meta: Unset the textures_used_by_txf bitfield.
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/framebuffer.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/renderbuffer.h"
66 #include "main/scissor.h"
67 #include "main/shaderapi.h"
68 #include "main/shaderobj.h"
69 #include "main/state.h"
70 #include "main/stencil.h"
71 #include "main/texobj.h"
72 #include "main/texenv.h"
73 #include "main/texgetimage.h"
74 #include "main/teximage.h"
75 #include "main/texparam.h"
76 #include "main/texstate.h"
77 #include "main/texstore.h"
78 #include "main/transformfeedback.h"
79 #include "main/uniforms.h"
80 #include "main/varray.h"
81 #include "main/viewport.h"
82 #include "main/samplerobj.h"
83 #include "program/program.h"
84 #include "swrast/swrast.h"
85 #include "drivers/common/meta.h"
86 #include "main/enums.h"
87 #include "main/glformats.h"
88 #include "util/bitscan.h"
89 #include "util/ralloc.h"
90 #include "compiler/nir/nir.h"
91
92 /** Return offset in bytes of the field within a vertex struct */
93 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
94
95 static void
96 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
97
98 static struct blit_shader *
99 choose_blit_shader(GLenum target, struct blit_shader_table *table);
100
101 static void cleanup_temp_texture(struct temp_texture *tex);
102 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
103 struct clear_state *clear);
104 static void meta_decompress_cleanup(struct gl_context *ctx,
105 struct decompress_state *decompress);
106 static void meta_drawpix_cleanup(struct gl_context *ctx,
107 struct drawpix_state *drawpix);
108
109 void
110 _mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
111 struct gl_framebuffer *fb,
112 GLenum attachment,
113 struct gl_texture_image *texImage,
114 GLuint layer)
115 {
116 struct gl_texture_object *texObj = texImage->TexObject;
117 int level = texImage->Level;
118 const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP
119 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face
120 : texObj->Target;
121
122 struct gl_renderbuffer_attachment *att =
123 _mesa_get_and_validate_attachment(ctx, fb, attachment, __func__);
124 assert(att);
125
126 _mesa_framebuffer_texture(ctx, fb, attachment, att, texObj, texTarget,
127 level, layer, false);
128 }
129
130 static struct gl_shader *
131 meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
132 const GLcharARB *source)
133 {
134 const GLuint name = ~0;
135 struct gl_shader *sh;
136
137 sh = _mesa_new_shader(name, stage);
138 sh->Source = strdup(source);
139 sh->CompileStatus = compile_failure;
140 _mesa_compile_shader(ctx, sh);
141
142 if (!sh->CompileStatus) {
143 if (sh->InfoLog) {
144 _mesa_problem(ctx,
145 "meta program compile failed:\n%s\nsource:\n%s\n",
146 sh->InfoLog, source);
147 }
148
149 _mesa_reference_shader(ctx, &sh, NULL);
150 }
151
152 return sh;
153 }
154
155 void
156 _mesa_meta_link_program_with_debug(struct gl_context *ctx,
157 struct gl_shader_program *sh_prog)
158 {
159 _mesa_link_program(ctx, sh_prog);
160
161 if (!sh_prog->data->LinkStatus) {
162 _mesa_problem(ctx, "meta program link failed:\n%s",
163 sh_prog->data->InfoLog);
164 }
165 }
166
167 void
168 _mesa_meta_use_program(struct gl_context *ctx,
169 struct gl_shader_program *sh_prog)
170 {
171 /* Attach shader state to the binding point */
172 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
173
174 /* Update the program */
175 _mesa_use_shader_program(ctx, sh_prog);
176 }
177
178 void
179 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
180 const char *vs_source,
181 const char *fs_source,
182 const char *name,
183 struct gl_shader_program **out_sh_prog)
184 {
185 struct gl_shader_program *sh_prog;
186 const GLuint id = ~0;
187
188 sh_prog = _mesa_new_shader_program(id);
189 sh_prog->Label = strdup(name);
190 sh_prog->NumShaders = 2;
191 sh_prog->Shaders = malloc(2 * sizeof(struct gl_shader *));
192 sh_prog->Shaders[0] =
193 meta_compile_shader_with_debug(ctx, MESA_SHADER_VERTEX, vs_source);
194 sh_prog->Shaders[1] =
195 meta_compile_shader_with_debug(ctx, MESA_SHADER_FRAGMENT, fs_source);
196
197 _mesa_meta_link_program_with_debug(ctx, sh_prog);
198
199 struct gl_program *fp =
200 sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
201
202 /* texelFetch() can break GL_SKIP_DECODE_EXT, but many meta passes want
203 * to use both together; pretend that we're not using texelFetch to hack
204 * around this bad interaction. This is a bit fragile as it may break
205 * if you re-run the pass that gathers this info, but we probably won't...
206 */
207 fp->info.textures_used_by_txf = 0;
208 if (fp->nir)
209 fp->nir->info.textures_used_by_txf = 0;
210
211 _mesa_meta_use_program(ctx, sh_prog);
212
213 *out_sh_prog = sh_prog;
214 }
215
216 /**
217 * Generate a generic shader to blit from a texture to a framebuffer
218 *
219 * \param ctx Current GL context
220 * \param texTarget Texture target that will be the source of the blit
221 *
222 * \returns a handle to a shader program on success or zero on failure.
223 */
224 void
225 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
226 GLenum target,
227 bool do_depth,
228 struct blit_shader_table *table)
229 {
230 char *vs_source, *fs_source;
231 struct blit_shader *shader = choose_blit_shader(target, table);
232 const char *fs_input, *vs_preprocess, *fs_preprocess;
233 void *mem_ctx;
234
235 if (ctx->Const.GLSLVersion < 130) {
236 vs_preprocess = "";
237 fs_preprocess = "#extension GL_EXT_texture_array : enable";
238 fs_input = "varying";
239 } else {
240 vs_preprocess = "#version 130";
241 fs_preprocess = "#version 130";
242 fs_input = "in";
243 shader->func = "texture";
244 }
245
246 assert(shader != NULL);
247
248 if (shader->shader_prog != NULL) {
249 _mesa_meta_use_program(ctx, shader->shader_prog);
250 return;
251 }
252
253 mem_ctx = ralloc_context(NULL);
254
255 vs_source = ralloc_asprintf(mem_ctx,
256 "%s\n"
257 "#extension GL_ARB_explicit_attrib_location: enable\n"
258 "layout(location = 0) in vec2 position;\n"
259 "layout(location = 1) in vec4 textureCoords;\n"
260 "out vec4 texCoords;\n"
261 "void main()\n"
262 "{\n"
263 " texCoords = textureCoords;\n"
264 " gl_Position = vec4(position, 0.0, 1.0);\n"
265 "}\n",
266 vs_preprocess);
267
268 fs_source = ralloc_asprintf(mem_ctx,
269 "%s\n"
270 "#extension GL_ARB_texture_cube_map_array: enable\n"
271 "uniform %s texSampler;\n"
272 "%s vec4 texCoords;\n"
273 "void main()\n"
274 "{\n"
275 " gl_FragColor = %s(texSampler, %s);\n"
276 "%s"
277 "}\n",
278 fs_preprocess, shader->type, fs_input,
279 shader->func, shader->texcoords,
280 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
281
282 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
283 ralloc_asprintf(mem_ctx, "%s blit",
284 shader->type),
285 &shader->shader_prog);
286 ralloc_free(mem_ctx);
287 }
288
289 /**
290 * Configure vertex buffer and vertex array objects for tests
291 *
292 * Regardless of whether a new VAO is created, the object referenced by \c VAO
293 * will be bound into the GL state vector when this function terminates. The
294 * object referenced by \c VBO will \b not be bound.
295 *
296 * \param VAO Storage for vertex array object handle. If 0, a new VAO
297 * will be created.
298 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
299 * will be created. The new VBO will have storage for 4
300 * \c vertex structures.
301 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
302 * or should traditional, fixed-function color and texture
303 * coordinate be used?
304 * \param vertex_size Number of components for attribute 0 / vertex.
305 * \param texcoord_size Number of components for attribute 1 / texture
306 * coordinate. If this is 0, attribute 1 will not be set or
307 * enabled.
308 * \param color_size Number of components for attribute 1 / primary color.
309 * If this is 0, attribute 1 will not be set or enabled.
310 *
311 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
312 * Use \c texcoord_size instead.
313 */
314 void
315 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
316 GLuint *VAO, struct gl_buffer_object **buf_obj,
317 bool use_generic_attributes,
318 unsigned vertex_size, unsigned texcoord_size,
319 unsigned color_size)
320 {
321 if (*VAO == 0) {
322 struct gl_vertex_array_object *array_obj;
323 assert(*buf_obj == NULL);
324
325 /* create vertex array object */
326 _mesa_GenVertexArrays(1, VAO);
327 _mesa_BindVertexArray(*VAO);
328
329 array_obj = _mesa_lookup_vao(ctx, *VAO);
330 assert(array_obj != NULL);
331
332 /* create vertex array buffer */
333 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
334 if (*buf_obj == NULL)
335 return;
336
337 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
338 GL_DYNAMIC_DRAW, __func__);
339
340 /* setup vertex arrays */
341 FLUSH_VERTICES(ctx, 0);
342 if (use_generic_attributes) {
343 assert(color_size == 0);
344
345 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
346 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
347 GL_FALSE, GL_FALSE,
348 offsetof(struct vertex, x));
349 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
350 *buf_obj, 0, sizeof(struct vertex));
351 _mesa_enable_vertex_array_attrib(ctx, array_obj,
352 VERT_ATTRIB_GENERIC(0));
353 if (texcoord_size > 0) {
354 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
355 texcoord_size, GL_FLOAT, GL_RGBA,
356 GL_FALSE, GL_FALSE, GL_FALSE,
357 offsetof(struct vertex, tex));
358 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
359 *buf_obj, 0, sizeof(struct vertex));
360 _mesa_enable_vertex_array_attrib(ctx, array_obj,
361 VERT_ATTRIB_GENERIC(1));
362 }
363 } else {
364 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
365 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
366 GL_FALSE, GL_FALSE,
367 offsetof(struct vertex, x));
368 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
369 *buf_obj, 0, sizeof(struct vertex));
370 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
371
372 if (texcoord_size > 0) {
373 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
374 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
375 GL_FALSE, GL_FALSE,
376 offsetof(struct vertex, tex));
377 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
378 *buf_obj, 0, sizeof(struct vertex));
379 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
380 }
381
382 if (color_size > 0) {
383 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
384 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
385 GL_FALSE, GL_FALSE,
386 offsetof(struct vertex, r));
387 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
388 *buf_obj, 0, sizeof(struct vertex));
389 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
390 }
391 }
392 } else {
393 _mesa_BindVertexArray(*VAO);
394 }
395 }
396
397 /**
398 * Initialize meta-ops for a context.
399 * To be called once during context creation.
400 */
401 void
402 _mesa_meta_init(struct gl_context *ctx)
403 {
404 assert(!ctx->Meta);
405
406 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
407 }
408
409 /**
410 * Free context meta-op state.
411 * To be called once during context destruction.
412 */
413 void
414 _mesa_meta_free(struct gl_context *ctx)
415 {
416 GET_CURRENT_CONTEXT(old_context);
417 _mesa_make_current(ctx, NULL, NULL);
418 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
419 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
420 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
421 cleanup_temp_texture(&ctx->Meta->TempTex);
422 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
423 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
424 if (old_context)
425 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
426 else
427 _mesa_make_current(NULL, NULL, NULL);
428 free(ctx->Meta);
429 ctx->Meta = NULL;
430 }
431
432
433 /**
434 * Enter meta state. This is like a light-weight version of glPushAttrib
435 * but it also resets most GL state back to default values.
436 *
437 * \param state bitmask of MESA_META_* flags indicating which attribute groups
438 * to save and reset to their defaults
439 */
440 void
441 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
442 {
443 struct save_state *save;
444
445 /* hope MAX_META_OPS_DEPTH is large enough */
446 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
447
448 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
449 memset(save, 0, sizeof(*save));
450 save->SavedState = state;
451
452 /* We always push into desktop GL mode and pop out at the end. No sense in
453 * writing our shaders varying based on the user's context choice, when
454 * Mesa can handle either.
455 */
456 save->API = ctx->API;
457 ctx->API = API_OPENGL_COMPAT;
458
459 /* Mesa's extension helper functions use the current context's API to look up
460 * the version required by an extension as a step in determining whether or
461 * not it has been advertised. Since meta aims to only be restricted by the
462 * driver capability (and not by whether or not an extension has been
463 * advertised), set the helper functions' Version variable to a value that
464 * will make the checks on the context API and version unconditionally pass.
465 */
466 save->ExtensionsVersion = ctx->Extensions.Version;
467 ctx->Extensions.Version = ~0;
468
469 /* Pausing transform feedback needs to be done early, or else we won't be
470 * able to change other state.
471 */
472 save->TransformFeedbackNeedsResume =
473 _mesa_is_xfb_active_and_unpaused(ctx);
474 if (save->TransformFeedbackNeedsResume)
475 _mesa_PauseTransformFeedback();
476
477 /* After saving the current occlusion object, call EndQuery so that no
478 * occlusion querying will be active during the meta-operation.
