST);
2382 }
2383 else {
2384 fallback = GL_TRUE;
2385 }
2386 }
2387 else if (_mesa_is_depth_format(format)) {
2388 if (ctx->Extensions.ARB_depth_texture &&
2389 ctx->Extensions.ARB_fragment_program) {
2390 texIntFormat = GL_DEPTH_COMPONENT;
2391 metaExtraSave = (MESA_META_SHADER);
2392 }
2393 else {
2394 fallback = GL_TRUE;
2395 }
2396 }
2397 else {
2398 fallback = GL_TRUE;
2399 }
2400
2401 if (fallback) {
2402 _swrast_DrawPixels(ctx, x, y, width, height,
2403 format, type, unpack, pixels);
2404 return;
2405 }
2406
2407 /*
2408 * Check image size against max texture size, draw as tiles if needed.
2409 */
2410 if (width > tex->MaxSize || height > tex->MaxSize) {
2411 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2412 format, type, unpack, pixels);
2413 return;
2414 }
2415
2416 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2417 * but a there's a few things we need to override:
2418 */
2419 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2420 MESA_META_SHADER |
2421 MESA_META_TEXTURE |
2422 MESA_META_TRANSFORM |
2423 MESA_META_CLIP |
2424 MESA_META_VERTEX |
2425 MESA_META_VIEWPORT |
2426 metaExtraSave));
2427
2428 newTex = alloc_texture(tex, width, height, texIntFormat);
2429
2430 /* vertex positions, texcoords (after texture allocation!) */
2431 {
2432 const GLfloat x0 = (GLfloat) x;
2433 const GLfloat y0 = (GLfloat) y;
2434 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2435 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2436 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2437
2438 verts[0].x = x0;
2439 verts[0].y = y0;
2440 verts[0].z = z;
2441 verts[0].s = 0.0F;
2442 verts[0].t = 0.0F;
2443 verts[1].x = x1;
2444 verts[1].y = y0;
2445 verts[1].z = z;
2446 verts[1].s = tex->Sright;
2447 verts[1].t = 0.0F;
2448 verts[2].x = x1;
2449 verts[2].y = y1;
2450 verts[2].z = z;
2451 verts[2].s = tex->Sright;
2452 verts[2].t = tex->Ttop;
2453 verts[3].x = x0;
2454 verts[3].y = y1;
2455 verts[3].z = z;
2456 verts[3].s = 0.0F;
2457 verts[3].t = tex->Ttop;
2458 }
2459
2460 if (drawpix->ArrayObj == 0) {
2461 /* one-time setup: create vertex array object */
2462 _mesa_GenVertexArrays(1, &drawpix->ArrayObj);
2463 }
2464 _mesa_BindVertexArray(drawpix->ArrayObj);
2465
2466 /* create vertex array buffer */
2467 _mesa_GenBuffersARB(1, &vbo);
2468 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
2469 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2470 verts, GL_DYNAMIC_DRAW_ARB);
2471
2472 /* setup vertex arrays */
2473 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2474 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2475 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2476 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2477
2478 /* set given unpack params */
2479 ctx->Unpack = *unpack;
2480
2481 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2482
2483 if (_mesa_is_stencil_format(format)) {
2484 /* Drawing stencil */
2485 GLint bit;
2486
2487 if (!drawpix->StencilFP)
2488 init_draw_stencil_pixels(ctx);
2489
2490 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2491 GL_ALPHA, type, pixels);
2492
2493 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2494
2495 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2496
2497 /* set all stencil bits to 0 */
2498 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2499 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2500 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2501
2502 /* set stencil bits to 1 where needed */
2503 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2504
2505 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2506 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2507
2508 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2509 const GLuint mask = 1 << bit;
2510 if (mask & origStencilMask) {
2511 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2512 _mesa_StencilMask(mask);
2513
2514 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2515 255.0 / mask, 0.5, 0.0, 0.0);
2516
2517 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2518 }
2519 }
2520 }
2521 else if (_mesa_is_depth_format(format)) {
2522 /* Drawing depth */
2523 if (!drawpix->DepthFP)
2524 init_draw_depth_pixels(ctx);
2525
2526 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2527 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2528
2529 /* polygon color = current raster color */
2530 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2531 ctx->Current.RasterColor);
2532
2533 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2534 format, type, pixels);
2535
2536 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2537 }
2538 else {
2539 /* Drawing RGBA */
2540 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2541 format, type, pixels);
2542 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2543 }
2544
2545 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2546
2547 _mesa_DeleteBuffersARB(1, &vbo);
2548
2549 /* restore unpack params */
2550 ctx->Unpack = unpackSave;
2551
2552 _mesa_meta_end(ctx);
2553 }
2554
2555 static GLboolean
2556 alpha_test_raster_color(struct gl_context *ctx)
2557 {
2558 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2559 GLfloat ref = ctx->Color.AlphaRef;
2560
2561 switch (ctx->Color.AlphaFunc) {
2562 case GL_NEVER:
2563 return GL_FALSE;
2564 case GL_LESS:
2565 return alpha < ref;
2566 case GL_EQUAL:
2567 return alpha == ref;
2568 case GL_LEQUAL:
2569 return alpha <= ref;
2570 case GL_GREATER:
2571 return alpha > ref;
2572 case GL_NOTEQUAL:
2573 return alpha != ref;
2574 case GL_GEQUAL:
2575 return alpha >= ref;
2576 case GL_ALWAYS:
2577 return GL_TRUE;
2578 default:
2579 assert(0);
2580 return GL_FALSE;
2581 }
2582 }
2583
2584 /**
2585 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2586 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2587 * tracker would improve performance a lot.
