ea096d585fde8941039200fdffe8711d612b0431
[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 "util/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/draw.h"
46 #include "main/depth.h"
47 #include "main/enable.h"
48 #include "main/fbobject.h"
49 #include "main/feedback.h"
50 #include "main/formats.h"
51 #include "main/format_unpack.h"
52 #include "main/framebuffer.h"
53 #include "main/glformats.h"
54 #include "main/image.h"
55 #include "main/macros.h"
56 #include "main/matrix.h"
57 #include "main/mipmap.h"
58 #include "main/multisample.h"
59 #include "main/objectlabel.h"
60 #include "main/pipelineobj.h"
61 #include "main/pixel.h"
62 #include "main/pbo.h"
63 #include "main/polygon.h"
64 #include "main/queryobj.h"
65 #include "main/readpix.h"
66 #include "main/renderbuffer.h"
67 #include "main/scissor.h"
68 #include "main/shaderapi.h"
69 #include "main/shaderobj.h"
70 #include "main/state.h"
71 #include "main/stencil.h"
72 #include "main/texobj.h"
73 #include "main/texenv.h"
74 #include "main/texgetimage.h"
75 #include "main/teximage.h"
76 #include "main/texparam.h"
77 #include "main/texstate.h"
78 #include "main/texstore.h"
79 #include "main/transformfeedback.h"
80 #include "main/uniforms.h"
81 #include "main/varray.h"
82 #include "main/viewport.h"
83 #include "main/samplerobj.h"
84 #include "program/program.h"
85 #include "swrast/swrast.h"
86 #include "drivers/common/meta.h"
87 #include "main/enums.h"
88 #include "main/glformats.h"
89 #include "util/bitscan.h"
90 #include "util/ralloc.h"
91 #include "compiler/nir/nir.h"
92 #include "util/u_math.h"
93 #include "util/u_memory.h"
94
95 /** Return offset in bytes of the field within a vertex struct */
96 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
97
98 static void
99 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
100
101 static struct blit_shader *
102 choose_blit_shader(GLenum target, struct blit_shader_table *table);
103
104 static void cleanup_temp_texture(struct gl_context *ctx,
105 struct temp_texture *tex);
106 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
107 struct clear_state *clear);
108 static void meta_copypix_cleanup(struct gl_context *ctx,
109 struct copypix_state *copypix);
110 static void meta_decompress_cleanup(struct gl_context *ctx,
111 struct decompress_state *decompress);
112 static void meta_drawpix_cleanup(struct gl_context *ctx,
113 struct drawpix_state *drawpix);
114 static void meta_drawtex_cleanup(struct gl_context *ctx,
115 struct drawtex_state *drawtex);
116 static void meta_bitmap_cleanup(struct gl_context *ctx,
117 struct bitmap_state *bitmap);
118
119 void
120 _mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
121 struct gl_framebuffer *fb,
122 GLenum attachment,
123 struct gl_texture_image *texImage,
124 GLuint layer)
125 {
126 struct gl_texture_object *texObj = texImage->TexObject;
127 int level = texImage->Level;
128 const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP
129 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face
130 : texObj->Target;
131
132 struct gl_renderbuffer_attachment *att =
133 _mesa_get_and_validate_attachment(ctx, fb, attachment, __func__);
134 assert(att);
135
136 _mesa_framebuffer_texture(ctx, fb, attachment, att, texObj, texTarget,
137 level, att->NumSamples, layer, false);
138 }
139
140 static struct gl_shader *
141 meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
142 const GLcharARB *source)
143 {
144 const GLuint name = ~0;
145 struct gl_shader *sh;
146
147 sh = _mesa_new_shader(name, stage);
148 sh->Source = strdup(source);
149 sh->CompileStatus = COMPILE_FAILURE;
150 _mesa_compile_shader(ctx, sh);
151
152 if (!sh->CompileStatus) {
153 if (sh->InfoLog) {
154 _mesa_problem(ctx,
155 "meta program compile failed:\n%s\nsource:\n%s\n",
156 sh->InfoLog, source);
157 }
158
159 _mesa_reference_shader(ctx, &sh, NULL);
160 }
161
162 return sh;
163 }
164
165 void
166 _mesa_meta_link_program_with_debug(struct gl_context *ctx,
167 struct gl_shader_program *sh_prog)
168 {
169 _mesa_link_program(ctx, sh_prog);
170
171 if (!sh_prog->data->LinkStatus) {
172 _mesa_problem(ctx, "meta program link failed:\n%s",
173 sh_prog->data->InfoLog);
174 }
175 }
176
177 void
178 _mesa_meta_use_program(struct gl_context *ctx,
179 struct gl_shader_program *sh_prog)
180 {
181 /* Attach shader state to the binding point */
182 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
183
184 /* Update the program */
185 _mesa_use_shader_program(ctx, sh_prog);
186 }
187
188 void
189 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
190 const char *vs_source,
191 const char *fs_source,
192 const char *name,
193 struct gl_shader_program **out_sh_prog)
194 {
195 struct gl_shader_program *sh_prog;
196 const GLuint id = ~0;
197
198 sh_prog = _mesa_new_shader_program(id);
199 sh_prog->Label = strdup(name);
200 sh_prog->NumShaders = 2;
201 sh_prog->Shaders = malloc(2 * sizeof(struct gl_shader *));
202 sh_prog->Shaders[0] =
203 meta_compile_shader_with_debug(ctx, MESA_SHADER_VERTEX, vs_source);
204 sh_prog->Shaders[1] =
205 meta_compile_shader_with_debug(ctx, MESA_SHADER_FRAGMENT, fs_source);
206
207 _mesa_meta_link_program_with_debug(ctx, sh_prog);
208
209 struct gl_program *fp =
210 sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
211
212 /* texelFetch() can break GL_SKIP_DECODE_EXT, but many meta passes want
213 * to use both together; pretend that we're not using texelFetch to hack
214 * around this bad interaction. This is a bit fragile as it may break
215 * if you re-run the pass that gathers this info, but we probably won't...
216 */
217 fp->info.textures_used_by_txf = 0;
218 if (fp->nir)
219 fp->nir->info.textures_used_by_txf = 0;
220
221 _mesa_meta_use_program(ctx, sh_prog);
222
223 *out_sh_prog = sh_prog;
224 }
225
226 /**
227 * Generate a generic shader to blit from a texture to a framebuffer
228 *
229 * \param ctx Current GL context
230 * \param texTarget Texture target that will be the source of the blit
231 *
232 * \returns a handle to a shader program on success or zero on failure.
233 */
234 void
235 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
236 GLenum target,
237 bool do_depth,
238 struct blit_shader_table *table)
239 {
240 char *vs_source, *fs_source;
241 struct blit_shader *shader = choose_blit_shader(target, table);
242 const char *fs_input, *vs_preprocess, *fs_preprocess;
243 void *mem_ctx;
244
245 if (ctx->Const.GLSLVersion < 130) {
246 vs_preprocess = "";
247 fs_preprocess = "#extension GL_EXT_texture_array : enable";
248 fs_input = "varying";
249 } else {
250 vs_preprocess = "#version 130";
251 fs_preprocess = "#version 130";
252 fs_input = "in";
253 shader->func = "texture";
254 }
255
256 assert(shader != NULL);
257
258 if (shader->shader_prog != NULL) {
259 _mesa_meta_use_program(ctx, shader->shader_prog);
260 return;
261 }
262
263 mem_ctx = ralloc_context(NULL);
264
265 vs_source = ralloc_asprintf(mem_ctx,
266 "%s\n"
267 "#extension GL_ARB_explicit_attrib_location: enable\n"
268 "layout(location = 0) in vec2 position;\n"
269 "layout(location = 1) in vec4 textureCoords;\n"
270 "out vec4 texCoords;\n"
271 "void main()\n"
272 "{\n"
273 " texCoords = textureCoords;\n"
274 " gl_Position = vec4(position, 0.0, 1.0);\n"
275 "}\n",
276 vs_preprocess);
277
278 fs_source = ralloc_asprintf(mem_ctx,
279 "%s\n"
280 "#extension GL_ARB_texture_cube_map_array: enable\n"
281 "uniform %s texSampler;\n"
282 "%s vec4 texCoords;\n"
283 "void main()\n"
284 "{\n"
285 " gl_FragColor = %s(texSampler, %s);\n"
286 "%s"
287 "}\n",
288 fs_preprocess, shader->type, fs_input,
289 shader->func, shader->texcoords,
290 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
291
292 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
293 ralloc_asprintf(mem_ctx, "%s blit",
294 shader->type),
295 &shader->shader_prog);
296 ralloc_free(mem_ctx);
297 }
298
299 /**
300 * Configure vertex buffer and vertex array objects for tests
301 *
302 * Regardless of whether a new VAO is created, the object referenced by \c VAO
303 * will be bound into the GL state vector when this function terminates. The
304 * object referenced by \c VBO will \b not be bound.
305 *
306 * \param VAO Storage for vertex array object handle. If 0, a new VAO
307 * will be created.
308 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
309 * will be created. The new VBO will have storage for 4
310 * \c vertex structures.
311 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
312 * or should traditional, fixed-function color and texture
313 * coordinate be used?
314 * \param vertex_size Number of components for attribute 0 / vertex.
315 * \param texcoord_size Number of components for attribute 1 / texture
316 * coordinate. If this is 0, attribute 1 will not be set or
317 * enabled.
318 * \param color_size Number of components for attribute 1 / primary color.
319 * If this is 0, attribute 1 will not be set or enabled.
320 *
321 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
322 * Use \c texcoord_size instead.
323 */
324 void
325 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
326 GLuint *VAO, struct gl_buffer_object **buf_obj,
327 bool use_generic_attributes,
328 unsigned vertex_size, unsigned texcoord_size,
329 unsigned color_size)
330 {
331 if (*VAO == 0) {
332 struct gl_vertex_array_object *array_obj;
333 assert(*buf_obj == NULL);
334
335 /* create vertex array object */
336 _mesa_GenVertexArrays(1, VAO);
337 _mesa_BindVertexArray(*VAO);
338
339 array_obj = _mesa_lookup_vao(ctx, *VAO);
340 assert(array_obj != NULL);
341
342 /* create vertex array buffer */
343 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
344 if (*buf_obj == NULL)
345 return;
346
347 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
348 GL_DYNAMIC_DRAW, __func__);
349
350 /* setup vertex arrays */
351 FLUSH_VERTICES(ctx, 0);
352 if (use_generic_attributes) {
353 assert(color_size == 0);
354
355 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
356 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
357 GL_FALSE, GL_FALSE,
358 offsetof(struct vertex, x));
359 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
360 *buf_obj, 0, sizeof(struct vertex));
361 _mesa_enable_vertex_array_attrib(ctx, array_obj,
362 VERT_ATTRIB_GENERIC(0));
363 if (texcoord_size > 0) {
364 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
365 texcoord_size, GL_FLOAT, GL_RGBA,
366 GL_FALSE, GL_FALSE, GL_FALSE,
367 offsetof(struct vertex, tex));
368 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
369 *buf_obj, 0, sizeof(struct vertex));
370 _mesa_enable_vertex_array_attrib(ctx, array_obj,
371 VERT_ATTRIB_GENERIC(1));
372 }
373 } else {
374 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
375 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
376 GL_FALSE, GL_FALSE,
377 offsetof(struct vertex, x));
378 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
379 *buf_obj, 0, sizeof(struct vertex));
380 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
381
382 if (texcoord_size > 0) {
383 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
384 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
385 GL_FALSE, GL_FALSE,
386 offsetof(struct vertex, tex));
387 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
388 *buf_obj, 0, sizeof(struct vertex));
389 _mesa_enable_vertex_array_attrib(ctx, array_obj,
390 VERT_ATTRIB_TEX(0));
391 }
392
393 if (color_size > 0) {
394 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
395 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
396 GL_FALSE, GL_FALSE,
397 offsetof(struct vertex, r));
398 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
399 *buf_obj, 0, sizeof(struct vertex));
400 _mesa_enable_vertex_array_attrib(ctx, array_obj,
401 VERT_ATTRIB_COLOR0);
402 }
403 }
404 } else {
405 _mesa_BindVertexArray(*VAO);
406 }
407 }
408
409 /**
410 * Initialize meta-ops for a context.
411 * To be called once during context creation.
412 */
413 void
414 _mesa_meta_init(struct gl_context *ctx)
415 {
416 assert(!ctx->Meta);
417
418 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
419 }
420
421 /**
422 * Free context meta-op state.