479 */
480 if (state & MESA_META_OCCLUSION_QUERY) {
481 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
482 if (save->CurrentOcclusionObject)
483 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
484 }
485
486 if (state & MESA_META_ALPHA_TEST) {
487 save->AlphaEnabled = ctx->Color.AlphaEnabled;
488 save->AlphaFunc = ctx->Color.AlphaFunc;
489 save->AlphaRef = ctx->Color.AlphaRef;
490 if (ctx->Color.AlphaEnabled)
491 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
492 }
493
494 if (state & MESA_META_BLEND) {
495 save->BlendEnabled = ctx->Color.BlendEnabled;
496 if (ctx->Color.BlendEnabled) {
497 if (ctx->Extensions.EXT_draw_buffers2) {
498 GLuint i;
499 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
500 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
501 }
502 }
503 else {
504 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
505 }
506 }
507 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
508 if (ctx->Color.ColorLogicOpEnabled)
509 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
510 }
511
512 if (state & MESA_META_DITHER) {
513 save->DitherFlag = ctx->Color.DitherFlag;
514 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
515 }
516
517 if (state & MESA_META_COLOR_MASK) {
518 memcpy(save->ColorMask, ctx->Color.ColorMask,
519 sizeof(ctx->Color.ColorMask));
520 }
521
522 if (state & MESA_META_DEPTH_TEST) {
523 save->Depth = ctx->Depth; /* struct copy */
524 if (ctx->Depth.Test)
525 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
526 }
527
528 if (state & MESA_META_FOG) {
529 save->Fog = ctx->Fog.Enabled;
530 if (ctx->Fog.Enabled)
531 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
532 }
533
534 if (state & MESA_META_PIXEL_STORE) {
535 save->Pack = ctx->Pack;
536 save->Unpack = ctx->Unpack;
537 ctx->Pack = ctx->DefaultPacking;
538 ctx->Unpack = ctx->DefaultPacking;
539 }
540
541 if (state & MESA_META_PIXEL_TRANSFER) {
542 save->RedScale = ctx->Pixel.RedScale;
543 save->RedBias = ctx->Pixel.RedBias;
544 save->GreenScale = ctx->Pixel.GreenScale;
545 save->GreenBias = ctx->Pixel.GreenBias;
546 save->BlueScale = ctx->Pixel.BlueScale;
547 save->BlueBias = ctx->Pixel.BlueBias;
548 save->AlphaScale = ctx->Pixel.AlphaScale;
549 save->AlphaBias = ctx->Pixel.AlphaBias;
550 save->MapColorFlag = ctx->Pixel.MapColorFlag;
551 ctx->Pixel.RedScale = 1.0F;
552 ctx->Pixel.RedBias = 0.0F;
553 ctx->Pixel.GreenScale = 1.0F;
554 ctx->Pixel.GreenBias = 0.0F;
555 ctx->Pixel.BlueScale = 1.0F;
556 ctx->Pixel.BlueBias = 0.0F;
557 ctx->Pixel.AlphaScale = 1.0F;
558 ctx->Pixel.AlphaBias = 0.0F;
559 ctx->Pixel.MapColorFlag = GL_FALSE;
560 /* XXX more state */
561 ctx->NewState |=_NEW_PIXEL;
562 }
563
564 if (state & MESA_META_RASTERIZATION) {
565 save->FrontPolygonMode = ctx->Polygon.FrontMode;
566 save->BackPolygonMode = ctx->Polygon.BackMode;
567 save->PolygonOffset = ctx->Polygon.OffsetFill;
568 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
569 save->PolygonStipple = ctx->Polygon.StippleFlag;
570 save->PolygonCull = ctx->Polygon.CullFlag;
571 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
572 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
573 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
574 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
575 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
576 }
577
578 if (state & MESA_META_SCISSOR) {
579 save->Scissor = ctx->Scissor; /* struct copy */
580 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
581 }
582
583 if (state & MESA_META_SHADER) {
584 int i;
585
586 if (ctx->Extensions.ARB_vertex_program) {
587 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
588 _mesa_reference_program(ctx, &save->VertexProgram,
589 ctx->VertexProgram.Current);
590 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
591 }
592
593 if (ctx->Extensions.ARB_fragment_program) {
594 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
595 _mesa_reference_program(ctx, &save->FragmentProgram,
596 ctx->FragmentProgram.Current);
597 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
598 }
599
600 if (ctx->Extensions.ATI_fragment_shader) {
601 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
602 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
603 }
604
605 if (ctx->Pipeline.Current) {
606 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
607 ctx->Pipeline.Current);
608 _mesa_BindProgramPipeline(0);
609 }
610
611 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
612 * that we don't have to worry about the current pipeline state.
613 */
614 for (i = 0; i < MESA_SHADER_STAGES; i++) {
615 _mesa_reference_program(ctx, &save->Program[i],
616 ctx->Shader.CurrentProgram[i]);
617 }
618 _mesa_reference_shader_program(ctx, &save->ActiveShader,
619 ctx->Shader.ActiveProgram);
620
621 _mesa_UseProgram(0);
622 }
623
624 if (state & MESA_META_STENCIL_TEST) {
625 save->Stencil = ctx->Stencil; /* struct copy */
626 if (ctx->Stencil.Enabled)
627 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
628 /* NOTE: other stencil state not reset */
629 }
630
631 if (state & MESA_META_TEXTURE) {
632 GLuint u, tgt;
633
634 save->ActiveUnit = ctx->Texture.CurrentUnit;
635 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
636
637 /* Disable all texture units */
638 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
639 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
640 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
641 if (ctx->Texture.Unit[u].Enabled ||
642 ctx->Texture.Unit[u].TexGenEnabled) {
643 _mesa_ActiveTexture(GL_TEXTURE0 + u);
644 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
645 if (ctx->Extensions.ARB_texture_cube_map)
646 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
647
648 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
649 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
650 if (ctx->Extensions.NV_texture_rectangle)
651 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
652 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
653 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
654 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
655 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
656 }
657 }
658
659 /* save current texture objects for unit[0] only */
660 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
661 _mesa_reference_texobj(&save->CurrentTexture[tgt],
662 ctx->Texture.Unit[0].CurrentTex[tgt]);
663 }
664
665 /* set defaults for unit[0] */
666 _mesa_ActiveTexture(GL_TEXTURE0);
667 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
668 }
669
670 if (state & MESA_META_TRANSFORM) {
671 GLuint activeTexture = ctx->Texture.CurrentUnit;
672 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
673 16 * sizeof(GLfloat));
674 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
675 16 * sizeof(GLfloat));
676 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
677 16 * sizeof(GLfloat));
678 save->MatrixMode = ctx->Transform.MatrixMode;
679 /* set 1:1 vertex:pixel coordinate transform */
680 _mesa_ActiveTexture(GL_TEXTURE0);
681 _mesa_MatrixMode(GL_TEXTURE);
682 _mesa_LoadIdentity();
683 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
684 _mesa_MatrixMode(GL_MODELVIEW);
685 _mesa_LoadIdentity();
686 _mesa_MatrixMode(GL_PROJECTION);
687 _mesa_LoadIdentity();
688
689 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
690 * This can occur when there is no draw buffer.
691 */
692 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
693 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
694 0.0, ctx->DrawBuffer->Height,
695 -1.0, 1.0);
696
697 if (ctx->Extensions.ARB_clip_control) {
698 save->ClipOrigin = ctx->Transform.ClipOrigin;
699 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
700 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
701 }
702 }
703
704 if (state & MESA_META_CLIP) {
705 GLbitfield mask;
706 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
707 mask = ctx->Transform.ClipPlanesEnabled;
708 while (mask) {
709 const int i = u_bit_scan(&mask);
710 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
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 /* set some default state? */
719 }
720
721 if (state & MESA_META_VIEWPORT) {
722 /* save viewport state */
723 save->ViewportX = ctx->ViewportArray[0].X;
724 save->ViewportY = ctx->ViewportArray[0].Y;
725 save->ViewportW = ctx->ViewportArray[0].Width;
726 save->ViewportH = ctx->ViewportArray[0].Height;
727 /* set viewport to match window size */
728 if (ctx->ViewportArray[0].X != 0 ||
729 ctx->ViewportArray[0].Y != 0 ||
730 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
731 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
732 _mesa_set_viewport(ctx, 0, 0, 0,
733 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
734 }
735 /* save depth range state */
736 save->DepthNear = ctx->ViewportArray[0].Near;
737 save->DepthFar = ctx->ViewportArray[0].Far;
738 /* set depth range to default */
739 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
740 }
741
742 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
743 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
744
745 /* Generally in here we want to do clamping according to whether
746 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
747 * regardless of the internal implementation of the metaops.
748 */
749 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
750 ctx->Extensions.ARB_color_buffer_float)
751 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
752 }
753
754 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
755 save->ClampVertexColor = ctx->Light.ClampVertexColor;
756
757 /* Generally in here we never want vertex color clamping --
758 * result clamping is only dependent on fragment clamping.
759 */
760 if (ctx->Extensions.ARB_color_buffer_float)
761 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
762 }
763
764 if (state & MESA_META_CONDITIONAL_RENDER) {
765 save->CondRenderQuery = ctx->Query.CondRenderQuery;
766 save->CondRenderMode = ctx->Query.CondRenderMode;
767
768 if (ctx->Query.CondRenderQuery)
769 _mesa_EndConditionalRender();
770 }
771
772 if (state & MESA_META_SELECT_FEEDBACK) {
773 save->RenderMode = ctx->RenderMode;
774 if (ctx->RenderMode == GL_SELECT) {
775 save->Select = ctx->Select; /* struct copy */
776 _mesa_RenderMode(GL_RENDER);
777 } else if (ctx->RenderMode == GL_FEEDBACK) {
778 save->Feedback = ctx->Feedback; /* struct copy */
779 _mesa_RenderMode(GL_RENDER);
780 }
781 }
782
783 if (state & MESA_META_MULTISAMPLE) {
784 save->Multisample = ctx->Multisample; /* struct copy */
785
786 if (ctx->Multisample.Enabled)
787 _mesa_set_multisample(ctx, GL_FALSE);
788 if (ctx->Multisample.SampleCoverage)
789 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
790 if (ctx->Multisample.SampleAlphaToCoverage)
791 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
792 if (ctx->Multisample.SampleAlphaToOne)
793 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
794 if (ctx->Multisample.SampleShading)
795 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
796 if (ctx->Multisample.SampleMask)
797 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
798 }
799
800 if (state & MESA_META_FRAMEBUFFER_SRGB) {
801 save->sRGBEnabled = ctx->Color.sRGBEnabled;
802 if (ctx->Color.sRGBEnabled)
803 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
804 }
805
806 if (state & MESA_META_DRAW_BUFFERS) {
807 struct gl_framebuffer *fb = ctx->DrawBuffer;
808 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
809 sizeof(save->ColorDrawBuffers));
810 }
811
812 /* misc */
813 {
814 save->Lighting = ctx->Light.Enabled;
815 if (ctx->Light.Enabled)
816 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
817 save->RasterDiscard = ctx->RasterDiscard;
818 if (ctx->RasterDiscard)
819 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
820
821 _mesa_reference_framebuffer(&save->DrawBuffer, ctx->DrawBuffer);
822 _mesa_reference_framebuffer(&save->ReadBuffer, ctx->ReadBuffer);
823 }
824 }
825
826
827 /**
828 * Leave meta state. This is like a light-weight version of glPopAttrib().
829 */
830 void
831 _mesa_meta_end(struct gl_context *ctx)
832 {
833 assert(ctx->Meta->SaveStackDepth > 0);
834
835 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
836 const GLbitfield state = save->SavedState;
837 int i;
838
839 /* Grab the result of the old occlusion query before starting it again. The
840 * old result is added to the result of the new query so the driver will
841 * continue adding where it left off. */
842 if (state & MESA_META_OCCLUSION_QUERY) {
843 if (save->CurrentOcclusionObject) {
844 struct gl_query_object *q = save->CurrentOcclusionObject;
845 GLuint64EXT result;
846 if (!q->Ready)
847 ctx->Driver.WaitQuery(ctx, q);
848 result = q->Result;
849 _mesa_BeginQuery(q->Target, q->Id);
850 ctx->Query.CurrentOcclusionObject->Result += result;
851 }
852 }
853
854 if (state & MESA_META_ALPHA_TEST) {
855 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
856 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
857 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
858 }
859
860 if (state & MESA_META_BLEND) {
861 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
862 if (ctx->Extensions.EXT_draw_buffers2) {
863 GLuint i;
864 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
865 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
866 }
867 }
868 else {
869 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
870 }
871 }
872 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
873 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
874 }
875
876 if (state & MESA_META_DITHER)
877 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
878
879 if (state & MESA_META_COLOR_MASK) {
880 GLuint i;
881 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
882 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
883 if (i == 0) {
884 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
885 save->ColorMask[i][2], save->ColorMask[i][3]);
886 }
887 else {
888 _mesa_ColorMaski(i,
889 save->ColorMask[i][0],
890 save->ColorMask[i][1],
891 save->ColorMask[i][2],
892 save->ColorMask[i][3]);
893 }
894 }
895 }
896 }
897
898 if (state & MESA_META_DEPTH_TEST) {
899 if (ctx->Depth.Test != save->Depth.Test)
900 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
901 _mesa_DepthFunc(save->Depth.Func);
902 _mesa_DepthMask(save->Depth.Mask);
903 }
904
905 if (state & MESA_META_FOG) {
906 _mesa_set_enable(ctx, GL_FOG, save->Fog);
907 }
908
909 if (state & MESA_META_PIXEL_STORE) {
910 ctx->Pack = save->Pack;
911 ctx->Unpack = save->Unpack;
912 }
913
914 if (state & MESA_META_PIXEL_TRANSFER) {
915 ctx->Pixel.RedScale = save->RedScale;
916 ctx->Pixel.RedBias = save->RedBias;
917 ctx->Pixel.GreenScale = save->GreenScale;
918 ctx->Pixel.GreenBias = save->GreenBias;
919 ctx->Pixel.BlueScale = save->BlueScale;
920 ctx->Pixel.BlueBias = save->BlueBias;
921 ctx->Pixel.AlphaScale = save->AlphaScale;
922 ctx->Pixel.AlphaBias = save->AlphaBias;
923 ctx->Pixel.MapColorFlag = save->MapColorFlag;
924 /* XXX more state */
925 ctx->NewState |=_NEW_PIXEL;
926 }
927
928 if (state & MESA_META_RASTERIZATION) {
929 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
930 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
931 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
932 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
933 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
934 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
935 }
936
937 if (state & MESA_META_SCISSOR) {
938 unsigned i;
939
940 for (i = 0; i < ctx->Const.MaxViewports; i++) {
941 _mesa_set_scissor(ctx, i,
942 save->Scissor.ScissorArray[i].X,
943 save->Scissor.ScissorArray[i].Y,
944 save->Scissor.ScissorArray[i].Width,
945 save->Scissor.ScissorArray[i].Height);
946 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
947 (save->Scissor.EnableFlags >> i) & 1);
948 }
949 }
950
951 if (state & MESA_META_SHADER) {
952 bool any_shader;
953
954 if (ctx->Extensions.ARB_vertex_program) {
955 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
956 save->VertexProgramEnabled);
957 _mesa_reference_program(ctx, &ctx->VertexProgram.Current,
958 save->VertexProgram);
959 _mesa_reference_program(ctx, &save->VertexProgram, NULL);
960 }
961
962 if (ctx->Extensions.ARB_fragment_program) {
963 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
964 save->FragmentProgramEnabled);
965 _mesa_reference_program(ctx, &ctx->FragmentProgram.Current,
966 save->FragmentProgram);
967 _mesa_reference_program(ctx, &save->FragmentProgram, NULL);
968 }
969
970 if (ctx->Extensions.ATI_fragment_shader) {
971 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
972 save->ATIFragmentShaderEnabled);
973 }
974
975 any_shader = false;
976 for (i = 0; i < MESA_SHADER_STAGES; i++) {
977 /* It is safe to call _mesa_use_program even if the extension
978 * necessary for that program state is not supported. In that case,
979 * the saved program object must be NULL and the currently bound
980 * program object must be NULL. _mesa_use_program is a no-op
981 * in that case.