2588 */
2589 void
2590 _mesa_meta_Bitmap(struct gl_context *ctx,
2591 GLint x, GLint y, GLsizei width, GLsizei height,
2592 const struct gl_pixelstore_attrib *unpack,
2593 const GLubyte *bitmap1)
2594 {
2595 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2596 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2597 const GLenum texIntFormat = GL_ALPHA;
2598 const struct gl_pixelstore_attrib unpackSave = *unpack;
2599 GLubyte fg, bg;
2600 struct vertex {
2601 GLfloat x, y, z, s, t, r, g, b, a;
2602 };
2603 struct vertex verts[4];
2604 GLboolean newTex;
2605 GLubyte *bitmap8;
2606
2607 /*
2608 * Check if swrast fallback is needed.
2609 */
2610 if (ctx->_ImageTransferState ||
2611 ctx->FragmentProgram._Enabled ||
2612 ctx->Fog.Enabled ||
2613 ctx->Texture._EnabledUnits ||
2614 width > tex->MaxSize ||
2615 height > tex->MaxSize) {
2616 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2617 return;
2618 }
2619
2620 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2621 return;
2622
2623 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2624 * but a there's a few things we need to override:
2625 */
2626 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2627 MESA_META_PIXEL_STORE |
2628 MESA_META_RASTERIZATION |
2629 MESA_META_SHADER |
2630 MESA_META_TEXTURE |
2631 MESA_META_TRANSFORM |
2632 MESA_META_CLIP |
2633 MESA_META_VERTEX |
2634 MESA_META_VIEWPORT));
2635
2636 if (bitmap->ArrayObj == 0) {
2637 /* one-time setup */
2638
2639 /* create vertex array object */
2640 _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj);
2641 _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj);
2642
2643 /* create vertex array buffer */
2644 _mesa_GenBuffersARB(1, &bitmap->VBO);
2645 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2646 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2647 NULL, GL_DYNAMIC_DRAW_ARB);
2648
2649 /* setup vertex arrays */
2650 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2651 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2652 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
2653 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2654 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2655 _mesa_EnableClientState(GL_COLOR_ARRAY);
2656 }
2657 else {
2658 _mesa_BindVertexArray(bitmap->ArrayObj);
2659 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2660 }
2661
2662 newTex = alloc_texture(tex, width, height, texIntFormat);
2663
2664 /* vertex positions, texcoords, colors (after texture allocation!) */
2665 {
2666 const GLfloat x0 = (GLfloat) x;
2667 const GLfloat y0 = (GLfloat) y;
2668 const GLfloat x1 = (GLfloat) (x + width);
2669 const GLfloat y1 = (GLfloat) (y + height);
2670 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2671 GLuint i;
2672
2673 verts[0].x = x0;
2674 verts[0].y = y0;
2675 verts[0].z = z;
2676 verts[0].s = 0.0F;
2677 verts[0].t = 0.0F;
2678 verts[1].x = x1;
2679 verts[1].y = y0;
2680 verts[1].z = z;
2681 verts[1].s = tex->Sright;
2682 verts[1].t = 0.0F;
2683 verts[2].x = x1;
2684 verts[2].y = y1;
2685 verts[2].z = z;
2686 verts[2].s = tex->Sright;
2687 verts[2].t = tex->Ttop;
2688 verts[3].x = x0;
2689 verts[3].y = y1;
2690 verts[3].z = z;
2691 verts[3].s = 0.0F;
2692 verts[3].t = tex->Ttop;
2693
2694 for (i = 0; i < 4; i++) {
2695 verts[i].r = ctx->Current.RasterColor[0];
2696 verts[i].g = ctx->Current.RasterColor[1];
2697 verts[i].b = ctx->Current.RasterColor[2];
2698 verts[i].a = ctx->Current.RasterColor[3];
2699 }
2700
2701 /* upload new vertex data */
2702 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2703 }
2704
2705 /* choose different foreground/background alpha values */
2706 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2707 bg = (fg > 127 ? 0 : 255);
2708
2709 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2710 if (!bitmap1) {
2711 _mesa_meta_end(ctx);
2712 return;
2713 }
2714
2715 bitmap8 = malloc(width * height);
2716 if (bitmap8) {
2717 memset(bitmap8, bg, width * height);
2718 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2719 bitmap8, width, fg);
2720
2721 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2722
2723 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2724 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2725
2726 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2727 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2728
2729 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2730
2731 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2732
2733 free(bitmap8);
2734 }
2735
2736 _mesa_unmap_pbo_source(ctx, &unpackSave);
2737
2738 _mesa_meta_end(ctx);
2739 }
2740
2741
2742 /**
2743 * Check if the call to _mesa_meta_GenerateMipmap() will require a
2744 * software fallback. The fallback path will require that the texture
2745 * images are mapped.
2746 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
2747 */
2748 GLboolean
2749 _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
2750 struct gl_texture_object *texObj)
2751 {
2752 const GLuint fboSave = ctx->DrawBuffer->Name;
2753 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
2754 struct gl_texture_image *baseImage;
2755 GLuint srcLevel;
2756 GLenum status;
2757
2758 /* check for fallbacks */
2759 if (!ctx->Extensions.EXT_framebuffer_object ||
2760 target == GL_TEXTURE_3D ||
2761 target == GL_TEXTURE_1D_ARRAY ||
2762 target == GL_TEXTURE_2D_ARRAY) {
2763 return GL_TRUE;
2764 }
2765
2766 srcLevel = texObj->BaseLevel;
2767 baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
2768 if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) {
2769 return GL_TRUE;
2770 }
2771
2772 if (_mesa_get_format_color_encoding(baseImage->TexFormat) == GL_SRGB &&
2773 !ctx->Extensions.EXT_texture_sRGB_decode) {
2774 /* The texture format is sRGB but we can't turn off sRGB->linear
2775 * texture sample conversion. So we won't be able to generate the
2776 * right colors when rendering. Need to use a fallback.