423 * To be called once during context destruction.
424 */
425 void
426 _mesa_meta_free(struct gl_context *ctx)
427 {
428 GET_CURRENT_CONTEXT(old_context);
429 _mesa_make_current(ctx, NULL, NULL);
430 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
431 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
432 meta_copypix_cleanup(ctx, &ctx->Meta->CopyPix);
433 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
434 cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
435 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
436 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
437 meta_drawtex_cleanup(ctx, &ctx->Meta->DrawTex);
438 meta_bitmap_cleanup(ctx, &ctx->Meta->Bitmap);
439
440 if (old_context)
441 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
442 else
443 _mesa_make_current(NULL, NULL, NULL);
444 free(ctx->Meta);
445 ctx->Meta = NULL;
446 }
447
448
449 /**
450 * Enter meta state. This is like a light-weight version of glPushAttrib
451 * but it also resets most GL state back to default values.
452 *
453 * \param state bitmask of MESA_META_* flags indicating which attribute groups
454 * to save and reset to their defaults
455 */
456 void
457 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
458 {
459 struct save_state *save;
460
461 /* hope MAX_META_OPS_DEPTH is large enough */
462 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
463
464 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
465 memset(save, 0, sizeof(*save));
466 save->SavedState = state;
467
468 /* We always push into desktop GL mode and pop out at the end. No sense in
469 * writing our shaders varying based on the user's context choice, when
470 * Mesa can handle either.
471 */
472 save->API = ctx->API;
473 ctx->API = API_OPENGL_COMPAT;
474
475 /* Mesa's extension helper functions use the current context's API to look up
476 * the version required by an extension as a step in determining whether or
477 * not it has been advertised. Since meta aims to only be restricted by the
478 * driver capability (and not by whether or not an extension has been
479 * advertised), set the helper functions' Version variable to a value that
480 * will make the checks on the context API and version unconditionally pass.
481 */
482 save->ExtensionsVersion = ctx->Extensions.Version;
483 ctx->Extensions.Version = ~0;
484
485 /* Pausing transform feedback needs to be done early, or else we won't be
486 * able to change other state.
487 */
488 save->TransformFeedbackNeedsResume =
489 _mesa_is_xfb_active_and_unpaused(ctx);
490 if (save->TransformFeedbackNeedsResume)
491 _mesa_PauseTransformFeedback();
492
493 /* After saving the current occlusion object, call EndQuery so that no
494 * occlusion querying will be active during the meta-operation.
495 */
496 if (state & MESA_META_OCCLUSION_QUERY) {
497 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
498 if (save->CurrentOcclusionObject)
499 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
500 }
501
502 if (state & MESA_META_ALPHA_TEST) {
503 save->AlphaEnabled = ctx->Color.AlphaEnabled;
504 save->AlphaFunc = ctx->Color.AlphaFunc;
505 save->AlphaRef = ctx->Color.AlphaRef;
506 if (ctx->Color.AlphaEnabled)
507 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
508 }
509
510 if (state & MESA_META_BLEND) {
511 save->BlendEnabled = ctx->Color.BlendEnabled;
512 if (ctx->Color.BlendEnabled) {
513 if (ctx->Extensions.EXT_draw_buffers2) {
514 GLuint i;
515 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
516 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
517 }
518 }
519 else {
520 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
521 }
522 }
523 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
524 if (ctx->Color.ColorLogicOpEnabled)
525 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
526 }
527
528 if (state & MESA_META_DITHER) {
529 save->DitherFlag = ctx->Color.DitherFlag;
530 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
531 }
532
533 if (state & MESA_META_COLOR_MASK)
534 save->ColorMask = ctx->Color.ColorMask;
535
536 if (state & MESA_META_DEPTH_TEST) {
537 save->Depth = ctx->Depth; /* struct copy */
538 if (ctx->Depth.Test)
539 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
540 }
541
542 if (state & MESA_META_FOG) {
543 save->Fog = ctx->Fog.Enabled;
544 if (ctx->Fog.Enabled)
545 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
546 }
547
548 if (state & MESA_META_PIXEL_STORE) {
549 save->Pack = ctx->Pack;
550 save->Unpack = ctx->Unpack;
551 ctx->Pack = ctx->DefaultPacking;
552 ctx->Unpack = ctx->DefaultPacking;
553 }
554
555 if (state & MESA_META_PIXEL_TRANSFER) {
556 save->RedScale = ctx->Pixel.RedScale;
557 save->RedBias = ctx->Pixel.RedBias;
558 save->GreenScale = ctx->Pixel.GreenScale;
559 save->GreenBias = ctx->Pixel.GreenBias;
560 save->BlueScale = ctx->Pixel.BlueScale;
561 save->BlueBias = ctx->Pixel.BlueBias;
562 save->AlphaScale = ctx->Pixel.AlphaScale;
563 save->AlphaBias = ctx->Pixel.AlphaBias;
564 save->MapColorFlag = ctx->Pixel.MapColorFlag;
565 ctx->Pixel.RedScale = 1.0F;
566 ctx->Pixel.RedBias = 0.0F;
567 ctx->Pixel.GreenScale = 1.0F;
568 ctx->Pixel.GreenBias = 0.0F;
569 ctx->Pixel.BlueScale = 1.0F;
570 ctx->Pixel.BlueBias = 0.0F;
571 ctx->Pixel.AlphaScale = 1.0F;
572 ctx->Pixel.AlphaBias = 0.0F;
573 ctx->Pixel.MapColorFlag = GL_FALSE;
574 /* XXX more state */
575 ctx->NewState |=_NEW_PIXEL;
576 }
577
578 if (state & MESA_META_RASTERIZATION) {
579 save->FrontPolygonMode = ctx->Polygon.FrontMode;
580 save->BackPolygonMode = ctx->Polygon.BackMode;
581 save->PolygonOffset = ctx->Polygon.OffsetFill;
582 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
583 save->PolygonStipple = ctx->Polygon.StippleFlag;
584 save->PolygonCull = ctx->Polygon.CullFlag;
585 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
586 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
587 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
588 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
589 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
590 }
591
592 if (state & MESA_META_SCISSOR) {
593 save->Scissor = ctx->Scissor; /* struct copy */
594 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
595 }
596
597 if (state & MESA_META_SHADER) {
598 int i;
599
600 if (ctx->Extensions.ARB_vertex_program) {
601 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
602 _mesa_reference_program(ctx, &save->VertexProgram,
603 ctx->VertexProgram.Current);
604 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
605 }
606
607 if (ctx->Extensions.ARB_fragment_program) {
608 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
609 _mesa_reference_program(ctx, &save->FragmentProgram,
610 ctx->FragmentProgram.Current);
611 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
612 }
613
614 if (ctx->Extensions.ATI_fragment_shader) {
615 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
616 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
617 }
618
619 if (ctx->Pipeline.Current) {
620 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
621 ctx->Pipeline.Current);
622 _mesa_BindProgramPipeline(0);
623 }
624
625 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
626 * that we don't have to worry about the current pipeline state.
627 */
628 for (i = 0; i < MESA_SHADER_STAGES; i++) {
629 _mesa_reference_program(ctx, &save->Program[i],
630 ctx->Shader.CurrentProgram[i]);
631 }
632 _mesa_reference_shader_program(ctx, &save->ActiveShader,
633 ctx->Shader.ActiveProgram);
634
635 _mesa_UseProgram(0);
636 }
637
638 if (state & MESA_META_STENCIL_TEST) {
639 save->Stencil = ctx->Stencil; /* struct copy */
640 if (ctx->Stencil.Enabled)
641 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
642 /* NOTE: other stencil state not reset */
643 }
644
645 if (state & MESA_META_TEXTURE) {
646 GLuint u, tgt;
647
648 save->ActiveUnit = ctx->Texture.CurrentUnit;
649 save->EnvMode = ctx->Texture.FixedFuncUnit[0].EnvMode;
650
651 /* Disable all texture units */
652 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
653 save->TexEnabled[u] = ctx->Texture.FixedFuncUnit[u].Enabled;
654 save->TexGenEnabled[u] = ctx->Texture.FixedFuncUnit[u].TexGenEnabled;
655 if (ctx->Texture.FixedFuncUnit[u].Enabled ||
656 ctx->Texture.FixedFuncUnit[u].TexGenEnabled) {
657 _mesa_ActiveTexture(GL_TEXTURE0 + u);
658 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
659 if (ctx->Extensions.ARB_texture_cube_map)
660 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
661
662 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
663 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
664 if (ctx->Extensions.NV_texture_rectangle)
665 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
666 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
667 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
668 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
669 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
670 }
671 }
672
673 /* save current texture objects for unit[0] only */
674 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
675 _mesa_reference_texobj(&save->CurrentTexture[tgt],
676 ctx->Texture.Unit[0].CurrentTex[tgt]);
677 }
678
679 /* set defaults for unit[0] */
680 _mesa_ActiveTexture(GL_TEXTURE0);
681 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
682 }
683
684 if (state & MESA_META_TRANSFORM) {
685 GLuint activeTexture = ctx->Texture.CurrentUnit;
686 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
687 16 * sizeof(GLfloat));
688 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
689 16 * sizeof(GLfloat));
690 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
691 16 * sizeof(GLfloat));
692 save->MatrixMode = ctx->Transform.MatrixMode;
693 /* set 1:1 vertex:pixel coordinate transform */
694 _mesa_ActiveTexture(GL_TEXTURE0);
695 _mesa_MatrixMode(GL_TEXTURE);
696 _mesa_LoadIdentity();
697 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
698 _mesa_MatrixMode(GL_MODELVIEW);
699 _mesa_LoadIdentity();
700 _mesa_MatrixMode(GL_PROJECTION);
701 _mesa_LoadIdentity();
702
703 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
704 * This can occur when there is no draw buffer.
705 */
706 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
707 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
708 0.0, ctx->DrawBuffer->Height,
709 -1.0, 1.0);
710
711 if (ctx->Extensions.ARB_clip_control) {
712 save->ClipOrigin = ctx->Transform.ClipOrigin;
713 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
714 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
715 }
716 }
717
718 if (state & MESA_META_CLIP) {
719 GLbitfield mask;
720 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
721 mask = ctx->Transform.ClipPlanesEnabled;
722 while (mask) {
723 const int i = u_bit_scan(&mask);
724 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
725 }
726 }
727
728 if (state & MESA_META_VERTEX) {
729 /* save vertex array object state */
730 _mesa_reference_vao(ctx, &save->VAO,
731 ctx->Array.VAO);
732 /* set some default state? */
733 }
734
735 if (state & MESA_META_VIEWPORT) {
736 /* save viewport state */
737 save->ViewportX = ctx->ViewportArray[0].X;
738 save->ViewportY = ctx->ViewportArray[0].Y;
739 save->ViewportW = ctx->ViewportArray[0].Width;
740 save->ViewportH = ctx->ViewportArray[0].Height;
741 /* set viewport to match window size */
742 if (ctx->ViewportArray[0].X != 0 ||
743 ctx->ViewportArray[0].Y != 0 ||
744 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
745 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
746 _mesa_set_viewport(ctx, 0, 0, 0,
747 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
748 }
749 /* save depth range state */
750 save->DepthNear = ctx->ViewportArray[0].Near;
751 save->DepthFar = ctx->ViewportArray[0].Far;
752 /* set depth range to default */
753 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
754 }
755
756 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
757 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
758
759 /* Generally in here we want to do clamping according to whether
760 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
761 * regardless of the internal implementation of the metaops.
762 */
763 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
764 ctx->Extensions.ARB_color_buffer_float)
765 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
766 }
767
768 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
769 save->ClampVertexColor = ctx->Light.ClampVertexColor;
770
771 /* Generally in here we never want vertex color clamping --
772 * result clamping is only dependent on fragment clamping.