982 */
983 _mesa_use_program(ctx, i, NULL, save->Program[i], &ctx->Shader);
984
985 /* Do this *before* killing the reference. :)
986 */
987 if (save->Program[i] != NULL)
988 any_shader = true;
989
990 _mesa_reference_program(ctx, &save->Program[i], NULL);
991 }
992
993 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
994 save->ActiveShader);
995 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
996
997 /* If there were any stages set with programs, use ctx->Shader as the
998 * current shader state. Otherwise, use Pipeline.Default. The pipeline
999 * hasn't been restored yet, and that may modify ctx->_Shader further.
1000 */
1001 if (any_shader)
1002 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1003 &ctx->Shader);
1004 else
1005 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1006 ctx->Pipeline.Default);
1007
1008 if (save->Pipeline) {
1009 _mesa_bind_pipeline(ctx, save->Pipeline);
1010
1011 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1012 }
1013 }
1014
1015 if (state & MESA_META_STENCIL_TEST) {
1016 const struct gl_stencil_attrib *stencil = &save->Stencil;
1017
1018 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1019 _mesa_ClearStencil(stencil->Clear);
1020 if (ctx->Extensions.EXT_stencil_two_side) {
1021 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1022 stencil->TestTwoSide);
1023 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1024 ? GL_BACK : GL_FRONT);
1025 }
1026 /* front state */
1027 _mesa_StencilFuncSeparate(GL_FRONT,
1028 stencil->Function[0],
1029 stencil->Ref[0],
1030 stencil->ValueMask[0]);
1031 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1032 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1033 stencil->ZFailFunc[0],
1034 stencil->ZPassFunc[0]);
1035 /* back state */
1036 _mesa_StencilFuncSeparate(GL_BACK,
1037 stencil->Function[1],
1038 stencil->Ref[1],
1039 stencil->ValueMask[1]);
1040 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1041 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1042 stencil->ZFailFunc[1],
1043 stencil->ZPassFunc[1]);
1044 }
1045
1046 if (state & MESA_META_TEXTURE) {
1047 GLuint u, tgt;
1048
1049 assert(ctx->Texture.CurrentUnit == 0);
1050
1051 /* restore texenv for unit[0] */
1052 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1053
1054 /* restore texture objects for unit[0] only */
1055 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1056 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1057 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1058 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1059 save->CurrentTexture[tgt]);
1060 }
1061 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1062 }
1063
1064 /* Restore fixed function texture enables, texgen */
1065 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1066 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1067 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1068 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1069 }
1070
1071 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1072 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1073 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1074 }
1075 }
1076
1077 /* restore current unit state */
1078 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1079 }
1080
1081 if (state & MESA_META_TRANSFORM) {
1082 GLuint activeTexture = ctx->Texture.CurrentUnit;
1083 _mesa_ActiveTexture(GL_TEXTURE0);
1084 _mesa_MatrixMode(GL_TEXTURE);
1085 _mesa_LoadMatrixf(save->TextureMatrix);
1086 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1087
1088 _mesa_MatrixMode(GL_MODELVIEW);
1089 _mesa_LoadMatrixf(save->ModelviewMatrix);
1090
1091 _mesa_MatrixMode(GL_PROJECTION);
1092 _mesa_LoadMatrixf(save->ProjectionMatrix);
1093
1094 _mesa_MatrixMode(save->MatrixMode);
1095
1096 if (ctx->Extensions.ARB_clip_control)
1097 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1098 }
1099
1100 if (state & MESA_META_CLIP) {
1101 GLbitfield mask = save->ClipPlanesEnabled;
1102 while (mask) {
1103 const int i = u_bit_scan(&mask);
1104 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1105 }
1106 }
1107
1108 if (state & MESA_META_VERTEX) {
1109 /* restore vertex array object */
1110 _mesa_BindVertexArray(save->VAO->Name);
1111 _mesa_reference_vao(ctx, &save->VAO, NULL);
1112 }
1113
1114 if (state & MESA_META_VIEWPORT) {
1115 if (save->ViewportX != ctx->ViewportArray[0].X ||
1116 save->ViewportY != ctx->ViewportArray[0].Y ||
1117 save->ViewportW != ctx->ViewportArray[0].Width ||
1118 save->ViewportH != ctx->ViewportArray[0].Height) {
1119 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1120 save->ViewportW, save->ViewportH);
1121 }
1122 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1123 }
1124
1125 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1126 ctx->Extensions.ARB_color_buffer_float) {
1127 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1128 }
1129
1130 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1131 ctx->Extensions.ARB_color_buffer_float) {
1132 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1133 }
1134
1135 if (state & MESA_META_CONDITIONAL_RENDER) {
1136 if (save->CondRenderQuery)
1137 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1138 save->CondRenderMode);
1139 }
1140
1141 if (state & MESA_META_SELECT_FEEDBACK) {
1142 if (save->RenderMode == GL_SELECT) {
1143 _mesa_RenderMode(GL_SELECT);
1144 ctx->Select = save->Select;
1145 } else if (save->RenderMode == GL_FEEDBACK) {
1146 _mesa_RenderMode(GL_FEEDBACK);
1147 ctx->Feedback = save->Feedback;
1148 }
1149 }
1150
1151 if (state & MESA_META_MULTISAMPLE) {
1152 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1153 struct gl_multisample_attrib *save_ms = &save->Multisample;
1154
1155 if (ctx_ms->Enabled != save_ms->Enabled)
1156 _mesa_set_multisample(ctx, save_ms->Enabled);
1157 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1158 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1159 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1160 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1161 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1162 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1163 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1164 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1165 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1166 save_ms->SampleCoverageInvert);
1167 }
1168 if (ctx_ms->SampleShading != save_ms->SampleShading)
1169 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1170 if (ctx_ms->SampleMask != save_ms->SampleMask)
1171 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1172 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1173 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1174 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1175 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1176 }
1177
1178 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1179 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1180 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1181 }
1182
1183 /* misc */
1184 if (save->Lighting) {
1185 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1186 }
1187 if (save->RasterDiscard) {
1188 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1189 }
1190 if (save->TransformFeedbackNeedsResume)
1191 _mesa_ResumeTransformFeedback();
1192
1193 _mesa_bind_framebuffers(ctx, save->DrawBuffer, save->ReadBuffer);
1194 _mesa_reference_framebuffer(&save->DrawBuffer, NULL);
1195 _mesa_reference_framebuffer(&save->ReadBuffer, NULL);
1196
1197 if (state & MESA_META_DRAW_BUFFERS) {
1198 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1199 save->ColorDrawBuffers, NULL);
1200 }
1201
1202 ctx->Meta->SaveStackDepth--;
1203
1204 ctx->API = save->API;
1205 ctx->Extensions.Version = save->ExtensionsVersion;
1206 }
1207
1208
1209 /**
1210 * Convert Z from a normalized value in the range [0, 1] to an object-space
1211 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1212 * default/identity ortho projection results in the original Z value.
1213 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1214 * value comes from the clear value or raster position.
1215 */
1216 static inline GLfloat
1217 invert_z(GLfloat normZ)
1218 {
1219 GLfloat objZ = 1.0f - 2.0f * normZ;
1220 return objZ;
1221 }
1222
1223
1224 /**
1225 * One-time init for a temp_texture object.
1226 * Choose tex target, compute max tex size, etc.
1227 */
1228 static void
1229 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1230 {
1231 /* prefer texture rectangle */
1232 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1233 tex->Target = GL_TEXTURE_RECTANGLE;
1234 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1235 tex->NPOT = GL_TRUE;
1236 }
1237 else {
1238 /* use 2D texture, NPOT if possible */
1239 tex->Target = GL_TEXTURE_2D;
1240 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1241 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1242 }
1243 tex->MinSize = 16; /* 16 x 16 at least */
1244 assert(tex->MaxSize > 0);
1245
1246 _mesa_GenTextures(1, &tex->TexObj);
1247 }
1248
1249 static void
1250 cleanup_temp_texture(struct temp_texture *tex)
1251 {
1252 if (!tex->TexObj)
1253 return;
1254 _mesa_DeleteTextures(1, &tex->TexObj);
1255 tex->TexObj = 0;
1256 }
1257
1258
1259 /**
1260 * Return pointer to temp_texture info for non-bitmap ops.
1261 * This does some one-time init if needed.
1262 */
1263 struct temp_texture *
1264 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1265 {
1266 struct temp_texture *tex = &ctx->Meta->TempTex;
1267
1268 if (!tex->TexObj) {
1269 init_temp_texture(ctx, tex);
1270 }
1271
1272 return tex;
1273 }
1274
1275
1276 /**
1277 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1278 * We use a separate texture for bitmaps to reduce texture
1279 * allocation/deallocation.
1280 */
1281 static struct temp_texture *
1282 get_bitmap_temp_texture(struct gl_context *ctx)
1283 {
1284 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1285
1286 if (!tex->TexObj) {
1287 init_temp_texture(ctx, tex);
1288 }
1289
1290 return tex;
1291 }
1292
1293 /**
1294 * Return pointer to depth temp_texture.
1295 * This does some one-time init if needed.
1296 */
1297 struct temp_texture *
1298 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1299 {
1300 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1301
1302 if (!tex->TexObj) {
1303 init_temp_texture(ctx, tex);
1304 }
1305
1306 return tex;
1307 }
1308
1309 /**
1310 * Compute the width/height of texture needed to draw an image of the
1311 * given size. Return a flag indicating whether the current texture
1312 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1313 * allocated (glTexImage2D).
1314 * Also, compute s/t texcoords for drawing.
1315 *
1316 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1317 */
1318 GLboolean
1319 _mesa_meta_alloc_texture(struct temp_texture *tex,
1320 GLsizei width, GLsizei height, GLenum intFormat)
1321 {
1322 GLboolean newTex = GL_FALSE;
1323
1324 assert(width <= tex->MaxSize);
1325 assert(height <= tex->MaxSize);
1326
1327 if (width > tex->Width ||
1328 height > tex->Height ||
1329 intFormat != tex->IntFormat) {
1330 /* alloc new texture (larger or different format) */
1331
1332 if (tex->NPOT) {
1333 /* use non-power of two size */
1334 tex->Width = MAX2(tex->MinSize, width);
1335 tex->Height = MAX2(tex->MinSize, height);
1336 }
1337 else {
1338 /* find power of two size */
1339 GLsizei w, h;
1340 w = h = tex->MinSize;
1341 while (w < width)
1342 w *= 2;
1343 while (h < height)
1344 h *= 2;
1345 tex->Width = w;
1346 tex->Height = h;
1347 }
1348
1349 tex->IntFormat = intFormat;
1350
1351 newTex = GL_TRUE;
1352 }
1353
1354 /* compute texcoords */
1355 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1356 tex->Sright = (GLfloat) width;
1357 tex->Ttop = (GLfloat) height;
1358 }
1359 else {
1360 tex->Sright = (GLfloat) width / tex->Width;
1361 tex->Ttop = (GLfloat) height / tex->Height;
1362 }
1363
1364 return newTex;
1365 }
1366
1367
1368 /**
1369 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1370 */
1371 void
1372 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1373 struct temp_texture *tex,
1374 GLint srcX, GLint srcY,
1375 GLsizei width, GLsizei height,
1376 GLenum intFormat,
1377 GLenum filter)
1378 {
1379 bool newTex;
1380
1381 _mesa_BindTexture(tex->Target, tex->TexObj);
1382 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1383 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1384 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1385
1386 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1387
1388 /* copy framebuffer image to texture */
1389 if (newTex) {
1390 /* create new tex image */
1391 if (tex->Width == width && tex->Height == height) {
1392 /* create new tex with framebuffer data */
1393 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1394 srcX, srcY, width, height, 0);
1395 }
1396 else {
1397 /* create empty texture */
1398 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1399 tex->Width, tex->Height, 0,
1400 intFormat, GL_UNSIGNED_BYTE, NULL);
1401 /* load image */
1402 _mesa_CopyTexSubImage2D(tex->Target, 0,
1403 0, 0, srcX, srcY, width, height);
1404 }
1405 }
1406 else {
1407 /* replace existing tex image */
1408 _mesa_CopyTexSubImage2D(tex->Target, 0,
1409 0, 0, srcX, srcY, width, height);
1410 }
1411 }
1412
1413
1414 /**
1415 * Setup/load texture for glDrawPixels.