2777 */
2778 return GL_TRUE;
2779 }
2780
2781 /*
2782 * Test that we can actually render in the texture's format.
2783 */
2784 if (!mipmap->FBO)
2785 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
2786 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
2787
2788 if (target == GL_TEXTURE_1D) {
2789 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
2790 GL_COLOR_ATTACHMENT0_EXT,
2791 target, texObj->Name, srcLevel);
2792 }
2793 #if 0
2794 /* other work is needed to enable 3D mipmap generation */
2795 else if (target == GL_TEXTURE_3D) {
2796 GLint zoffset = 0;
2797 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
2798 GL_COLOR_ATTACHMENT0_EXT,
2799 target, texObj->Name, srcLevel, zoffset);
2800 }
2801 #endif
2802 else {
2803 /* 2D / cube */
2804 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
2805 GL_COLOR_ATTACHMENT0_EXT,
2806 target, texObj->Name, srcLevel);
2807 }
2808
2809 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2810
2811 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
2812
2813 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2814 return GL_TRUE;
2815 }
2816
2817 return GL_FALSE;
2818 }
2819
2820
2821 /**
2822 * Compute the texture coordinates for the four vertices of a quad for
2823 * drawing a 2D texture image or slice of a cube/3D texture.
2824 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2825 * \param slice slice of a 1D/2D array texture or 3D texture
2826 * \param width width of the texture image
2827 * \param height height of the texture image
2828 * \param coords0/1/2/3 returns the computed texcoords
2829 */
2830 static void
2831 setup_texture_coords(GLenum faceTarget,
2832 GLint slice,
2833 GLint width,
2834 GLint height,
2835 GLfloat coords0[3],
2836 GLfloat coords1[3],
2837 GLfloat coords2[3],
2838 GLfloat coords3[3])
2839 {
2840 static const GLfloat st[4][2] = {
2841 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2842 };
2843 GLuint i;
2844 GLfloat r;
2845
2846 switch (faceTarget) {
2847 case GL_TEXTURE_1D:
2848 case GL_TEXTURE_2D:
2849 case GL_TEXTURE_3D:
2850 case GL_TEXTURE_2D_ARRAY:
2851 if (faceTarget == GL_TEXTURE_3D)
2852 r = 1.0F / slice;
2853 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2854 r = slice;
2855 else
2856 r = 0.0F;
2857 coords0[0] = 0.0F; /* s */
2858 coords0[1] = 0.0F; /* t */
2859 coords0[2] = r; /* r */
2860 coords1[0] = 1.0F;
2861 coords1[1] = 0.0F;
2862 coords1[2] = r;
2863 coords2[0] = 1.0F;
2864 coords2[1] = 1.0F;
2865 coords2[2] = r;
2866 coords3[0] = 0.0F;
2867 coords3[1] = 1.0F;
2868 coords3[2] = r;
2869 break;
2870 case GL_TEXTURE_RECTANGLE_ARB:
2871 coords0[0] = 0.0F; /* s */
2872 coords0[1] = 0.0F; /* t */
2873 coords0[2] = 0.0F; /* r */
2874 coords1[0] = width;
2875 coords1[1] = 0.0F;
2876 coords1[2] = 0.0F;
2877 coords2[0] = width;
2878 coords2[1] = height;
2879 coords2[2] = 0.0F;
2880 coords3[0] = 0.0F;
2881 coords3[1] = height;
2882 coords3[2] = 0.0F;
2883 break;
2884 case GL_TEXTURE_1D_ARRAY:
2885 coords0[0] = 0.0F; /* s */
2886 coords0[1] = slice; /* t */
2887 coords0[2] = 0.0F; /* r */
2888 coords1[0] = 1.0f;
2889 coords1[1] = slice;
2890 coords1[2] = 0.0F;
2891 coords2[0] = 1.0F;
2892 coords2[1] = slice;
2893 coords2[2] = 0.0F;
2894 coords3[0] = 0.0F;
2895 coords3[1] = slice;
2896 coords3[2] = 0.0F;
2897 break;
2898
2899 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2900 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2901 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2902 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2903 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2904 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2905 /* loop over quad verts */
2906 for (i = 0; i < 4; i++) {
2907 /* Compute sc = +/-scale and tc = +/-scale.
2908 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2909 * though that can still sometimes happen with this scale factor...
