b12898f265a77f55d91440bce018b6731e2a08a3
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/colortab.h"
45 #include "main/condrender.h"
46 #include "main/depth.h"
47 #include "main/enable.h"
48 #include "main/fbobject.h"
49 #include "main/feedback.h"
50 #include "main/formats.h"
51 #include "main/format_unpack.h"
52 #include "main/glformats.h"
53 #include "main/image.h"
54 #include "main/macros.h"
55 #include "main/matrix.h"
56 #include "main/mipmap.h"
57 #include "main/multisample.h"
58 #include "main/objectlabel.h"
59 #include "main/pipelineobj.h"
60 #include "main/pixel.h"
61 #include "main/pbo.h"
62 #include "main/polygon.h"
63 #include "main/queryobj.h"
64 #include "main/readpix.h"
65 #include "main/scissor.h"
66 #include "main/shaderapi.h"
67 #include "main/shaderobj.h"
68 #include "main/state.h"
69 #include "main/stencil.h"
70 #include "main/texobj.h"
71 #include "main/texenv.h"
72 #include "main/texgetimage.h"
73 #include "main/teximage.h"
74 #include "main/texparam.h"
75 #include "main/texstate.h"
76 #include "main/texstore.h"
77 #include "main/transformfeedback.h"
78 #include "main/uniforms.h"
79 #include "main/varray.h"
80 #include "main/viewport.h"
81 #include "main/samplerobj.h"
82 #include "program/program.h"
83 #include "swrast/swrast.h"
84 #include "drivers/common/meta.h"
85 #include "main/enums.h"
86 #include "main/glformats.h"
87 #include "../glsl/ralloc.h"
88
89 /** Return offset in bytes of the field within a vertex struct */
90 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
91
92 static void
93 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
94
95 static struct blit_shader *
96 choose_blit_shader(GLenum target, struct blit_shader_table *table);
97
98 static void cleanup_temp_texture(struct temp_texture *tex);
99 static void meta_glsl_clear_cleanup(struct clear_state *clear);
100 static void meta_decompress_cleanup(struct decompress_state *decompress);
101 static void meta_drawpix_cleanup(struct drawpix_state *drawpix);
102
103 void
104 _mesa_meta_bind_fbo_image(GLenum attachment,
105 struct gl_texture_image *texImage, GLuint layer)
106 {
107 struct gl_texture_object *texObj = texImage->TexObject;
108 int level = texImage->Level;
109 GLenum target = texObj->Target;
110
111 switch (target) {
112 case GL_TEXTURE_1D:
113 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER,
114 attachment,
115 target,
116 texObj->Name,
117 level);
118 break;
119 case GL_TEXTURE_1D_ARRAY:
120 case GL_TEXTURE_2D_ARRAY:
121 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
122 case GL_TEXTURE_CUBE_MAP_ARRAY:
123 case GL_TEXTURE_3D:
124 _mesa_FramebufferTextureLayer(GL_FRAMEBUFFER,
125 attachment,
126 texObj->Name,
127 level,
128 layer);
129 break;
130 default: /* 2D / cube */
131 if (target == GL_TEXTURE_CUBE_MAP)
132 target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
133
134 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER,
135 attachment,
136 target,
137 texObj->Name,
138 level);
139 }
140 }
141
142 GLuint
143 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
144 const GLcharARB *source)
145 {
146 GLuint shader;
147 GLint ok, size;
148 GLchar *info;
149
150 shader = _mesa_CreateShader(target);
151 _mesa_ShaderSource(shader, 1, &source, NULL);
152 _mesa_CompileShader(shader);
153
154 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
155 if (ok)
156 return shader;
157
158 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
159 if (size == 0) {
160 _mesa_DeleteShader(shader);
161 return 0;
162 }
163
164 info = malloc(size);
165 if (!info) {
166 _mesa_DeleteShader(shader);
167 return 0;
168 }
169
170 _mesa_GetShaderInfoLog(shader, size, NULL, info);
171 _mesa_problem(ctx,
172 "meta program compile failed:\n%s\n"
173 "source:\n%s\n",
174 info, source);
175
176 free(info);
177 _mesa_DeleteShader(shader);
178
179 return 0;
180 }
181
182 GLuint
183 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
184 {
185 GLint ok, size;
186 GLchar *info;
187
188 _mesa_LinkProgram(program);
189
190 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
191 if (ok)
192 return program;
193
194 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
195 if (size == 0)
196 return 0;
197
198 info = malloc(size);
199 if (!info)
200 return 0;
201
202 _mesa_GetProgramInfoLog(program, size, NULL, info);
203 _mesa_problem(ctx, "meta program link failed:\n%s", info);
204
205 free(info);
206
207 return 0;
208 }
209
210 void
211 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
212 const char *vs_source,
213 const char *fs_source,
214 const char *name,
215 GLuint *program)
216 {
217 GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
218 vs_source);
219 GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
220 fs_source);
221
222 *program = _mesa_CreateProgram();
223 _mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
224 _mesa_AttachShader(*program, fs);
225 _mesa_DeleteShader(fs);
226 _mesa_AttachShader(*program, vs);
227 _mesa_DeleteShader(vs);
228 _mesa_BindAttribLocation(*program, 0, "position");
229 _mesa_BindAttribLocation(*program, 1, "texcoords");
230 _mesa_meta_link_program_with_debug(ctx, *program);
231
232 _mesa_UseProgram(*program);
233 }
234
235 /**
236 * Generate a generic shader to blit from a texture to a framebuffer
237 *
238 * \param ctx Current GL context
239 * \param texTarget Texture target that will be the source of the blit
240 *
241 * \returns a handle to a shader program on success or zero on failure.
242 */
243 void
244 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
245 GLenum target,
246 struct blit_shader_table *table)
247 {
248 char *vs_source, *fs_source;
249 void *const mem_ctx = ralloc_context(NULL);
250 struct blit_shader *shader = choose_blit_shader(target, table);
251 const char *vs_input, *vs_output, *fs_input, *vs_preprocess, *fs_preprocess;
252
253 if (ctx->Const.GLSLVersion < 130) {
254 vs_preprocess = "";
255 vs_input = "attribute";
256 vs_output = "varying";
257 fs_preprocess = "#extension GL_EXT_texture_array : enable";
258 fs_input = "varying";
259 } else {
260 vs_preprocess = "#version 130";
261 vs_input = "in";
262 vs_output = "out";
263 fs_preprocess = "#version 130";
264 fs_input = "in";
265 shader->func = "texture";
266 }
267
268 assert(shader != NULL);
269
270 if (shader->shader_prog != 0) {
271 _mesa_UseProgram(shader->shader_prog);
272 return;
273 }
274
275 vs_source = ralloc_asprintf(mem_ctx,
276 "%s\n"
277 "%s vec2 position;\n"
278 "%s vec4 textureCoords;\n"
279 "%s vec4 texCoords;\n"
280 "void main()\n"
281 "{\n"
282 " texCoords = textureCoords;\n"
283 " gl_Position = vec4(position, 0.0, 1.0);\n"
284 "}\n",
285 vs_preprocess, vs_input, vs_input, vs_output);
286
287 fs_source = ralloc_asprintf(mem_ctx,
288 "%s\n"
289 "#extension GL_ARB_texture_cube_map_array: enable\n"
290 "uniform %s texSampler;\n"
291 "%s vec4 texCoords;\n"
292 "void main()\n"
293 "{\n"
294 " gl_FragColor = %s(texSampler, %s);\n"
295 " gl_FragDepth = gl_FragColor.x;\n"
296 "}\n",
297 fs_preprocess, shader->type, fs_input,
298 shader->func, shader->texcoords);
299
300 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
301 ralloc_asprintf(mem_ctx, "%s blit",
302 shader->type),
303 &shader->shader_prog);
304 ralloc_free(mem_ctx);
305 }
306
307 /**
308 * Configure vertex buffer and vertex array objects for tests
309 *
310 * Regardless of whether a new VAO and new VBO are created, the objects
311 * referenced by \c VAO and \c VBO will be bound into the GL state vector
312 * when this function terminates.
313 *
314 * \param VAO Storage for vertex array object handle. If 0, a new VAO
315 * will be created.
316 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
317 * will be created. The new VBO will have storage for 4
318 * \c vertex structures.
319 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
320 * or should traditional, fixed-function color and texture
321 * coordinate be used?
322 * \param vertex_size Number of components for attribute 0 / vertex.
323 * \param texcoord_size Number of components for attribute 1 / texture
324 * coordinate. If this is 0, attribute 1 will not be set or
325 * enabled.
326 * \param color_size Number of components for attribute 1 / primary color.
327 * If this is 0, attribute 1 will not be set or enabled.
328 *
329 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
330 * Use \c texcoord_size instead.
331 */
332 void
333 _mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
334 bool use_generic_attributes,
335 unsigned vertex_size, unsigned texcoord_size,
336 unsigned color_size)
337 {
338 if (*VAO == 0) {
339 assert(*VBO == 0);
340
341 /* create vertex array object */
342 _mesa_GenVertexArrays(1, VAO);
343 _mesa_BindVertexArray(*VAO);
344
345 /* create vertex array buffer */
346 _mesa_GenBuffers(1, VBO);
347 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
348 _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL,
349 GL_DYNAMIC_DRAW);
350
351 /* setup vertex arrays */
352 if (use_generic_attributes) {
353 assert(color_size == 0);
354
355 _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
356 sizeof(struct vertex), OFFSET(x));
357 _mesa_EnableVertexAttribArray(0);
358
359 if (texcoord_size > 0) {
360 _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE,
361 sizeof(struct vertex), OFFSET(tex));
362 _mesa_EnableVertexAttribArray(1);
363 }
364 } else {
365 _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
366 OFFSET(x));
367 _mesa_EnableClientState(GL_VERTEX_ARRAY);
368
369 if (texcoord_size > 0) {
370 _mesa_TexCoordPointer(texcoord_size, GL_FLOAT,
371 sizeof(struct vertex), OFFSET(tex));
372 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
373 }
374
375 if (color_size > 0) {
376 _mesa_ColorPointer(color_size, GL_FLOAT,
377 sizeof(struct vertex), OFFSET(r));
378 _mesa_EnableClientState(GL_COLOR_ARRAY);
379 }
380 }
381 } else {
382 _mesa_BindVertexArray(*VAO);
383 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
384 }
385 }
386
387 /**
388 * Initialize meta-ops for a context.
389 * To be called once during context creation.
390 */
391 void
392 _mesa_meta_init(struct gl_context *ctx)
393 {
394 ASSERT(!ctx->Meta);
395
396 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
397 }
398
399 static GLenum
400 gl_buffer_index_to_drawbuffers_enum(gl_buffer_index bufindex)
401 {
402 assert(bufindex < BUFFER_COUNT);
403
404 if (bufindex >= BUFFER_COLOR0)
405 return GL_COLOR_ATTACHMENT0 + bufindex - BUFFER_COLOR0;
406 else if (bufindex == BUFFER_FRONT_LEFT)
407 return GL_FRONT_LEFT;
408 else if (bufindex == BUFFER_FRONT_RIGHT)
409 return GL_FRONT_RIGHT;
410 else if (bufindex == BUFFER_BACK_LEFT)
411 return GL_BACK_LEFT;
412 else if (bufindex == BUFFER_BACK_RIGHT)
413 return GL_BACK_RIGHT;
414
415 return GL_NONE;
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 _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit);
428 meta_glsl_clear_cleanup(&ctx->Meta->Clear);
429 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap);
430 cleanup_temp_texture(&ctx->Meta->TempTex);
431 meta_decompress_cleanup(&ctx->Meta->Decompress);
432 meta_drawpix_cleanup(&ctx->Meta->DrawPix);
433 if (old_context)
434 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
435 else
436 _mesa_make_current(NULL, NULL, NULL);
437 free(ctx->Meta);
438 ctx->Meta = NULL;
439 }
440
441
442 /**
443 * Enter meta state. This is like a light-weight version of glPushAttrib
444 * but it also resets most GL state back to default values.
445 *
446 * \param state bitmask of MESA_META_* flags indicating which attribute groups
447 * to save and reset to their defaults
448 */
449 void
450 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
451 {
452 struct save_state *save;
453
454 /* hope MAX_META_OPS_DEPTH is large enough */
455 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
456
457 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
458 memset(save, 0, sizeof(*save));
459 save->SavedState = state;
460
461 /* We always push into desktop GL mode and pop out at the end. No sense in
462 * writing our shaders varying based on the user's context choice, when
463 * Mesa can handle either.
464 */
465 save->API = ctx->API;
466 ctx->API = API_OPENGL_COMPAT;
467
468 /* Pausing transform feedback needs to be done early, or else we won't be
469 * able to change other state.
470 */
471 save->TransformFeedbackNeedsResume =
472 _mesa_is_xfb_active_and_unpaused(ctx);
473 if (save->TransformFeedbackNeedsResume)
474 _mesa_PauseTransformFeedback();
475
476 /* After saving the current occlusion object, call EndQuery so that no
477 * occlusion querying will be active during the meta-operation.