1416 */
1417 void
1418 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1419 struct temp_texture *tex,
1420 GLboolean newTex,
1421 GLsizei width, GLsizei height,
1422 GLenum format, GLenum type,
1423 const GLvoid *pixels)
1424 {
1425 _mesa_BindTexture(tex->Target, tex->TexObj);
1426 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1427 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1428 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1429
1430 /* copy pixel data to texture */
1431 if (newTex) {
1432 /* create new tex image */
1433 if (tex->Width == width && tex->Height == height) {
1434 /* create new tex and load image data */
1435 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1436 tex->Width, tex->Height, 0, format, type, pixels);
1437 }
1438 else {
1439 struct gl_buffer_object *save_unpack_obj = NULL;
1440
1441 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1442 ctx->Unpack.BufferObj);
1443 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1444 /* create empty texture */
1445 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1446 tex->Width, tex->Height, 0, format, type, NULL);
1447 if (save_unpack_obj != NULL)
1448 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1449 save_unpack_obj->Name);
1450 /* load image */
1451 _mesa_TexSubImage2D(tex->Target, 0,
1452 0, 0, width, height, format, type, pixels);
1453 }
1454 }
1455 else {
1456 /* replace existing tex image */
1457 _mesa_TexSubImage2D(tex->Target, 0,
1458 0, 0, width, height, format, type, pixels);
1459 }
1460 }
1461
1462 void
1463 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1464 GLuint *VAO, struct gl_buffer_object **buf_obj,
1465 unsigned texcoord_size)
1466 {
1467 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1468 0);
1469
1470 /* setup projection matrix */
1471 _mesa_MatrixMode(GL_PROJECTION);
1472 _mesa_LoadIdentity();
1473 }
1474
1475 /**
1476 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1477 */
1478 void
1479 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1480 {
1481 meta_clear(ctx, buffers, false);
1482 }
1483
1484 void
1485 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1486 {
1487 meta_clear(ctx, buffers, true);
1488 }
1489
1490 static void
1491 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1492 {
1493 const char *vs_source =
1494 "#extension GL_AMD_vertex_shader_layer : enable\n"
1495 "#extension GL_ARB_draw_instanced : enable\n"
1496 "#extension GL_ARB_explicit_attrib_location :enable\n"
1497 "layout(location = 0) in vec4 position;\n"
1498 "void main()\n"
1499 "{\n"
1500 "#ifdef GL_AMD_vertex_shader_layer\n"
1501 " gl_Layer = gl_InstanceID;\n"
1502 "#endif\n"
1503 " gl_Position = position;\n"
1504 "}\n";
1505 const char *fs_source =
1506 "#extension GL_ARB_explicit_attrib_location :enable\n"
1507 "#extension GL_ARB_explicit_uniform_location :enable\n"
1508 "layout(location = 0) uniform vec4 color;\n"
1509 "void main()\n"
1510 "{\n"
1511 " gl_FragColor = color;\n"
1512 "}\n";
1513 bool has_integer_textures;
1514
1515 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1516 3, 0, 0);
1517
1518 if (clear->ShaderProg != 0)
1519 return;
1520
1521 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear",
1522 &clear->ShaderProg);
1523
1524 has_integer_textures = _mesa_is_gles3(ctx) ||
1525 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1526
1527 if (has_integer_textures) {
1528 void *shader_source_mem_ctx = ralloc_context(NULL);
1529 const char *vs_int_source =
1530 ralloc_asprintf(shader_source_mem_ctx,
1531 "#version 130\n"
1532 "#extension GL_AMD_vertex_shader_layer : enable\n"
1533 "#extension GL_ARB_draw_instanced : enable\n"
1534 "#extension GL_ARB_explicit_attrib_location :enable\n"
1535 "layout(location = 0) in vec4 position;\n"
1536 "void main()\n"
1537 "{\n"
1538 "#ifdef GL_AMD_vertex_shader_layer\n"
1539 " gl_Layer = gl_InstanceID;\n"
1540 "#endif\n"
1541 " gl_Position = position;\n"
1542 "}\n");
1543 const char *fs_int_source =
1544 ralloc_asprintf(shader_source_mem_ctx,
1545 "#version 130\n"
1546 "#extension GL_ARB_explicit_attrib_location :enable\n"
1547 "#extension GL_ARB_explicit_uniform_location :enable\n"
1548 "layout(location = 0) uniform ivec4 color;\n"
1549 "out ivec4 out_color;\n"
1550 "\n"
1551 "void main()\n"
1552 "{\n"
1553 " out_color = color;\n"
1554 "}\n");
1555
1556 _mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source,
1557 "integer clear",
1558 &clear->IntegerShaderProg);
1559 ralloc_free(shader_source_mem_ctx);
1560
1561 /* Note that user-defined out attributes get automatically assigned
1562 * locations starting from 0, so we don't need to explicitly
1563 * BindFragDataLocation to 0.
1564 */
1565 }
1566 }
1567
1568 static void
1569 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1570 {
1571 if (clear->VAO == 0)
1572 return;
1573 _mesa_DeleteVertexArrays(1, &clear->VAO);
1574 clear->VAO = 0;
1575 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1576 _mesa_reference_shader_program(ctx, &clear->ShaderProg, NULL);
1577
1578 if (clear->IntegerShaderProg) {
1579 _mesa_reference_shader_program(ctx, &clear->IntegerShaderProg, NULL);
1580 }
1581 }
1582
1583 /**
1584 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1585 * set GL to only draw to those buffers.
1586 *
1587 * Since the bitfield has no associated order, the assignment of draw buffer
1588 * indices to color attachment indices is rather arbitrary.
1589 */
1590 void
1591 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1592 {
1593 GLenum enums[MAX_DRAW_BUFFERS];
1594 int i = 0;
1595 int n;
1596
1597 /* This function is only legal for color buffer bitfields. */
1598 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1599
1600 /* Make sure we don't overflow any arrays. */
1601 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1602
1603 enums[0] = GL_NONE;
1604
1605 if (bits & BUFFER_BIT_FRONT_LEFT)
1606 enums[i++] = GL_FRONT_LEFT;
1607
1608 if (bits & BUFFER_BIT_FRONT_RIGHT)
1609 enums[i++] = GL_FRONT_RIGHT;
1610
1611 if (bits & BUFFER_BIT_BACK_LEFT)
1612 enums[i++] = GL_BACK_LEFT;
1613
1614 if (bits & BUFFER_BIT_BACK_RIGHT)
1615 enums[i++] = GL_BACK_RIGHT;
1616
1617 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1618 if (bits & (1 << (BUFFER_COLOR0 + n)))
1619 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1620 }
1621
1622 _mesa_DrawBuffers(i, enums);
1623 }
1624
1625 /**
1626 * Return if all of the color channels are masked.
1627 */
1628 static inline GLboolean
1629 is_color_disabled(struct gl_context *ctx, int i)
1630 {
1631 return !ctx->Color.ColorMask[i][0] &&
1632 !ctx->Color.ColorMask[i][1] &&
1633 !ctx->Color.ColorMask[i][2] &&
1634 !ctx->Color.ColorMask[i][3];
1635 }
1636
1637 /**
1638 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1639 * set GL to only draw to those buffers. Also, update color masks to
1640 * reflect the new draw buffer ordering.
1641 */
1642 static void
1643 _mesa_meta_drawbuffers_and_colormask(struct gl_context *ctx, GLbitfield mask)
1644 {
1645 GLenum enums[MAX_DRAW_BUFFERS];
1646 GLubyte colormask[MAX_DRAW_BUFFERS][4];
1647 int num_bufs = 0;
1648
1649 /* This function is only legal for color buffer bitfields. */
1650 assert((mask & ~BUFFER_BITS_COLOR) == 0);
1651
1652 /* Make sure we don't overflow any arrays. */
1653 assert(_mesa_bitcount(mask) <= MAX_DRAW_BUFFERS);
1654
1655 enums[0] = GL_NONE;
1656
1657 for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
1658 int b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
1659 int colormask_idx = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
1660
1661 if (b < 0 || !(mask & (1 << b)) || is_color_disabled(ctx, colormask_idx))
1662 continue;
1663
1664 switch (b) {
1665 case BUFFER_FRONT_LEFT:
1666 enums[num_bufs] = GL_FRONT_LEFT;
1667 break;
1668 case BUFFER_FRONT_RIGHT:
1669 enums[num_bufs] = GL_FRONT_RIGHT;
1670 break;
1671 case BUFFER_BACK_LEFT:
1672 enums[num_bufs] = GL_BACK_LEFT;
1673 break;
1674 case BUFFER_BACK_RIGHT:
1675 enums[num_bufs] = GL_BACK_RIGHT;
1676 break;
1677 default:
1678 assert(b >= BUFFER_COLOR0 && b <= BUFFER_COLOR7);
1679 enums[num_bufs] = GL_COLOR_ATTACHMENT0 + (b - BUFFER_COLOR0);
1680 break;
1681 }
1682
1683 for (int k = 0; k < 4; k++)
1684 colormask[num_bufs][k] = ctx->Color.ColorMask[colormask_idx][k];
1685
1686 num_bufs++;
1687 }
1688
1689 _mesa_DrawBuffers(num_bufs, enums);
1690
1691 for (int i = 0; i < num_bufs; i++) {
1692 _mesa_ColorMaski(i, colormask[i][0], colormask[i][1],
1693 colormask[i][2], colormask[i][3]);
1694 }
1695 }
1696
1697
1698 /**
1699 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1700 */
1701 static void
1702 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1703 {
1704 struct clear_state *clear = &ctx->Meta->Clear;
1705 GLbitfield metaSave;
1706 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1707 struct gl_framebuffer *fb = ctx->DrawBuffer;
1708 float x0, y0, x1, y1, z;
1709 struct vertex verts[4];
1710 int i;
1711
1712 metaSave = (MESA_META_ALPHA_TEST |
1713 MESA_META_BLEND |
1714 MESA_META_COLOR_MASK |
1715 MESA_META_DEPTH_TEST |
1716 MESA_META_RASTERIZATION |
1717 MESA_META_SHADER |
1718 MESA_META_STENCIL_TEST |
1719 MESA_META_VERTEX |
1720 MESA_META_VIEWPORT |
1721 MESA_META_CLIP |
1722 MESA_META_CLAMP_FRAGMENT_COLOR |
1723 MESA_META_MULTISAMPLE |
1724 MESA_META_OCCLUSION_QUERY);
1725
1726 if (!glsl) {
1727 metaSave |= MESA_META_FOG |
1728 MESA_META_PIXEL_TRANSFER |
1729 MESA_META_TRANSFORM |
1730 MESA_META_TEXTURE |
1731 MESA_META_CLAMP_VERTEX_COLOR |
1732 MESA_META_SELECT_FEEDBACK;
1733 }
1734
1735 if (buffers & BUFFER_BITS_COLOR) {
1736 metaSave |= MESA_META_DRAW_BUFFERS;
1737 }
1738
1739 _mesa_meta_begin(ctx, metaSave);
1740
1741 if (glsl) {
1742 meta_glsl_clear_init(ctx, clear);
1743
1744 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1745 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1746 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1747 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1748 z = -invert_z(ctx->Depth.Clear);
1749 } else {
1750 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1751 3, 0, 4);
1752
1753 x0 = (float) fb->_Xmin;
1754 y0 = (float) fb->_Ymin;
1755 x1 = (float) fb->_Xmax;
1756 y1 = (float) fb->_Ymax;
1757 z = invert_z(ctx->Depth.Clear);
1758 }
1759
1760 if (fb->_IntegerBuffers) {
1761 assert(glsl);
1762 _mesa_meta_use_program(ctx, clear->IntegerShaderProg);
1763 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1764 } else if (glsl) {
1765 _mesa_meta_use_program(ctx, clear->ShaderProg);
1766 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1767 }
1768
1769 /* GL_COLOR_BUFFER_BIT */
1770 if (buffers & BUFFER_BITS_COLOR) {
1771 /* Only draw to the buffers we were asked to clear. */
1772 _mesa_meta_drawbuffers_and_colormask(ctx, buffers & BUFFER_BITS_COLOR);
1773
1774 /* leave colormask state as-is */
1775
1776 /* Clears never have the color clamped. */
1777 if (ctx->Extensions.ARB_color_buffer_float)
1778 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1779 }
1780 else {
1781 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1782 }
1783
1784 /* GL_DEPTH_BUFFER_BIT */
1785 if (buffers & BUFFER_BIT_DEPTH) {
1786 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1787 _mesa_DepthFunc(GL_ALWAYS);
1788 _mesa_DepthMask(GL_TRUE);
1789 }
1790 else {
1791 assert(!ctx->Depth.Test);
1792 }
1793
1794 /* GL_STENCIL_BUFFER_BIT */
1795 if (buffers & BUFFER_BIT_STENCIL) {
1796 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1797 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1798 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1799 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1800 ctx->Stencil.Clear & stencilMax,
1801 ctx->Stencil.WriteMask[0]);
1802 }
1803 else {
1804 assert(!ctx->Stencil.Enabled);
1805 }
1806
1807 /* vertex positions */
1808 verts[0].x = x0;
1809 verts[0].y = y0;
1810 verts[0].z = z;
1811 verts[1].x = x1;
1812 verts[1].y = y0;
1813 verts[1].z = z;
1814 verts[2].x = x1;
1815 verts[2].y = y1;
1816 verts[2].z = z;
1817 verts[3].x = x0;
1818 verts[3].y = y1;
1819 verts[3].z = z;
1820
1821 if (!glsl) {
1822 for (i = 0; i < 4; i++) {
1823 verts[i].r = ctx->Color.ClearColor.f[0];
1824 verts[i].g = ctx->Color.ClearColor.f[1];
1825 verts[i].b = ctx->Color.ClearColor.f[2];
1826 verts[i].a = ctx->Color.ClearColor.f[3];
1827 }
1828 }
1829
1830 /* upload new vertex data */
1831 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1832 GL_DYNAMIC_DRAW, __func__);
1833
1834 /* draw quad(s) */
1835 if (fb->MaxNumLayers > 0) {
1836 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1837 } else {
1838 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1839 }
1840
1841 _mesa_meta_end(ctx);
1842 }
1843
1844 /**
1845 * Meta implementation of ctx->Driver.CopyPixels() in terms
1846 * of texture mapping and polygon rendering and GLSL shaders.