2910 */
2911 const GLfloat scale = 0.9999f;
2912 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2913 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2914 GLfloat *coord;
2915
2916 switch (i) {
2917 case 0:
2918 coord = coords0;
2919 break;
2920 case 1:
2921 coord = coords1;
2922 break;
2923 case 2:
2924 coord = coords2;
2925 break;
2926 case 3:
2927 coord = coords3;
2928 break;
2929 default:
2930 assert(0);
2931 }
2932
2933 switch (faceTarget) {
2934 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2935 coord[0] = 1.0f;
2936 coord[1] = -tc;
2937 coord[2] = -sc;
2938 break;
2939 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2940 coord[0] = -1.0f;
2941 coord[1] = -tc;
2942 coord[2] = sc;
2943 break;
2944 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2945 coord[0] = sc;
2946 coord[1] = 1.0f;
2947 coord[2] = tc;
2948 break;
2949 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2950 coord[0] = sc;
2951 coord[1] = -1.0f;
2952 coord[2] = -tc;
2953 break;
2954 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2955 coord[0] = sc;
2956 coord[1] = -tc;
2957 coord[2] = 1.0f;
2958 break;
2959 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2960 coord[0] = -sc;
2961 coord[1] = -tc;
2962 coord[2] = -1.0f;
2963 break;
2964 default:
2965 assert(0);
2966 }
2967 }
2968 break;
2969 default:
2970 assert(0 && "unexpected target in meta setup_texture_coords()");
2971 }
2972 }
2973
2974
2975 static void
2976 setup_ff_generate_mipmap(struct gl_context *ctx,
2977 struct gen_mipmap_state *mipmap)
2978 {
2979 struct vertex {
2980 GLfloat x, y, tex[3];
2981 };
2982
2983 if (mipmap->ArrayObj == 0) {
2984 /* one-time setup */
2985 /* create vertex array object */
2986 _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
2987 _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
2988
2989 /* create vertex array buffer */
2990 _mesa_GenBuffersARB(1, &mipmap->VBO);
2991 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
2992 /* setup vertex arrays */
2993 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2994 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
2995 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2996 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2997 }
2998
2999 /* setup projection matrix */
3000 _mesa_MatrixMode(GL_PROJECTION);
3001 _mesa_LoadIdentity();
3002 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
3003 }
3004
3005
3006 static void
3007 setup_glsl_generate_mipmap(struct gl_context *ctx,
3008 struct gen_mipmap_state *mipmap)
3009 {
3010 struct vertex {
3011 GLfloat x, y, tex[3];
3012 };
3013
3014 static const char *vs_source =
3015 "attribute vec2 position;\n"
3016 "attribute vec3 textureCoords;\n"
3017 "varying vec3 texCoords;\n"
3018 "void main()\n"
3019 "{\n"
3020 " texCoords = textureCoords;\n"
3021 " gl_Position = vec4(position, 0.0, 1.0);\n"
3022 "}\n";
3023 static const char *fs_source =
3024 "uniform sampler2D tex2d;\n"
3025 "varying vec3 texCoords;\n"
3026 "void main()\n"
3027 "{\n"
3028 " gl_FragColor = texture2D(tex2d, texCoords.xy);\n"
3029 "}\n";
3030
3031 static const char *vs_int_source =
3032 "#version 130\n"
3033 "in vec2 position;\n"
3034 "in vec3 textureCoords;\n"
3035 "out vec3 texCoords;\n"
3036 "void main()\n"
3037 "{\n"
3038 " texCoords = textureCoords;\n"
3039 " gl_Position = gl_Vertex;\n"
3040 "}\n";
3041 static const char *fs_int_source =
3042 "#version 130\n"
3043 "uniform isampler2D tex2d;\n"
3044 "in vec3 texCoords;\n"
3045 "out ivec4 out_color;\n"
3046 "\n"
3047 "void main()\n"
3048 "{\n"
3049 " out_color = texture(tex2d, texCoords.xy);\n"
3050 "}\n";
3051 GLuint vs, fs;
3052
3053 /* Check if already initialized */
3054 if (mipmap->ArrayObj != 0)
3055 return;
3056 /* create vertex array object */
3057 _mesa_GenVertexArrays(1, &mipmap->ArrayObj);
3058 _mesa_BindVertexArray(mipmap->ArrayObj);
3059
3060 /* create vertex array buffer */
3061 _mesa_GenBuffersARB(1, &mipmap->VBO);
3062 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3063
3064 /* setup vertex arrays */
3065 _mesa_VertexAttribPointerARB(0, 2, GL_FLOAT, GL_FALSE,
3066 sizeof(struct vertex), OFFSET(x));
3067 _mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE,
3068 sizeof(struct vertex), OFFSET(tex));
3069
3070 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
3071 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
3072
3073 mipmap->ShaderProg = _mesa_CreateProgramObjectARB();
3074 _mesa_AttachShader(mipmap->ShaderProg, fs);
3075 _mesa_DeleteObjectARB(fs);
3076 _mesa_AttachShader(mipmap->ShaderProg, vs);
3077 _mesa_DeleteObjectARB(vs);
3078 _mesa_BindAttribLocationARB(mipmap->ShaderProg, 0, "position");
3079 _mesa_BindAttribLocationARB(mipmap->ShaderProg, 1, "texcoords");
3080 _mesa_EnableVertexAttribArrayARB(0);
3081 _mesa_EnableVertexAttribArrayARB(1);
3082 link_program_with_debug(ctx, mipmap->ShaderProg);
3083
3084 if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) ||
3085 _mesa_is_gles3(ctx)){
3086 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
3087 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
3088
3089 mipmap->IntegerShaderProg = _mesa_CreateProgramObjectARB();
3090 _mesa_AttachShader(mipmap->IntegerShaderProg, fs);
3091 _mesa_DeleteObjectARB(fs);
3092 _mesa_AttachShader(mipmap->IntegerShaderProg, vs);
3093 _mesa_DeleteObjectARB(vs);
3094 _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 0, "position");
3095 _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 1, "texcoords");
3096
3097 /* Note that user-defined out attributes get automatically assigned
3098 * locations starting from 0, so we don't need to explicitly
3099 * BindFragDataLocation to 0.
3100 */
3101 link_program_with_debug(ctx, mipmap->IntegerShaderProg);
3102 }
3103 }
3104
3105
3106 static void
3107 meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
3108 struct gen_mipmap_state *mipmap)
3109 {
3110 if (mipmap->ArrayObj == 0)
3111 return;
3112 _mesa_DeleteVertexArraysAPPLE(1, &mipmap->ArrayObj);
3113 mipmap->ArrayObj = 0;
3114 _mesa_DeleteBuffersARB(1, &mipmap->VBO);
3115 mipmap->VBO = 0;
3116 _mesa_DeleteObjectARB(mipmap->ShaderProg);
3117 mipmap->ShaderProg = 0;
3118
3119 if (mipmap->IntegerShaderProg) {
3120 _mesa_DeleteObjectARB(mipmap->IntegerShaderProg);
3121 mipmap->IntegerShaderProg = 0;
3122 }
3123 }
3124
3125
3126 /**
3127 * Called via ctx->Driver.GenerateMipmap()
3128 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3129 * borders.