478 */
479 if (state & MESA_META_OCCLUSION_QUERY) {
480 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
481 if (save->CurrentOcclusionObject)
482 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
483 }
484
485 if (state & MESA_META_ALPHA_TEST) {
486 save->AlphaEnabled = ctx->Color.AlphaEnabled;
487 save->AlphaFunc = ctx->Color.AlphaFunc;
488 save->AlphaRef = ctx->Color.AlphaRef;
489 if (ctx->Color.AlphaEnabled)
490 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
491 }
492
493 if (state & MESA_META_BLEND) {
494 save->BlendEnabled = ctx->Color.BlendEnabled;
495 if (ctx->Color.BlendEnabled) {
496 if (ctx->Extensions.EXT_draw_buffers2) {
497 GLuint i;
498 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
499 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
500 }
501 }
502 else {
503 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
504 }
505 }
506 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
507 if (ctx->Color.ColorLogicOpEnabled)
508 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
509 }
510
511 if (state & MESA_META_DITHER) {
512 save->DitherFlag = ctx->Color.DitherFlag;
513 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
514 }
515
516 if (state & MESA_META_COLOR_MASK) {
517 memcpy(save->ColorMask, ctx->Color.ColorMask,
518 sizeof(ctx->Color.ColorMask));
519 if (!ctx->Color.ColorMask[0][0] ||
520 !ctx->Color.ColorMask[0][1] ||
521 !ctx->Color.ColorMask[0][2] ||
522 !ctx->Color.ColorMask[0][3])
523 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
524 }
525
526 if (state & MESA_META_DEPTH_TEST) {
527 save->Depth = ctx->Depth; /* struct copy */
528 if (ctx->Depth.Test)
529 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
530 }
531
532 if (state & MESA_META_FOG) {
533 save->Fog = ctx->Fog.Enabled;
534 if (ctx->Fog.Enabled)
535 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
536 }
537
538 if (state & MESA_META_PIXEL_STORE) {
539 save->Pack = ctx->Pack;
540 save->Unpack = ctx->Unpack;
541 ctx->Pack = ctx->DefaultPacking;
542 ctx->Unpack = ctx->DefaultPacking;
543 }
544
545 if (state & MESA_META_PIXEL_TRANSFER) {
546 save->RedScale = ctx->Pixel.RedScale;
547 save->RedBias = ctx->Pixel.RedBias;
548 save->GreenScale = ctx->Pixel.GreenScale;
549 save->GreenBias = ctx->Pixel.GreenBias;
550 save->BlueScale = ctx->Pixel.BlueScale;
551 save->BlueBias = ctx->Pixel.BlueBias;
552 save->AlphaScale = ctx->Pixel.AlphaScale;
553 save->AlphaBias = ctx->Pixel.AlphaBias;
554 save->MapColorFlag = ctx->Pixel.MapColorFlag;
555 ctx->Pixel.RedScale = 1.0F;
556 ctx->Pixel.RedBias = 0.0F;
557 ctx->Pixel.GreenScale = 1.0F;
558 ctx->Pixel.GreenBias = 0.0F;
559 ctx->Pixel.BlueScale = 1.0F;
560 ctx->Pixel.BlueBias = 0.0F;
561 ctx->Pixel.AlphaScale = 1.0F;
562 ctx->Pixel.AlphaBias = 0.0F;
563 ctx->Pixel.MapColorFlag = GL_FALSE;
564 /* XXX more state */
565 ctx->NewState |=_NEW_PIXEL;
566 }
567
568 if (state & MESA_META_RASTERIZATION) {
569 save->FrontPolygonMode = ctx->Polygon.FrontMode;
570 save->BackPolygonMode = ctx->Polygon.BackMode;
571 save->PolygonOffset = ctx->Polygon.OffsetFill;
572 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
573 save->PolygonStipple = ctx->Polygon.StippleFlag;
574 save->PolygonCull = ctx->Polygon.CullFlag;
575 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
576 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
577 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
578 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
579 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
580 }
581
582 if (state & MESA_META_SCISSOR) {
583 save->Scissor = ctx->Scissor; /* struct copy */
584 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
585 }
586
587 if (state & MESA_META_SHADER) {
588 int i;
589
590 if (ctx->Extensions.ARB_vertex_program) {
591 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
592 _mesa_reference_vertprog(ctx, &save->VertexProgram,
593 ctx->VertexProgram.Current);
594 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
595 }
596
597 if (ctx->Extensions.ARB_fragment_program) {
598 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
599 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
600 ctx->FragmentProgram.Current);
601 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
602 }
603
604 if (ctx->Extensions.ATI_fragment_shader) {
605 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
606 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
607 }
608
609 if (ctx->Pipeline.Current) {
610 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
611 ctx->Pipeline.Current);
612 _mesa_BindProgramPipeline(0);
613 }
614
615 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
616 * that we don't have to worry about the current pipeline state.
617 */
618 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
619 _mesa_reference_shader_program(ctx, &save->Shader[i],
620 ctx->Shader.CurrentProgram[i]);
621 }
622 _mesa_reference_shader_program(ctx, &save->ActiveShader,
623 ctx->Shader.ActiveProgram);
624
625 _mesa_UseProgram(0);
626 }
627
628 if (state & MESA_META_STENCIL_TEST) {
629 save->Stencil = ctx->Stencil; /* struct copy */
630 if (ctx->Stencil.Enabled)
631 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
632 /* NOTE: other stencil state not reset */
633 }
634
635 if (state & MESA_META_TEXTURE) {
636 GLuint u, tgt;
637
638 save->ActiveUnit = ctx->Texture.CurrentUnit;
639 save->ClientActiveUnit = ctx->Array.ActiveTexture;
640 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
641
642 /* Disable all texture units */
643 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
644 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
645 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
646 if (ctx->Texture.Unit[u].Enabled ||
647 ctx->Texture.Unit[u].TexGenEnabled) {
648 _mesa_ActiveTexture(GL_TEXTURE0 + u);
649 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
650 if (ctx->Extensions.ARB_texture_cube_map)
651 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
652
653 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
654 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
655 if (ctx->Extensions.NV_texture_rectangle)
656 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
657 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
658 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
659 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
660 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
661 }
662 }
663
664 /* save current texture objects for unit[0] only */
665 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
666 _mesa_reference_texobj(&save->CurrentTexture[tgt],
667 ctx->Texture.Unit[0].CurrentTex[tgt]);
668 }
669
670 /* set defaults for unit[0] */
671 _mesa_ActiveTexture(GL_TEXTURE0);
672 _mesa_ClientActiveTexture(GL_TEXTURE0);
673 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
674 }
675
676 if (state & MESA_META_TRANSFORM) {
677 GLuint activeTexture = ctx->Texture.CurrentUnit;
678 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
679 16 * sizeof(GLfloat));
680 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
681 16 * sizeof(GLfloat));
682 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
683 16 * sizeof(GLfloat));
684 save->MatrixMode = ctx->Transform.MatrixMode;
685 /* set 1:1 vertex:pixel coordinate transform */
686 _mesa_ActiveTexture(GL_TEXTURE0);
687 _mesa_MatrixMode(GL_TEXTURE);
688 _mesa_LoadIdentity();
689 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
690 _mesa_MatrixMode(GL_MODELVIEW);
691 _mesa_LoadIdentity();
692 _mesa_MatrixMode(GL_PROJECTION);
693 _mesa_LoadIdentity();
694
695 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
696 * This can occur when there is no draw buffer.
697 */
698 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
699 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
700 0.0, ctx->DrawBuffer->Height,
701 -1.0, 1.0);
702 }
703
704 if (state & MESA_META_CLIP) {
705 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
706 if (ctx->Transform.ClipPlanesEnabled) {
707 GLuint i;
708 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
709 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
710 }
711 }
712 }
713
714 if (state & MESA_META_VERTEX) {
715 /* save vertex array object state */
716 _mesa_reference_vao(ctx, &save->VAO,
717 ctx->Array.VAO);
718 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
719 ctx->Array.ArrayBufferObj);
720 /* set some default state? */
721 }
722
723 if (state & MESA_META_VIEWPORT) {
724 /* save viewport state */
725 save->ViewportX = ctx->ViewportArray[0].X;
726 save->ViewportY = ctx->ViewportArray[0].Y;
727 save->ViewportW = ctx->ViewportArray[0].Width;
728 save->ViewportH = ctx->ViewportArray[0].Height;
729 /* set viewport to match window size */
730 if (ctx->ViewportArray[0].X != 0 ||
731 ctx->ViewportArray[0].Y != 0 ||
732 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
733 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
734 _mesa_set_viewport(ctx, 0, 0, 0,
735 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
736 }
737 /* save depth range state */
738 save->DepthNear = ctx->ViewportArray[0].Near;
739 save->DepthFar = ctx->ViewportArray[0].Far;
740 /* set depth range to default */
741 _mesa_DepthRange(0.0, 1.0);
742 }
743
744 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
745 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
746
747 /* Generally in here we want to do clamping according to whether
748 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
749 * regardless of the internal implementation of the metaops.
750 */
751 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
752 ctx->Extensions.ARB_color_buffer_float)
753 _mesa_ClampColor(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 if (ctx->Extensions.ARB_color_buffer_float)
763 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
764 }
765
766 if (state & MESA_META_CONDITIONAL_RENDER) {
767 save->CondRenderQuery = ctx->Query.CondRenderQuery;
768 save->CondRenderMode = ctx->Query.CondRenderMode;
769
770 if (ctx->Query.CondRenderQuery)
771 _mesa_EndConditionalRender();
772 }
773
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
785 if (state & MESA_META_MULTISAMPLE) {
786 save->Multisample = ctx->Multisample; /* struct copy */
787
788 if (ctx->Multisample.Enabled)
789 _mesa_set_multisample(ctx, GL_FALSE);
790 if (ctx->Multisample.SampleCoverage)
791 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
792 if (ctx->Multisample.SampleAlphaToCoverage)
793 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
794 if (ctx->Multisample.SampleAlphaToOne)
795 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
796 if (ctx->Multisample.SampleShading)
797 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
798 if (ctx->Multisample.SampleMask)
799 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
800 }
801
802 if (state & MESA_META_FRAMEBUFFER_SRGB) {
803 save->sRGBEnabled = ctx->Color.sRGBEnabled;
804 if (ctx->Color.sRGBEnabled)
805 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
806 }
807
808 if (state & MESA_META_DRAW_BUFFERS) {
809 int buf, real_color_buffers = 0;
810 memset(save->ColorDrawBuffers, 0, sizeof(save->ColorDrawBuffers));
811
812 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
813 int buf_index = ctx->DrawBuffer->_ColorDrawBufferIndexes[buf];
814 if (buf_index == -1)
815 continue;
816
817 save->ColorDrawBuffers[buf] =
818 gl_buffer_index_to_drawbuffers_enum(buf_index);
819
820 if (++real_color_buffers >= ctx->DrawBuffer->_NumColorDrawBuffers)
821 break;
822 }
823 }
824
825 /* misc */
826 {
827 save->Lighting = ctx->Light.Enabled;
828 if (ctx->Light.Enabled)
829 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
830 save->RasterDiscard = ctx->RasterDiscard;
831 if (ctx->RasterDiscard)
832 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
833
834 save->DrawBufferName = ctx->DrawBuffer->Name;
835 save->ReadBufferName = ctx->ReadBuffer->Name;
836 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
837 ctx->CurrentRenderbuffer->Name : 0);
838 }
839 }
840
841
842 /**
843 * Leave meta state. This is like a light-weight version of glPopAttrib().
844 */
845 void
846 _mesa_meta_end(struct gl_context *ctx)
847 {
848 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
849 const GLbitfield state = save->SavedState;
850 int i;
851
852 /* After starting a new occlusion query, initialize the results to the
853 * values saved previously. The driver will then continue to increment
854 * these values.