1847 */
1848 void
1849 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1850 GLsizei width, GLsizei height,
1851 GLint dstX, GLint dstY, GLenum type)
1852 {
1853 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1854 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1855 struct vertex verts[4];
1856
1857 if (type != GL_COLOR ||
1858 ctx->_ImageTransferState ||
1859 ctx->Fog.Enabled ||
1860 width > tex->MaxSize ||
1861 height > tex->MaxSize) {
1862 /* XXX avoid this fallback */
1863 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1864 return;
1865 }
1866
1867 /* Most GL state applies to glCopyPixels, but a there's a few things
1868 * we need to override:
1869 */
1870 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1871 MESA_META_SHADER |
1872 MESA_META_TEXTURE |
1873 MESA_META_TRANSFORM |
1874 MESA_META_CLIP |
1875 MESA_META_VERTEX |
1876 MESA_META_VIEWPORT));
1877
1878 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1879 3, 2, 0);
1880
1881 /* Silence valgrind warnings about reading uninitialized stack. */
1882 memset(verts, 0, sizeof(verts));
1883
1884 /* Alloc/setup texture */
1885 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1886 GL_RGBA, GL_NEAREST);
1887
1888 /* vertex positions, texcoords (after texture allocation!) */
1889 {
1890 const GLfloat dstX0 = (GLfloat) dstX;
1891 const GLfloat dstY0 = (GLfloat) dstY;
1892 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1893 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1894 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1895
1896 verts[0].x = dstX0;
1897 verts[0].y = dstY0;
1898 verts[0].z = z;
1899 verts[0].tex[0] = 0.0F;
1900 verts[0].tex[1] = 0.0F;
1901 verts[1].x = dstX1;
1902 verts[1].y = dstY0;
1903 verts[1].z = z;
1904 verts[1].tex[0] = tex->Sright;
1905 verts[1].tex[1] = 0.0F;
1906 verts[2].x = dstX1;
1907 verts[2].y = dstY1;
1908 verts[2].z = z;
1909 verts[2].tex[0] = tex->Sright;
1910 verts[2].tex[1] = tex->Ttop;
1911 verts[3].x = dstX0;
1912 verts[3].y = dstY1;
1913 verts[3].z = z;
1914 verts[3].tex[0] = 0.0F;
1915 verts[3].tex[1] = tex->Ttop;
1916
1917 /* upload new vertex data */
1918 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts);
1919 }
1920
1921 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1922
1923 /* draw textured quad */
1924 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1925
1926 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1927
1928 _mesa_meta_end(ctx);
1929 }
1930
1931 static void
1932 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1933 {
1934 if (drawpix->VAO != 0) {
1935 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1936 drawpix->VAO = 0;
1937
1938 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1939 }
1940
1941 if (drawpix->StencilFP != 0) {
1942 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1943 drawpix->StencilFP = 0;
1944 }
1945
1946 if (drawpix->DepthFP != 0) {
1947 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1948 drawpix->DepthFP = 0;
1949 }
1950 }
1951
1952 /**
1953 * When the glDrawPixels() image size is greater than the max rectangle
1954 * texture size we use this function to break the glDrawPixels() image
1955 * into tiles which fit into the max texture size.
1956 */
1957 static void
1958 tiled_draw_pixels(struct gl_context *ctx,
1959 GLint tileSize,
1960 GLint x, GLint y, GLsizei width, GLsizei height,
1961 GLenum format, GLenum type,
1962 const struct gl_pixelstore_attrib *unpack,
1963 const GLvoid *pixels)
1964 {
1965 struct gl_pixelstore_attrib tileUnpack = *unpack;
1966 GLint i, j;
1967
1968 if (tileUnpack.RowLength == 0)
1969 tileUnpack.RowLength = width;
1970
1971 for (i = 0; i < width; i += tileSize) {
1972 const GLint tileWidth = MIN2(tileSize, width - i);
1973 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1974
1975 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1976
1977 for (j = 0; j < height; j += tileSize) {
1978 const GLint tileHeight = MIN2(tileSize, height - j);
1979 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1980
1981 tileUnpack.SkipRows = unpack->SkipRows + j;
1982
1983 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1984 format, type, &tileUnpack, pixels);
1985 }
1986 }
1987 }
1988
1989
1990 /**
1991 * One-time init for drawing stencil pixels.
1992 */
1993 static void
1994 init_draw_stencil_pixels(struct gl_context *ctx)
1995 {
1996 /* This program is run eight times, once for each stencil bit.
1997 * The stencil values to draw are found in an 8-bit alpha texture.
1998 * We read the texture/stencil value and test if bit 'b' is set.
1999 * If the bit is not set, use KIL to kill the fragment.
2000 * Finally, we use the stencil test to update the stencil buffer.
2001 *
2002 * The basic algorithm for checking if a bit is set is:
2003 * if (is_odd(value / (1 << bit)))
2004 * result is one (or non-zero).
2005 * else
2006 * result is zero.
2007 * The program parameter contains three values:
2008 * parm.x = 255 / (1 << bit)
2009 * parm.y = 0.5
2010 * parm.z = 0.0
2011 */
2012 static const char *program =
2013 "!!ARBfp1.0\n"
2014 "PARAM parm = program.local[0]; \n"
2015 "TEMP t; \n"
2016 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2017 "# t = t * 255 / bit \n"
2018 "MUL t.x, t.a, parm.x; \n"
2019 "# t = (int) t \n"
2020 "FRC t.y, t.x; \n"
2021 "SUB t.x, t.x, t.y; \n"
2022 "# t = t * 0.5 \n"
2023 "MUL t.x, t.x, parm.y; \n"
2024 "# t = fract(t.x) \n"
2025 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2026 "# t.x = (t.x == 0 ? 1 : 0) \n"
2027 "SGE t.x, -t.x, parm.z; \n"
2028 "KIL -t.x; \n"
2029 "# for debug only \n"
2030 "#MOV result.color, t.x; \n"
2031 "END \n";
2032 char program2[1000];
2033 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2034 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2035 const char *texTarget;
2036
2037 assert(drawpix->StencilFP == 0);
2038
2039 /* replace %s with "RECT" or "2D" */
2040 assert(strlen(program) + 4 < sizeof(program2));
2041 if (tex->Target == GL_TEXTURE_RECTANGLE)
2042 texTarget = "RECT";
2043 else
2044 texTarget = "2D";
2045 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2046
2047 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2048 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2049 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2050 strlen(program2), (const GLubyte *) program2);
2051 }
2052
2053
2054 /**
2055 * One-time init for drawing depth pixels.
2056 */
2057 static void
2058 init_draw_depth_pixels(struct gl_context *ctx)
2059 {
2060 static const char *program =
2061 "!!ARBfp1.0\n"
2062 "PARAM color = program.local[0]; \n"
2063 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2064 "MOV result.color, color; \n"
2065 "END \n";
2066 char program2[200];
2067 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2068 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2069 const char *texTarget;
2070
2071 assert(drawpix->DepthFP == 0);
2072
2073 /* replace %s with "RECT" or "2D" */
2074 assert(strlen(program) + 4 < sizeof(program2));
2075 if (tex->Target == GL_TEXTURE_RECTANGLE)
2076 texTarget = "RECT";
2077 else
2078 texTarget = "2D";
2079 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2080
2081 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2082 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2083 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2084 strlen(program2), (const GLubyte *) program2);
2085 }
2086
2087
2088 /**
2089 * Meta implementation of ctx->Driver.DrawPixels() in terms
2090 * of texture mapping and polygon rendering.
2091 */
2092 void
2093 _mesa_meta_DrawPixels(struct gl_context *ctx,
2094 GLint x, GLint y, GLsizei width, GLsizei height,
2095 GLenum format, GLenum type,
2096 const struct gl_pixelstore_attrib *unpack,
2097 const GLvoid *pixels)
2098 {
2099 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2100 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2101 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2102 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2103 struct vertex verts[4];
2104 GLenum texIntFormat;
2105 GLboolean fallback, newTex;
2106 GLbitfield metaExtraSave = 0x0;
2107
2108 /*
2109 * Determine if we can do the glDrawPixels with texture mapping.
2110 */
2111 fallback = GL_FALSE;
2112 if (ctx->Fog.Enabled) {
2113 fallback = GL_TRUE;
2114 }
2115
2116 if (_mesa_is_color_format(format)) {
2117 /* use more compact format when possible */
2118 /* XXX disable special case for GL_LUMINANCE for now to work around
2119 * apparent i965 driver bug (see bug #23670).
2120 */
2121 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2122 texIntFormat = format;
2123 else
2124 texIntFormat = GL_RGBA;
2125
2126 /* If we're not supposed to clamp the resulting color, then just
2127 * promote our texture to fully float. We could do better by
2128 * just going for the matching set of channels, in floating
2129 * point.
2130 */
2131 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2132 ctx->Extensions.ARB_texture_float)
2133 texIntFormat = GL_RGBA32F;
2134 }
2135 else if (_mesa_is_stencil_format(format)) {
2136 if (ctx->Extensions.ARB_fragment_program &&
2137 ctx->Pixel.IndexShift == 0 &&
2138 ctx->Pixel.IndexOffset == 0 &&
2139 type == GL_UNSIGNED_BYTE) {
2140 /* We'll store stencil as alpha. This only works for GLubyte
2141 * image data because of how incoming values are mapped to alpha
2142 * in [0,1].
2143 */
2144 texIntFormat = GL_ALPHA;
2145 metaExtraSave = (MESA_META_COLOR_MASK |
2146 MESA_META_DEPTH_TEST |
2147 MESA_META_PIXEL_TRANSFER |
2148 MESA_META_SHADER |
2149 MESA_META_STENCIL_TEST);
2150 }
2151 else {
2152 fallback = GL_TRUE;
2153 }
2154 }
2155 else if (_mesa_is_depth_format(format)) {
2156 if (ctx->Extensions.ARB_depth_texture &&
2157 ctx->Extensions.ARB_fragment_program) {
2158 texIntFormat = GL_DEPTH_COMPONENT;
2159 metaExtraSave = (MESA_META_SHADER);
2160 }
2161 else {
2162 fallback = GL_TRUE;
2163 }
2164 }
2165 else {
2166 fallback = GL_TRUE;
2167 }
2168
2169 if (fallback) {
2170 _swrast_DrawPixels(ctx, x, y, width, height,
2171 format, type, unpack, pixels);
2172 return;
2173 }
2174
2175 /*
2176 * Check image size against max texture size, draw as tiles if needed.