773 */
774 if (ctx->Extensions.ARB_color_buffer_float)
775 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
776 }
777
778 if (state & MESA_META_CONDITIONAL_RENDER) {
779 save->CondRenderQuery = ctx->Query.CondRenderQuery;
780 save->CondRenderMode = ctx->Query.CondRenderMode;
781
782 if (ctx->Query.CondRenderQuery)
783 _mesa_EndConditionalRender();
784 }
785
786 if (state & MESA_META_SELECT_FEEDBACK) {
787 save->RenderMode = ctx->RenderMode;
788 if (ctx->RenderMode == GL_SELECT) {
789 save->Select = ctx->Select; /* struct copy */
790 _mesa_RenderMode(GL_RENDER);
791 } else if (ctx->RenderMode == GL_FEEDBACK) {
792 save->Feedback = ctx->Feedback; /* struct copy */
793 _mesa_RenderMode(GL_RENDER);
794 }
795 }
796
797 if (state & MESA_META_MULTISAMPLE) {
798 save->Multisample = ctx->Multisample; /* struct copy */
799
800 if (ctx->Multisample.Enabled)
801 _mesa_set_multisample(ctx, GL_FALSE);
802 if (ctx->Multisample.SampleCoverage)
803 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
804 if (ctx->Multisample.SampleAlphaToCoverage)
805 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
806 if (ctx->Multisample.SampleAlphaToOne)
807 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
808 if (ctx->Multisample.SampleShading)
809 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
810 if (ctx->Multisample.SampleMask)
811 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
812 }
813
814 if (state & MESA_META_FRAMEBUFFER_SRGB) {
815 save->sRGBEnabled = ctx->Color.sRGBEnabled;
816 if (ctx->Color.sRGBEnabled)
817 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
818 }
819
820 if (state & MESA_META_DRAW_BUFFERS) {
821 struct gl_framebuffer *fb = ctx->DrawBuffer;
822 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
823 sizeof(save->ColorDrawBuffers));
824 }
825
826 /* misc */
827 {
828 save->Lighting = ctx->Light.Enabled;
829 if (ctx->Light.Enabled)
830 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
831 save->RasterDiscard = ctx->RasterDiscard;
832 if (ctx->RasterDiscard)
833 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
834
835 _mesa_reference_framebuffer(&save->DrawBuffer, ctx->DrawBuffer);
836 _mesa_reference_framebuffer(&save->ReadBuffer, ctx->ReadBuffer);
837 }
838 }
839
840
841 /**
842 * Leave meta state. This is like a light-weight version of glPopAttrib().
843 */
844 void
845 _mesa_meta_end(struct gl_context *ctx)
846 {
847 assert(ctx->Meta->SaveStackDepth > 0);
848
849 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
850 const GLbitfield state = save->SavedState;
851 int i;
852
853 /* Grab the result of the old occlusion query before starting it again. The
854 * old result is added to the result of the new query so the driver will
855 * continue adding where it left off. */
856 if (state & MESA_META_OCCLUSION_QUERY) {
857 if (save->CurrentOcclusionObject) {
858 struct gl_query_object *q = save->CurrentOcclusionObject;
859 GLuint64EXT result;
860 if (!q->Ready)
861 ctx->Driver.WaitQuery(ctx, q);
862 result = q->Result;
863 _mesa_BeginQuery(q->Target, q->Id);
864 ctx->Query.CurrentOcclusionObject->Result += result;
865 }
866 }
867
868 if (state & MESA_META_ALPHA_TEST) {
869 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
870 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
871 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
872 }
873
874 if (state & MESA_META_BLEND) {
875 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
876 if (ctx->Extensions.EXT_draw_buffers2) {
877 GLuint i;
878 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
879 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
880 }
881 }
882 else {
883 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
884 }
885 }
886 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
887 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
888 }
889
890 if (state & MESA_META_DITHER)
891 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
892
893 if (state & MESA_META_COLOR_MASK) {
894 GLuint i;
895 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
896 if (GET_COLORMASK(ctx->Color.ColorMask, i) !=
897 GET_COLORMASK(save->ColorMask, i)) {
898 if (i == 0) {
899 _mesa_ColorMask(GET_COLORMASK_BIT(save->ColorMask, i, 0),
900 GET_COLORMASK_BIT(save->ColorMask, i, 1),
901 GET_COLORMASK_BIT(save->ColorMask, i, 2),
902 GET_COLORMASK_BIT(save->ColorMask, i, 3));
903 }
904 else {
905 _mesa_ColorMaski(i,
906 GET_COLORMASK_BIT(save->ColorMask, i, 0),
907 GET_COLORMASK_BIT(save->ColorMask, i, 1),
908 GET_COLORMASK_BIT(save->ColorMask, i, 2),
909 GET_COLORMASK_BIT(save->ColorMask, i, 3));
910 }
911 }
912 }
913 }
914
915 if (state & MESA_META_DEPTH_TEST) {
916 if (ctx->Depth.Test != save->Depth.Test)
917 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
918 _mesa_DepthFunc(save->Depth.Func);
919 _mesa_DepthMask(save->Depth.Mask);
920 }
921
922 if (state & MESA_META_FOG) {
923 _mesa_set_enable(ctx, GL_FOG, save->Fog);
924 }
925
926 if (state & MESA_META_PIXEL_STORE) {
927 ctx->Pack = save->Pack;
928 ctx->Unpack = save->Unpack;
929 }
930
931 if (state & MESA_META_PIXEL_TRANSFER) {
932 ctx->Pixel.RedScale = save->RedScale;
933 ctx->Pixel.RedBias = save->RedBias;
934 ctx->Pixel.GreenScale = save->GreenScale;
935 ctx->Pixel.GreenBias = save->GreenBias;
936 ctx->Pixel.BlueScale = save->BlueScale;
937 ctx->Pixel.BlueBias = save->BlueBias;
938 ctx->Pixel.AlphaScale = save->AlphaScale;
939 ctx->Pixel.AlphaBias = save->AlphaBias;
940 ctx->Pixel.MapColorFlag = save->MapColorFlag;
941 /* XXX more state */
942 ctx->NewState |=_NEW_PIXEL;
943 }
944
945 if (state & MESA_META_RASTERIZATION) {
946 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
947 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
948 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
949 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
950 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
951 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
952 }
953
954 if (state & MESA_META_SCISSOR) {
955 unsigned i;
956
957 for (i = 0; i < ctx->Const.MaxViewports; i++) {
958 _mesa_set_scissor(ctx, i,
959 save->Scissor.ScissorArray[i].X,
960 save->Scissor.ScissorArray[i].Y,
961 save->Scissor.ScissorArray[i].Width,
962 save->Scissor.ScissorArray[i].Height);
963 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
964 (save->Scissor.EnableFlags >> i) & 1);
965 }
966 }
967
968 if (state & MESA_META_SHADER) {
969 bool any_shader;
970
971 if (ctx->Extensions.ARB_vertex_program) {
972 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
973 save->VertexProgramEnabled);
974 _mesa_reference_program(ctx, &ctx->VertexProgram.Current,
975 save->VertexProgram);
976 _mesa_reference_program(ctx, &save->VertexProgram, NULL);
977 }
978
979 if (ctx->Extensions.ARB_fragment_program) {
980 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
981 save->FragmentProgramEnabled);
982 _mesa_reference_program(ctx, &ctx->FragmentProgram.Current,
983 save->FragmentProgram);
984 _mesa_reference_program(ctx, &save->FragmentProgram, NULL);
985 }
986
987 if (ctx->Extensions.ATI_fragment_shader) {
988 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
989 save->ATIFragmentShaderEnabled);
990 }
991
992 any_shader = false;
993 for (i = 0; i < MESA_SHADER_STAGES; i++) {
994 /* It is safe to call _mesa_use_program even if the extension
995 * necessary for that program state is not supported. In that case,
996 * the saved program object must be NULL and the currently bound
997 * program object must be NULL. _mesa_use_program is a no-op
998 * in that case.
999 */
1000 _mesa_use_program(ctx, i, NULL, save->Program[i], &ctx->Shader);
1001
1002 /* Do this *before* killing the reference. :)
1003 */
1004 if (save->Program[i] != NULL)
1005 any_shader = true;
1006
1007 _mesa_reference_program(ctx, &save->Program[i], NULL);
1008 }
1009
1010 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1011 save->ActiveShader);
1012 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1013
1014 /* If there were any stages set with programs, use ctx->Shader as the
1015 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1016 * hasn't been restored yet, and that may modify ctx->_Shader further.
1017 */
1018 if (any_shader)
1019 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1020 &ctx->Shader);
1021 else
1022 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1023 ctx->Pipeline.Default);
1024
1025 if (save->Pipeline) {
1026 _mesa_bind_pipeline(ctx, save->Pipeline);
1027
1028 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1029 }
1030
1031 _mesa_update_vertex_processing_mode(ctx);
1032 }
1033
1034 if (state & MESA_META_STENCIL_TEST) {
1035 const struct gl_stencil_attrib *stencil = &save->Stencil;
1036
1037 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1038 _mesa_ClearStencil(stencil->Clear);
1039 if (ctx->Extensions.EXT_stencil_two_side) {
1040 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1041 stencil->TestTwoSide);
1042 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1043 ? GL_BACK : GL_FRONT);
1044 }
1045 /* front state */
1046 _mesa_StencilFuncSeparate(GL_FRONT,
1047 stencil->Function[0],
1048 stencil->Ref[0],
1049 stencil->ValueMask[0]);
1050 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1051 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1052 stencil->ZFailFunc[0],
1053 stencil->ZPassFunc[0]);
1054 /* back state */
1055 _mesa_StencilFuncSeparate(GL_BACK,
1056 stencil->Function[1],
1057 stencil->Ref[1],
1058 stencil->ValueMask[1]);
1059 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1060 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1061 stencil->ZFailFunc[1],
1062 stencil->ZPassFunc[1]);
1063 }
1064
1065 if (state & MESA_META_TEXTURE) {
1066 GLuint u, tgt;
1067
1068 assert(ctx->Texture.CurrentUnit == 0);
1069
1070 /* restore texenv for unit[0] */
1071 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1072
1073 /* restore texture objects for unit[0] only */
1074 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1075 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1076 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1077 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1078 save->CurrentTexture[tgt]);
1079 }
1080 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1081 }
1082
1083 /* Restore fixed function texture enables, texgen */
1084 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1085 if (ctx->Texture.FixedFuncUnit[u].Enabled != save->TexEnabled[u]) {
1086 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1087 ctx->Texture.FixedFuncUnit[u].Enabled = save->TexEnabled[u];
1088 }
1089
1090 if (ctx->Texture.FixedFuncUnit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1091 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1092 ctx->Texture.FixedFuncUnit[u].TexGenEnabled = save->TexGenEnabled[u];
1093 }
1094 }
1095
1096 /* restore current unit state */
1097 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1098 }
1099
1100 if (state & MESA_META_TRANSFORM) {
1101 GLuint activeTexture = ctx->Texture.CurrentUnit;
1102 _mesa_ActiveTexture(GL_TEXTURE0);
1103 _mesa_MatrixMode(GL_TEXTURE);
1104 _mesa_LoadMatrixf(save->TextureMatrix);
1105 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1106
1107 _mesa_MatrixMode(GL_MODELVIEW);
1108 _mesa_LoadMatrixf(save->ModelviewMatrix);
1109
1110 _mesa_MatrixMode(GL_PROJECTION);
1111 _mesa_LoadMatrixf(save->ProjectionMatrix);
1112
1113 _mesa_MatrixMode(save->MatrixMode);
1114
1115 if (ctx->Extensions.ARB_clip_control)
1116 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1117 }
1118
1119 if (state & MESA_META_CLIP) {
1120 GLbitfield mask = save->ClipPlanesEnabled;
1121 while (mask) {
1122 const int i = u_bit_scan(&mask);
1123 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1124 }
1125 }
1126
1127 if (state & MESA_META_VERTEX) {
1128 /* restore vertex array object */
1129 _mesa_BindVertexArray(save->VAO->Name);
1130 _mesa_reference_vao(ctx, &save->VAO, NULL);
1131 }
1132
1133 if (state & MESA_META_VIEWPORT) {
1134 if (save->ViewportX != ctx->ViewportArray[0].X ||
1135 save->ViewportY != ctx->ViewportArray[0].Y ||
1136 save->ViewportW != ctx->ViewportArray[0].Width ||
1137 save->ViewportH != ctx->ViewportArray[0].Height) {
1138 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1139 save->ViewportW, save->ViewportH);
1140 }
1141 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1142 }
1143
1144 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1145 ctx->Extensions.ARB_color_buffer_float) {
1146 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1147 }
1148
1149 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1150 ctx->Extensions.ARB_color_buffer_float) {
1151 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1152 }
1153
1154 if (state & MESA_META_CONDITIONAL_RENDER) {
1155 if (save->CondRenderQuery)
1156 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1157 save->CondRenderMode);
1158 }
1159
1160 if (state & MESA_META_SELECT_FEEDBACK) {
1161 if (save->RenderMode == GL_SELECT) {
1162 _mesa_RenderMode(GL_SELECT);
1163 ctx->Select = save->Select;
1164 } else if (save->RenderMode == GL_FEEDBACK) {
1165 _mesa_RenderMode(GL_FEEDBACK);
1166 ctx->Feedback = save->Feedback;
1167 }
1168 }
1169
1170 if (state & MESA_META_MULTISAMPLE) {
1171 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1172 struct gl_multisample_attrib *save_ms = &save->Multisample;
1173
1174 if (ctx_ms->Enabled != save_ms->Enabled)
1175 _mesa_set_multisample(ctx, save_ms->Enabled);
1176 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1177 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1178 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1179 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1180 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1181 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1182 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1183 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1184 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1185 save_ms->SampleCoverageInvert);
1186 }
1187 if (ctx_ms->SampleShading != save_ms->SampleShading)
1188 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1189 if (ctx_ms->SampleMask != save_ms->SampleMask)
1190 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1191 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1192 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1193 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1194 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1195 }
1196
1197 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1198 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1199 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1200 }
1201
1202 /* misc */
1203 if (save->Lighting) {
1204 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1205 }
1206 if (save->RasterDiscard) {
1207 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1208 }
1209 if (save->TransformFeedbackNeedsResume)
1210 _mesa_ResumeTransformFeedback();
1211
1212 _mesa_bind_framebuffers(ctx, save->DrawBuffer, save->ReadBuffer);
1213 _mesa_reference_framebuffer(&save->DrawBuffer, NULL);
1214 _mesa_reference_framebuffer(&save->ReadBuffer, NULL);
1215
1216 if (state & MESA_META_DRAW_BUFFERS) {
1217 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1218 save->ColorDrawBuffers, NULL);
1219 }
1220
1221 ctx->Meta->SaveStackDepth--;
1222
1223 ctx->API = save->API;
1224 ctx->Extensions.Version = save->ExtensionsVersion;
1225 }
1226
1227
1228 /**
1229 * Convert Z from a normalized value in the range [0, 1] to an object-space
1230 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1231 * default/identity ortho projection results in the original Z value.