855 */
856 if (state & MESA_META_OCCLUSION_QUERY) {
857 if (save->CurrentOcclusionObject) {
858 _mesa_BeginQuery(save->CurrentOcclusionObject->Target,
859 save->CurrentOcclusionObject->Id);
860 ctx->Query.CurrentOcclusionObject->Result = save->CurrentOcclusionObject->Result;
861 }
862 }
863
864 if (state & MESA_META_ALPHA_TEST) {
865 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
866 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
867 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
868 }
869
870 if (state & MESA_META_BLEND) {
871 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
872 if (ctx->Extensions.EXT_draw_buffers2) {
873 GLuint i;
874 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
875 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
876 }
877 }
878 else {
879 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
880 }
881 }
882 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
883 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
884 }
885
886 if (state & MESA_META_DITHER)
887 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
888
889 if (state & MESA_META_COLOR_MASK) {
890 GLuint i;
891 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
892 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
893 if (i == 0) {
894 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
895 save->ColorMask[i][2], save->ColorMask[i][3]);
896 }
897 else {
898 _mesa_ColorMaski(i,
899 save->ColorMask[i][0],
900 save->ColorMask[i][1],
901 save->ColorMask[i][2],
902 save->ColorMask[i][3]);
903 }
904 }
905 }
906 }
907
908 if (state & MESA_META_DEPTH_TEST) {
909 if (ctx->Depth.Test != save->Depth.Test)
910 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
911 _mesa_DepthFunc(save->Depth.Func);
912 _mesa_DepthMask(save->Depth.Mask);
913 }
914
915 if (state & MESA_META_FOG) {
916 _mesa_set_enable(ctx, GL_FOG, save->Fog);
917 }
918
919 if (state & MESA_META_PIXEL_STORE) {
920 ctx->Pack = save->Pack;
921 ctx->Unpack = save->Unpack;
922 }
923
924 if (state & MESA_META_PIXEL_TRANSFER) {
925 ctx->Pixel.RedScale = save->RedScale;
926 ctx->Pixel.RedBias = save->RedBias;
927 ctx->Pixel.GreenScale = save->GreenScale;
928 ctx->Pixel.GreenBias = save->GreenBias;
929 ctx->Pixel.BlueScale = save->BlueScale;
930 ctx->Pixel.BlueBias = save->BlueBias;
931 ctx->Pixel.AlphaScale = save->AlphaScale;
932 ctx->Pixel.AlphaBias = save->AlphaBias;
933 ctx->Pixel.MapColorFlag = save->MapColorFlag;
934 /* XXX more state */
935 ctx->NewState |=_NEW_PIXEL;
936 }
937
938 if (state & MESA_META_RASTERIZATION) {
939 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
940 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
941 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
942 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
943 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
944 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
945 }
946
947 if (state & MESA_META_SCISSOR) {
948 unsigned i;
949
950 for (i = 0; i < ctx->Const.MaxViewports; i++) {
951 _mesa_set_scissor(ctx, i,
952 save->Scissor.ScissorArray[i].X,
953 save->Scissor.ScissorArray[i].Y,
954 save->Scissor.ScissorArray[i].Width,
955 save->Scissor.ScissorArray[i].Height);
956 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
957 (save->Scissor.EnableFlags >> i) & 1);
958 }
959 }
960
961 if (state & MESA_META_SHADER) {
962 static const GLenum targets[] = {
963 GL_VERTEX_SHADER,
964 GL_GEOMETRY_SHADER,
965 GL_FRAGMENT_SHADER,
966 };
967
968 bool any_shader;
969
970 if (ctx->Extensions.ARB_vertex_program) {
971 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
972 save->VertexProgramEnabled);
973 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
974 save->VertexProgram);
975 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
976 }
977
978 if (ctx->Extensions.ARB_fragment_program) {
979 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
980 save->FragmentProgramEnabled);
981 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
982 save->FragmentProgram);
983 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
984 }
985
986 if (ctx->Extensions.ATI_fragment_shader) {
987 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
988 save->ATIFragmentShaderEnabled);
989 }
990
991 any_shader = false;
992 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
993 /* It is safe to call _mesa_use_shader_program even if the extension
994 * necessary for that program state is not supported. In that case,
995 * the saved program object must be NULL and the currently bound
996 * program object must be NULL. _mesa_use_shader_program is a no-op
997 * in that case.
998 */
999 _mesa_use_shader_program(ctx, targets[i],
1000 save->Shader[i],
1001 &ctx->Shader);
1002
1003 /* Do this *before* killing the reference. :)
1004 */
1005 if (save->Shader[i] != NULL)
1006 any_shader = true;
1007
1008 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
1009 }
1010
1011 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1012 save->ActiveShader);
1013 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1014
1015 /* If there were any stages set with programs, use ctx->Shader as the
1016 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1017 * hasn't been restored yet, and that may modify ctx->_Shader further.
1018 */
1019 if (any_shader)
1020 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1021 &ctx->Shader);
1022 else
1023 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1024 ctx->Pipeline.Default);
1025
1026 if (save->Pipeline) {
1027 _mesa_bind_pipeline(ctx, save->Pipeline);
1028
1029 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1030 }
1031 }
1032
1033 if (state & MESA_META_STENCIL_TEST) {
1034 const struct gl_stencil_attrib *stencil = &save->Stencil;
1035
1036 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1037 _mesa_ClearStencil(stencil->Clear);
1038 if (ctx->Extensions.EXT_stencil_two_side) {
1039 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1040 stencil->TestTwoSide);
1041 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1042 ? GL_BACK : GL_FRONT);
1043 }
1044 /* front state */
1045 _mesa_StencilFuncSeparate(GL_FRONT,
1046 stencil->Function[0],
1047 stencil->Ref[0],
1048 stencil->ValueMask[0]);
1049 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1050 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1051 stencil->ZFailFunc[0],
1052 stencil->ZPassFunc[0]);
1053 /* back state */
1054 _mesa_StencilFuncSeparate(GL_BACK,
1055 stencil->Function[1],
1056 stencil->Ref[1],
1057 stencil->ValueMask[1]);
1058 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1059 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1060 stencil->ZFailFunc[1],
1061 stencil->ZPassFunc[1]);
1062 }
1063
1064 if (state & MESA_META_TEXTURE) {
1065 GLuint u, tgt;
1066
1067 ASSERT(ctx->Texture.CurrentUnit == 0);
1068
1069 /* restore texenv for unit[0] */
1070 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1071
1072 /* restore texture objects for unit[0] only */
1073 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1074 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1075 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1076 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1077 save->CurrentTexture[tgt]);
1078 }
1079 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1080 }
1081
1082 /* Restore fixed function texture enables, texgen */
1083 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1084 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1085 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1086 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1087 }
1088
1089 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1090 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1091 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1092 }
1093 }
1094
1095 /* restore current unit state */
1096 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1097 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1098 }
1099
1100 if (state & MESA_META_TRANSFORM) {
1101 GLuint activeTexture = ctx->Texture.CurrentUnit;
1102 _mesa_ActiveTexture(GL_TEXTURE0);
1103 _mesa_MatrixMode(GL_TEXTURE);
1104 _mesa_LoadMatrixf(save->TextureMatrix);
1105 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1106
1107 _mesa_MatrixMode(GL_MODELVIEW);
1108 _mesa_LoadMatrixf(save->ModelviewMatrix);
1109
1110 _mesa_MatrixMode(GL_PROJECTION);
1111 _mesa_LoadMatrixf(save->ProjectionMatrix);
1112
1113 _mesa_MatrixMode(save->MatrixMode);
1114 }
1115
1116 if (state & MESA_META_CLIP) {
1117 if (save->ClipPlanesEnabled) {
1118 GLuint i;
1119 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1120 if (save->ClipPlanesEnabled & (1 << i)) {
1121 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1122 }
1123 }
1124 }
1125 }
1126
1127 if (state & MESA_META_VERTEX) {
1128 /* restore vertex buffer object */
1129 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1130 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1131
1132 /* restore vertex array object */
1133 _mesa_BindVertexArray(save->VAO->Name);
1134 _mesa_reference_vao(ctx, &save->VAO, NULL);
1135 }
1136
1137 if (state & MESA_META_VIEWPORT) {
1138 if (save->ViewportX != ctx->ViewportArray[0].X ||
1139 save->ViewportY != ctx->ViewportArray[0].Y ||
1140 save->ViewportW != ctx->ViewportArray[0].Width ||
1141 save->ViewportH != ctx->ViewportArray[0].Height) {
1142 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1143 save->ViewportW, save->ViewportH);
1144 }
1145 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1146 }
1147
1148 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1149 ctx->Extensions.ARB_color_buffer_float) {
1150 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1151 }
1152
1153 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1154 ctx->Extensions.ARB_color_buffer_float) {
1155 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1156 }
1157
1158 if (state & MESA_META_CONDITIONAL_RENDER) {
1159 if (save->CondRenderQuery)
1160 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1161 save->CondRenderMode);
1162 }
1163
1164 if (state & MESA_META_SELECT_FEEDBACK) {
1165 if (save->RenderMode == GL_SELECT) {
1166 _mesa_RenderMode(GL_SELECT);
1167 ctx->Select = save->Select;
1168 } else if (save->RenderMode == GL_FEEDBACK) {
1169 _mesa_RenderMode(GL_FEEDBACK);
1170 ctx->Feedback = save->Feedback;
1171 }
1172 }
1173
1174 if (state & MESA_META_MULTISAMPLE) {
1175 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1176 struct gl_multisample_attrib *save_ms = &save->Multisample;
1177
1178 if (ctx_ms->Enabled != save_ms->Enabled)
1179 _mesa_set_multisample(ctx, save_ms->Enabled);
1180 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1181 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1182 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1183 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1184 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1185 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1186 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1187 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1188 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1189 save_ms->SampleCoverageInvert);
1190 }
1191 if (ctx_ms->SampleShading != save_ms->SampleShading)
1192 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1193 if (ctx_ms->SampleMask != save_ms->SampleMask)
1194 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1195 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1196 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1197 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1198 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1199 }
1200
1201 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1202 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1203 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1204 }
1205
1206 /* misc */
1207 if (save->Lighting) {
1208 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1209 }
1210 if (save->RasterDiscard) {
1211 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1212 }
1213 if (save->TransformFeedbackNeedsResume)
1214 _mesa_ResumeTransformFeedback();
1215
1216 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1217 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1218
1219 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1220 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1221
1222 if (!ctx->CurrentRenderbuffer ||
1223 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1224 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1225
1226 if (state & MESA_META_DRAW_BUFFERS) {
1227 _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers, save->ColorDrawBuffers);
1228 }
1229
1230 ctx->Meta->SaveStackDepth--;
1231
1232 ctx->API = save->API;
1233 }
1234
1235
1236 /**
1237 * Determine whether Mesa is currently in a meta state.
1238 */
1239 GLboolean
1240 _mesa_meta_in_progress(struct gl_context *ctx)
1241 {
1242 return ctx->Meta->SaveStackDepth != 0;
1243 }
1244
1245
1246 /**
1247 * Convert Z from a normalized value in the range [0, 1] to an object-space
1248 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1249 * default/identity ortho projection results in the original Z value.
1250 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1251 * value comes from the clear value or raster position.
1252 */
1253 static INLINE GLfloat
1254 invert_z(GLfloat normZ)
1255 {
1256 GLfloat objZ = 1.0f - 2.0f * normZ;
1257 return objZ;
1258 }
1259
1260
1261 /**
1262 * One-time init for a temp_texture object.
1263 * Choose tex target, compute max tex size, etc.
1264 */
1265 static void
1266 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1267 {
1268 /* prefer texture rectangle */
1269 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1270 tex->Target = GL_TEXTURE_RECTANGLE;
1271 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1272 tex->NPOT = GL_TRUE;
1273 }
1274 else {
1275 /* use 2D texture, NPOT if possible */
1276 tex->Target = GL_TEXTURE_2D;
1277 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1278 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1279 }
1280 tex->MinSize = 16; /* 16 x 16 at least */
1281 assert(tex->MaxSize > 0);
1282
1283 _mesa_GenTextures(1, &tex->TexObj);
1284 }
1285
1286 static void
1287 cleanup_temp_texture(struct temp_texture *tex)
1288 {
1289 if (!tex->TexObj)
1290 return;
1291 _mesa_DeleteTextures(1, &tex->TexObj);
1292 tex->TexObj = 0;
1293 }
1294
1295
1296 /**
1297 * Return pointer to temp_texture info for non-bitmap ops.
1298 * This does some one-time init if needed.
1299 */
1300 struct temp_texture *
1301 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1302 {
1303 struct temp_texture *tex = &ctx->Meta->TempTex;
1304
1305 if (!tex->TexObj) {
1306 init_temp_texture(ctx, tex);
1307 }
1308
1309 return tex;
1310 }
1311
1312
1313 /**
1314 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1315 * We use a separate texture for bitmaps to reduce texture
1316 * allocation/deallocation.
1317 */
1318 static struct temp_texture *
1319 get_bitmap_temp_texture(struct gl_context *ctx)
1320 {
1321 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1322
1323 if (!tex->TexObj) {
1324 init_temp_texture(ctx, tex);
1325 }
1326
1327 return tex;
1328 }
1329
1330 /**
1331 * Return pointer to depth temp_texture.
1332 * This does some one-time init if needed.
1333 */
1334 struct temp_texture *
1335 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1336 {
1337 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1338
1339 if (!tex->TexObj) {
1340 init_temp_texture(ctx, tex);
1341 }
1342
1343 return tex;
1344 }
1345
1346 /**
1347 * Compute the width/height of texture needed to draw an image of the
1348 * given size. Return a flag indicating whether the current texture
1349 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1350 * allocated (glTexImage2D).
1351 * Also, compute s/t texcoords for drawing.