3130 */
3131 void
3132 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
3133 struct gl_texture_object *texObj)
3134 {
3135 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
3136 struct vertex {
3137 GLfloat x, y, tex[3];
3138 };
3139 struct vertex verts[4];
3140 const GLuint baseLevel = texObj->BaseLevel;
3141 const GLuint maxLevel = texObj->MaxLevel;
3142 const GLint maxLevelSave = texObj->MaxLevel;
3143 const GLboolean genMipmapSave = texObj->GenerateMipmap;
3144 const GLenum srgbBufferSave = ctx->Color.sRGBEnabled;
3145 const GLuint fboSave = ctx->DrawBuffer->Name;
3146 const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
3147 const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3148 ctx->Extensions.ARB_fragment_shader &&
3149 (ctx->API != API_OPENGLES);
3150 GLenum faceTarget;
3151 GLuint dstLevel;
3152 const GLint slice = 0;
3153 GLuint samplerSave;
3154
3155 if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
3156 _mesa_generate_mipmap(ctx, target, texObj);
3157 return;
3158 }
3159
3160 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
3161 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
3162 faceTarget = target;
3163 target = GL_TEXTURE_CUBE_MAP;
3164 }
3165 else {
3166 faceTarget = target;
3167 }
3168
3169 _mesa_meta_begin(ctx, MESA_META_ALL);
3170
3171 /* Choose between glsl version and fixed function version of
3172 * GenerateMipmap function.
3173 */
3174 if (use_glsl_version) {
3175 setup_glsl_generate_mipmap(ctx, mipmap);
3176
3177 if (texObj->_IsIntegerFormat)
3178 _mesa_UseProgramObjectARB(mipmap->IntegerShaderProg);
3179 else
3180 _mesa_UseProgramObjectARB(mipmap->ShaderProg);
3181 }
3182 else {
3183 setup_ff_generate_mipmap(ctx, mipmap);
3184 _mesa_set_enable(ctx, target, GL_TRUE);
3185 }
3186
3187 _mesa_BindVertexArray(mipmap->ArrayObj);
3188 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3189
3190 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3191 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3192
3193 if (currentTexUnitSave != 0)
3194 _mesa_BindTexture(target, texObj->Name);
3195
3196 if (!mipmap->FBO) {
3197 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
3198 }
3199
3200 if (!mipmap->Sampler) {
3201 _mesa_GenSamplers(1, &mipmap->Sampler);
3202 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
3203
3204 if (use_glsl_version && texObj->_IsIntegerFormat)
3205 _mesa_SamplerParameteri(mipmap->Sampler,
3206 GL_TEXTURE_MIN_FILTER,
3207 GL_NEAREST_MIPMAP_NEAREST);
3208 else
3209 _mesa_SamplerParameteri(mipmap->Sampler,
3210 GL_TEXTURE_MIN_FILTER,
3211 GL_LINEAR_MIPMAP_LINEAR);
3212
3213 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3214 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3215 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3216 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3217
3218 /* We don't want to encode or decode sRGB values; treat them as linear.
3219 * This is not technically correct for GLES3 but we don't get any API
3220 * error at the moment.
3221 */
3222 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3223 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3224 GL_SKIP_DECODE_EXT);
3225 }
3226
3227 } else {
3228 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
3229 }
3230
3231 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
3232
3233 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES)
3234 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
3235 else
3236 assert(!genMipmapSave);
3237
3238 if ((ctx->Extensions.EXT_framebuffer_sRGB &&
3239 _mesa_is_desktop_gl(ctx)) ||
3240 _mesa_is_gles3(ctx)) {
3241 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
3242 }
3243
3244 /* Setup texture coordinates */
3245 setup_texture_coords(faceTarget,
3246 slice,
3247 0, 0, /* width, height never used here */
3248 verts[0].tex,
3249 verts[1].tex,
3250 verts[2].tex,
3251 verts[3].tex);
3252
3253 /* setup vertex positions */
3254 verts[0].x = -1.0F;
3255 verts[0].y = -1.0F;
3256 verts[1].x = 1.0F;
3257 verts[1].y = -1.0F;
3258 verts[2].x = 1.0F;
3259 verts[2].y = 1.0F;
3260 verts[3].x = -1.0F;
3261 verts[3].y = 1.0F;
3262
3263 /* upload vertex data */
3264 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3265 verts, GL_DYNAMIC_DRAW_ARB);
3266
3267 /* texture is already locked, unlock now */
3268 _mesa_unlock_texture(ctx, texObj);
3269
3270 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
3271 const struct gl_texture_image *srcImage;
3272 const GLuint srcLevel = dstLevel - 1;
3273 GLsizei srcWidth, srcHeight, srcDepth;
3274 GLsizei dstWidth, dstHeight, dstDepth;
3275 GLenum status;
3276
3277 srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
3278 assert(srcImage->Border == 0);
3279
3280 /* src size */
3281 srcWidth = srcImage->Width;
3282 srcHeight = srcImage->Height;
3283 srcDepth = srcImage->Depth;
3284
3285 /* new dst size */
3286 dstWidth = MAX2(1, srcWidth / 2);
3287 dstHeight = MAX2(1, srcHeight / 2);
3288 dstDepth = MAX2(1, srcDepth / 2);
3289
3290 if (dstWidth == srcImage->Width &&
3291 dstHeight == srcImage->Height &&
3292 dstDepth == srcImage->Depth) {
3293 /* all done */
3294 break;
3295 }
3296
3297 /* Allocate storage for the destination mipmap image(s) */
3298
3299 /* Set MaxLevel large enough to hold the new level when we allocate it */
3300 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
3301
3302 if (!_mesa_prepare_mipmap_level(ctx, texObj, dstLevel,
3303 dstWidth, dstHeight, dstDepth,
3304 srcImage->Border,
3305 srcImage->InternalFormat,
3306 srcImage->TexFormat)) {
3307 /* All done. We either ran out of memory or we would go beyond the
3308 * last valid level of an immutable texture if we continued.