1232 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1233 * value comes from the clear value or raster position.
1234 */
1235 static inline GLfloat
1236 invert_z(GLfloat normZ)
1237 {
1238 GLfloat objZ = 1.0f - 2.0f * normZ;
1239 return objZ;
1240 }
1241
1242
1243 /**
1244 * One-time init for a temp_texture object.
1245 * Choose tex target, compute max tex size, etc.
1246 */
1247 static void
1248 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1249 {
1250 /* prefer texture rectangle */
1251 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1252 tex->Target = GL_TEXTURE_RECTANGLE;
1253 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1254 tex->NPOT = GL_TRUE;
1255 }
1256 else {
1257 /* use 2D texture, NPOT if possible */
1258 tex->Target = GL_TEXTURE_2D;
1259 tex->MaxSize = ctx->Const.MaxTextureSize;
1260 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1261 }
1262 tex->MinSize = 16; /* 16 x 16 at least */
1263 assert(tex->MaxSize > 0);
1264
1265 tex->tex_obj = ctx->Driver.NewTextureObject(ctx, 0xDEADBEEF, tex->Target);
1266 }
1267
1268 static void
1269 cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1270 {
1271 _mesa_delete_nameless_texture(ctx, tex->tex_obj);
1272 tex->tex_obj = NULL;
1273 }
1274
1275
1276 /**
1277 * Return pointer to temp_texture info for non-bitmap ops.
1278 * This does some one-time init if needed.
1279 */
1280 struct temp_texture *
1281 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1282 {
1283 struct temp_texture *tex = &ctx->Meta->TempTex;
1284
1285 if (tex->tex_obj == NULL) {
1286 init_temp_texture(ctx, tex);
1287 }
1288
1289 return tex;
1290 }
1291
1292
1293 /**
1294 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1295 * We use a separate texture for bitmaps to reduce texture
1296 * allocation/deallocation.
1297 */
1298 static struct temp_texture *
1299 get_bitmap_temp_texture(struct gl_context *ctx)
1300 {
1301 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1302
1303 if (tex->tex_obj == NULL) {
1304 init_temp_texture(ctx, tex);
1305 }
1306
1307 return tex;
1308 }
1309
1310 /**
1311 * Return pointer to depth temp_texture.
1312 * This does some one-time init if needed.
1313 */
1314 struct temp_texture *
1315 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1316 {
1317 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1318
1319 if (tex->tex_obj == NULL) {
1320 init_temp_texture(ctx, tex);
1321 }
1322
1323 return tex;
1324 }
1325
1326 /**
1327 * Compute the width/height of texture needed to draw an image of the
1328 * given size. Return a flag indicating whether the current texture
1329 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1330 * allocated (glTexImage2D).
1331 * Also, compute s/t texcoords for drawing.
1332 *
1333 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1334 */
1335 GLboolean
1336 _mesa_meta_alloc_texture(struct temp_texture *tex,
1337 GLsizei width, GLsizei height, GLenum intFormat)
1338 {
1339 GLboolean newTex = GL_FALSE;
1340
1341 assert(width <= tex->MaxSize);
1342 assert(height <= tex->MaxSize);
1343
1344 if (width > tex->Width ||
1345 height > tex->Height ||
1346 intFormat != tex->IntFormat) {
1347 /* alloc new texture (larger or different format) */
1348
1349 if (tex->NPOT) {
1350 /* use non-power of two size */
1351 tex->Width = MAX2(tex->MinSize, width);
1352 tex->Height = MAX2(tex->MinSize, height);
1353 }
1354 else {
1355 /* find power of two size */
1356 GLsizei w, h;
1357 w = h = tex->MinSize;
1358 while (w < width)
1359 w *= 2;
1360 while (h < height)
1361 h *= 2;
1362 tex->Width = w;
1363 tex->Height = h;
1364 }
1365
1366 tex->IntFormat = intFormat;
1367
1368 newTex = GL_TRUE;
1369 }
1370
1371 /* compute texcoords */
1372 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1373 tex->Sright = (GLfloat) width;
1374 tex->Ttop = (GLfloat) height;
1375 }
1376 else {
1377 tex->Sright = (GLfloat) width / tex->Width;
1378 tex->Ttop = (GLfloat) height / tex->Height;
1379 }
1380
1381 return newTex;
1382 }
1383
1384
1385 /**
1386 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1387 */
1388 void
1389 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1390 struct temp_texture *tex,
1391 GLint srcX, GLint srcY,
1392 GLsizei width, GLsizei height,
1393 GLenum intFormat,
1394 GLenum filter)
1395 {
1396 bool newTex;
1397
1398 _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
1399 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER,
1400 (GLint *) &filter, false);
1401 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER,
1402 (GLint *) &filter, false);
1403 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1404
1405 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1406
1407 /* copy framebuffer image to texture */
1408 if (newTex) {
1409 /* create new tex image */
1410 if (tex->Width == width && tex->Height == height) {
1411 /* create new tex with framebuffer data */
1412 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1413 srcX, srcY, width, height, 0);
1414 }
1415 else {
1416 /* create empty texture */
1417 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1418 tex->Width, tex->Height, 0,
1419 intFormat, GL_UNSIGNED_BYTE, NULL);
1420 /* load image */
1421 _mesa_CopyTexSubImage2D(tex->Target, 0,
1422 0, 0, srcX, srcY, width, height);
1423 }
1424 }
1425 else {
1426 /* replace existing tex image */
1427 _mesa_CopyTexSubImage2D(tex->Target, 0,
1428 0, 0, srcX, srcY, width, height);
1429 }
1430 }
1431
1432
1433 /**
1434 * Setup/load texture for glDrawPixels.
1435 */
1436 void
1437 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1438 struct temp_texture *tex,
1439 GLboolean newTex,
1440 GLsizei width, GLsizei height,
1441 GLenum format, GLenum type,
1442 const GLvoid *pixels)
1443 {
1444 /* GLint so the compiler won't complain about type signedness mismatch in
1445 * the call to _mesa_texture_parameteriv below.
1446 */
1447 static const GLint filter = GL_NEAREST;
1448
1449 _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
1450 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER, &filter,
1451 false);
1452 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER, &filter,
1453 false);
1454 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1455
1456 /* copy pixel data to texture */
1457 if (newTex) {
1458 /* create new tex image */
1459 if (tex->Width == width && tex->Height == height) {
1460 /* create new tex and load image data */
1461 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1462 tex->Width, tex->Height, 0, format, type, pixels);
1463 }
1464 else {
1465 struct gl_buffer_object *save_unpack_obj = NULL;
1466
1467 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1468 ctx->Unpack.BufferObj);
1469 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1470 /* create empty texture */
1471 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1472 tex->Width, tex->Height, 0, format, type, NULL);
1473 if (save_unpack_obj != NULL)
1474 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1475 save_unpack_obj->Name);
1476 /* load image */
1477 _mesa_TexSubImage2D(tex->Target, 0,
1478 0, 0, width, height, format, type, pixels);
1479
1480 _mesa_reference_buffer_object(ctx, &save_unpack_obj, NULL);
1481 }
1482 }
1483 else {
1484 /* replace existing tex image */
1485 _mesa_TexSubImage2D(tex->Target, 0,
1486 0, 0, width, height, format, type, pixels);
1487 }
1488 }
1489
1490 void
1491 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1492 GLuint *VAO, struct gl_buffer_object **buf_obj,
1493 unsigned texcoord_size)
1494 {
1495 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1496 0);
1497
1498 /* setup projection matrix */
1499 _mesa_MatrixMode(GL_PROJECTION);
1500 _mesa_LoadIdentity();
1501 }
1502
1503 /**
1504 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1505 */
1506 void
1507 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1508 {
1509 meta_clear(ctx, buffers, false);
1510 }
1511
1512 void
1513 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1514 {
1515 meta_clear(ctx, buffers, true);
1516 }
1517
1518 static void
1519 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1520 {
1521 const char *vs_source =
1522 "#extension GL_AMD_vertex_shader_layer : enable\n"
1523 "#extension GL_ARB_draw_instanced : enable\n"
1524 "#extension GL_ARB_explicit_attrib_location :enable\n"
1525 "layout(location = 0) in vec4 position;\n"
1526 "void main()\n"
1527 "{\n"
1528 "#ifdef GL_AMD_vertex_shader_layer\n"
1529 " gl_Layer = gl_InstanceID;\n"
1530 "#endif\n"
1531 " gl_Position = position;\n"
1532 "}\n";
1533 const char *fs_source =
1534 "#extension GL_ARB_explicit_attrib_location :enable\n"
1535 "#extension GL_ARB_explicit_uniform_location :enable\n"
1536 "layout(location = 0) uniform vec4 color;\n"
1537 "void main()\n"
1538 "{\n"
1539 " gl_FragColor = color;\n"
1540 "}\n";
1541 bool has_integer_textures;
1542
1543 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1544 3, 0, 0);
1545
1546 if (clear->ShaderProg != 0)
1547 return;
1548
1549 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear",
1550 &clear->ShaderProg);
1551
1552 has_integer_textures = _mesa_is_gles3(ctx) ||
1553 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1554
1555 if (has_integer_textures) {
1556 void *shader_source_mem_ctx = ralloc_context(NULL);
1557 const char *vs_int_source =
1558 ralloc_asprintf(shader_source_mem_ctx,
1559 "#version 130\n"
1560 "#extension GL_AMD_vertex_shader_layer : enable\n"
1561 "#extension GL_ARB_draw_instanced : enable\n"
1562 "#extension GL_ARB_explicit_attrib_location :enable\n"
1563 "layout(location = 0) in vec4 position;\n"
1564 "void main()\n"
1565 "{\n"
1566 "#ifdef GL_AMD_vertex_shader_layer\n"
1567 " gl_Layer = gl_InstanceID;\n"
1568 "#endif\n"
1569 " gl_Position = position;\n"
1570 "}\n");
1571 const char *fs_int_source =
1572 ralloc_asprintf(shader_source_mem_ctx,
1573 "#version 130\n"
1574 "#extension GL_ARB_explicit_attrib_location :enable\n"
1575 "#extension GL_ARB_explicit_uniform_location :enable\n"
1576 "layout(location = 0) uniform ivec4 color;\n"
1577 "out ivec4 out_color;\n"
1578 "\n"
1579 "void main()\n"
1580 "{\n"
1581 " out_color = color;\n"
1582 "}\n");
1583
1584 _mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source,
1585 "integer clear",
1586 &clear->IntegerShaderProg);
1587 ralloc_free(shader_source_mem_ctx);
1588
1589 /* Note that user-defined out attributes get automatically assigned
1590 * locations starting from 0, so we don't need to explicitly
1591 * BindFragDataLocation to 0.