1352 *
1353 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1354 */
1355 GLboolean
1356 _mesa_meta_alloc_texture(struct temp_texture *tex,
1357 GLsizei width, GLsizei height, GLenum intFormat)
1358 {
1359 GLboolean newTex = GL_FALSE;
1360
1361 ASSERT(width <= tex->MaxSize);
1362 ASSERT(height <= tex->MaxSize);
1363
1364 if (width > tex->Width ||
1365 height > tex->Height ||
1366 intFormat != tex->IntFormat) {
1367 /* alloc new texture (larger or different format) */
1368
1369 if (tex->NPOT) {
1370 /* use non-power of two size */
1371 tex->Width = MAX2(tex->MinSize, width);
1372 tex->Height = MAX2(tex->MinSize, height);
1373 }
1374 else {
1375 /* find power of two size */
1376 GLsizei w, h;
1377 w = h = tex->MinSize;
1378 while (w < width)
1379 w *= 2;
1380 while (h < height)
1381 h *= 2;
1382 tex->Width = w;
1383 tex->Height = h;
1384 }
1385
1386 tex->IntFormat = intFormat;
1387
1388 newTex = GL_TRUE;
1389 }
1390
1391 /* compute texcoords */
1392 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1393 tex->Sright = (GLfloat) width;
1394 tex->Ttop = (GLfloat) height;
1395 }
1396 else {
1397 tex->Sright = (GLfloat) width / tex->Width;
1398 tex->Ttop = (GLfloat) height / tex->Height;
1399 }
1400
1401 return newTex;
1402 }
1403
1404
1405 /**
1406 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1407 */
1408 void
1409 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1410 struct temp_texture *tex,
1411 GLint srcX, GLint srcY,
1412 GLsizei width, GLsizei height,
1413 GLenum intFormat,
1414 GLenum filter)
1415 {
1416 bool newTex;
1417
1418 _mesa_BindTexture(tex->Target, tex->TexObj);
1419 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1420 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1421 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1422
1423 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1424
1425 /* copy framebuffer image to texture */
1426 if (newTex) {
1427 /* create new tex image */
1428 if (tex->Width == width && tex->Height == height) {
1429 /* create new tex with framebuffer data */
1430 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1431 srcX, srcY, width, height, 0);
1432 }
1433 else {
1434 /* create empty texture */
1435 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1436 tex->Width, tex->Height, 0,
1437 intFormat, GL_UNSIGNED_BYTE, NULL);
1438 /* load image */
1439 _mesa_CopyTexSubImage2D(tex->Target, 0,
1440 0, 0, srcX, srcY, width, height);
1441 }
1442 }
1443 else {
1444 /* replace existing tex image */
1445 _mesa_CopyTexSubImage2D(tex->Target, 0,
1446 0, 0, srcX, srcY, width, height);
1447 }
1448 }
1449
1450
1451 /**
1452 * Setup/load texture for glDrawPixels.
1453 */
1454 void
1455 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1456 struct temp_texture *tex,
1457 GLboolean newTex,
1458 GLsizei width, GLsizei height,
1459 GLenum format, GLenum type,
1460 const GLvoid *pixels)
1461 {
1462 _mesa_BindTexture(tex->Target, tex->TexObj);
1463 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1464 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1465 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1466
1467 /* copy pixel data to texture */
1468 if (newTex) {
1469 /* create new tex image */
1470 if (tex->Width == width && tex->Height == height) {
1471 /* create new tex and load image data */
1472 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1473 tex->Width, tex->Height, 0, format, type, pixels);
1474 }
1475 else {
1476 struct gl_buffer_object *save_unpack_obj = NULL;
1477
1478 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1479 ctx->Unpack.BufferObj);
1480 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1481 /* create empty texture */
1482 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1483 tex->Width, tex->Height, 0, format, type, NULL);
1484 if (save_unpack_obj != NULL)
1485 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1486 save_unpack_obj->Name);
1487 /* load image */
1488 _mesa_TexSubImage2D(tex->Target, 0,
1489 0, 0, width, height, format, type, pixels);
1490 }
1491 }
1492 else {
1493 /* replace existing tex image */
1494 _mesa_TexSubImage2D(tex->Target, 0,
1495 0, 0, width, height, format, type, pixels);
1496 }
1497 }
1498
1499 void
1500 _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
1501 unsigned texcoord_size)
1502 {
1503 _mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0);
1504
1505 /* setup projection matrix */
1506 _mesa_MatrixMode(GL_PROJECTION);
1507 _mesa_LoadIdentity();
1508 }
1509
1510 /**
1511 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1512 */
1513 void
1514 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1515 {
1516 meta_clear(ctx, buffers, false);
1517 }
1518
1519 void
1520 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1521 {
1522 meta_clear(ctx, buffers, true);
1523 }
1524
1525 static void
1526 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1527 {
1528 const char *vs_source =
1529 "#extension GL_AMD_vertex_shader_layer : enable\n"
1530 "attribute vec4 position;\n"
1531 "uniform int layer;\n"
1532 "void main()\n"
1533 "{\n"
1534 "#ifdef GL_AMD_vertex_shader_layer\n"
1535 " gl_Layer = layer;\n"
1536 "#endif\n"
1537 " gl_Position = position;\n"
1538 "}\n";
1539 const char *fs_source =
1540 "uniform vec4 color;\n"
1541 "void main()\n"
1542 "{\n"
1543 " gl_FragColor = color;\n"
1544 "}\n";
1545 GLuint vs, fs;
1546 bool has_integer_textures;
1547
1548 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0);
1549
1550 if (clear->ShaderProg != 0)
1551 return;
1552
1553 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1554 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1555 _mesa_CompileShader(vs);
1556
1557 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1558 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1559 _mesa_CompileShader(fs);
1560
1561 clear->ShaderProg = _mesa_CreateProgram();
1562 _mesa_AttachShader(clear->ShaderProg, fs);
1563 _mesa_DeleteShader(fs);
1564 _mesa_AttachShader(clear->ShaderProg, vs);
1565 _mesa_DeleteShader(vs);
1566 _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
1567 _mesa_ObjectLabel(GL_PROGRAM, clear->ShaderProg, -1, "meta clear");
1568 _mesa_LinkProgram(clear->ShaderProg);
1569
1570 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color");
1571 clear->LayerLocation = _mesa_GetUniformLocation(clear->ShaderProg, "layer");
1572
1573 has_integer_textures = _mesa_is_gles3(ctx) ||
1574 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1575
1576 if (has_integer_textures) {
1577 void *shader_source_mem_ctx = ralloc_context(NULL);
1578 const char *vs_int_source =
1579 ralloc_asprintf(shader_source_mem_ctx,
1580 "#version 130\n"
1581 "#extension GL_AMD_vertex_shader_layer : enable\n"
1582 "in vec4 position;\n"
1583 "uniform int layer;\n"
1584 "void main()\n"
1585 "{\n"
1586 "#ifdef GL_AMD_vertex_shader_layer\n"
1587 " gl_Layer = layer;\n"
1588 "#endif\n"
1589 " gl_Position = position;\n"
1590 "}\n");
1591 const char *fs_int_source =
1592 ralloc_asprintf(shader_source_mem_ctx,
1593 "#version 130\n"
1594 "uniform ivec4 color;\n"
1595 "out ivec4 out_color;\n"
1596 "\n"
1597 "void main()\n"
1598 "{\n"
1599 " out_color = color;\n"
1600 "}\n");
1601
1602 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1603 vs_int_source);
1604 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1605 fs_int_source);
1606 ralloc_free(shader_source_mem_ctx);
1607
1608 clear->IntegerShaderProg = _mesa_CreateProgram();
1609 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1610 _mesa_DeleteShader(fs);
1611 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1612 _mesa_DeleteShader(vs);
1613 _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
1614
1615 /* Note that user-defined out attributes get automatically assigned
1616 * locations starting from 0, so we don't need to explicitly
1617 * BindFragDataLocation to 0.
1618 */
1619
1620 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1621 "integer clear");
1622 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1623
1624 clear->IntegerColorLocation =
1625 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
1626 clear->IntegerLayerLocation =
1627 _mesa_GetUniformLocation(clear->IntegerShaderProg, "layer");
1628 }
1629 }
1630
1631 static void
1632 meta_glsl_clear_cleanup(struct clear_state *clear)
1633 {
1634 if (clear->VAO == 0)
1635 return;
1636 _mesa_DeleteVertexArrays(1, &clear->VAO);
1637 clear->VAO = 0;
1638 _mesa_DeleteBuffers(1, &clear->VBO);
1639 clear->VBO = 0;
1640 _mesa_DeleteProgram(clear->ShaderProg);
1641 clear->ShaderProg = 0;
1642
1643 if (clear->IntegerShaderProg) {
1644 _mesa_DeleteProgram(clear->IntegerShaderProg);
1645 clear->IntegerShaderProg = 0;
1646 }
1647 }
1648
1649 /**
1650 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1651 * set GL to only draw to those buffers.
1652 *
1653 * Since the bitfield has no associated order, the assignment of draw buffer
1654 * indices to color attachment indices is rather arbitrary.
1655 */
1656 static void
1657 drawbuffers_from_bitfield(GLbitfield bits)
1658 {
1659 GLenum enums[MAX_DRAW_BUFFERS];
1660 int i = 0;
1661 int n;
1662
1663 /* This function is only legal for color buffer bitfields. */
1664 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1665
1666 /* Make sure we don't overflow any arrays. */
1667 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1668
1669 enums[0] = GL_NONE;
1670
1671 if (bits & BUFFER_BIT_FRONT_LEFT)
1672 enums[i++] = GL_FRONT_LEFT;
1673
1674 if (bits & BUFFER_BIT_FRONT_RIGHT)
1675 enums[i++] = GL_FRONT_RIGHT;
1676
1677 if (bits & BUFFER_BIT_BACK_LEFT)
1678 enums[i++] = GL_BACK_LEFT;
1679
1680 if (bits & BUFFER_BIT_BACK_RIGHT)
1681 enums[i++] = GL_BACK_RIGHT;
1682
1683 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1684 if (bits & (1 << (BUFFER_COLOR0 + n)))
1685 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1686 }
1687
1688 _mesa_DrawBuffers(i, enums);
1689 }
1690
1691 /**
1692 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1693 */
1694 static void
1695 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1696 {
1697 struct clear_state *clear = &ctx->Meta->Clear;
1698 GLbitfield metaSave;
1699 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1700 struct gl_framebuffer *fb = ctx->DrawBuffer;
1701 float x0, y0, x1, y1, z;
1702 struct vertex verts[4];
1703 int i;
1704
1705 metaSave = (MESA_META_ALPHA_TEST |
1706 MESA_META_BLEND |
1707 MESA_META_DEPTH_TEST |
1708 MESA_META_RASTERIZATION |
1709 MESA_META_SHADER |
1710 MESA_META_STENCIL_TEST |
1711 MESA_META_VERTEX |
1712 MESA_META_VIEWPORT |
1713 MESA_META_CLIP |
1714 MESA_META_CLAMP_FRAGMENT_COLOR |
1715 MESA_META_MULTISAMPLE |
1716 MESA_META_OCCLUSION_QUERY);
1717
1718 if (!glsl) {
1719 metaSave |= MESA_META_FOG |
1720 MESA_META_PIXEL_TRANSFER |
1721 MESA_META_TRANSFORM |
1722 MESA_META_TEXTURE |
1723 MESA_META_CLAMP_VERTEX_COLOR |
1724 MESA_META_SELECT_FEEDBACK;
1725 }
1726
1727 if (buffers & BUFFER_BITS_COLOR) {
1728 metaSave |= MESA_META_DRAW_BUFFERS;
1729 } else {
1730 /* We'll use colormask to disable color writes. Otherwise,
1731 * respect color mask
1732 */
1733 metaSave |= MESA_META_COLOR_MASK;
1734 }
1735
1736 _mesa_meta_begin(ctx, metaSave);
1737
1738 if (glsl) {
1739 meta_glsl_clear_init(ctx, clear);
1740
1741 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1742 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1743 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1744 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1745 z = -invert_z(ctx->Depth.Clear);
1746 } else {
1747 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
1748
1749 x0 = (float) fb->_Xmin;
1750 y0 = (float) fb->_Ymin;
1751 x1 = (float) fb->_Xmax;
1752 y1 = (float) fb->_Ymax;
1753 z = invert_z(ctx->Depth.Clear);
1754 }
1755
1756 if (fb->_IntegerColor) {
1757 assert(glsl);
1758 _mesa_UseProgram(clear->IntegerShaderProg);
1759 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
1760 ctx->Color.ClearColor.i);
1761 } else if (glsl) {
1762 _mesa_UseProgram(clear->ShaderProg);
1763 _mesa_Uniform4fv(clear->ColorLocation, 1,
1764 ctx->Color.ClearColor.f);
1765 }
1766
1767 /* GL_COLOR_BUFFER_BIT */
1768 if (buffers & BUFFER_BITS_COLOR) {
1769 /* Only draw to the buffers we were asked to clear. */
1770 drawbuffers_from_bitfield(buffers & BUFFER_BITS_COLOR);
1771
1772 /* leave colormask state as-is */
1773
1774 /* Clears never have the color clamped. */
1775 if (ctx->Extensions.ARB_color_buffer_float)
1776 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1777 }
1778 else {
1779 ASSERT(metaSave & MESA_META_COLOR_MASK);
1780 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1781 }
1782
1783 /* GL_DEPTH_BUFFER_BIT */
1784 if (buffers & BUFFER_BIT_DEPTH) {
1785 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1786 _mesa_DepthFunc(GL_ALWAYS);
1787 _mesa_DepthMask(GL_TRUE);
1788 }
1789 else {
1790 assert(!ctx->Depth.Test);
1791 }
1792
1793 /* GL_STENCIL_BUFFER_BIT */
1794 if (buffers & BUFFER_BIT_STENCIL) {
1795 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1796 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1797 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1798 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1799 ctx->Stencil.Clear & stencilMax,
1800 ctx->Stencil.WriteMask[0]);
1801 }
1802 else {
1803 assert(!ctx->Stencil.Enabled);
1804 }
1805
1806 /* vertex positions */
1807 verts[0].x = x0;
1808 verts[0].y = y0;
1809 verts[0].z = z;
1810 verts[1].x = x1;
1811 verts[1].y = y0;
1812 verts[1].z = z;
1813 verts[2].x = x1;
1814 verts[2].y = y1;
1815 verts[2].z = z;
1816 verts[3].x = x0;
1817 verts[3].y = y1;
1818 verts[3].z = z;
1819
1820 if (!glsl) {
1821 for (i = 0; i < 4; i++) {
1822 verts[i].r = ctx->Color.ClearColor.f[0];
1823 verts[i].g = ctx->Color.ClearColor.f[1];
1824 verts[i].b = ctx->Color.ClearColor.f[2];
1825 verts[i].a = ctx->Color.ClearColor.f[3];
1826 }
1827 }
1828
1829 /* upload new vertex data */
1830 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1831 GL_DYNAMIC_DRAW_ARB);
1832
1833 /* draw quad(s) */
1834 if (fb->MaxNumLayers > 0) {
1835 unsigned layer;
1836 assert(glsl && clear->LayerLocation != -1);
1837 for (layer = 0; layer < fb->MaxNumLayers; layer++) {
1838 if (fb->_IntegerColor)
1839 _mesa_Uniform1i(clear->IntegerLayerLocation, layer);
1840 else
1841 _mesa_Uniform1i(clear->LayerLocation, layer);
1842 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1843 }
1844 } else {
1845 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1846 }
1847
1848 _mesa_meta_end(ctx);
1849 }
1850
1851 /**
1852 * Meta implementation of ctx->Driver.CopyPixels() in terms
1853 * of texture mapping and polygon rendering and GLSL shaders.