3309 */
3310 break;
3311 }
3312
3313 /* limit minification to src level */
3314 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
3315
3316 /* Set to draw into the current dstLevel */
3317 if (target == GL_TEXTURE_1D) {
3318 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
3319 GL_COLOR_ATTACHMENT0_EXT,
3320 target,
3321 texObj->Name,
3322 dstLevel);
3323 }
3324 else if (target == GL_TEXTURE_3D) {
3325 GLint zoffset = 0; /* XXX unfinished */
3326 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
3327 GL_COLOR_ATTACHMENT0_EXT,
3328 target,
3329 texObj->Name,
3330 dstLevel, zoffset);
3331 }
3332 else {
3333 /* 2D / cube */
3334 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
3335 GL_COLOR_ATTACHMENT0_EXT,
3336 faceTarget,
3337 texObj->Name,
3338 dstLevel);
3339 }
3340
3341 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
3342
3343 /* sanity check */
3344 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
3345 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
3346 _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
3347 "_mesa_meta_GenerateMipmap()");
3348 break;
3349 }
3350
3351 assert(dstWidth == ctx->DrawBuffer->Width);
3352 assert(dstHeight == ctx->DrawBuffer->Height);
3353
3354 /* setup viewport */
3355 _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight);
3356
3357 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3358 }
3359
3360 if (ctx->Extensions.EXT_framebuffer_sRGB && srgbBufferSave) {
3361 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
3362 }
3363
3364 _mesa_lock_texture(ctx, texObj); /* relock */
3365
3366 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3367
3368 _mesa_meta_end(ctx);
3369
3370 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3371 if (genMipmapSave)
3372 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
3373
3374 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
3375 }
3376
3377
3378 /**
3379 * Determine the GL data type to use for the temporary image read with
3380 * ReadPixels() and passed to Tex[Sub]Image().
3381 */
3382 static GLenum
3383 get_temp_image_type(struct gl_context *ctx, gl_format format)
3384 {
3385 GLenum baseFormat;
3386
3387 baseFormat = _mesa_get_format_base_format(format);
3388
3389 switch (baseFormat) {
3390 case GL_RGBA:
3391 case GL_RGB:
3392 case GL_RG:
3393 case GL_RED:
3394 case GL_ALPHA:
3395 case GL_LUMINANCE:
3396 case GL_LUMINANCE_ALPHA:
3397 case GL_INTENSITY:
3398 if (ctx->DrawBuffer->Visual.redBits <= 8)
3399 return GL_UNSIGNED_BYTE;
3400 else if (ctx->DrawBuffer->Visual.redBits <= 16)
3401 return GL_UNSIGNED_SHORT;
3402 else
3403 return _mesa_get_format_datatype(format);
3404 case GL_DEPTH_COMPONENT:
3405 return GL_UNSIGNED_INT;
3406 case GL_DEPTH_STENCIL:
3407 return GL_UNSIGNED_INT_24_8;
3408 default:
3409 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
3410 baseFormat);
3411 return 0;
3412 }
3413 }
3414
3415
3416 /**
3417 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3418 * Have to be careful with locking and meta state for pixel transfer.
3419 */
3420 void
3421 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
3422 struct gl_texture_image *texImage,
3423 GLint xoffset, GLint yoffset, GLint zoffset,
3424 struct gl_renderbuffer *rb,
3425 GLint x, GLint y,
3426 GLsizei width, GLsizei height)
3427 {
3428 struct gl_texture_object *texObj = texImage->TexObject;
3429 GLenum format, type;
3430 GLint bpp;
3431 void *buf;
3432
3433 /* Choose format/type for temporary image buffer */
3434 format = _mesa_get_format_base_format(texImage->TexFormat);
3435 if (format == GL_LUMINANCE ||
3436 format == GL_LUMINANCE_ALPHA ||
3437 format == GL_INTENSITY) {
3438 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3439 * temp image buffer because glReadPixels will do L=R+G+B which is
3440 * not what we want (should be L=R).
3441 */
3442 format = GL_RGBA;
3443 }
3444
3445 type = get_temp_image_type(ctx, texImage->TexFormat);
3446 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
3447 format = _mesa_base_format_to_integer_format(format);
3448 }
3449 bpp = _mesa_bytes_per_pixel(format, type);
3450 if (bpp <= 0) {
3451 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3452 return;
3453 }
3454
3455 /*
3456 * Alloc image buffer (XXX could use a PBO)
3457 */
3458 buf = malloc(width * height * bpp);
3459 if (!buf) {
3460 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
3461 return;
3462 }
3463
3464 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
3465
3466 /*
3467 * Read image from framebuffer (disable pixel transfer ops)
3468 */
3469 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
3470 ctx->Driver.ReadPixels(ctx, x, y, width, height,
3471 format, type, &ctx->Pack, buf);
3472 _mesa_meta_end(ctx);
3473
3474 _mesa_update_state(ctx); /* to update pixel transfer state */
3475
3476 /*
3477 * Store texture data (with pixel transfer ops)
3478 */
3479 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
3480
3481 ctx->Driver.TexSubImage(ctx, dims, texImage,
3482 xoffset, yoffset, zoffset, width, height, 1,
3483 format, type, buf, &ctx->Unpack);
3484
3485 _mesa_meta_end(ctx);
3486
3487 _mesa_lock_texture(ctx, texObj); /* re-lock */
3488
3489 free(buf);
3490 }
3491
3492
3493 /**
3494 * Decompress a texture image by drawing a quad with the compressed
3495 * texture and reading the pixels out of the color buffer.