1592 */
1593 }
1594 }
1595
1596 static void
1597 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1598 {
1599 if (clear->VAO == 0)
1600 return;
1601 _mesa_DeleteVertexArrays(1, &clear->VAO);
1602 clear->VAO = 0;
1603 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1604 _mesa_reference_shader_program(ctx, &clear->ShaderProg, NULL);
1605
1606 if (clear->IntegerShaderProg) {
1607 _mesa_reference_shader_program(ctx, &clear->IntegerShaderProg, NULL);
1608 }
1609 }
1610
1611 static void
1612 meta_copypix_cleanup(struct gl_context *ctx, struct copypix_state *copypix)
1613 {
1614 if (copypix->VAO == 0)
1615 return;
1616 _mesa_DeleteVertexArrays(1, &copypix->VAO);
1617 copypix->VAO = 0;
1618 _mesa_reference_buffer_object(ctx, &copypix->buf_obj, NULL);
1619 }
1620
1621
1622 /**
1623 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1624 * set GL to only draw to those buffers.
1625 *
1626 * Since the bitfield has no associated order, the assignment of draw buffer
1627 * indices to color attachment indices is rather arbitrary.
1628 */
1629 void
1630 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1631 {
1632 GLenum enums[MAX_DRAW_BUFFERS];
1633 int i = 0;
1634 int n;
1635
1636 /* This function is only legal for color buffer bitfields. */
1637 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1638
1639 /* Make sure we don't overflow any arrays. */
1640 assert(util_bitcount(bits) <= MAX_DRAW_BUFFERS);
1641
1642 enums[0] = GL_NONE;
1643
1644 if (bits & BUFFER_BIT_FRONT_LEFT)
1645 enums[i++] = GL_FRONT_LEFT;
1646
1647 if (bits & BUFFER_BIT_FRONT_RIGHT)
1648 enums[i++] = GL_FRONT_RIGHT;
1649
1650 if (bits & BUFFER_BIT_BACK_LEFT)
1651 enums[i++] = GL_BACK_LEFT;
1652
1653 if (bits & BUFFER_BIT_BACK_RIGHT)
1654 enums[i++] = GL_BACK_RIGHT;
1655
1656 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1657 if (bits & (1 << (BUFFER_COLOR0 + n)))
1658 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1659 }
1660
1661 _mesa_DrawBuffers(i, enums);
1662 }
1663
1664 /**
1665 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1666 * set GL to only draw to those buffers. Also, update color masks to
1667 * reflect the new draw buffer ordering.
1668 */
1669 static void
1670 _mesa_meta_drawbuffers_and_colormask(struct gl_context *ctx, GLbitfield mask)
1671 {
1672 GLenum enums[MAX_DRAW_BUFFERS];
1673 GLubyte colormask[MAX_DRAW_BUFFERS][4];
1674 int num_bufs = 0;
1675
1676 /* This function is only legal for color buffer bitfields. */
1677 assert((mask & ~BUFFER_BITS_COLOR) == 0);
1678
1679 /* Make sure we don't overflow any arrays. */
1680 assert(util_bitcount(mask) <= MAX_DRAW_BUFFERS);
1681
1682 enums[0] = GL_NONE;
1683
1684 for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
1685 gl_buffer_index b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
1686 int colormask_idx = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
1687
1688 if (b < 0 || !(mask & (1 << b)) ||
1689 GET_COLORMASK(ctx->Color.ColorMask, colormask_idx) == 0)
1690 continue;
1691
1692 switch (b) {
1693 case BUFFER_FRONT_LEFT:
1694 enums[num_bufs] = GL_FRONT_LEFT;
1695 break;
1696 case BUFFER_FRONT_RIGHT:
1697 enums[num_bufs] = GL_FRONT_RIGHT;
1698 break;
1699 case BUFFER_BACK_LEFT:
1700 enums[num_bufs] = GL_BACK_LEFT;
1701 break;
1702 case BUFFER_BACK_RIGHT:
1703 enums[num_bufs] = GL_BACK_RIGHT;
1704 break;
1705 default:
1706 assert(b >= BUFFER_COLOR0 && b <= BUFFER_COLOR7);
1707 enums[num_bufs] = GL_COLOR_ATTACHMENT0 + (b - BUFFER_COLOR0);
1708 break;
1709 }
1710
1711 for (int k = 0; k < 4; k++)
1712 colormask[num_bufs][k] = GET_COLORMASK_BIT(ctx->Color.ColorMask,
1713 colormask_idx, k);
1714
1715 num_bufs++;
1716 }
1717
1718 _mesa_DrawBuffers(num_bufs, enums);
1719
1720 for (int i = 0; i < num_bufs; i++) {
1721 _mesa_ColorMaski(i, colormask[i][0], colormask[i][1],
1722 colormask[i][2], colormask[i][3]);
1723 }
1724 }
1725
1726
1727 /**
1728 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1729 */
1730 static void
1731 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1732 {
1733 struct clear_state *clear = &ctx->Meta->Clear;
1734 GLbitfield metaSave;
1735 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1736 struct gl_framebuffer *fb = ctx->DrawBuffer;
1737 float x0, y0, x1, y1, z;
1738 struct vertex verts[4];
1739 int i;
1740
1741 metaSave = (MESA_META_ALPHA_TEST |
1742 MESA_META_BLEND |
1743 MESA_META_COLOR_MASK |
1744 MESA_META_DEPTH_TEST |
1745 MESA_META_RASTERIZATION |
1746 MESA_META_SHADER |
1747 MESA_META_STENCIL_TEST |
1748 MESA_META_VERTEX |
1749 MESA_META_VIEWPORT |
1750 MESA_META_CLIP |
1751 MESA_META_CLAMP_FRAGMENT_COLOR |
1752 MESA_META_MULTISAMPLE |
1753 MESA_META_OCCLUSION_QUERY);
1754
1755 if (!glsl) {
1756 metaSave |= MESA_META_FOG |
1757 MESA_META_PIXEL_TRANSFER |
1758 MESA_META_TRANSFORM |
1759 MESA_META_TEXTURE |
1760 MESA_META_CLAMP_VERTEX_COLOR |
1761 MESA_META_SELECT_FEEDBACK;
1762 }
1763
1764 if (buffers & BUFFER_BITS_COLOR) {
1765 metaSave |= MESA_META_DRAW_BUFFERS;
1766 }
1767
1768 _mesa_meta_begin(ctx, metaSave);
1769
1770 if (glsl) {
1771 meta_glsl_clear_init(ctx, clear);
1772
1773 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1774 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1775 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1776 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1777 z = -invert_z(ctx->Depth.Clear);
1778 } else {
1779 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1780 3, 0, 4);
1781
1782 x0 = (float) fb->_Xmin;
1783 y0 = (float) fb->_Ymin;
1784 x1 = (float) fb->_Xmax;
1785 y1 = (float) fb->_Ymax;
1786 z = invert_z(ctx->Depth.Clear);
1787 }
1788
1789 if (fb->_IntegerBuffers) {
1790 assert(glsl);
1791 _mesa_meta_use_program(ctx, clear->IntegerShaderProg);
1792 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1793 } else if (glsl) {
1794 _mesa_meta_use_program(ctx, clear->ShaderProg);
1795 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1796 }
1797
1798 /* GL_COLOR_BUFFER_BIT */
1799 if (buffers & BUFFER_BITS_COLOR) {
1800 /* Only draw to the buffers we were asked to clear. */
1801 _mesa_meta_drawbuffers_and_colormask(ctx, buffers & BUFFER_BITS_COLOR);
1802
1803 /* leave colormask state as-is */
1804
1805 /* Clears never have the color clamped. */
1806 if (ctx->Extensions.ARB_color_buffer_float)
1807 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1808 }
1809 else {
1810 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1811 }
1812
1813 /* GL_DEPTH_BUFFER_BIT */
1814 if (buffers & BUFFER_BIT_DEPTH) {
1815 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1816 _mesa_DepthFunc(GL_ALWAYS);
1817 _mesa_DepthMask(GL_TRUE);
1818 }
1819 else {
1820 assert(!ctx->Depth.Test);
1821 }
1822
1823 /* GL_STENCIL_BUFFER_BIT */
1824 if (buffers & BUFFER_BIT_STENCIL) {
1825 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1826 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1827 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1828 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1829 ctx->Stencil.Clear & stencilMax,
1830 ctx->Stencil.WriteMask[0]);
1831 }
1832 else {
1833 assert(!ctx->Stencil.Enabled);
1834 }
1835
1836 /* vertex positions */
1837 verts[0].x = x0;
1838 verts[0].y = y0;
1839 verts[0].z = z;
1840 verts[1].x = x1;
1841 verts[1].y = y0;
1842 verts[1].z = z;
1843 verts[2].x = x1;
1844 verts[2].y = y1;
1845 verts[2].z = z;
1846 verts[3].x = x0;
1847 verts[3].y = y1;
1848 verts[3].z = z;
1849
1850 if (!glsl) {
1851 for (i = 0; i < 4; i++) {
1852 verts[i].r = ctx->Color.ClearColor.f[0];
1853 verts[i].g = ctx->Color.ClearColor.f[1];
1854 verts[i].b = ctx->Color.ClearColor.f[2];
1855 verts[i].a = ctx->Color.ClearColor.f[3];
1856 }
1857 }
1858
1859 /* upload new vertex data */
1860 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1861 GL_DYNAMIC_DRAW, __func__);
1862
1863 /* draw quad(s) */
1864 if (fb->MaxNumLayers > 0) {
1865 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1866 } else {
1867 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1868 }
1869
1870 _mesa_meta_end(ctx);
1871 }
1872
1873 /**
1874 * Meta implementation of ctx->Driver.CopyPixels() in terms
1875 * of texture mapping and polygon rendering and GLSL shaders.
1876 */
1877 void
1878 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1879 GLsizei width, GLsizei height,
1880 GLint dstX, GLint dstY, GLenum type)
1881 {
1882 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1883 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1884 struct vertex verts[4];
1885
1886 if (type != GL_COLOR ||
1887 ctx->_ImageTransferState ||
1888 ctx->Fog.Enabled ||
1889 width > tex->MaxSize ||
1890 height > tex->MaxSize) {
1891 /* XXX avoid this fallback */
1892 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1893 return;
1894 }
1895
1896 /* Most GL state applies to glCopyPixels, but a there's a few things
1897 * we need to override:
1898 */
1899 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1900 MESA_META_SHADER |
1901 MESA_META_TEXTURE |
1902 MESA_META_TRANSFORM |
1903 MESA_META_CLIP |
1904 MESA_META_VERTEX |
1905 MESA_META_VIEWPORT));
1906
1907 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1908 3, 2, 0);
1909
1910 /* Silence valgrind warnings about reading uninitialized stack. */
1911 memset(verts, 0, sizeof(verts));
1912
1913 /* Alloc/setup texture */
1914 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1915 GL_RGBA, GL_NEAREST);
1916
1917 /* vertex positions, texcoords (after texture allocation!) */
1918 {
1919 const GLfloat dstX0 = (GLfloat) dstX;
1920 const GLfloat dstY0 = (GLfloat) dstY;
1921 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1922 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1923 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1924
1925 verts[0].x = dstX0;
1926 verts[0].y = dstY0;
1927 verts[0].z = z;
1928 verts[0].tex[0] = 0.0F;
1929 verts[0].tex[1] = 0.0F;
1930 verts[1].x = dstX1;
1931 verts[1].y = dstY0;
1932 verts[1].z = z;
1933 verts[1].tex[0] = tex->Sright;
1934 verts[1].tex[1] = 0.0F;
1935 verts[2].x = dstX1;
1936 verts[2].y = dstY1;
1937 verts[2].z = z;
1938 verts[2].tex[0] = tex->Sright;
1939 verts[2].tex[1] = tex->Ttop;
1940 verts[3].x = dstX0;
1941 verts[3].y = dstY1;
1942 verts[3].z = z;
1943 verts[3].tex[0] = 0.0F;
1944 verts[3].tex[1] = tex->Ttop;
1945
1946 /* upload new vertex data */
1947 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts);
1948 }
1949
1950 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1951
1952 /* draw textured quad */
1953 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1954
1955 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1956
1957 _mesa_meta_end(ctx);
1958 }
1959
1960 static void
1961 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1962 {
1963 if (drawpix->VAO != 0) {
1964 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1965 drawpix->VAO = 0;
1966
1967 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1968 }
1969
1970 if (drawpix->StencilFP != 0) {
1971 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1972 drawpix->StencilFP = 0;
1973 }
1974
1975 if (drawpix->DepthFP != 0) {
1976 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1977 drawpix->DepthFP = 0;
1978 }
1979 }
1980
1981 static void
1982 meta_drawtex_cleanup(struct gl_context *ctx, struct drawtex_state *drawtex)
1983 {
1984 if (drawtex->VAO != 0) {
1985 _mesa_DeleteVertexArrays(1, &drawtex->VAO);
1986 drawtex->VAO = 0;
1987
1988 _mesa_reference_buffer_object(ctx, &drawtex->buf_obj, NULL);
1989 }
1990 }
1991
1992 static void
1993 meta_bitmap_cleanup(struct gl_context *ctx, struct bitmap_state *bitmap)
1994 {
1995 if (bitmap->VAO != 0) {
1996 _mesa_DeleteVertexArrays(1, &bitmap->VAO);
1997 bitmap->VAO = 0;
1998
1999 _mesa_reference_buffer_object(ctx, &bitmap->buf_obj, NULL);
2000
2001 cleanup_temp_texture(ctx, &bitmap->Tex);
2002 }
2003 }
2004
2005 /**
2006 * When the glDrawPixels() image size is greater than the max rectangle
2007 * texture size we use this function to break the glDrawPixels() image
2008 * into tiles which fit into the max texture size.