1854 */
1855 void
1856 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1857 GLsizei width, GLsizei height,
1858 GLint dstX, GLint dstY, GLenum type)
1859 {
1860 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1861 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1862 struct vertex verts[4];
1863
1864 if (type != GL_COLOR ||
1865 ctx->_ImageTransferState ||
1866 ctx->Fog.Enabled ||
1867 width > tex->MaxSize ||
1868 height > tex->MaxSize) {
1869 /* XXX avoid this fallback */
1870 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1871 return;
1872 }
1873
1874 /* Most GL state applies to glCopyPixels, but a there's a few things
1875 * we need to override:
1876 */
1877 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1878 MESA_META_SHADER |
1879 MESA_META_TEXTURE |
1880 MESA_META_TRANSFORM |
1881 MESA_META_CLIP |
1882 MESA_META_VERTEX |
1883 MESA_META_VIEWPORT));
1884
1885 _mesa_meta_setup_vertex_objects(&copypix->VAO, &copypix->VBO, false,
1886 3, 2, 0);
1887
1888 /* Silence valgrind warnings about reading uninitialized stack. */
1889 memset(verts, 0, sizeof(verts));
1890
1891 /* Alloc/setup texture */
1892 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1893 GL_RGBA, GL_NEAREST);
1894
1895 /* vertex positions, texcoords (after texture allocation!) */
1896 {
1897 const GLfloat dstX0 = (GLfloat) dstX;
1898 const GLfloat dstY0 = (GLfloat) dstY;
1899 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1900 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1901 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1902
1903 verts[0].x = dstX0;
1904 verts[0].y = dstY0;
1905 verts[0].z = z;
1906 verts[0].tex[0] = 0.0F;
1907 verts[0].tex[1] = 0.0F;
1908 verts[1].x = dstX1;
1909 verts[1].y = dstY0;
1910 verts[1].z = z;
1911 verts[1].tex[0] = tex->Sright;
1912 verts[1].tex[1] = 0.0F;
1913 verts[2].x = dstX1;
1914 verts[2].y = dstY1;
1915 verts[2].z = z;
1916 verts[2].tex[0] = tex->Sright;
1917 verts[2].tex[1] = tex->Ttop;
1918 verts[3].x = dstX0;
1919 verts[3].y = dstY1;
1920 verts[3].z = z;
1921 verts[3].tex[0] = 0.0F;
1922 verts[3].tex[1] = tex->Ttop;
1923
1924 /* upload new vertex data */
1925 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1926 }
1927
1928 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1929
1930 /* draw textured quad */
1931 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1932
1933 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1934
1935 _mesa_meta_end(ctx);
1936 }
1937
1938 static void
1939 meta_drawpix_cleanup(struct drawpix_state *drawpix)
1940 {
1941 if (drawpix->VAO != 0) {
1942 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1943 drawpix->VAO = 0;
1944
1945 _mesa_DeleteBuffers(1, &drawpix->VBO);
1946 drawpix->VBO = 0;
1947 }
1948
1949 if (drawpix->StencilFP != 0) {
1950 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1951 drawpix->StencilFP = 0;
1952 }
1953
1954 if (drawpix->DepthFP != 0) {
1955 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1956 drawpix->DepthFP = 0;
1957 }
1958 }
1959
1960 /**
1961 * When the glDrawPixels() image size is greater than the max rectangle
1962 * texture size we use this function to break the glDrawPixels() image
1963 * into tiles which fit into the max texture size.
1964 */
1965 static void
1966 tiled_draw_pixels(struct gl_context *ctx,
1967 GLint tileSize,
1968 GLint x, GLint y, GLsizei width, GLsizei height,
1969 GLenum format, GLenum type,
1970 const struct gl_pixelstore_attrib *unpack,
1971 const GLvoid *pixels)
1972 {
1973 struct gl_pixelstore_attrib tileUnpack = *unpack;
1974 GLint i, j;
1975
1976 if (tileUnpack.RowLength == 0)
1977 tileUnpack.RowLength = width;
1978
1979 for (i = 0; i < width; i += tileSize) {
1980 const GLint tileWidth = MIN2(tileSize, width - i);
1981 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1982
1983 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1984
1985 for (j = 0; j < height; j += tileSize) {
1986 const GLint tileHeight = MIN2(tileSize, height - j);
1987 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1988
1989 tileUnpack.SkipRows = unpack->SkipRows + j;
1990
1991 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1992 format, type, &tileUnpack, pixels);
1993 }
1994 }
1995 }
1996
1997
1998 /**
1999 * One-time init for drawing stencil pixels.
2000 */
2001 static void
2002 init_draw_stencil_pixels(struct gl_context *ctx)
2003 {
2004 /* This program is run eight times, once for each stencil bit.
2005 * The stencil values to draw are found in an 8-bit alpha texture.
2006 * We read the texture/stencil value and test if bit 'b' is set.
2007 * If the bit is not set, use KIL to kill the fragment.
2008 * Finally, we use the stencil test to update the stencil buffer.
2009 *
2010 * The basic algorithm for checking if a bit is set is:
2011 * if (is_odd(value / (1 << bit)))
2012 * result is one (or non-zero).
2013 * else
2014 * result is zero.
2015 * The program parameter contains three values:
2016 * parm.x = 255 / (1 << bit)
2017 * parm.y = 0.5
2018 * parm.z = 0.0
2019 */
2020 static const char *program =
2021 "!!ARBfp1.0\n"
2022 "PARAM parm = program.local[0]; \n"
2023 "TEMP t; \n"
2024 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2025 "# t = t * 255 / bit \n"
2026 "MUL t.x, t.a, parm.x; \n"
2027 "# t = (int) t \n"
2028 "FRC t.y, t.x; \n"
2029 "SUB t.x, t.x, t.y; \n"
2030 "# t = t * 0.5 \n"
2031 "MUL t.x, t.x, parm.y; \n"
2032 "# t = fract(t.x) \n"
2033 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2034 "# t.x = (t.x == 0 ? 1 : 0) \n"
2035 "SGE t.x, -t.x, parm.z; \n"
2036 "KIL -t.x; \n"
2037 "# for debug only \n"
2038 "#MOV result.color, t.x; \n"
2039 "END \n";
2040 char program2[1000];
2041 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2042 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2043 const char *texTarget;
2044
2045 assert(drawpix->StencilFP == 0);
2046
2047 /* replace %s with "RECT" or "2D" */
2048 assert(strlen(program) + 4 < sizeof(program2));
2049 if (tex->Target == GL_TEXTURE_RECTANGLE)
2050 texTarget = "RECT";
2051 else
2052 texTarget = "2D";
2053 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2054
2055 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2056 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2057 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2058 strlen(program2), (const GLubyte *) program2);
2059 }
2060
2061
2062 /**
2063 * One-time init for drawing depth pixels.
2064 */
2065 static void
2066 init_draw_depth_pixels(struct gl_context *ctx)
2067 {
2068 static const char *program =
2069 "!!ARBfp1.0\n"
2070 "PARAM color = program.local[0]; \n"
2071 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2072 "MOV result.color, color; \n"
2073 "END \n";
2074 char program2[200];
2075 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2076 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2077 const char *texTarget;
2078
2079 assert(drawpix->DepthFP == 0);
2080
2081 /* replace %s with "RECT" or "2D" */
2082 assert(strlen(program) + 4 < sizeof(program2));
2083 if (tex->Target == GL_TEXTURE_RECTANGLE)
2084 texTarget = "RECT";
2085 else
2086 texTarget = "2D";
2087 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2088
2089 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2090 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2091 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2092 strlen(program2), (const GLubyte *) program2);
2093 }
2094
2095
2096 /**
2097 * Meta implementation of ctx->Driver.DrawPixels() in terms
2098 * of texture mapping and polygon rendering.
2099 */
2100 void
2101 _mesa_meta_DrawPixels(struct gl_context *ctx,
2102 GLint x, GLint y, GLsizei width, GLsizei height,
2103 GLenum format, GLenum type,
2104 const struct gl_pixelstore_attrib *unpack,
2105 const GLvoid *pixels)
2106 {
2107 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2108 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2109 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2110 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2111 struct vertex verts[4];
2112 GLenum texIntFormat;
2113 GLboolean fallback, newTex;
2114 GLbitfield metaExtraSave = 0x0;
2115
2116 /*
2117 * Determine if we can do the glDrawPixels with texture mapping.
2118 */
2119 fallback = GL_FALSE;
2120 if (ctx->Fog.Enabled) {
2121 fallback = GL_TRUE;
2122 }
2123
2124 if (_mesa_is_color_format(format)) {
2125 /* use more compact format when possible */
2126 /* XXX disable special case for GL_LUMINANCE for now to work around
2127 * apparent i965 driver bug (see bug #23670).
2128 */
2129 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2130 texIntFormat = format;
2131 else
2132 texIntFormat = GL_RGBA;
2133
2134 /* If we're not supposed to clamp the resulting color, then just
2135 * promote our texture to fully float. We could do better by
2136 * just going for the matching set of channels, in floating
2137 * point.
2138 */
2139 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2140 ctx->Extensions.ARB_texture_float)
2141 texIntFormat = GL_RGBA32F;
2142 }
2143 else if (_mesa_is_stencil_format(format)) {
2144 if (ctx->Extensions.ARB_fragment_program &&
2145 ctx->Pixel.IndexShift == 0 &&
2146 ctx->Pixel.IndexOffset == 0 &&
2147 type == GL_UNSIGNED_BYTE) {
2148 /* We'll store stencil as alpha. This only works for GLubyte
2149 * image data because of how incoming values are mapped to alpha
2150 * in [0,1].
2151 */
2152 texIntFormat = GL_ALPHA;
2153 metaExtraSave = (MESA_META_COLOR_MASK |
2154 MESA_META_DEPTH_TEST |
2155 MESA_META_PIXEL_TRANSFER |
2156 MESA_META_SHADER |
2157 MESA_META_STENCIL_TEST);
2158 }
2159 else {
2160 fallback = GL_TRUE;
2161 }
2162 }
2163 else if (_mesa_is_depth_format(format)) {
2164 if (ctx->Extensions.ARB_depth_texture &&
2165 ctx->Extensions.ARB_fragment_program) {
2166 texIntFormat = GL_DEPTH_COMPONENT;
2167 metaExtraSave = (MESA_META_SHADER);
2168 }
2169 else {
2170 fallback = GL_TRUE;
2171 }
2172 }
2173 else {
2174 fallback = GL_TRUE;
2175 }
2176
2177 if (fallback) {
2178 _swrast_DrawPixels(ctx, x, y, width, height,
2179 format, type, unpack, pixels);
2180 return;
2181 }
2182
2183 /*
2184 * Check image size against max texture size, draw as tiles if needed.