3496 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3497 * \param destFormat format, ala glReadPixels
3498 * \param destType type, ala glReadPixels
3499 * \param dest destination buffer
3500 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3501 */
3502 static void
3503 decompress_texture_image(struct gl_context *ctx,
3504 struct gl_texture_image *texImage,
3505 GLuint slice,
3506 GLenum destFormat, GLenum destType,
3507 GLvoid *dest)
3508 {
3509 struct decompress_state *decompress = &ctx->Meta->Decompress;
3510 struct gl_texture_object *texObj = texImage->TexObject;
3511 const GLint width = texImage->Width;
3512 const GLint height = texImage->Height;
3513 const GLenum target = texObj->Target;
3514 GLenum faceTarget;
3515 struct vertex {
3516 GLfloat x, y, tex[3];
3517 };
3518 struct vertex verts[4];
3519 GLuint fboDrawSave, fboReadSave;
3520 GLuint rbSave;
3521 GLuint samplerSave;
3522
3523 if (slice > 0) {
3524 assert(target == GL_TEXTURE_3D ||
3525 target == GL_TEXTURE_2D_ARRAY);
3526 }
3527
3528 if (target == GL_TEXTURE_CUBE_MAP) {
3529 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3530 }
3531 else {
3532 faceTarget = target;
3533 }
3534
3535 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3536 fboDrawSave = ctx->DrawBuffer->Name;
3537 fboReadSave = ctx->ReadBuffer->Name;
3538 rbSave = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
3539
3540 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_PIXEL_STORE);
3541
3542 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3543 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3544
3545 /* Create/bind FBO/renderbuffer */
3546 if (decompress->FBO == 0) {
3547 _mesa_GenFramebuffersEXT(1, &decompress->FBO);
3548 _mesa_GenRenderbuffersEXT(1, &decompress->RBO);
3549 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
3550 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
3551 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
3552 GL_COLOR_ATTACHMENT0_EXT,
3553 GL_RENDERBUFFER_EXT,
3554 decompress->RBO);
3555 }
3556 else {
3557 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
3558 }
3559
3560 /* alloc dest surface */
3561 if (width > decompress->Width || height > decompress->Height) {
3562 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
3563 _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA,
3564 width, height);
3565 decompress->Width = width;
3566 decompress->Height = height;
3567 }
3568
3569 /* setup VBO data */
3570 if (decompress->ArrayObj == 0) {
3571 /* create vertex array object */
3572 _mesa_GenVertexArrays(1, &decompress->ArrayObj);
3573 _mesa_BindVertexArray(decompress->ArrayObj);
3574
3575 /* create vertex array buffer */
3576 _mesa_GenBuffersARB(1, &decompress->VBO);
3577 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3578 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3579 NULL, GL_DYNAMIC_DRAW_ARB);
3580
3581 /* setup vertex arrays */
3582 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3583 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
3584 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3585 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3586 }
3587 else {
3588 _mesa_BindVertexArray(decompress->ArrayObj);
3589 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3590 }
3591
3592 if (!decompress->Sampler) {
3593 _mesa_GenSamplers(1, &decompress->Sampler);
3594 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3595 /* nearest filtering */
3596 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3597 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3598 /* No sRGB decode or encode.*/
3599 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3600 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3601 GL_SKIP_DECODE_EXT);
3602 }
3603
3604 } else {
3605 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3606 }
3607
3608 setup_texture_coords(faceTarget, slice, width, height,
3609 verts[0].tex,
3610 verts[1].tex,
3611 verts[2].tex,
3612 verts[3].tex);
3613
3614 /* setup vertex positions */
3615 verts[0].x = 0.0F;
3616 verts[0].y = 0.0F;
3617 verts[1].x = width;
3618 verts[1].y = 0.0F;
3619 verts[2].x = width;
3620 verts[2].y = height;
3621 verts[3].x = 0.0F;
3622 verts[3].y = height;
3623
3624 /* upload new vertex data */
3625 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3626
3627 /* setup texture state */
3628 _mesa_BindTexture(target, texObj->Name);
3629 _mesa_set_enable(ctx, target, GL_TRUE);
3630
3631 {
3632 /* save texture object state */
3633 const GLint baseLevelSave = texObj->BaseLevel;
3634 const GLint maxLevelSave = texObj->MaxLevel;
3635
3636 /* restrict sampling to the texture level of interest */
3637 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3638 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3639 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3640 }
3641
3642 /* No sRGB decode or encode.*/
3643 if ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB)
3644 || _mesa_is_gles3(ctx)) {
3645 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
3646 }
3647
3648 /* render quad w/ texture into renderbuffer */
3649 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3650
3651 /* Restore texture object state, the texture binding will
3652 * be restored by _mesa_meta_end().
3653 */
3654 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3655 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3656 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3657 }
3658
3659 }
3660
3661 /* read pixels from renderbuffer */
3662 {
3663 GLenum baseTexFormat = texImage->_BaseFormat;
3664
3665 /* The pixel transfer state will be set to default values at this point
3666 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3667 * turned off (as required by glGetTexImage) but we need to handle some
3668 * special cases. In particular, single-channel texture values are
3669 * returned as red and two-channel texture values are returned as
3670 * red/alpha.