2177 */
2178 if (width > tex->MaxSize || height > tex->MaxSize) {
2179 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2180 format, type, unpack, pixels);
2181 return;
2182 }
2183
2184 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2185 * but a there's a few things we need to override:
2186 */
2187 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2188 MESA_META_SHADER |
2189 MESA_META_TEXTURE |
2190 MESA_META_TRANSFORM |
2191 MESA_META_CLIP |
2192 MESA_META_VERTEX |
2193 MESA_META_VIEWPORT |
2194 metaExtraSave));
2195
2196 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2197
2198 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2199 3, 2, 0);
2200
2201 /* Silence valgrind warnings about reading uninitialized stack. */
2202 memset(verts, 0, sizeof(verts));
2203
2204 /* vertex positions, texcoords (after texture allocation!) */
2205 {
2206 const GLfloat x0 = (GLfloat) x;
2207 const GLfloat y0 = (GLfloat) y;
2208 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2209 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2210 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2211
2212 verts[0].x = x0;
2213 verts[0].y = y0;
2214 verts[0].z = z;
2215 verts[0].tex[0] = 0.0F;
2216 verts[0].tex[1] = 0.0F;
2217 verts[1].x = x1;
2218 verts[1].y = y0;
2219 verts[1].z = z;
2220 verts[1].tex[0] = tex->Sright;
2221 verts[1].tex[1] = 0.0F;
2222 verts[2].x = x1;
2223 verts[2].y = y1;
2224 verts[2].z = z;
2225 verts[2].tex[0] = tex->Sright;
2226 verts[2].tex[1] = tex->Ttop;
2227 verts[3].x = x0;
2228 verts[3].y = y1;
2229 verts[3].z = z;
2230 verts[3].tex[0] = 0.0F;
2231 verts[3].tex[1] = tex->Ttop;
2232 }
2233
2234 /* upload new vertex data */
2235 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2236 GL_DYNAMIC_DRAW, __func__);
2237
2238 /* set given unpack params */
2239 ctx->Unpack = *unpack;
2240
2241 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2242
2243 if (_mesa_is_stencil_format(format)) {
2244 /* Drawing stencil */
2245 GLint bit;
2246
2247 if (!drawpix->StencilFP)
2248 init_draw_stencil_pixels(ctx);
2249
2250 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2251 GL_ALPHA, type, pixels);
2252
2253 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2254
2255 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2256
2257 /* set all stencil bits to 0 */
2258 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2259 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2260 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2261
2262 /* set stencil bits to 1 where needed */
2263 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2264
2265 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2266 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2267
2268 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2269 const GLuint mask = 1 << bit;
2270 if (mask & origStencilMask) {
2271 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2272 _mesa_StencilMask(mask);
2273
2274 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2275 255.0f / mask, 0.5f, 0.0f, 0.0f);
2276
2277 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2278 }
2279 }
2280 }
2281 else if (_mesa_is_depth_format(format)) {
2282 /* Drawing depth */
2283 if (!drawpix->DepthFP)
2284 init_draw_depth_pixels(ctx);
2285
2286 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2287 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2288
2289 /* polygon color = current raster color */
2290 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2291 ctx->Current.RasterColor);
2292
2293 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2294 format, type, pixels);
2295
2296 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2297 }
2298 else {
2299 /* Drawing RGBA */
2300 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2301 format, type, pixels);
2302 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2303 }
2304
2305 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2306
2307 /* restore unpack params */
2308 ctx->Unpack = unpackSave;
2309
2310 _mesa_meta_end(ctx);
2311 }
2312
2313 static GLboolean
2314 alpha_test_raster_color(struct gl_context *ctx)
2315 {
2316 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2317 GLfloat ref = ctx->Color.AlphaRef;
2318
2319 switch (ctx->Color.AlphaFunc) {
2320 case GL_NEVER:
2321 return GL_FALSE;
2322 case GL_LESS:
2323 return alpha < ref;
2324 case GL_EQUAL:
2325 return alpha == ref;
2326 case GL_LEQUAL:
2327 return alpha <= ref;
2328 case GL_GREATER:
2329 return alpha > ref;
2330 case GL_NOTEQUAL:
2331 return alpha != ref;
2332 case GL_GEQUAL:
2333 return alpha >= ref;
2334 case GL_ALWAYS:
2335 return GL_TRUE;
2336 default:
2337 assert(0);
2338 return GL_FALSE;
2339 }
2340 }
2341
2342 /**
2343 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2344 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2345 * tracker would improve performance a lot.
2346 */
2347 void
2348 _mesa_meta_Bitmap(struct gl_context *ctx,
2349 GLint x, GLint y, GLsizei width, GLsizei height,
2350 const struct gl_pixelstore_attrib *unpack,
2351 const GLubyte *bitmap1)
2352 {
2353 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2354 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2355 const GLenum texIntFormat = GL_ALPHA;
2356 const struct gl_pixelstore_attrib unpackSave = *unpack;
2357 GLubyte fg, bg;
2358 struct vertex verts[4];
2359 GLboolean newTex;
2360 GLubyte *bitmap8;
2361
2362 /*
2363 * Check if swrast fallback is needed.
2364 */
2365 if (ctx->_ImageTransferState ||
2366 _mesa_arb_fragment_program_enabled(ctx) ||
2367 ctx->Fog.Enabled ||
2368 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2369 width > tex->MaxSize ||
2370 height > tex->MaxSize) {
2371 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2372 return;
2373 }
2374
2375 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2376 return;
2377
2378 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2379 * but a there's a few things we need to override:
2380 */
2381 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2382 MESA_META_PIXEL_STORE |
2383 MESA_META_RASTERIZATION |
2384 MESA_META_SHADER |
2385 MESA_META_TEXTURE |
2386 MESA_META_TRANSFORM |
2387 MESA_META_CLIP |
2388 MESA_META_VERTEX |
2389 MESA_META_VIEWPORT));
2390
2391 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2392 3, 2, 4);
2393
2394 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2395
2396 /* Silence valgrind warnings about reading uninitialized stack. */
2397 memset(verts, 0, sizeof(verts));
2398
2399 /* vertex positions, texcoords, colors (after texture allocation!) */
2400 {
2401 const GLfloat x0 = (GLfloat) x;
2402 const GLfloat y0 = (GLfloat) y;
2403 const GLfloat x1 = (GLfloat) (x + width);
2404 const GLfloat y1 = (GLfloat) (y + height);
2405 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2406 GLuint i;
2407
2408 verts[0].x = x0;
2409 verts[0].y = y0;
2410 verts[0].z = z;
2411 verts[0].tex[0] = 0.0F;
2412 verts[0].tex[1] = 0.0F;
2413 verts[1].x = x1;
2414 verts[1].y = y0;
2415 verts[1].z = z;
2416 verts[1].tex[0] = tex->Sright;
2417 verts[1].tex[1] = 0.0F;
2418 verts[2].x = x1;
2419 verts[2].y = y1;
2420 verts[2].z = z;
2421 verts[2].tex[0] = tex->Sright;
2422 verts[2].tex[1] = tex->Ttop;
2423 verts[3].x = x0;
2424 verts[3].y = y1;
2425 verts[3].z = z;
2426 verts[3].tex[0] = 0.0F;
2427 verts[3].tex[1] = tex->Ttop;
2428
2429 for (i = 0; i < 4; i++) {
2430 verts[i].r = ctx->Current.RasterColor[0];
2431 verts[i].g = ctx->Current.RasterColor[1];
2432 verts[i].b = ctx->Current.RasterColor[2];
2433 verts[i].a = ctx->Current.RasterColor[3];
2434 }
2435
2436 /* upload new vertex data */
2437 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts);
2438 }
2439
2440 /* choose different foreground/background alpha values */
2441 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2442 bg = (fg > 127 ? 0 : 255);
2443
2444 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2445 if (!bitmap1) {
2446 _mesa_meta_end(ctx);
2447 return;
2448 }
2449
2450 bitmap8 = malloc(width * height);
2451 if (bitmap8) {
2452 memset(bitmap8, bg, width * height);
2453 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2454 bitmap8, width, fg);
2455
2456 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2457
2458 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2459 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2460
2461 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2462 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2463
2464 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2465
2466 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2467
2468 free(bitmap8);
2469 }
2470
2471 _mesa_unmap_pbo_source(ctx, &unpackSave);
2472
2473 _mesa_meta_end(ctx);
2474 }
2475
2476 /**
2477 * Compute the texture coordinates for the four vertices of a quad for
2478 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2479 * and width, height specify a sub-region of the 2D image.
2480 *
2481 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2482 * \param slice slice of a 1D/2D array texture or 3D texture
2483 * \param xoffset X position of sub texture
2484 * \param yoffset Y position of sub texture
2485 * \param width width of the sub texture image
2486 * \param height height of the sub texture image
2487 * \param total_width total width of the texture image
2488 * \param total_height total height of the texture image
2489 * \param total_depth total depth 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 xoffset,
2496 GLint yoffset,
2497 GLint width,
2498 GLint height,
2499 GLint total_width,
2500 GLint total_height,
2501 GLint total_depth,
2502 GLfloat coords0[4],
2503 GLfloat coords1[4],
2504 GLfloat coords2[4],
2505 GLfloat coords3[4])
2506 {
2507 float st[4][2];
2508 GLuint i;
2509 const float s0 = (float) xoffset / (float) total_width;
2510 const float s1 = (float) (xoffset + width) / (float) total_width;
2511 const float t0 = (float) yoffset / (float) total_height;
2512 const float t1 = (float) (yoffset + height) / (float) total_height;
2513 GLfloat r;
2514
2515 /* setup the reference texcoords */
2516 st[0][0] = s0;
2517 st[0][1] = t0;
2518 st[1][0] = s1;
2519 st[1][1] = t0;
2520 st[2][0] = s1;
2521 st[2][1] = t1;
2522 st[3][0] = s0;
2523 st[3][1] = t1;
2524
2525 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2526 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2527
2528 /* Currently all texture targets want the W component to be 1.0.
2529 */
2530 coords0[3] = 1.0F;
2531 coords1[3] = 1.0F;
2532 coords2[3] = 1.0F;
2533 coords3[3] = 1.0F;
2534
2535 switch (faceTarget) {
2536 case GL_TEXTURE_1D:
2537 case GL_TEXTURE_2D:
2538 case GL_TEXTURE_3D:
2539 case GL_TEXTURE_2D_ARRAY:
2540 if (faceTarget == GL_TEXTURE_3D) {
2541 assert(slice < total_depth);
2542 assert(total_depth >= 1);
2543 r = (slice + 0.5f) / total_depth;
2544 }
2545 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2546 r = (float) slice;
2547 else
2548 r = 0.0F;
2549 coords0[0] = st[0][0]; /* s */
2550 coords0[1] = st[0][1]; /* t */
2551 coords0[2] = r; /* r */
2552 coords1[0] = st[1][0];
2553 coords1[1] = st[1][1];
2554 coords1[2] = r;
2555 coords2[0] = st[2][0];
2556 coords2[1] = st[2][1];
2557 coords2[2] = r;
2558 coords3[0] = st[3][0];
2559 coords3[1] = st[3][1];
2560 coords3[2] = r;
2561 break;
2562 case GL_TEXTURE_RECTANGLE_ARB:
2563 coords0[0] = (float) xoffset; /* s */
2564 coords0[1] = (float) yoffset; /* t */
2565 coords0[2] = 0.0F; /* r */
2566 coords1[0] = (float) (xoffset + width);
2567 coords1[1] = (float) yoffset;
2568 coords1[2] = 0.0F;
2569 coords2[0] = (float) (xoffset + width);
2570 coords2[1] = (float) (yoffset + height);
2571 coords2[2] = 0.0F;
2572 coords3[0] = (float) xoffset;
2573 coords3[1] = (float) (yoffset + height);
2574 coords3[2] = 0.0F;
2575 break;
2576 case GL_TEXTURE_1D_ARRAY:
2577 coords0[0] = st[0][0]; /* s */
2578 coords0[1] = (float) slice; /* t */
2579 coords0[2] = 0.0F; /* r */
2580 coords1[0] = st[1][0];
2581 coords1[1] = (float) slice;
2582 coords1[2] = 0.0F;
2583 coords2[0] = st[2][0];
2584 coords2[1] = (float) slice;
2585 coords2[2] = 0.0F;
2586 coords3[0] = st[3][0];
2587 coords3[1] = (float) slice;
2588 coords3[2] = 0.0F;
2589 break;
2590
2591 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2592 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2593 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2594 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2595 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2596 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2597 /* loop over quad verts */
2598 for (i = 0; i < 4; i++) {
2599 /* Compute sc = +/-scale and tc = +/-scale.
2600 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2601 * though that can still sometimes happen with this scale factor...
2602 */
2603 const GLfloat scale = 0.9999f;
2604 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2605 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2606 GLfloat *coord;
2607
2608 switch (i) {
2609 case 0:
2610 coord = coords0;
2611 break;
2612 case 1:
2613 coord = coords1;
2614 break;
2615 case 2:
2616 coord = coords2;
2617 break;
2618 case 3:
2619 coord = coords3;
2620 break;
2621 default:
2622 unreachable("not reached");
2623 }
2624
2625 coord[3] = (float) (slice / 6);
2626
2627 switch (faceTarget) {
2628 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2629 coord[0] = 1.0f;
2630 coord[1] = -tc;
2631 coord[2] = -sc;
2632 break;
2633 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2634 coord[0] = -1.0f;
2635 coord[1] = -tc;
2636 coord[2] = sc;
2637 break;
2638 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2639 coord[0] = sc;
2640 coord[1] = 1.0f;
2641 coord[2] = tc;
2642 break;
2643 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2644 coord[0] = sc;
2645 coord[1] = -1.0f;
2646 coord[2] = -tc;
2647 break;
2648 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2649 coord[0] = sc;
2650 coord[1] = -tc;
2651 coord[2] = 1.0f;
2652 break;
2653 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2654 coord[0] = -sc;
2655 coord[1] = -tc;
2656 coord[2] = -1.0f;
2657 break;
2658 default:
2659 assert(0);
2660 }
2661 }
2662 break;
2663 default:
2664 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2665 }
2666 }
2667
2668 static struct blit_shader *
2669 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2670 {
2671 switch(target) {
2672 case GL_TEXTURE_1D:
2673 table->sampler_1d.type = "sampler1D";
2674 table->sampler_1d.func = "texture1D";
2675 table->sampler_1d.texcoords = "texCoords.x";
2676 return &table->sampler_1d;
2677 case GL_TEXTURE_2D:
2678 table->sampler_2d.type = "sampler2D";
2679 table->sampler_2d.func = "texture2D";
2680 table->sampler_2d.texcoords = "texCoords.xy";
2681 return &table->sampler_2d;
2682 case GL_TEXTURE_RECTANGLE:
2683 table->sampler_rect.type = "sampler2DRect";
2684 table->sampler_rect.func = "texture2DRect";
2685 table->sampler_rect.texcoords = "texCoords.xy";
2686 return &table->sampler_rect;
2687 case GL_TEXTURE_3D:
2688 /* Code for mipmap generation with 3D textures is not used yet.
2689 * It's a sw fallback.