2009 */
2010 static void
2011 tiled_draw_pixels(struct gl_context *ctx,
2012 GLint tileSize,
2013 GLint x, GLint y, GLsizei width, GLsizei height,
2014 GLenum format, GLenum type,
2015 const struct gl_pixelstore_attrib *unpack,
2016 const GLvoid *pixels)
2017 {
2018 struct gl_pixelstore_attrib tileUnpack = *unpack;
2019 GLint i, j;
2020
2021 if (tileUnpack.RowLength == 0)
2022 tileUnpack.RowLength = width;
2023
2024 for (i = 0; i < width; i += tileSize) {
2025 const GLint tileWidth = MIN2(tileSize, width - i);
2026 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
2027
2028 tileUnpack.SkipPixels = unpack->SkipPixels + i;
2029
2030 for (j = 0; j < height; j += tileSize) {
2031 const GLint tileHeight = MIN2(tileSize, height - j);
2032 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
2033
2034 tileUnpack.SkipRows = unpack->SkipRows + j;
2035
2036 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2037 format, type, &tileUnpack, pixels);
2038 }
2039 }
2040 }
2041
2042
2043 /**
2044 * One-time init for drawing stencil pixels.
2045 */
2046 static void
2047 init_draw_stencil_pixels(struct gl_context *ctx)
2048 {
2049 /* This program is run eight times, once for each stencil bit.
2050 * The stencil values to draw are found in an 8-bit alpha texture.
2051 * We read the texture/stencil value and test if bit 'b' is set.
2052 * If the bit is not set, use KIL to kill the fragment.
2053 * Finally, we use the stencil test to update the stencil buffer.
2054 *
2055 * The basic algorithm for checking if a bit is set is:
2056 * if (is_odd(value / (1 << bit)))
2057 * result is one (or non-zero).
2058 * else
2059 * result is zero.
2060 * The program parameter contains three values:
2061 * parm.x = 255 / (1 << bit)
2062 * parm.y = 0.5
2063 * parm.z = 0.0
2064 */
2065 static const char *program =
2066 "!!ARBfp1.0\n"
2067 "PARAM parm = program.local[0]; \n"
2068 "TEMP t; \n"
2069 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2070 "# t = t * 255 / bit \n"
2071 "MUL t.x, t.a, parm.x; \n"
2072 "# t = (int) t \n"
2073 "FRC t.y, t.x; \n"
2074 "SUB t.x, t.x, t.y; \n"
2075 "# t = t * 0.5 \n"
2076 "MUL t.x, t.x, parm.y; \n"
2077 "# t = fract(t.x) \n"
2078 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2079 "# t.x = (t.x == 0 ? 1 : 0) \n"
2080 "SGE t.x, -t.x, parm.z; \n"
2081 "KIL -t.x; \n"
2082 "# for debug only \n"
2083 "#MOV result.color, t.x; \n"
2084 "END \n";
2085 char program2[1000];
2086 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2087 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2088 const char *texTarget;
2089
2090 assert(drawpix->StencilFP == 0);
2091
2092 /* replace %s with "RECT" or "2D" */
2093 assert(strlen(program) + 4 < sizeof(program2));
2094 if (tex->Target == GL_TEXTURE_RECTANGLE)
2095 texTarget = "RECT";
2096 else
2097 texTarget = "2D";
2098 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2099
2100 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2101 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2102 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2103 strlen(program2), (const GLubyte *) program2);
2104 }
2105
2106
2107 /**
2108 * One-time init for drawing depth pixels.
2109 */
2110 static void
2111 init_draw_depth_pixels(struct gl_context *ctx)
2112 {
2113 static const char *program =
2114 "!!ARBfp1.0\n"
2115 "PARAM color = program.local[0]; \n"
2116 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2117 "MOV result.color, color; \n"
2118 "END \n";
2119 char program2[200];
2120 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2121 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2122 const char *texTarget;
2123
2124 assert(drawpix->DepthFP == 0);
2125
2126 /* replace %s with "RECT" or "2D" */
2127 assert(strlen(program) + 4 < sizeof(program2));
2128 if (tex->Target == GL_TEXTURE_RECTANGLE)
2129 texTarget = "RECT";
2130 else
2131 texTarget = "2D";
2132 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2133
2134 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2135 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2136 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2137 strlen(program2), (const GLubyte *) program2);
2138 }
2139
2140
2141 /**
2142 * Meta implementation of ctx->Driver.DrawPixels() in terms
2143 * of texture mapping and polygon rendering.
2144 */
2145 void
2146 _mesa_meta_DrawPixels(struct gl_context *ctx,
2147 GLint x, GLint y, GLsizei width, GLsizei height,
2148 GLenum format, GLenum type,
2149 const struct gl_pixelstore_attrib *unpack,
2150 const GLvoid *pixels)
2151 {
2152 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2153 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2154 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2155 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2156 struct vertex verts[4];
2157 GLenum texIntFormat;
2158 GLboolean fallback, newTex;
2159 GLbitfield metaExtraSave = 0x0;
2160
2161 /*
2162 * Determine if we can do the glDrawPixels with texture mapping.
2163 */
2164 fallback = GL_FALSE;
2165 if (ctx->Fog.Enabled) {
2166 fallback = GL_TRUE;
2167 }
2168
2169 if (_mesa_is_color_format(format)) {
2170 /* use more compact format when possible */
2171 /* XXX disable special case for GL_LUMINANCE for now to work around
2172 * apparent i965 driver bug (see bug #23670).
2173 */
2174 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2175 texIntFormat = format;
2176 else
2177 texIntFormat = GL_RGBA;
2178
2179 /* If we're not supposed to clamp the resulting color, then just
2180 * promote our texture to fully float. We could do better by
2181 * just going for the matching set of channels, in floating
2182 * point.
2183 */
2184 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2185 ctx->Extensions.ARB_texture_float)
2186 texIntFormat = GL_RGBA32F;
2187 }
2188 else if (_mesa_is_stencil_format(format)) {
2189 if (ctx->Extensions.ARB_fragment_program &&
2190 ctx->Pixel.IndexShift == 0 &&
2191 ctx->Pixel.IndexOffset == 0 &&
2192 type == GL_UNSIGNED_BYTE) {
2193 /* We'll store stencil as alpha. This only works for GLubyte
2194 * image data because of how incoming values are mapped to alpha
2195 * in [0,1].
2196 */
2197 texIntFormat = GL_ALPHA;
2198 metaExtraSave = (MESA_META_COLOR_MASK |
2199 MESA_META_DEPTH_TEST |
2200 MESA_META_PIXEL_TRANSFER |
2201 MESA_META_SHADER |
2202 MESA_META_STENCIL_TEST);
2203 }
2204 else {
2205 fallback = GL_TRUE;
2206 }
2207 }
2208 else if (_mesa_is_depth_format(format)) {
2209 if (ctx->Extensions.ARB_depth_texture &&
2210 ctx->Extensions.ARB_fragment_program) {
2211 texIntFormat = GL_DEPTH_COMPONENT;
2212 metaExtraSave = (MESA_META_SHADER);
2213 }
2214 else {
2215 fallback = GL_TRUE;
2216 }
2217 }
2218 else {
2219 fallback = GL_TRUE;
2220 }
2221
2222 if (fallback) {
2223 _swrast_DrawPixels(ctx, x, y, width, height,
2224 format, type, unpack, pixels);
2225 return;
2226 }
2227
2228 /*
2229 * Check image size against max texture size, draw as tiles if needed.
2230 */
2231 if (width > tex->MaxSize || height > tex->MaxSize) {
2232 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2233 format, type, unpack, pixels);
2234 return;
2235 }
2236
2237 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2238 * but a there's a few things we need to override:
2239 */
2240 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2241 MESA_META_SHADER |
2242 MESA_META_TEXTURE |
2243 MESA_META_TRANSFORM |
2244 MESA_META_CLIP |
2245 MESA_META_VERTEX |
2246 MESA_META_VIEWPORT |
2247 metaExtraSave));
2248
2249 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2250
2251 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2252 3, 2, 0);
2253
2254 /* Silence valgrind warnings about reading uninitialized stack. */
2255 memset(verts, 0, sizeof(verts));
2256
2257 /* vertex positions, texcoords (after texture allocation!) */
2258 {
2259 const GLfloat x0 = (GLfloat) x;
2260 const GLfloat y0 = (GLfloat) y;
2261 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2262 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2263 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2264
2265 verts[0].x = x0;
2266 verts[0].y = y0;
2267 verts[0].z = z;
2268 verts[0].tex[0] = 0.0F;
2269 verts[0].tex[1] = 0.0F;
2270 verts[1].x = x1;
2271 verts[1].y = y0;
2272 verts[1].z = z;
2273 verts[1].tex[0] = tex->Sright;
2274 verts[1].tex[1] = 0.0F;
2275 verts[2].x = x1;
2276 verts[2].y = y1;
2277 verts[2].z = z;
2278 verts[2].tex[0] = tex->Sright;
2279 verts[2].tex[1] = tex->Ttop;
2280 verts[3].x = x0;
2281 verts[3].y = y1;
2282 verts[3].z = z;
2283 verts[3].tex[0] = 0.0F;
2284 verts[3].tex[1] = tex->Ttop;
2285 }
2286
2287 /* upload new vertex data */
2288 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2289 GL_DYNAMIC_DRAW, __func__);
2290
2291 /* set given unpack params */
2292 ctx->Unpack = *unpack;
2293
2294 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2295
2296 if (_mesa_is_stencil_format(format)) {
2297 /* Drawing stencil */
2298 GLint bit;
2299
2300 if (!drawpix->StencilFP)
2301 init_draw_stencil_pixels(ctx);
2302
2303 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2304 GL_ALPHA, type, pixels);
2305
2306 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2307
2308 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2309
2310 /* set all stencil bits to 0 */
2311 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2312 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2313 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2314
2315 /* set stencil bits to 1 where needed */
2316 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2317
2318 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2319 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2320
2321 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2322 const GLuint mask = 1 << bit;
2323 if (mask & origStencilMask) {
2324 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2325 _mesa_StencilMask(mask);
2326
2327 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2328 255.0f / mask, 0.5f, 0.0f, 0.0f);
2329
2330 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2331 }
2332 }
2333 }
2334 else if (_mesa_is_depth_format(format)) {
2335 /* Drawing depth */
2336 if (!drawpix->DepthFP)
2337 init_draw_depth_pixels(ctx);
2338
2339 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2340 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2341
2342 /* polygon color = current raster color */
2343 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2344 ctx->Current.RasterColor);
2345
2346 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2347 format, type, pixels);
2348
2349 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2350 }
2351 else {
2352 /* Drawing RGBA */
2353 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2354 format, type, pixels);
2355 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2356 }
2357
2358 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2359
2360 /* restore unpack params */
2361 ctx->Unpack = unpackSave;
2362
2363 _mesa_meta_end(ctx);
2364 }
2365
2366 static GLboolean
2367 alpha_test_raster_color(struct gl_context *ctx)
2368 {
2369 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2370 GLfloat ref = ctx->Color.AlphaRef;
2371
2372 switch (ctx->Color.AlphaFunc) {
2373 case GL_NEVER:
2374 return GL_FALSE;
2375 case GL_LESS:
2376 return alpha < ref;
2377 case GL_EQUAL:
2378 return alpha == ref;
2379 case GL_LEQUAL:
2380 return alpha <= ref;
2381 case GL_GREATER:
2382 return alpha > ref;
2383 case GL_NOTEQUAL:
2384 return alpha != ref;
2385 case GL_GEQUAL:
2386 return alpha >= ref;
2387 case GL_ALWAYS:
2388 return GL_TRUE;
2389 default:
2390 assert(0);
2391 return GL_FALSE;
2392 }
2393 }
2394
2395 /**
2396 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2397 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2398 * tracker would improve performance a lot.