2185 */
2186 if (width > tex->MaxSize || height > tex->MaxSize) {
2187 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2188 format, type, unpack, pixels);
2189 return;
2190 }
2191
2192 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2193 * but a there's a few things we need to override:
2194 */
2195 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2196 MESA_META_SHADER |
2197 MESA_META_TEXTURE |
2198 MESA_META_TRANSFORM |
2199 MESA_META_CLIP |
2200 MESA_META_VERTEX |
2201 MESA_META_VIEWPORT |
2202 metaExtraSave));
2203
2204 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2205
2206 _mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false,
2207 3, 2, 0);
2208
2209 /* Silence valgrind warnings about reading uninitialized stack. */
2210 memset(verts, 0, sizeof(verts));
2211
2212 /* vertex positions, texcoords (after texture allocation!) */
2213 {
2214 const GLfloat x0 = (GLfloat) x;
2215 const GLfloat y0 = (GLfloat) y;
2216 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2217 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2218 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2219
2220 verts[0].x = x0;
2221 verts[0].y = y0;
2222 verts[0].z = z;
2223 verts[0].tex[0] = 0.0F;
2224 verts[0].tex[1] = 0.0F;
2225 verts[1].x = x1;
2226 verts[1].y = y0;
2227 verts[1].z = z;
2228 verts[1].tex[0] = tex->Sright;
2229 verts[1].tex[1] = 0.0F;
2230 verts[2].x = x1;
2231 verts[2].y = y1;
2232 verts[2].z = z;
2233 verts[2].tex[0] = tex->Sright;
2234 verts[2].tex[1] = tex->Ttop;
2235 verts[3].x = x0;
2236 verts[3].y = y1;
2237 verts[3].z = z;
2238 verts[3].tex[0] = 0.0F;
2239 verts[3].tex[1] = tex->Ttop;
2240 }
2241
2242 /* upload new vertex data */
2243 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2244 verts, GL_DYNAMIC_DRAW_ARB);
2245
2246 /* set given unpack params */
2247 ctx->Unpack = *unpack;
2248
2249 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2250
2251 if (_mesa_is_stencil_format(format)) {
2252 /* Drawing stencil */
2253 GLint bit;
2254
2255 if (!drawpix->StencilFP)
2256 init_draw_stencil_pixels(ctx);
2257
2258 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2259 GL_ALPHA, type, pixels);
2260
2261 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2262
2263 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2264
2265 /* set all stencil bits to 0 */
2266 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2267 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2268 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2269
2270 /* set stencil bits to 1 where needed */
2271 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2272
2273 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2274 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2275
2276 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2277 const GLuint mask = 1 << bit;
2278 if (mask & origStencilMask) {
2279 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2280 _mesa_StencilMask(mask);
2281
2282 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2283 255.0f / mask, 0.5f, 0.0f, 0.0f);
2284
2285 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2286 }
2287 }
2288 }
2289 else if (_mesa_is_depth_format(format)) {
2290 /* Drawing depth */
2291 if (!drawpix->DepthFP)
2292 init_draw_depth_pixels(ctx);
2293
2294 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2295 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2296
2297 /* polygon color = current raster color */
2298 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2299 ctx->Current.RasterColor);
2300
2301 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2302 format, type, pixels);
2303
2304 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2305 }
2306 else {
2307 /* Drawing RGBA */
2308 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2309 format, type, pixels);
2310 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2311 }
2312
2313 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2314
2315 /* restore unpack params */
2316 ctx->Unpack = unpackSave;
2317
2318 _mesa_meta_end(ctx);
2319 }
2320
2321 static GLboolean
2322 alpha_test_raster_color(struct gl_context *ctx)
2323 {
2324 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2325 GLfloat ref = ctx->Color.AlphaRef;
2326
2327 switch (ctx->Color.AlphaFunc) {
2328 case GL_NEVER:
2329 return GL_FALSE;
2330 case GL_LESS:
2331 return alpha < ref;
2332 case GL_EQUAL:
2333 return alpha == ref;
2334 case GL_LEQUAL:
2335 return alpha <= ref;
2336 case GL_GREATER:
2337 return alpha > ref;
2338 case GL_NOTEQUAL:
2339 return alpha != ref;
2340 case GL_GEQUAL:
2341 return alpha >= ref;
2342 case GL_ALWAYS:
2343 return GL_TRUE;
2344 default:
2345 assert(0);
2346 return GL_FALSE;
2347 }
2348 }
2349
2350 /**
2351 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2352 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2353 * tracker would improve performance a lot.
2354 */
2355 void
2356 _mesa_meta_Bitmap(struct gl_context *ctx,
2357 GLint x, GLint y, GLsizei width, GLsizei height,
2358 const struct gl_pixelstore_attrib *unpack,
2359 const GLubyte *bitmap1)
2360 {
2361 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2362 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2363 const GLenum texIntFormat = GL_ALPHA;
2364 const struct gl_pixelstore_attrib unpackSave = *unpack;
2365 GLubyte fg, bg;
2366 struct vertex verts[4];
2367 GLboolean newTex;
2368 GLubyte *bitmap8;
2369
2370 /*
2371 * Check if swrast fallback is needed.
2372 */
2373 if (ctx->_ImageTransferState ||
2374 ctx->FragmentProgram._Enabled ||
2375 ctx->Fog.Enabled ||
2376 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2377 width > tex->MaxSize ||
2378 height > tex->MaxSize) {
2379 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2380 return;
2381 }
2382
2383 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2384 return;
2385
2386 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2387 * but a there's a few things we need to override:
2388 */
2389 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2390 MESA_META_PIXEL_STORE |
2391 MESA_META_RASTERIZATION |
2392 MESA_META_SHADER |
2393 MESA_META_TEXTURE |
2394 MESA_META_TRANSFORM |
2395 MESA_META_CLIP |
2396 MESA_META_VERTEX |
2397 MESA_META_VIEWPORT));
2398
2399 _mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4);
2400
2401 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2402
2403 /* Silence valgrind warnings about reading uninitialized stack. */
2404 memset(verts, 0, sizeof(verts));
2405
2406 /* vertex positions, texcoords, colors (after texture allocation!) */
2407 {
2408 const GLfloat x0 = (GLfloat) x;
2409 const GLfloat y0 = (GLfloat) y;
2410 const GLfloat x1 = (GLfloat) (x + width);
2411 const GLfloat y1 = (GLfloat) (y + height);
2412 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2413 GLuint i;
2414
2415 verts[0].x = x0;
2416 verts[0].y = y0;
2417 verts[0].z = z;
2418 verts[0].tex[0] = 0.0F;
2419 verts[0].tex[1] = 0.0F;
2420 verts[1].x = x1;
2421 verts[1].y = y0;
2422 verts[1].z = z;
2423 verts[1].tex[0] = tex->Sright;
2424 verts[1].tex[1] = 0.0F;
2425 verts[2].x = x1;
2426 verts[2].y = y1;
2427 verts[2].z = z;
2428 verts[2].tex[0] = tex->Sright;
2429 verts[2].tex[1] = tex->Ttop;
2430 verts[3].x = x0;
2431 verts[3].y = y1;
2432 verts[3].z = z;
2433 verts[3].tex[0] = 0.0F;
2434 verts[3].tex[1] = tex->Ttop;
2435
2436 for (i = 0; i < 4; i++) {
2437 verts[i].r = ctx->Current.RasterColor[0];
2438 verts[i].g = ctx->Current.RasterColor[1];
2439 verts[i].b = ctx->Current.RasterColor[2];
2440 verts[i].a = ctx->Current.RasterColor[3];
2441 }
2442
2443 /* upload new vertex data */
2444 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2445 }
2446
2447 /* choose different foreground/background alpha values */
2448 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2449 bg = (fg > 127 ? 0 : 255);
2450
2451 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2452 if (!bitmap1) {
2453 _mesa_meta_end(ctx);
2454 return;
2455 }
2456
2457 bitmap8 = malloc(width * height);
2458 if (bitmap8) {
2459 memset(bitmap8, bg, width * height);
2460 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2461 bitmap8, width, fg);
2462
2463 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2464
2465 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2466 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2467
2468 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2469 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2470
2471 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2472
2473 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2474
2475 free(bitmap8);
2476 }
2477
2478 _mesa_unmap_pbo_source(ctx, &unpackSave);
2479
2480 _mesa_meta_end(ctx);
2481 }
2482
2483 /**
2484 * Compute the texture coordinates for the four vertices of a quad for
2485 * drawing a 2D texture image or slice of a cube/3D texture.
2486 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2487 * \param slice slice of a 1D/2D array texture or 3D texture
2488 * \param width width of the texture image
2489 * \param height height of the texture image
2490 * \param coords0/1/2/3 returns the computed texcoords
2491 */
2492 void
2493 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2494 GLint slice,
2495 GLint width,
2496 GLint height,
2497 GLint depth,
2498 GLfloat coords0[4],
2499 GLfloat coords1[4],
2500 GLfloat coords2[4],
2501 GLfloat coords3[4])
2502 {
2503 static const GLfloat st[4][2] = {
2504 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2505 };
2506 GLuint i;
2507 GLfloat r;
2508
2509 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2510 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2511
2512 /* Currently all texture targets want the W component to be 1.0.
2513 */
2514 coords0[3] = 1.0F;
2515 coords1[3] = 1.0F;
2516 coords2[3] = 1.0F;
2517 coords3[3] = 1.0F;
2518
2519 switch (faceTarget) {
2520 case GL_TEXTURE_1D:
2521 case GL_TEXTURE_2D:
2522 case GL_TEXTURE_3D:
2523 case GL_TEXTURE_2D_ARRAY:
2524 if (faceTarget == GL_TEXTURE_3D) {
2525 assert(slice < depth);
2526 assert(depth >= 1);
2527 r = (slice + 0.5f) / depth;
2528 }
2529 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2530 r = (float) slice;
2531 else
2532 r = 0.0F;
2533 coords0[0] = 0.0F; /* s */
2534 coords0[1] = 0.0F; /* t */
2535 coords0[2] = r; /* r */
2536 coords1[0] = 1.0F;
2537 coords1[1] = 0.0F;
2538 coords1[2] = r;
2539 coords2[0] = 1.0F;
2540 coords2[1] = 1.0F;
2541 coords2[2] = r;
2542 coords3[0] = 0.0F;
2543 coords3[1] = 1.0F;
2544 coords3[2] = r;
2545 break;
2546 case GL_TEXTURE_RECTANGLE_ARB:
2547 coords0[0] = 0.0F; /* s */
2548 coords0[1] = 0.0F; /* t */
2549 coords0[2] = 0.0F; /* r */
2550 coords1[0] = (float) width;
2551 coords1[1] = 0.0F;
2552 coords1[2] = 0.0F;
2553 coords2[0] = (float) width;
2554 coords2[1] = (float) height;
2555 coords2[2] = 0.0F;
2556 coords3[0] = 0.0F;
2557 coords3[1] = (float) height;
2558 coords3[2] = 0.0F;
2559 break;
2560 case GL_TEXTURE_1D_ARRAY:
2561 coords0[0] = 0.0F; /* s */
2562 coords0[1] = (float) slice; /* t */
2563 coords0[2] = 0.0F; /* r */
2564 coords1[0] = 1.0f;
2565 coords1[1] = (float) slice;
2566 coords1[2] = 0.0F;
2567 coords2[0] = 1.0F;
2568 coords2[1] = (float) slice;
2569 coords2[2] = 0.0F;
2570 coords3[0] = 0.0F;
2571 coords3[1] = (float) slice;
2572 coords3[2] = 0.0F;
2573 break;
2574
2575 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2576 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2577 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2578 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2579 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2580 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2581 /* loop over quad verts */
2582 for (i = 0; i < 4; i++) {
2583 /* Compute sc = +/-scale and tc = +/-scale.
2584 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2585 * though that can still sometimes happen with this scale factor...
2586 */
2587 const GLfloat scale = 0.9999f;
2588 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2589 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2590 GLfloat *coord;
2591
2592 switch (i) {
2593 case 0:
2594 coord = coords0;
2595 break;
2596 case 1:
2597 coord = coords1;
2598 break;
2599 case 2:
2600 coord = coords2;
2601 break;
2602 case 3:
2603 coord = coords3;
2604 break;
2605 default:
2606 unreachable("not reached");
2607 }
2608
2609 coord[3] = (float) (slice / 6);
2610
2611 switch (faceTarget) {
2612 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2613 coord[0] = 1.0f;
2614 coord[1] = -tc;
2615 coord[2] = -sc;
2616 break;
2617 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2618 coord[0] = -1.0f;
2619 coord[1] = -tc;
2620 coord[2] = sc;
2621 break;
2622 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2623 coord[0] = sc;
2624 coord[1] = 1.0f;
2625 coord[2] = tc;
2626 break;
2627 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2628 coord[0] = sc;
2629 coord[1] = -1.0f;
2630 coord[2] = -tc;
2631 break;
2632 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2633 coord[0] = sc;
2634 coord[1] = -tc;
2635 coord[2] = 1.0f;
2636 break;
2637 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2638 coord[0] = -sc;
2639 coord[1] = -tc;
2640 coord[2] = -1.0f;
2641 break;
2642 default:
2643 assert(0);
2644 }
2645 }
2646 break;
2647 default:
2648 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2649 }
2650 }
2651
2652 static struct blit_shader *
2653 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2654 {
2655 switch(target) {
2656 case GL_TEXTURE_1D:
2657 table->sampler_1d.type = "sampler1D";
2658 table->sampler_1d.func = "texture1D";
2659 table->sampler_1d.texcoords = "texCoords.x";
2660 return &table->sampler_1d;
2661 case GL_TEXTURE_2D:
2662 table->sampler_2d.type = "sampler2D";
2663 table->sampler_2d.func = "texture2D";
2664 table->sampler_2d.texcoords = "texCoords.xy";
2665 return &table->sampler_2d;
2666 case GL_TEXTURE_RECTANGLE:
2667 table->sampler_rect.type = "sampler2DRect";
2668 table->sampler_rect.func = "texture2DRect";
2669 table->sampler_rect.texcoords = "texCoords.xy";
2670 return &table->sampler_rect;
2671 case GL_TEXTURE_3D:
2672 /* Code for mipmap generation with 3D textures is not used yet.
2673 * It's a sw fallback.