2690 */
2691 table->sampler_3d.type = "sampler3D";
2692 table->sampler_3d.func = "texture3D";
2693 table->sampler_3d.texcoords = "texCoords.xyz";
2694 return &table->sampler_3d;
2695 case GL_TEXTURE_CUBE_MAP:
2696 table->sampler_cubemap.type = "samplerCube";
2697 table->sampler_cubemap.func = "textureCube";
2698 table->sampler_cubemap.texcoords = "texCoords.xyz";
2699 return &table->sampler_cubemap;
2700 case GL_TEXTURE_1D_ARRAY:
2701 table->sampler_1d_array.type = "sampler1DArray";
2702 table->sampler_1d_array.func = "texture1DArray";
2703 table->sampler_1d_array.texcoords = "texCoords.xy";
2704 return &table->sampler_1d_array;
2705 case GL_TEXTURE_2D_ARRAY:
2706 table->sampler_2d_array.type = "sampler2DArray";
2707 table->sampler_2d_array.func = "texture2DArray";
2708 table->sampler_2d_array.texcoords = "texCoords.xyz";
2709 return &table->sampler_2d_array;
2710 case GL_TEXTURE_CUBE_MAP_ARRAY:
2711 table->sampler_cubemap_array.type = "samplerCubeArray";
2712 table->sampler_cubemap_array.func = "textureCubeArray";
2713 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2714 return &table->sampler_cubemap_array;
2715 default:
2716 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2717 " setup_texture_sampler()\n", target);
2718 return NULL;
2719 }
2720 }
2721
2722 void
2723 _mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx,
2724 struct blit_shader_table *table)
2725 {
2726 _mesa_reference_shader_program(ctx, &table->sampler_1d.shader_prog, NULL);
2727 _mesa_reference_shader_program(ctx, &table->sampler_2d.shader_prog, NULL);
2728 _mesa_reference_shader_program(ctx, &table->sampler_3d.shader_prog, NULL);
2729 _mesa_reference_shader_program(ctx, &table->sampler_rect.shader_prog, NULL);
2730 _mesa_reference_shader_program(ctx, &table->sampler_cubemap.shader_prog, NULL);
2731 _mesa_reference_shader_program(ctx, &table->sampler_1d_array.shader_prog, NULL);
2732 _mesa_reference_shader_program(ctx, &table->sampler_2d_array.shader_prog, NULL);
2733 _mesa_reference_shader_program(ctx, &table->sampler_cubemap_array.shader_prog, NULL);
2734 }
2735
2736 /**
2737 * Determine the GL data type to use for the temporary image read with
2738 * ReadPixels() and passed to Tex[Sub]Image().
2739 */
2740 static GLenum
2741 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2742 {
2743 const GLenum baseFormat = _mesa_get_format_base_format(format);
2744 const GLenum datatype = _mesa_get_format_datatype(format);
2745 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2746
2747 switch (baseFormat) {
2748 case GL_RGBA:
2749 case GL_RGB:
2750 case GL_RG:
2751 case GL_RED:
2752 case GL_ALPHA:
2753 case GL_LUMINANCE:
2754 case GL_LUMINANCE_ALPHA:
2755 case GL_INTENSITY:
2756 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2757 return datatype;
2758 } else if (format_red_bits <= 8) {
2759 return GL_UNSIGNED_BYTE;
2760 } else if (format_red_bits <= 16) {
2761 return GL_UNSIGNED_SHORT;
2762 }
2763 return GL_FLOAT;
2764 case GL_DEPTH_COMPONENT:
2765 if (datatype == GL_FLOAT)
2766 return GL_FLOAT;
2767 else
2768 return GL_UNSIGNED_INT;
2769 case GL_DEPTH_STENCIL:
2770 if (datatype == GL_FLOAT)
2771 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2772 else
2773 return GL_UNSIGNED_INT_24_8;
2774 default:
2775 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2776 baseFormat);
2777 return 0;
2778 }
2779 }
2780
2781 /**
2782 * Attempts to wrap the destination texture in an FBO and use
2783 * glBlitFramebuffer() to implement glCopyTexSubImage().
2784 */
2785 static bool
2786 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx,
2787 struct gl_texture_image *texImage,
2788 GLint xoffset,
2789 GLint yoffset,
2790 GLint zoffset,
2791 struct gl_renderbuffer *rb,
2792 GLint x, GLint y,
2793 GLsizei width, GLsizei height)
2794 {
2795 struct gl_framebuffer *drawFb;
2796 bool success = false;
2797 GLbitfield mask;
2798 GLenum status;
2799
2800 if (!ctx->Extensions.ARB_framebuffer_object)
2801 return false;
2802
2803 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
2804 if (drawFb == NULL)
2805 return false;
2806
2807 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2808 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
2809
2810 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2811 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2812 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2813 GL_DEPTH_ATTACHMENT,
2814 texImage, zoffset);
2815 mask = GL_DEPTH_BUFFER_BIT;
2816
2817 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2818 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2819 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2820 GL_STENCIL_ATTACHMENT,
2821 texImage, zoffset);
2822 mask |= GL_STENCIL_BUFFER_BIT;
2823 }
2824 _mesa_DrawBuffer(GL_NONE);
2825 } else {
2826 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2827 GL_COLOR_ATTACHMENT0,
2828 texImage, zoffset);
2829 mask = GL_COLOR_BUFFER_BIT;
2830 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2831 }
2832
2833 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
2834 if (status != GL_FRAMEBUFFER_COMPLETE)
2835 goto out;
2836
2837 ctx->Meta->Blit.no_ctsi_fallback = true;
2838
2839 /* Since we've bound a new draw framebuffer, we need to update
2840 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2841 * be correct.
2842 */
2843 _mesa_update_state(ctx);
2844
2845 /* We skip the core BlitFramebuffer checks for format consistency, which
2846 * are too strict for CopyTexImage. We know meta will be fine with format
2847 * changes.
2848 */
2849 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2850 x, y,
2851 x + width, y + height,
2852 xoffset, yoffset,
2853 xoffset + width, yoffset + height,
2854 mask, GL_NEAREST);
2855 ctx->Meta->Blit.no_ctsi_fallback = false;
2856 success = mask == 0x0;
2857
2858 out:
2859 _mesa_reference_framebuffer(&drawFb, NULL);
2860 _mesa_meta_end(ctx);
2861 return success;
2862 }
2863
2864 /**
2865 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2866 * Have to be careful with locking and meta state for pixel transfer.
2867 */
2868 void
2869 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2870 struct gl_texture_image *texImage,
2871 GLint xoffset, GLint yoffset, GLint zoffset,
2872 struct gl_renderbuffer *rb,
2873 GLint x, GLint y,
2874 GLsizei width, GLsizei height)
2875 {
2876 GLenum format, type;
2877 GLint bpp;
2878 void *buf;
2879
2880 if (copytexsubimage_using_blit_framebuffer(ctx,
2881 texImage,
2882 xoffset, yoffset, zoffset,
2883 rb,
2884 x, y,
2885 width, height)) {
2886 return;
2887 }
2888
2889 /* Choose format/type for temporary image buffer */
2890 format = _mesa_get_format_base_format(texImage->TexFormat);
2891 if (format == GL_LUMINANCE ||
2892 format == GL_LUMINANCE_ALPHA ||
2893 format == GL_INTENSITY) {
2894 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2895 * temp image buffer because glReadPixels will do L=R+G+B which is
2896 * not what we want (should be L=R).
2897 */
2898 format = GL_RGBA;
2899 }
2900
2901 type = get_temp_image_type(ctx, texImage->TexFormat);
2902 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2903 format = _mesa_base_format_to_integer_format(format);
2904 }
2905 bpp = _mesa_bytes_per_pixel(format, type);
2906 if (bpp <= 0) {
2907 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2908 return;
2909 }
2910
2911 /*
2912 * Alloc image buffer (XXX could use a PBO)
2913 */
2914 buf = malloc(width * height * bpp);
2915 if (!buf) {
2916 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2917 return;
2918 }
2919
2920 /*
2921 * Read image from framebuffer (disable pixel transfer ops)
2922 */
2923 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2924 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2925 format, type, &ctx->Pack, buf);
2926 _mesa_meta_end(ctx);
2927
2928 _mesa_update_state(ctx); /* to update pixel transfer state */
2929
2930 /*
2931 * Store texture data (with pixel transfer ops)
2932 */
2933 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2934
2935 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2936 assert(yoffset == 0);
2937 ctx->Driver.TexSubImage(ctx, dims, texImage,
2938 xoffset, zoffset, 0, width, 1, 1,
2939 format, type, buf, &ctx->Unpack);
2940 } else {
2941 ctx->Driver.TexSubImage(ctx, dims, texImage,
2942 xoffset, yoffset, zoffset, width, height, 1,
2943 format, type, buf, &ctx->Unpack);
2944 }
2945
2946 _mesa_meta_end(ctx);
2947
2948 free(buf);
2949 }
2950
2951 static void
2952 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2953 {
2954 if (decompress_fbo->fb != NULL) {
2955 _mesa_reference_framebuffer(&decompress_fbo->fb, NULL);
2956 _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL);
2957 }
2958
2959 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2960 }
2961
2962 static void
2963 meta_decompress_cleanup(struct gl_context *ctx,
2964 struct decompress_state *decompress)
2965 {
2966 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2967 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2968
2969 if (decompress->VAO != 0) {
2970 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2971 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2972 }
2973
2974 _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
2975
2976 memset(decompress, 0, sizeof(*decompress));
2977 }
2978
2979 /**
2980 * Decompress a texture image by drawing a quad with the compressed
2981 * texture and reading the pixels out of the color buffer.
2982 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2983 * \param destFormat format, ala glReadPixels
2984 * \param destType type, ala glReadPixels
2985 * \param dest destination buffer
2986 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2987 */
2988 static bool
2989 decompress_texture_image(struct gl_context *ctx,
2990 struct gl_texture_image *texImage,
2991 GLuint slice,
2992 GLint xoffset, GLint yoffset,
2993 GLsizei width, GLsizei height,
2994 GLenum destFormat, GLenum destType,
2995 GLvoid *dest)
2996 {
2997 struct decompress_state *decompress = &ctx->Meta->Decompress;
2998 struct decompress_fbo_state *decompress_fbo;
2999 struct gl_texture_object *texObj = texImage->TexObject;
3000 const GLenum target = texObj->Target;
3001 GLenum rbFormat;
3002 GLenum faceTarget;
3003 struct vertex verts[4];
3004 struct gl_sampler_object *samp_obj_save = NULL;
3005 GLenum status;
3006 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3007 ctx->Extensions.ARB_fragment_shader;
3008
3009 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3010 case GL_FLOAT:
3011 decompress_fbo = &decompress->floatFBO;
3012 rbFormat = GL_RGBA32F;
3013 break;
3014 case GL_UNSIGNED_NORMALIZED:
3015 decompress_fbo = &decompress->byteFBO;
3016 rbFormat = GL_RGBA;
3017 break;
3018 default:
3019 return false;
3020 }
3021
3022 if (slice > 0) {
3023 assert(target == GL_TEXTURE_3D ||
3024 target == GL_TEXTURE_2D_ARRAY ||
3025 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3026 }
3027
3028 switch (target) {
3029 case GL_TEXTURE_1D:
3030 case GL_TEXTURE_1D_ARRAY:
3031 assert(!"No compressed 1D textures.");
3032 return false;
3033
3034 case GL_TEXTURE_CUBE_MAP_ARRAY:
3035 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3036 break;
3037
3038 case GL_TEXTURE_CUBE_MAP:
3039 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3040 break;
3041
3042 default:
3043 faceTarget = target;
3044 break;
3045 }
3046
3047 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3048 MESA_META_DRAW_BUFFERS));
3049 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3050
3051 _mesa_reference_sampler_object(ctx, &samp_obj_save,
3052 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
3053
3054 /* Create/bind FBO/renderbuffer */
3055 if (decompress_fbo->fb == NULL) {
3056 decompress_fbo->rb = ctx->Driver.NewRenderbuffer(ctx, 0xDEADBEEF);
3057 if (decompress_fbo->rb == NULL) {
3058 _mesa_meta_end(ctx);
3059 return false;
3060 }
3061
3062 decompress_fbo->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3063 if (decompress_fbo->fb == NULL) {
3064 _mesa_meta_end(ctx);
3065 return false;
3066 }
3067
3068 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3069 _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
3070 decompress_fbo->rb);
3071 }
3072 else {
3073 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3074 }
3075
3076 /* alloc dest surface */
3077 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3078 _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
3079 width, height, 0);
3080
3081 /* Do the full completeness check to recompute
3082 * ctx->DrawBuffer->Width/Height.
3083 */
3084 ctx->DrawBuffer->_Status = GL_FRAMEBUFFER_UNDEFINED;
3085 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3086 if (status != GL_FRAMEBUFFER_COMPLETE) {
3087 /* If the framebuffer isn't complete then we'll leave
3088 * decompress_fbo->Width as zero so that it will fail again next time
3089 * too */
3090 _mesa_meta_end(ctx);
3091 return false;
3092 }
3093 decompress_fbo->Width = width;
3094 decompress_fbo->Height = height;
3095 }
3096
3097 if (use_glsl_version) {
3098 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3099 &decompress->buf_obj, true,
3100 2, 4, 0);
3101
3102 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3103 } else {
3104 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3105 &decompress->buf_obj, 3);
3106 }
3107
3108 if (decompress->samp_obj == NULL) {
3109 decompress->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
3110 if (decompress->samp_obj == NULL) {
3111 _mesa_meta_end(ctx);
3112
3113 /* This is a bit lazy. Flag out of memory, and then don't bother to
3114 * clean up. Once out of memory is flagged, the only realistic next
3115 * move is to destroy the context. That will trigger all the right
3116 * clean up.
3117 *
3118 * Returning true prevents other GetTexImage methods from attempting
3119 * anything since they will likely fail too.