2399 */
2400 void
2401 _mesa_meta_Bitmap(struct gl_context *ctx,
2402 GLint x, GLint y, GLsizei width, GLsizei height,
2403 const struct gl_pixelstore_attrib *unpack,
2404 const GLubyte *bitmap1)
2405 {
2406 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2407 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2408 const GLenum texIntFormat = GL_ALPHA;
2409 const struct gl_pixelstore_attrib unpackSave = *unpack;
2410 GLubyte fg, bg;
2411 struct vertex verts[4];
2412 GLboolean newTex;
2413 GLubyte *bitmap8;
2414
2415 /*
2416 * Check if swrast fallback is needed.
2417 */
2418 if (ctx->_ImageTransferState ||
2419 _mesa_arb_fragment_program_enabled(ctx) ||
2420 ctx->Fog.Enabled ||
2421 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2422 width > tex->MaxSize ||
2423 height > tex->MaxSize) {
2424 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2425 return;
2426 }
2427
2428 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2429 return;
2430
2431 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2432 * but a there's a few things we need to override:
2433 */
2434 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2435 MESA_META_PIXEL_STORE |
2436 MESA_META_RASTERIZATION |
2437 MESA_META_SHADER |
2438 MESA_META_TEXTURE |
2439 MESA_META_TRANSFORM |
2440 MESA_META_CLIP |
2441 MESA_META_VERTEX |
2442 MESA_META_VIEWPORT));
2443
2444 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2445 3, 2, 4);
2446
2447 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2448
2449 /* Silence valgrind warnings about reading uninitialized stack. */
2450 memset(verts, 0, sizeof(verts));
2451
2452 /* vertex positions, texcoords, colors (after texture allocation!) */
2453 {
2454 const GLfloat x0 = (GLfloat) x;
2455 const GLfloat y0 = (GLfloat) y;
2456 const GLfloat x1 = (GLfloat) (x + width);
2457 const GLfloat y1 = (GLfloat) (y + height);
2458 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2459 GLuint i;
2460
2461 verts[0].x = x0;
2462 verts[0].y = y0;
2463 verts[0].z = z;
2464 verts[0].tex[0] = 0.0F;
2465 verts[0].tex[1] = 0.0F;
2466 verts[1].x = x1;
2467 verts[1].y = y0;
2468 verts[1].z = z;
2469 verts[1].tex[0] = tex->Sright;
2470 verts[1].tex[1] = 0.0F;
2471 verts[2].x = x1;
2472 verts[2].y = y1;
2473 verts[2].z = z;
2474 verts[2].tex[0] = tex->Sright;
2475 verts[2].tex[1] = tex->Ttop;
2476 verts[3].x = x0;
2477 verts[3].y = y1;
2478 verts[3].z = z;
2479 verts[3].tex[0] = 0.0F;
2480 verts[3].tex[1] = tex->Ttop;
2481
2482 for (i = 0; i < 4; i++) {
2483 verts[i].r = ctx->Current.RasterColor[0];
2484 verts[i].g = ctx->Current.RasterColor[1];
2485 verts[i].b = ctx->Current.RasterColor[2];
2486 verts[i].a = ctx->Current.RasterColor[3];
2487 }
2488
2489 /* upload new vertex data */
2490 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts);
2491 }
2492
2493 /* choose different foreground/background alpha values */
2494 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2495 bg = (fg > 127 ? 0 : 255);
2496
2497 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2498 if (!bitmap1) {
2499 _mesa_meta_end(ctx);
2500 return;
2501 }
2502
2503 bitmap8 = malloc(width * height);
2504 if (bitmap8) {
2505 memset(bitmap8, bg, width * height);
2506 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2507 bitmap8, width, fg);
2508
2509 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2510
2511 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2512 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2513
2514 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2515 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2516
2517 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2518
2519 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2520
2521 free(bitmap8);
2522 }
2523
2524 _mesa_unmap_pbo_source(ctx, &unpackSave);
2525
2526 _mesa_meta_end(ctx);
2527 }
2528
2529 /**
2530 * Compute the texture coordinates for the four vertices of a quad for
2531 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2532 * and width, height specify a sub-region of the 2D image.
2533 *
2534 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2535 * \param slice slice of a 1D/2D array texture or 3D texture
2536 * \param xoffset X position of sub texture
2537 * \param yoffset Y position of sub texture
2538 * \param width width of the sub texture image
2539 * \param height height of the sub texture image
2540 * \param total_width total width of the texture image
2541 * \param total_height total height of the texture image
2542 * \param total_depth total depth of the texture image
2543 * \param coords0/1/2/3 returns the computed texcoords
2544 */
2545 void
2546 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2547 GLint slice,
2548 GLint xoffset,
2549 GLint yoffset,
2550 GLint width,
2551 GLint height,
2552 GLint total_width,
2553 GLint total_height,
2554 GLint total_depth,
2555 GLfloat coords0[4],
2556 GLfloat coords1[4],
2557 GLfloat coords2[4],
2558 GLfloat coords3[4])
2559 {
2560 float st[4][2];
2561 GLuint i;
2562 const float s0 = (float) xoffset / (float) total_width;
2563 const float s1 = (float) (xoffset + width) / (float) total_width;
2564 const float t0 = (float) yoffset / (float) total_height;
2565 const float t1 = (float) (yoffset + height) / (float) total_height;
2566 GLfloat r;
2567
2568 /* setup the reference texcoords */
2569 st[0][0] = s0;
2570 st[0][1] = t0;
2571 st[1][0] = s1;
2572 st[1][1] = t0;
2573 st[2][0] = s1;
2574 st[2][1] = t1;
2575 st[3][0] = s0;
2576 st[3][1] = t1;
2577
2578 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2579 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2580
2581 /* Currently all texture targets want the W component to be 1.0.
2582 */
2583 coords0[3] = 1.0F;
2584 coords1[3] = 1.0F;
2585 coords2[3] = 1.0F;
2586 coords3[3] = 1.0F;
2587
2588 switch (faceTarget) {
2589 case GL_TEXTURE_1D:
2590 case GL_TEXTURE_2D:
2591 case GL_TEXTURE_3D:
2592 case GL_TEXTURE_2D_ARRAY:
2593 if (faceTarget == GL_TEXTURE_3D) {
2594 assert(slice < total_depth);
2595 assert(total_depth >= 1);
2596 r = (slice + 0.5f) / total_depth;
2597 }
2598 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2599 r = (float) slice;
2600 else
2601 r = 0.0F;
2602 coords0[0] = st[0][0]; /* s */
2603 coords0[1] = st[0][1]; /* t */
2604 coords0[2] = r; /* r */
2605 coords1[0] = st[1][0];
2606 coords1[1] = st[1][1];
2607 coords1[2] = r;
2608 coords2[0] = st[2][0];
2609 coords2[1] = st[2][1];
2610 coords2[2] = r;
2611 coords3[0] = st[3][0];
2612 coords3[1] = st[3][1];
2613 coords3[2] = r;
2614 break;
2615 case GL_TEXTURE_RECTANGLE_ARB:
2616 coords0[0] = (float) xoffset; /* s */
2617 coords0[1] = (float) yoffset; /* t */
2618 coords0[2] = 0.0F; /* r */
2619 coords1[0] = (float) (xoffset + width);
2620 coords1[1] = (float) yoffset;
2621 coords1[2] = 0.0F;
2622 coords2[0] = (float) (xoffset + width);
2623 coords2[1] = (float) (yoffset + height);
2624 coords2[2] = 0.0F;
2625 coords3[0] = (float) xoffset;
2626 coords3[1] = (float) (yoffset + height);
2627 coords3[2] = 0.0F;
2628 break;
2629 case GL_TEXTURE_1D_ARRAY:
2630 coords0[0] = st[0][0]; /* s */
2631 coords0[1] = (float) slice; /* t */
2632 coords0[2] = 0.0F; /* r */
2633 coords1[0] = st[1][0];
2634 coords1[1] = (float) slice;
2635 coords1[2] = 0.0F;
2636 coords2[0] = st[2][0];
2637 coords2[1] = (float) slice;
2638 coords2[2] = 0.0F;
2639 coords3[0] = st[3][0];
2640 coords3[1] = (float) slice;
2641 coords3[2] = 0.0F;
2642 break;
2643
2644 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2645 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2646 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2647 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2648 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2649 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2650 /* loop over quad verts */
2651 for (i = 0; i < 4; i++) {
2652 /* Compute sc = +/-scale and tc = +/-scale.
2653 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2654 * though that can still sometimes happen with this scale factor...
2655 */
2656 const GLfloat scale = 0.9999f;
2657 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2658 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2659 GLfloat *coord;
2660
2661 switch (i) {
2662 case 0:
2663 coord = coords0;
2664 break;
2665 case 1:
2666 coord = coords1;
2667 break;
2668 case 2:
2669 coord = coords2;
2670 break;
2671 case 3:
2672 coord = coords3;
2673 break;
2674 default:
2675 unreachable("not reached");
2676 }
2677
2678 coord[3] = (float) (slice / 6);
2679
2680 switch (faceTarget) {
2681 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2682 coord[0] = 1.0f;
2683 coord[1] = -tc;
2684 coord[2] = -sc;
2685 break;
2686 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2687 coord[0] = -1.0f;
2688 coord[1] = -tc;
2689 coord[2] = sc;
2690 break;
2691 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2692 coord[0] = sc;
2693 coord[1] = 1.0f;
2694 coord[2] = tc;
2695 break;
2696 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2697 coord[0] = sc;
2698 coord[1] = -1.0f;
2699 coord[2] = -tc;
2700 break;
2701 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2702 coord[0] = sc;
2703 coord[1] = -tc;
2704 coord[2] = 1.0f;
2705 break;
2706 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2707 coord[0] = -sc;
2708 coord[1] = -tc;
2709 coord[2] = -1.0f;
2710 break;
2711 default:
2712 assert(0);
2713 }
2714 }
2715 break;
2716 default:
2717 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2718 }
2719 }
2720
2721 static struct blit_shader *
2722 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2723 {
2724 switch(target) {
2725 case GL_TEXTURE_1D:
2726 table->sampler_1d.type = "sampler1D";
2727 table->sampler_1d.func = "texture1D";
2728 table->sampler_1d.texcoords = "texCoords.x";
2729 return &table->sampler_1d;
2730 case GL_TEXTURE_2D:
2731 table->sampler_2d.type = "sampler2D";
2732 table->sampler_2d.func = "texture2D";
2733 table->sampler_2d.texcoords = "texCoords.xy";
2734 return &table->sampler_2d;
2735 case GL_TEXTURE_RECTANGLE:
2736 table->sampler_rect.type = "sampler2DRect";
2737 table->sampler_rect.func = "texture2DRect";
2738 table->sampler_rect.texcoords = "texCoords.xy";
2739 return &table->sampler_rect;
2740 case GL_TEXTURE_3D:
2741 /* Code for mipmap generation with 3D textures is not used yet.
2742 * It's a sw fallback.