2674 */
2675 table->sampler_3d.type = "sampler3D";
2676 table->sampler_3d.func = "texture3D";
2677 table->sampler_3d.texcoords = "texCoords.xyz";
2678 return &table->sampler_3d;
2679 case GL_TEXTURE_CUBE_MAP:
2680 table->sampler_cubemap.type = "samplerCube";
2681 table->sampler_cubemap.func = "textureCube";
2682 table->sampler_cubemap.texcoords = "texCoords.xyz";
2683 return &table->sampler_cubemap;
2684 case GL_TEXTURE_1D_ARRAY:
2685 table->sampler_1d_array.type = "sampler1DArray";
2686 table->sampler_1d_array.func = "texture1DArray";
2687 table->sampler_1d_array.texcoords = "texCoords.xy";
2688 return &table->sampler_1d_array;
2689 case GL_TEXTURE_2D_ARRAY:
2690 table->sampler_2d_array.type = "sampler2DArray";
2691 table->sampler_2d_array.func = "texture2DArray";
2692 table->sampler_2d_array.texcoords = "texCoords.xyz";
2693 return &table->sampler_2d_array;
2694 case GL_TEXTURE_CUBE_MAP_ARRAY:
2695 table->sampler_cubemap_array.type = "samplerCubeArray";
2696 table->sampler_cubemap_array.func = "textureCubeArray";
2697 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2698 return &table->sampler_cubemap_array;
2699 default:
2700 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2701 " setup_texture_sampler()\n", target);
2702 return NULL;
2703 }
2704 }
2705
2706 void
2707 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2708 {
2709 _mesa_DeleteProgram(table->sampler_1d.shader_prog);
2710 _mesa_DeleteProgram(table->sampler_2d.shader_prog);
2711 _mesa_DeleteProgram(table->sampler_3d.shader_prog);
2712 _mesa_DeleteProgram(table->sampler_rect.shader_prog);
2713 _mesa_DeleteProgram(table->sampler_cubemap.shader_prog);
2714 _mesa_DeleteProgram(table->sampler_1d_array.shader_prog);
2715 _mesa_DeleteProgram(table->sampler_2d_array.shader_prog);
2716 _mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog);
2717
2718 table->sampler_1d.shader_prog = 0;
2719 table->sampler_2d.shader_prog = 0;
2720 table->sampler_3d.shader_prog = 0;
2721 table->sampler_rect.shader_prog = 0;
2722 table->sampler_cubemap.shader_prog = 0;
2723 table->sampler_1d_array.shader_prog = 0;
2724 table->sampler_2d_array.shader_prog = 0;
2725 table->sampler_cubemap_array.shader_prog = 0;
2726 }
2727
2728 /**
2729 * Determine the GL data type to use for the temporary image read with
2730 * ReadPixels() and passed to Tex[Sub]Image().
2731 */
2732 static GLenum
2733 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2734 {
2735 GLenum baseFormat;
2736
2737 baseFormat = _mesa_get_format_base_format(format);
2738
2739 switch (baseFormat) {
2740 case GL_RGBA:
2741 case GL_RGB:
2742 case GL_RG:
2743 case GL_RED:
2744 case GL_ALPHA:
2745 case GL_LUMINANCE:
2746 case GL_LUMINANCE_ALPHA:
2747 case GL_INTENSITY:
2748 if (ctx->DrawBuffer->Visual.redBits <= 8) {
2749 return GL_UNSIGNED_BYTE;
2750 } else if (ctx->DrawBuffer->Visual.redBits <= 16) {
2751 return GL_UNSIGNED_SHORT;
2752 } else {
2753 GLenum datatype = _mesa_get_format_datatype(format);
2754 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT)
2755 return datatype;
2756 return GL_FLOAT;
2757 }
2758 case GL_DEPTH_COMPONENT: {
2759 GLenum datatype = _mesa_get_format_datatype(format);
2760 if (datatype == GL_FLOAT)
2761 return GL_FLOAT;
2762 else
2763 return GL_UNSIGNED_INT;
2764 }
2765 case GL_DEPTH_STENCIL: {
2766 GLenum datatype = _mesa_get_format_datatype(format);
2767 if (datatype == GL_FLOAT)
2768 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2769 else
2770 return GL_UNSIGNED_INT_24_8;
2771 }
2772 default:
2773 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2774 baseFormat);
2775 return 0;
2776 }
2777 }
2778
2779 /**
2780 * Attempts to wrap the destination texture in an FBO and use
2781 * glBlitFramebuffer() to implement glCopyTexSubImage().
2782 */
2783 static bool
2784 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2785 struct gl_texture_image *texImage,
2786 GLint xoffset,
2787 GLint yoffset,
2788 GLint zoffset,
2789 struct gl_renderbuffer *rb,
2790 GLint x, GLint y,
2791 GLsizei width, GLsizei height)
2792 {
2793 struct gl_texture_object *texObj = texImage->TexObject;
2794 GLuint fbo;
2795 bool success = false;
2796 GLbitfield mask;
2797 GLenum status;
2798
2799 if (!ctx->Extensions.ARB_framebuffer_object)
2800 return false;
2801
2802 _mesa_unlock_texture(ctx, texObj);
2803
2804 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2805
2806 _mesa_GenFramebuffers(1, &fbo);
2807 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2808
2809 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2810 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2811 _mesa_meta_bind_fbo_image(GL_DEPTH_ATTACHMENT, texImage, zoffset);
2812 mask = GL_DEPTH_BUFFER_BIT;
2813
2814 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2815 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2816 _mesa_meta_bind_fbo_image(GL_STENCIL_ATTACHMENT, texImage, zoffset);
2817 mask |= GL_STENCIL_BUFFER_BIT;
2818 }
2819 _mesa_DrawBuffer(GL_NONE);
2820 } else {
2821 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0, texImage, zoffset);
2822 mask = GL_COLOR_BUFFER_BIT;
2823 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2824 }
2825
2826 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2827 if (status != GL_FRAMEBUFFER_COMPLETE)
2828 goto out;
2829
2830 ctx->Meta->Blit.no_ctsi_fallback = true;
2831
2832 /* Since we've bound a new draw framebuffer, we need to update
2833 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2834 * be correct.
2835 */
2836 _mesa_update_state(ctx);
2837
2838 /* We skip the core BlitFramebuffer checks for format consistency, which
2839 * are too strict for CopyTexImage. We know meta will be fine with format
2840 * changes.
2841 */
2842 mask = _mesa_meta_BlitFramebuffer(ctx, x, y,
2843 x + width, y + height,
2844 xoffset, yoffset,
2845 xoffset + width, yoffset + height,
2846 mask, GL_NEAREST);
2847 ctx->Meta->Blit.no_ctsi_fallback = false;
2848 success = mask == 0x0;
2849
2850 out:
2851 _mesa_lock_texture(ctx, texObj);
2852 _mesa_DeleteFramebuffers(1, &fbo);
2853 _mesa_meta_end(ctx);
2854 return success;
2855 }
2856
2857 /**
2858 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2859 * Have to be careful with locking and meta state for pixel transfer.
2860 */
2861 void
2862 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2863 struct gl_texture_image *texImage,
2864 GLint xoffset, GLint yoffset, GLint zoffset,
2865 struct gl_renderbuffer *rb,
2866 GLint x, GLint y,
2867 GLsizei width, GLsizei height)
2868 {
2869 struct gl_texture_object *texObj = texImage->TexObject;
2870 GLenum format, type;
2871 GLint bpp;
2872 void *buf;
2873
2874 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2875 texImage,
2876 xoffset, yoffset, zoffset,
2877 rb,
2878 x, y,
2879 width, height)) {
2880 return;
2881 }
2882
2883 /* Choose format/type for temporary image buffer */
2884 format = _mesa_get_format_base_format(texImage->TexFormat);
2885 if (format == GL_LUMINANCE ||
2886 format == GL_LUMINANCE_ALPHA ||
2887 format == GL_INTENSITY) {
2888 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2889 * temp image buffer because glReadPixels will do L=R+G+B which is
2890 * not what we want (should be L=R).
2891 */
2892 format = GL_RGBA;
2893 }
2894
2895 type = get_temp_image_type(ctx, texImage->TexFormat);
2896 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2897 format = _mesa_base_format_to_integer_format(format);
2898 }
2899 bpp = _mesa_bytes_per_pixel(format, type);
2900 if (bpp <= 0) {
2901 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2902 return;
2903 }
2904
2905 /*
2906 * Alloc image buffer (XXX could use a PBO)
2907 */
2908 buf = malloc(width * height * bpp);
2909 if (!buf) {
2910 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2911 return;
2912 }
2913
2914 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
2915
2916 /*
2917 * Read image from framebuffer (disable pixel transfer ops)
2918 */
2919 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2920 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2921 format, type, &ctx->Pack, buf);
2922 _mesa_meta_end(ctx);
2923
2924 _mesa_update_state(ctx); /* to update pixel transfer state */
2925
2926 /*
2927 * Store texture data (with pixel transfer ops)
2928 */
2929 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2930
2931 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2932 assert(yoffset == 0);
2933 ctx->Driver.TexSubImage(ctx, dims, texImage,
2934 xoffset, zoffset, 0, width, 1, 1,
2935 format, type, buf, &ctx->Unpack);
2936 } else {
2937 ctx->Driver.TexSubImage(ctx, dims, texImage,
2938 xoffset, yoffset, zoffset, width, height, 1,
2939 format, type, buf, &ctx->Unpack);
2940 }
2941
2942 _mesa_meta_end(ctx);
2943
2944 _mesa_lock_texture(ctx, texObj); /* re-lock */
2945
2946 free(buf);
2947 }
2948
2949
2950 static void
2951 meta_decompress_cleanup(struct decompress_state *decompress)
2952 {
2953 if (decompress->FBO != 0) {
2954 _mesa_DeleteFramebuffers(1, &decompress->FBO);
2955 _mesa_DeleteRenderbuffers(1, &decompress->RBO);
2956 }
2957
2958 if (decompress->VAO != 0) {
2959 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2960 _mesa_DeleteBuffers(1, &decompress->VBO);
2961 }
2962
2963 if (decompress->Sampler != 0)
2964 _mesa_DeleteSamplers(1, &decompress->Sampler);
2965
2966 memset(decompress, 0, sizeof(*decompress));
2967 }
2968
2969 /**
2970 * Decompress a texture image by drawing a quad with the compressed
2971 * texture and reading the pixels out of the color buffer.
2972 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2973 * \param destFormat format, ala glReadPixels
2974 * \param destType type, ala glReadPixels
2975 * \param dest destination buffer
2976 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2977 */
2978 static void
2979 decompress_texture_image(struct gl_context *ctx,
2980 struct gl_texture_image *texImage,
2981 GLuint slice,
2982 GLenum destFormat, GLenum destType,
2983 GLvoid *dest)
2984 {
2985 struct decompress_state *decompress = &ctx->Meta->Decompress;
2986 struct gl_texture_object *texObj = texImage->TexObject;
2987 const GLint width = texImage->Width;
2988 const GLint height = texImage->Height;
2989 const GLint depth = texImage->Height;
2990 const GLenum target = texObj->Target;
2991 GLenum faceTarget;
2992 struct vertex verts[4];
2993 GLuint samplerSave;
2994 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
2995 ctx->Extensions.ARB_fragment_shader;
2996
2997 if (slice > 0) {
2998 assert(target == GL_TEXTURE_3D ||
2999 target == GL_TEXTURE_2D_ARRAY ||
3000 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3001 }
3002
3003 switch (target) {
3004 case GL_TEXTURE_1D:
3005 case GL_TEXTURE_1D_ARRAY:
3006 assert(!"No compressed 1D textures.");
3007 return;
3008
3009 case GL_TEXTURE_3D:
3010 assert(!"No compressed 3D textures.");
3011 return;
3012
3013 case GL_TEXTURE_CUBE_MAP_ARRAY:
3014 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3015 break;
3016
3017 case GL_TEXTURE_CUBE_MAP:
3018 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3019 break;
3020
3021 default:
3022 faceTarget = target;
3023 break;
3024 }
3025
3026 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3027 MESA_META_DRAW_BUFFERS));
3028
3029 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3030 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3031
3032 /* Create/bind FBO/renderbuffer */
3033 if (decompress->FBO == 0) {
3034 _mesa_GenFramebuffers(1, &decompress->FBO);
3035 _mesa_GenRenderbuffers(1, &decompress->RBO);
3036 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3037 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
3038 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
3039 GL_COLOR_ATTACHMENT0_EXT,
3040 GL_RENDERBUFFER_EXT,
3041 decompress->RBO);
3042 }
3043 else {
3044 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3045 }
3046
3047 /* alloc dest surface */
3048 if (width > decompress->Width || height > decompress->Height) {
3049 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
3050 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, GL_RGBA,
3051 width, height);
3052 decompress->Width = width;
3053 decompress->Height = height;
3054 }
3055
3056 if (use_glsl_version) {
3057 _mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
3058 2, 4, 0);
3059
3060 _mesa_meta_setup_blit_shader(ctx, target, &decompress->shaders);
3061 } else {
3062 _mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
3063 }
3064
3065 if (!decompress->Sampler) {
3066 _mesa_GenSamplers(1, &decompress->Sampler);
3067 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3068 /* nearest filtering */
3069 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3070 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3071 /* No sRGB decode or encode.*/
3072 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3073 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3074 GL_SKIP_DECODE_EXT);
3075 }
3076
3077 } else {
3078 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3079 }
3080
3081 /* Silence valgrind warnings about reading uninitialized stack. */
3082 memset(verts, 0, sizeof(verts));
3083
3084 _mesa_meta_setup_texture_coords(faceTarget, slice, width, height, depth,
3085 verts[0].tex,
3086 verts[1].tex,
3087 verts[2].tex,
3088 verts[3].tex);
3089
3090 /* setup vertex positions */
3091 verts[0].x = -1.0F;
3092 verts[0].y = -1.0F;
3093 verts[1].x = 1.0F;
3094 verts[1].y = -1.0F;
3095 verts[2].x = 1.0F;
3096 verts[2].y = 1.0F;
3097 verts[3].x = -1.0F;
3098 verts[3].y = 1.0F;
3099
3100 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3101
3102 /* upload new vertex data */
3103 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3104
3105 /* setup texture state */
3106 _mesa_BindTexture(target, texObj->Name);
3107
3108 if (!use_glsl_version)
3109 _mesa_set_enable(ctx, target, GL_TRUE);
3110
3111 {
3112 /* save texture object state */
3113 const GLint baseLevelSave = texObj->BaseLevel;
3114 const GLint maxLevelSave = texObj->MaxLevel;
3115
3116 /* restrict sampling to the texture level of interest */
3117 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3118 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3119 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3120 }
3121
3122 /* render quad w/ texture into renderbuffer */
3123 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3124
3125 /* Restore texture object state, the texture binding will
3126 * be restored by _mesa_meta_end().