3671 */
3672 if (baseTexFormat == GL_LUMINANCE ||
3673 baseTexFormat == GL_LUMINANCE_ALPHA ||
3674 baseTexFormat == GL_INTENSITY) {
3675 /* Green and blue must be zero */
3676 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3677 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3678 }
3679
3680 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3681 }
3682
3683 /* disable texture unit */
3684 _mesa_set_enable(ctx, target, GL_FALSE);
3685
3686 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3687
3688 _mesa_meta_end(ctx);
3689
3690 /* restore fbo bindings */
3691 if (fboDrawSave == fboReadSave) {
3692 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboDrawSave);
3693 }
3694 else {
3695 _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave);
3696 _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fboReadSave);
3697 }
3698 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbSave);
3699 }
3700
3701
3702 /**
3703 * This is just a wrapper around _mesa_get_tex_image() and
3704 * decompress_texture_image(). Meta functions should not be directly called
3705 * from core Mesa.
3706 */
3707 void
3708 _mesa_meta_GetTexImage(struct gl_context *ctx,
3709 GLenum format, GLenum type, GLvoid *pixels,
3710 struct gl_texture_image *texImage)
3711 {
3712 /* We can only use the decompress-with-blit method here if the texels are
3713 * unsigned, normalized values. We could handle signed and unnormalized
3714 * with floating point renderbuffers...
3715 */
3716 if (_mesa_is_format_compressed(texImage->TexFormat) &&
3717 _mesa_get_format_datatype(texImage->TexFormat)
3718 == GL_UNSIGNED_NORMALIZED) {
3719 struct gl_texture_object *texObj = texImage->TexObject;
3720 const GLuint slice = 0; /* only 2D compressed textures for now */
3721 /* Need to unlock the texture here to prevent deadlock... */
3722 _mesa_unlock_texture(ctx, texObj);
3723 decompress_texture_image(ctx, texImage, slice, format, type, pixels);
3724 /* ... and relock it */
3725 _mesa_lock_texture(ctx, texObj);
3726 }
3727 else {
3728 _mesa_get_teximage(ctx, format, type, pixels, texImage);
3729 }
3730 }
3731
3732
3733 /**
3734 * Meta implementation of ctx->Driver.DrawTex() in terms
3735 * of polygon rendering.
3736 */
3737 void
3738 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3739 GLfloat width, GLfloat height)
3740 {
3741 #if FEATURE_OES_draw_texture
3742 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3743 struct vertex {
3744 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3745 };
3746 struct vertex verts[4];
3747 GLuint i;
3748
3749 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3750 MESA_META_SHADER |
3751 MESA_META_TRANSFORM |
3752 MESA_META_VERTEX |
3753 MESA_META_VIEWPORT));
3754
3755 if (drawtex->ArrayObj == 0) {
3756 /* one-time setup */
3757 GLint active_texture;
3758
3759 /* create vertex array object */
3760 _mesa_GenVertexArrays(1, &drawtex->ArrayObj);
3761 _mesa_BindVertexArray(drawtex->ArrayObj);
3762
3763 /* create vertex array buffer */
3764 _mesa_GenBuffersARB(1, &drawtex->VBO);
3765 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3766 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3767 NULL, GL_DYNAMIC_DRAW_ARB);
3768
3769 /* client active texture is not part of the array object */
3770 active_texture = ctx->Array.ActiveTexture;
3771
3772 /* setup vertex arrays */
3773 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3774 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3775 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3776 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + i);
3777 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3778 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3779 }
3780
3781 /* restore client active texture */
3782 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + active_texture);
3783 }
3784 else {
3785 _mesa_BindVertexArray(drawtex->ArrayObj);
3786 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3787 }
3788
3789 /* vertex positions, texcoords */
3790 {
3791 const GLfloat x1 = x + width;
3792 const GLfloat y1 = y + height;
3793
3794 z = CLAMP(z, 0.0, 1.0);
3795 z = invert_z(z);
3796
3797 verts[0].x = x;
3798 verts[0].y = y;
3799 verts[0].z = z;
3800
3801 verts[1].x = x1;
3802 verts[1].y = y;
3803 verts[1].z = z;
3804
3805 verts[2].x = x1;
3806 verts[2].y = y1;
3807 verts[2].z = z;
3808
3809 verts[3].x = x;
3810 verts[3].y = y1;
3811 verts[3].z = z;
3812
3813 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3814 const struct gl_texture_object *texObj;
3815 const struct gl_texture_image *texImage;
3816 GLfloat s, t, s1, t1;
3817 GLuint tw, th;
3818
3819 if (!ctx->Texture.Unit[i]._ReallyEnabled) {
3820 GLuint j;
3821 for (j = 0; j < 4; j++) {
3822 verts[j].st[i][0] = 0.0f;
3823 verts[j].st[i][1] = 0.0f;
3824 }
3825 continue;
3826 }
3827
3828 texObj = ctx->Texture.Unit[i]._Current;
3829 texImage = texObj->Image[0][texObj->BaseLevel];
3830 tw = texImage->Width2;
3831 th = texImage->Height2;
3832
3833 s = (GLfloat) texObj->CropRect[0] / tw;
3834 t = (GLfloat) texObj->CropRect[1] / th;
3835 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3836 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3837
3838 verts[0].st[i][0] = s;
3839 verts[0].st[i][1] = t;
3840
3841 verts[1].st[i][0] = s1;
3842 verts[1].st[i][1] = t;
3843
3844 verts[2].st[i][0] = s1;
3845 verts[2].st[i][1] = t1;
3846
3847 verts[3].st[i][0] = s;
3848 verts[3].st[i][1] = t1;
3849 }
3850
3851 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3852 }
3853
3854 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3855
3856 _mesa_meta_end(ctx);
3857 #endif /* FEATURE_OES_draw_texture */
3858 }