3120 */
3121 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
3122 return true;
3123 }
3124
3125 /* nearest filtering */
3126 _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
3127
3128 /* We don't want to encode or decode sRGB values; treat them as linear. */
3129 _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT);
3130 }
3131
3132 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
3133
3134 /* Silence valgrind warnings about reading uninitialized stack. */
3135 memset(verts, 0, sizeof(verts));
3136
3137 _mesa_meta_setup_texture_coords(faceTarget, slice,
3138 xoffset, yoffset, width, height,
3139 texImage->Width, texImage->Height,
3140 texImage->Depth,
3141 verts[0].tex,
3142 verts[1].tex,
3143 verts[2].tex,
3144 verts[3].tex);
3145
3146 /* setup vertex positions */
3147 verts[0].x = -1.0F;
3148 verts[0].y = -1.0F;
3149 verts[1].x = 1.0F;
3150 verts[1].y = -1.0F;
3151 verts[2].x = 1.0F;
3152 verts[2].y = 1.0F;
3153 verts[3].x = -1.0F;
3154 verts[3].y = 1.0F;
3155
3156 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3157
3158 /* upload new vertex data */
3159 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts);
3160
3161 /* setup texture state */
3162 _mesa_BindTexture(target, texObj->Name);
3163
3164 if (!use_glsl_version)
3165 _mesa_set_enable(ctx, target, GL_TRUE);
3166
3167 {
3168 /* save texture object state */
3169 const GLint baseLevelSave = texObj->BaseLevel;
3170 const GLint maxLevelSave = texObj->MaxLevel;
3171
3172 /* restrict sampling to the texture level of interest */
3173 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3174 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3175 (GLint *) &texImage->Level, false);
3176 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3177 (GLint *) &texImage->Level, false);
3178 }
3179
3180 /* render quad w/ texture into renderbuffer */
3181 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3182
3183 /* Restore texture object state, the texture binding will
3184 * be restored by _mesa_meta_end().
3185 */
3186 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3187 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3188 &baseLevelSave, false);
3189 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3190 &maxLevelSave, false);
3191 }
3192
3193 }
3194
3195 /* read pixels from renderbuffer */
3196 {
3197 GLenum baseTexFormat = texImage->_BaseFormat;
3198 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3199
3200 /* The pixel transfer state will be set to default values at this point
3201 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3202 * turned off (as required by glGetTexImage) but we need to handle some
3203 * special cases. In particular, single-channel texture values are
3204 * returned as red and two-channel texture values are returned as
3205 * red/alpha.
3206 */
3207 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3208 destBaseFormat) ||
3209 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3210 * luminance then we need to return L=tex(R).
3211 */
3212 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3213 destBaseFormat)) {
3214 /* Green and blue must be zero */
3215 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3216 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3217 }
3218
3219 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3220 }
3221
3222 /* disable texture unit */
3223 if (!use_glsl_version)
3224 _mesa_set_enable(ctx, target, GL_FALSE);
3225
3226 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
3227 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
3228
3229 _mesa_meta_end(ctx);
3230
3231 return true;
3232 }
3233
3234
3235 /**
3236 * This is just a wrapper around _mesa_get_tex_image() and
3237 * decompress_texture_image(). Meta functions should not be directly called
3238 * from core Mesa.
3239 */
3240 void
3241 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3242 GLint xoffset, GLint yoffset, GLint zoffset,
3243 GLsizei width, GLsizei height, GLsizei depth,
3244 GLenum format, GLenum type, GLvoid *pixels,
3245 struct gl_texture_image *texImage)
3246 {
3247 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3248 GLuint slice;
3249 bool result = true;
3250
3251 for (slice = 0; slice < depth; slice++) {
3252 void *dst;
3253 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
3254 *
3255 * "For three-dimensional, two-dimensional array, cube map array,
3256 * and cube map textures pixel storage operations are applied as
3257 * if the image were two-dimensional, except that the additional
3258 * pixel storage state values PACK_IMAGE_HEIGHT and
3259 * PACK_SKIP_IMAGES are applied. The correspondence of texels to
3260 * memory locations is as defined for TexImage3D in section 8.5."
3261 */
3262 switch (texImage->TexObject->Target) {
3263 case GL_TEXTURE_3D:
3264 case GL_TEXTURE_2D_ARRAY:
3265 case GL_TEXTURE_CUBE_MAP:
3266 case GL_TEXTURE_CUBE_MAP_ARRAY: {
3267 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3268 * in the decompress_texture_image() function's call to
3269 * glReadPixels but we need to compute the dest slice's address
3270 * here (according to SkipImages and ImageHeight).
3271 */
3272 struct gl_pixelstore_attrib packing = ctx->Pack;
3273 packing.SkipPixels = 0;
3274 packing.SkipRows = 0;
3275 dst = _mesa_image_address3d(&packing, pixels, width, height,
3276 format, type, slice, 0, 0);
3277 break;
3278 }
3279 default:
3280 dst = pixels;
3281 break;
3282 }
3283 result = decompress_texture_image(ctx, texImage, slice,
3284 xoffset, yoffset, width, height,
3285 format, type, dst);
3286 if (!result)
3287 break;
3288 }
3289
3290 if (result)
3291 return;
3292 }
3293
3294 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3295 width, height, depth, format, type, pixels, texImage);
3296 }
3297
3298
3299 /**
3300 * Meta implementation of ctx->Driver.DrawTex() in terms
3301 * of polygon rendering.
3302 */
3303 void
3304 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3305 GLfloat width, GLfloat height)
3306 {
3307 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3308 struct vertex {
3309 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3310 };
3311 struct vertex verts[4];
3312 GLuint i;
3313
3314 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3315 MESA_META_SHADER |
3316 MESA_META_TRANSFORM |
3317 MESA_META_VERTEX |
3318 MESA_META_VIEWPORT));
3319
3320 if (drawtex->VAO == 0) {
3321 /* one-time setup */
3322 struct gl_vertex_array_object *array_obj;
3323
3324 /* create vertex array object */
3325 _mesa_GenVertexArrays(1, &drawtex->VAO);
3326 _mesa_BindVertexArray(drawtex->VAO);
3327
3328 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3329 assert(array_obj != NULL);
3330
3331 /* create vertex array buffer */
3332 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3333 if (drawtex->buf_obj == NULL)
3334 return;
3335
3336 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3337 GL_DYNAMIC_DRAW, __func__);
3338
3339 /* setup vertex arrays */
3340 FLUSH_VERTICES(ctx, 0);
3341 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3342 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3343 GL_FALSE, GL_FALSE,
3344 offsetof(struct vertex, x));
3345 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3346 drawtex->buf_obj, 0, sizeof(struct vertex));
3347 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
3348
3349
3350 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3351 FLUSH_VERTICES(ctx, 0);
3352 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3353 2, GL_FLOAT, GL_RGBA, GL_FALSE,
3354 GL_FALSE, GL_FALSE,
3355 offsetof(struct vertex, st[i]));
3356 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3357 drawtex->buf_obj, 0, sizeof(struct vertex));
3358 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
3359 }
3360 }
3361 else {
3362 _mesa_BindVertexArray(drawtex->VAO);
3363 }
3364
3365 /* vertex positions, texcoords */
3366 {
3367 const GLfloat x1 = x + width;
3368 const GLfloat y1 = y + height;
3369
3370 z = CLAMP(z, 0.0f, 1.0f);
3371 z = invert_z(z);
3372
3373 verts[0].x = x;
3374 verts[0].y = y;
3375 verts[0].z = z;
3376
3377 verts[1].x = x1;
3378 verts[1].y = y;
3379 verts[1].z = z;
3380
3381 verts[2].x = x1;
3382 verts[2].y = y1;
3383 verts[2].z = z;
3384
3385 verts[3].x = x;
3386 verts[3].y = y1;
3387 verts[3].z = z;
3388
3389 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3390 const struct gl_texture_object *texObj;
3391 const struct gl_texture_image *texImage;
3392 GLfloat s, t, s1, t1;
3393 GLuint tw, th;
3394
3395 if (!ctx->Texture.Unit[i]._Current) {
3396 GLuint j;
3397 for (j = 0; j < 4; j++) {
3398 verts[j].st[i][0] = 0.0f;
3399 verts[j].st[i][1] = 0.0f;
3400 }
3401 continue;
3402 }
3403
3404 texObj = ctx->Texture.Unit[i]._Current;
3405 texImage = texObj->Image[0][texObj->BaseLevel];
3406 tw = texImage->Width2;
3407 th = texImage->Height2;
3408
3409 s = (GLfloat) texObj->CropRect[0] / tw;
3410 t = (GLfloat) texObj->CropRect[1] / th;
3411 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3412 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3413
3414 verts[0].st[i][0] = s;
3415 verts[0].st[i][1] = t;
3416
3417 verts[1].st[i][0] = s1;
3418 verts[1].st[i][1] = t;
3419
3420 verts[2].st[i][0] = s1;
3421 verts[2].st[i][1] = t1;
3422
3423 verts[3].st[i][0] = s;
3424 verts[3].st[i][1] = t1;
3425 }
3426
3427 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts);
3428 }
3429
3430 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3431
3432 _mesa_meta_end(ctx);
3433 }
3434
3435 static bool
3436 cleartexsubimage_color(struct gl_context *ctx,
3437 struct gl_texture_image *texImage,
3438 const GLvoid *clearValue,
3439 GLint zoffset)
3440 {
3441 mesa_format format;
3442 union gl_color_union colorValue;
3443 GLenum datatype;
3444 GLenum status;
3445
3446 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3447 GL_COLOR_ATTACHMENT0,
3448 texImage, zoffset);
3449
3450 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3451 if (status != GL_FRAMEBUFFER_COMPLETE)
3452 return false;
3453
3454 /* We don't want to apply an sRGB conversion so override the format */
3455 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3456 datatype = _mesa_get_format_datatype(format);
3457
3458 switch (datatype) {
3459 case GL_UNSIGNED_INT:
3460 case GL_INT:
3461 if (clearValue)
3462 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3463 (GLuint (*)[4]) colorValue.ui);
3464 else
3465 memset(&colorValue, 0, sizeof colorValue);
3466 if (datatype == GL_INT)
3467 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3468 else
3469 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3470 break;
3471 default:
3472 if (clearValue)
3473 _mesa_unpack_rgba_row(format, 1, clearValue,
3474 (GLfloat (*)[4]) colorValue.f);
3475 else
3476 memset(&colorValue, 0, sizeof colorValue);
3477 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3478 break;
3479 }
3480
3481 return true;
3482 }
3483
3484 static bool
3485 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3486 struct gl_texture_image *texImage,
3487 const GLvoid *clearValue,
3488 GLint zoffset)
3489 {
3490 GLint stencilValue;
3491 GLfloat depthValue;
3492 GLenum status;
3493
3494 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3495 GL_DEPTH_ATTACHMENT,
3496 texImage, zoffset);
3497
3498 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3499 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3500 GL_STENCIL_ATTACHMENT,
3501 texImage, zoffset);
3502
3503 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3504 if (status != GL_FRAMEBUFFER_COMPLETE)
3505 return false;
3506
3507 if (clearValue) {
3508 GLuint depthStencilValue[2];
3509
3510 /* Convert the clearValue from whatever format it's in to a floating
3511 * point value for the depth and an integer value for the stencil index
3512 */
3513 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3514 1, /* n */
3515 clearValue,
3516 depthStencilValue);
3517 /* We need a memcpy here instead of a cast because we need to
3518 * reinterpret the bytes as a float rather than converting it
3519 */
3520 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3521 stencilValue = depthStencilValue[1] & 0xff;
3522 } else {
3523 depthValue = 0.0f;
3524 stencilValue = 0;
3525 }
3526
3527 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3528 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3529 else
3530 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3531
3532 return true;
3533 }
3534
3535 static bool
3536 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3537 struct gl_texture_image *texImage,
3538 GLint zoffset,
3539 const GLvoid *clearValue)
3540 {
3541 struct gl_framebuffer *drawFb;
3542 bool success;
3543
3544 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3545 if (drawFb == NULL)
3546 return false;
3547
3548 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
3549
3550 switch(texImage->_BaseFormat) {
3551 case GL_DEPTH_STENCIL:
3552 case GL_DEPTH_COMPONENT:
3553 success = cleartexsubimage_depth_stencil(ctx, texImage,
3554 clearValue, zoffset);
3555 break;
3556 default:
3557 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3558 break;
3559 }
3560
3561 _mesa_reference_framebuffer(&drawFb, NULL);
3562
3563 return success;
3564 }
3565
3566 static bool
3567 cleartexsubimage_using_fbo(struct gl_context *ctx,
3568 struct gl_texture_image *texImage,
3569 GLint xoffset, GLint yoffset, GLint zoffset,
3570 GLsizei width, GLsizei height, GLsizei depth,
3571 const GLvoid *clearValue)
3572 {
3573 bool success = true;
3574 GLint z;
3575
3576 _mesa_meta_begin(ctx,
3577 MESA_META_SCISSOR |
3578 MESA_META_COLOR_MASK |
3579 MESA_META_DITHER |
3580 MESA_META_FRAMEBUFFER_SRGB);
3581
3582 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3583 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3584
3585 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3586 _mesa_Scissor(xoffset, yoffset, width, height);
3587
3588 for (z = zoffset; z < zoffset + depth; z++) {
3589 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3590 success = false;
3591 break;
3592 }
3593 }
3594
3595 _mesa_meta_end(ctx);
3596
3597 return success;
3598 }
3599
3600 extern void
3601 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3602 struct gl_texture_image *texImage,
3603 GLint xoffset, GLint yoffset, GLint zoffset,
3604 GLsizei width, GLsizei height, GLsizei depth,
3605 const GLvoid *clearValue)
3606 {
3607 bool res;
3608
3609 res = cleartexsubimage_using_fbo(ctx, texImage,
3610 xoffset, yoffset, zoffset,
3611 width, height, depth,
3612 clearValue);
3613
3614 if (res)
3615 return;
3616
3617 _mesa_warning(ctx,
3618 "Falling back to mapping the texture in "
3619 "glClearTexSubImage\n");
3620
3621 _mesa_store_cleartexsubimage(ctx, texImage,
3622 xoffset, yoffset, zoffset,
3623 width, height, depth,
3624 clearValue);
3625 }