3127 */
3128 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3129 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3130 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3131 }
3132
3133 }
3134
3135 /* read pixels from renderbuffer */
3136 {
3137 GLenum baseTexFormat = texImage->_BaseFormat;
3138 GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
3139
3140 /* The pixel transfer state will be set to default values at this point
3141 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3142 * turned off (as required by glGetTexImage) but we need to handle some
3143 * special cases. In particular, single-channel texture values are
3144 * returned as red and two-channel texture values are returned as
3145 * red/alpha.
3146 */
3147 if ((baseTexFormat == GL_LUMINANCE ||
3148 baseTexFormat == GL_LUMINANCE_ALPHA ||
3149 baseTexFormat == GL_INTENSITY) ||
3150 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3151 * luminance then we need to return L=tex(R).
3152 */
3153 ((baseTexFormat == GL_RGBA ||
3154 baseTexFormat == GL_RGB ||
3155 baseTexFormat == GL_RG) &&
3156 (destBaseFormat == GL_LUMINANCE ||
3157 destBaseFormat == GL_LUMINANCE_ALPHA ||
3158 destBaseFormat == GL_LUMINANCE_INTEGER_EXT ||
3159 destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT))) {
3160 /* Green and blue must be zero */
3161 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3162 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3163 }
3164
3165 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3166 }
3167
3168 /* disable texture unit */
3169 if (!use_glsl_version)
3170 _mesa_set_enable(ctx, target, GL_FALSE);
3171
3172 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3173
3174 _mesa_meta_end(ctx);
3175 }
3176
3177
3178 /**
3179 * This is just a wrapper around _mesa_get_tex_image() and
3180 * decompress_texture_image(). Meta functions should not be directly called
3181 * from core Mesa.
3182 */
3183 void
3184 _mesa_meta_GetTexImage(struct gl_context *ctx,
3185 GLenum format, GLenum type, GLvoid *pixels,
3186 struct gl_texture_image *texImage)
3187 {
3188 /* We can only use the decompress-with-blit method here if the texels are
3189 * unsigned, normalized values. We could handle signed and unnormalized
3190 * with floating point renderbuffers...
3191 */
3192 if (_mesa_is_format_compressed(texImage->TexFormat) &&
3193 _mesa_get_format_datatype(texImage->TexFormat)
3194 == GL_UNSIGNED_NORMALIZED) {
3195 struct gl_texture_object *texObj = texImage->TexObject;
3196 GLuint slice;
3197 /* Need to unlock the texture here to prevent deadlock... */
3198 _mesa_unlock_texture(ctx, texObj);
3199 for (slice = 0; slice < texImage->Depth; slice++) {
3200 void *dst;
3201 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
3202 || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
3203 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3204 * in the decompress_texture_image() function's call to
3205 * glReadPixels but we need to compute the dest slice's address
3206 * here (according to SkipImages and ImageHeight).
3207 */
3208 struct gl_pixelstore_attrib packing = ctx->Pack;
3209 packing.SkipPixels = 0;
3210 packing.SkipRows = 0;
3211 dst = _mesa_image_address3d(&packing, pixels, texImage->Width,
3212 texImage->Height, format, type,
3213 slice, 0, 0);
3214 }
3215 else {
3216 dst = pixels;
3217 }
3218 decompress_texture_image(ctx, texImage, slice, format, type, dst);
3219 }
3220 /* ... and relock it */
3221 _mesa_lock_texture(ctx, texObj);
3222 }
3223 else {
3224 _mesa_get_teximage(ctx, format, type, pixels, texImage);
3225 }
3226 }
3227
3228
3229 /**
3230 * Meta implementation of ctx->Driver.DrawTex() in terms
3231 * of polygon rendering.
3232 */
3233 void
3234 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3235 GLfloat width, GLfloat height)
3236 {
3237 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3238 struct vertex {
3239 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3240 };
3241 struct vertex verts[4];
3242 GLuint i;
3243
3244 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3245 MESA_META_SHADER |
3246 MESA_META_TRANSFORM |
3247 MESA_META_VERTEX |
3248 MESA_META_VIEWPORT));
3249
3250 if (drawtex->VAO == 0) {
3251 /* one-time setup */
3252 GLint active_texture;
3253
3254 /* create vertex array object */
3255 _mesa_GenVertexArrays(1, &drawtex->VAO);
3256 _mesa_BindVertexArray(drawtex->VAO);
3257
3258 /* create vertex array buffer */
3259 _mesa_GenBuffers(1, &drawtex->VBO);
3260 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3261 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3262 NULL, GL_DYNAMIC_DRAW_ARB);
3263
3264 /* client active texture is not part of the array object */
3265 active_texture = ctx->Array.ActiveTexture;
3266
3267 /* setup vertex arrays */
3268 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3269 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3270 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3271 _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
3272 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3273 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3274 }
3275
3276 /* restore client active texture */
3277 _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
3278 }
3279 else {
3280 _mesa_BindVertexArray(drawtex->VAO);
3281 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3282 }
3283
3284 /* vertex positions, texcoords */
3285 {
3286 const GLfloat x1 = x + width;
3287 const GLfloat y1 = y + height;
3288
3289 z = CLAMP(z, 0.0f, 1.0f);
3290 z = invert_z(z);
3291
3292 verts[0].x = x;
3293 verts[0].y = y;
3294 verts[0].z = z;
3295
3296 verts[1].x = x1;
3297 verts[1].y = y;
3298 verts[1].z = z;
3299
3300 verts[2].x = x1;
3301 verts[2].y = y1;
3302 verts[2].z = z;
3303
3304 verts[3].x = x;
3305 verts[3].y = y1;
3306 verts[3].z = z;
3307
3308 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3309 const struct gl_texture_object *texObj;
3310 const struct gl_texture_image *texImage;
3311 GLfloat s, t, s1, t1;
3312 GLuint tw, th;
3313
3314 if (!ctx->Texture.Unit[i]._Current) {
3315 GLuint j;
3316 for (j = 0; j < 4; j++) {
3317 verts[j].st[i][0] = 0.0f;
3318 verts[j].st[i][1] = 0.0f;
3319 }
3320 continue;
3321 }
3322
3323 texObj = ctx->Texture.Unit[i]._Current;
3324 texImage = texObj->Image[0][texObj->BaseLevel];
3325 tw = texImage->Width2;
3326 th = texImage->Height2;
3327
3328 s = (GLfloat) texObj->CropRect[0] / tw;
3329 t = (GLfloat) texObj->CropRect[1] / th;
3330 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3331 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3332
3333 verts[0].st[i][0] = s;
3334 verts[0].st[i][1] = t;
3335
3336 verts[1].st[i][0] = s1;
3337 verts[1].st[i][1] = t;
3338
3339 verts[2].st[i][0] = s1;
3340 verts[2].st[i][1] = t1;
3341
3342 verts[3].st[i][0] = s;
3343 verts[3].st[i][1] = t1;
3344 }
3345
3346 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3347 }
3348
3349 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3350
3351 _mesa_meta_end(ctx);
3352 }
3353
3354 static bool
3355 cleartexsubimage_color(struct gl_context *ctx,
3356 struct gl_texture_image *texImage,
3357 const GLvoid *clearValue,
3358 GLint zoffset)
3359 {
3360 mesa_format format;
3361 union gl_color_union colorValue;
3362 GLenum datatype;
3363 GLenum status;
3364
3365 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0, texImage, zoffset);
3366
3367 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3368 if (status != GL_FRAMEBUFFER_COMPLETE)
3369 return false;
3370
3371 /* We don't want to apply an sRGB conversion so override the format */
3372 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3373 datatype = _mesa_get_format_datatype(format);
3374
3375 switch (datatype) {
3376 case GL_UNSIGNED_INT:
3377 case GL_INT:
3378 if (clearValue)
3379 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3380 (GLuint (*)[4]) colorValue.ui);
3381 else
3382 memset(&colorValue, 0, sizeof colorValue);
3383 if (datatype == GL_INT)
3384 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3385 else
3386 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3387 break;
3388 default:
3389 if (clearValue)
3390 _mesa_unpack_rgba_row(format, 1, clearValue,
3391 (GLfloat (*)[4]) colorValue.f);
3392 else
3393 memset(&colorValue, 0, sizeof colorValue);
3394 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3395 break;
3396 }
3397
3398 return true;
3399 }
3400
3401 static bool
3402 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3403 struct gl_texture_image *texImage,
3404 const GLvoid *clearValue,
3405 GLint zoffset)
3406 {
3407 GLint stencilValue;
3408 GLfloat depthValue;
3409 GLenum status;
3410
3411 _mesa_meta_bind_fbo_image(GL_DEPTH_ATTACHMENT, texImage, zoffset);
3412
3413 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3414 _mesa_meta_bind_fbo_image(GL_STENCIL_ATTACHMENT, texImage, zoffset);
3415
3416 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3417 if (status != GL_FRAMEBUFFER_COMPLETE)
3418 return false;
3419
3420 if (clearValue) {
3421 GLuint depthStencilValue[2];
3422
3423 /* Convert the clearValue from whatever format it's in to a floating
3424 * point value for the depth and an integer value for the stencil index
3425 */
3426 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3427 1, /* n */
3428 clearValue,
3429 depthStencilValue);
3430 /* We need a memcpy here instead of a cast because we need to
3431 * reinterpret the bytes as a float rather than converting it
3432 */
3433 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3434 stencilValue = depthStencilValue[1] & 0xff;
3435 } else {
3436 depthValue = 0.0f;
3437 stencilValue = 0;
3438 }
3439
3440 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3441 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3442 else
3443 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3444
3445 return true;
3446 }
3447
3448 static bool
3449 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3450 struct gl_texture_image *texImage,
3451 GLint zoffset,
3452 const GLvoid *clearValue)
3453 {
3454 GLuint fbo;
3455 bool success;
3456
3457 _mesa_GenFramebuffers(1, &fbo);
3458 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
3459
3460 switch(texImage->_BaseFormat) {
3461 case GL_DEPTH_STENCIL:
3462 case GL_DEPTH_COMPONENT:
3463 success = cleartexsubimage_depth_stencil(ctx, texImage,
3464 clearValue, zoffset);
3465 break;
3466 default:
3467 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3468 break;
3469 }
3470
3471 _mesa_DeleteFramebuffers(1, &fbo);
3472
3473 return success;
3474 }
3475
3476 static bool
3477 cleartexsubimage_using_fbo(struct gl_context *ctx,
3478 struct gl_texture_image *texImage,
3479 GLint xoffset, GLint yoffset, GLint zoffset,
3480 GLsizei width, GLsizei height, GLsizei depth,
3481 const GLvoid *clearValue)
3482 {
3483 bool success = true;
3484 GLint z;
3485
3486 _mesa_meta_begin(ctx,
3487 MESA_META_SCISSOR |
3488 MESA_META_COLOR_MASK |
3489 MESA_META_DITHER |
3490 MESA_META_FRAMEBUFFER_SRGB);
3491
3492 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3493
3494 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3495 _mesa_Scissor(xoffset, yoffset, width, height);
3496
3497 for (z = zoffset; z < zoffset + depth; z++) {
3498 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3499 success = false;
3500 break;
3501 }
3502 }
3503
3504 _mesa_meta_end(ctx);
3505
3506 return success;
3507 }
3508
3509 extern void
3510 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3511 struct gl_texture_image *texImage,
3512 GLint xoffset, GLint yoffset, GLint zoffset,
3513 GLsizei width, GLsizei height, GLsizei depth,
3514 const GLvoid *clearValue)
3515 {
3516 bool res;
3517
3518 _mesa_unlock_texture(ctx, texImage->TexObject);
3519
3520 res = cleartexsubimage_using_fbo(ctx, texImage,
3521 xoffset, yoffset, zoffset,
3522 width, height, depth,
3523 clearValue);
3524
3525 _mesa_lock_texture(ctx, texImage->TexObject);
3526
3527 if (res)
3528 return;
3529
3530 _mesa_warning(ctx,
3531 "Falling back to mapping the texture in "
3532 "glClearTexSubImage\n");
3533
3534 _mesa_store_cleartexsubimage(ctx, texImage,
3535 xoffset, yoffset, zoffset,
3536 width, height, depth,
3537 clearValue);
3538 }