2743 */
2744 table->sampler_3d.type = "sampler3D";
2745 table->sampler_3d.func = "texture3D";
2746 table->sampler_3d.texcoords = "texCoords.xyz";
2747 return &table->sampler_3d;
2748 case GL_TEXTURE_CUBE_MAP:
2749 table->sampler_cubemap.type = "samplerCube";
2750 table->sampler_cubemap.func = "textureCube";
2751 table->sampler_cubemap.texcoords = "texCoords.xyz";
2752 return &table->sampler_cubemap;
2753 case GL_TEXTURE_1D_ARRAY:
2754 table->sampler_1d_array.type = "sampler1DArray";
2755 table->sampler_1d_array.func = "texture1DArray";
2756 table->sampler_1d_array.texcoords = "texCoords.xy";
2757 return &table->sampler_1d_array;
2758 case GL_TEXTURE_2D_ARRAY:
2759 table->sampler_2d_array.type = "sampler2DArray";
2760 table->sampler_2d_array.func = "texture2DArray";
2761 table->sampler_2d_array.texcoords = "texCoords.xyz";
2762 return &table->sampler_2d_array;
2763 case GL_TEXTURE_CUBE_MAP_ARRAY:
2764 table->sampler_cubemap_array.type = "samplerCubeArray";
2765 table->sampler_cubemap_array.func = "textureCubeArray";
2766 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2767 return &table->sampler_cubemap_array;
2768 default:
2769 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2770 " setup_texture_sampler()\n", target);
2771 return NULL;
2772 }
2773 }
2774
2775 void
2776 _mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx,
2777 struct blit_shader_table *table)
2778 {
2779 _mesa_reference_shader_program(ctx, &table->sampler_1d.shader_prog, NULL);
2780 _mesa_reference_shader_program(ctx, &table->sampler_2d.shader_prog, NULL);
2781 _mesa_reference_shader_program(ctx, &table->sampler_3d.shader_prog, NULL);
2782 _mesa_reference_shader_program(ctx, &table->sampler_rect.shader_prog, NULL);
2783 _mesa_reference_shader_program(ctx, &table->sampler_cubemap.shader_prog, NULL);
2784 _mesa_reference_shader_program(ctx, &table->sampler_1d_array.shader_prog, NULL);
2785 _mesa_reference_shader_program(ctx, &table->sampler_2d_array.shader_prog, NULL);
2786 _mesa_reference_shader_program(ctx, &table->sampler_cubemap_array.shader_prog, NULL);
2787 }
2788
2789 /**
2790 * Determine the GL data type to use for the temporary image read with
2791 * ReadPixels() and passed to Tex[Sub]Image().
2792 */
2793 static GLenum
2794 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2795 {
2796 const GLenum baseFormat = _mesa_get_format_base_format(format);
2797 const GLenum datatype = _mesa_get_format_datatype(format);
2798 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2799
2800 switch (baseFormat) {
2801 case GL_RGBA:
2802 case GL_RGB:
2803 case GL_RG:
2804 case GL_RED:
2805 case GL_ALPHA:
2806 case GL_LUMINANCE:
2807 case GL_LUMINANCE_ALPHA:
2808 case GL_INTENSITY:
2809 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2810 return datatype;
2811 } else if (format_red_bits <= 8) {
2812 return GL_UNSIGNED_BYTE;
2813 } else if (format_red_bits <= 16) {
2814 return GL_UNSIGNED_SHORT;
2815 }
2816 return GL_FLOAT;
2817 case GL_DEPTH_COMPONENT:
2818 if (datatype == GL_FLOAT)
2819 return GL_FLOAT;
2820 else
2821 return GL_UNSIGNED_INT;
2822 case GL_DEPTH_STENCIL:
2823 if (datatype == GL_FLOAT)
2824 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2825 else
2826 return GL_UNSIGNED_INT_24_8;
2827 default:
2828 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2829 baseFormat);
2830 return 0;
2831 }
2832 }
2833
2834 /**
2835 * Attempts to wrap the destination texture in an FBO and use
2836 * glBlitFramebuffer() to implement glCopyTexSubImage().
2837 */
2838 static bool
2839 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx,
2840 struct gl_texture_image *texImage,
2841 GLint xoffset,
2842 GLint yoffset,
2843 GLint zoffset,
2844 struct gl_renderbuffer *rb,
2845 GLint x, GLint y,
2846 GLsizei width, GLsizei height)
2847 {
2848 struct gl_framebuffer *drawFb;
2849 bool success = false;
2850 GLbitfield mask;
2851 GLenum status;
2852
2853 if (!ctx->Extensions.ARB_framebuffer_object)
2854 return false;
2855
2856 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
2857 if (drawFb == NULL)
2858 return false;
2859
2860 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2861 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
2862
2863 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2864 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2865 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2866 GL_DEPTH_ATTACHMENT,
2867 texImage, zoffset);
2868 mask = GL_DEPTH_BUFFER_BIT;
2869
2870 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2871 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2872 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2873 GL_STENCIL_ATTACHMENT,
2874 texImage, zoffset);
2875 mask |= GL_STENCIL_BUFFER_BIT;
2876 }
2877 _mesa_DrawBuffer(GL_NONE);
2878 } else {
2879 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2880 GL_COLOR_ATTACHMENT0,
2881 texImage, zoffset);
2882 mask = GL_COLOR_BUFFER_BIT;
2883 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2884 }
2885
2886 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
2887 if (status != GL_FRAMEBUFFER_COMPLETE)
2888 goto out;
2889
2890 ctx->Meta->Blit.no_ctsi_fallback = true;
2891
2892 /* Since we've bound a new draw framebuffer, we need to update
2893 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2894 * be correct.
2895 */
2896 _mesa_update_state(ctx);
2897
2898 /* We skip the core BlitFramebuffer checks for format consistency, which
2899 * are too strict for CopyTexImage. We know meta will be fine with format
2900 * changes.
2901 */
2902 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2903 x, y,
2904 x + width, y + height,
2905 xoffset, yoffset,
2906 xoffset + width, yoffset + height,
2907 mask, GL_NEAREST);
2908 ctx->Meta->Blit.no_ctsi_fallback = false;
2909 success = mask == 0x0;
2910
2911 out:
2912 _mesa_reference_framebuffer(&drawFb, NULL);
2913 _mesa_meta_end(ctx);
2914 return success;
2915 }
2916
2917 /**
2918 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2919 * Have to be careful with locking and meta state for pixel transfer.
2920 */
2921 void
2922 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2923 struct gl_texture_image *texImage,
2924 GLint xoffset, GLint yoffset, GLint zoffset,
2925 struct gl_renderbuffer *rb,
2926 GLint x, GLint y,
2927 GLsizei width, GLsizei height)
2928 {
2929 GLenum format, type;
2930 GLint bpp;
2931 void *buf;
2932
2933 if (copytexsubimage_using_blit_framebuffer(ctx,
2934 texImage,
2935 xoffset, yoffset, zoffset,
2936 rb,
2937 x, y,
2938 width, height)) {
2939 return;
2940 }
2941
2942 /* Choose format/type for temporary image buffer */
2943 format = _mesa_get_format_base_format(texImage->TexFormat);
2944 if (format == GL_LUMINANCE ||
2945 format == GL_LUMINANCE_ALPHA ||
2946 format == GL_INTENSITY) {
2947 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2948 * temp image buffer because glReadPixels will do L=R+G+B which is
2949 * not what we want (should be L=R).
2950 */
2951 format = GL_RGBA;
2952 }
2953
2954 type = get_temp_image_type(ctx, texImage->TexFormat);
2955 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2956 format = _mesa_base_format_to_integer_format(format);
2957 }
2958 bpp = _mesa_bytes_per_pixel(format, type);
2959 if (bpp <= 0) {
2960 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2961 return;
2962 }
2963
2964 /*
2965 * Alloc image buffer (XXX could use a PBO)
2966 */
2967 buf = malloc(width * height * bpp);
2968 if (!buf) {
2969 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2970 return;
2971 }
2972
2973 /*
2974 * Read image from framebuffer (disable pixel transfer ops)
2975 */
2976 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2977 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2978 format, type, &ctx->Pack, buf);
2979 _mesa_meta_end(ctx);
2980
2981 _mesa_update_state(ctx); /* to update pixel transfer state */
2982
2983 /*
2984 * Store texture data (with pixel transfer ops)
2985 */
2986 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2987
2988 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2989 assert(yoffset == 0);
2990 ctx->Driver.TexSubImage(ctx, dims, texImage,
2991 xoffset, zoffset, 0, width, 1, 1,
2992 format, type, buf, &ctx->Unpack);
2993 } else {
2994 ctx->Driver.TexSubImage(ctx, dims, texImage,
2995 xoffset, yoffset, zoffset, width, height, 1,
2996 format, type, buf, &ctx->Unpack);
2997 }
2998
2999 _mesa_meta_end(ctx);
3000
3001 free(buf);
3002 }
3003
3004 static void
3005 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
3006 {
3007 if (decompress_fbo->fb != NULL) {
3008 _mesa_reference_framebuffer(&decompress_fbo->fb, NULL);
3009 _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL);
3010 }
3011
3012 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
3013 }
3014
3015 static void
3016 meta_decompress_cleanup(struct gl_context *ctx,
3017 struct decompress_state *decompress)
3018 {
3019 meta_decompress_fbo_cleanup(&decompress->byteFBO);
3020 meta_decompress_fbo_cleanup(&decompress->floatFBO);
3021
3022 if (decompress->VAO != 0) {
3023 _mesa_DeleteVertexArrays(1, &decompress->VAO);
3024 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
3025 }
3026
3027 _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
3028 _mesa_meta_blit_shader_table_cleanup(ctx, &decompress->shaders);
3029
3030 memset(decompress, 0, sizeof(*decompress));
3031 }
3032
3033 /**
3034 * Decompress a texture image by drawing a quad with the compressed
3035 * texture and reading the pixels out of the color buffer.
3036 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3037 * \param destFormat format, ala glReadPixels
3038 * \param destType type, ala glReadPixels
3039 * \param dest destination buffer
3040 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3041 */
3042 static bool
3043 decompress_texture_image(struct gl_context *ctx,
3044 struct gl_texture_image *texImage,
3045 GLuint slice,
3046 GLint xoffset, GLint yoffset,
3047 GLsizei width, GLsizei height,
3048 GLenum destFormat, GLenum destType,
3049 GLvoid *dest)
3050 {
3051 struct decompress_state *decompress = &ctx->Meta->Decompress;
3052 struct decompress_fbo_state *decompress_fbo;
3053 struct gl_texture_object *texObj = texImage->TexObject;
3054 const GLenum target = texObj->Target;
3055 GLenum rbFormat;
3056 GLenum faceTarget;
3057 struct vertex verts[4];
3058 struct gl_sampler_object *samp_obj_save = NULL;
3059 GLenum status;
3060 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3061 ctx->Extensions.ARB_fragment_shader;
3062
3063 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3064 case GL_FLOAT:
3065 decompress_fbo = &decompress->floatFBO;
3066 rbFormat = GL_RGBA32F;
3067 break;
3068 case GL_UNSIGNED_NORMALIZED:
3069 decompress_fbo = &decompress->byteFBO;
3070 rbFormat = GL_RGBA;
3071 break;
3072 default:
3073 return false;
3074 }
3075
3076 if (slice > 0) {
3077 assert(target == GL_TEXTURE_3D ||
3078 target == GL_TEXTURE_2D_ARRAY ||
3079 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3080 }
3081
3082 switch (target) {
3083 case GL_TEXTURE_1D:
3084 case GL_TEXTURE_1D_ARRAY:
3085 assert(!"No compressed 1D textures.");
3086 return false;
3087
3088 case GL_TEXTURE_CUBE_MAP_ARRAY:
3089 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3090 break;
3091
3092 case GL_TEXTURE_CUBE_MAP:
3093 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3094 break;
3095
3096 default:
3097 faceTarget = target;
3098 break;
3099 }
3100
3101 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3102 MESA_META_DRAW_BUFFERS));
3103 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3104
3105 _mesa_reference_sampler_object(ctx, &samp_obj_save,
3106 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
3107
3108 /* Create/bind FBO/renderbuffer */
3109 if (decompress_fbo->fb == NULL) {
3110 decompress_fbo->rb = ctx->Driver.NewRenderbuffer(ctx, 0xDEADBEEF);
3111 if (decompress_fbo->rb == NULL) {
3112 _mesa_meta_end(ctx);
3113 return false;
3114 }
3115
3116 decompress_fbo->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3117 if (decompress_fbo->fb == NULL) {
3118 _mesa_meta_end(ctx);
3119 return false;
3120 }
3121
3122 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3123 _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
3124 decompress_fbo->rb);
3125 }
3126 else {
3127 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3128 }
3129
3130 /* alloc dest surface */
3131 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3132 _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
3133 width, height, 0, 0);
3134
3135 /* Do the full completeness check to recompute
3136 * ctx->DrawBuffer->Width/Height.
3137 */
3138 ctx->DrawBuffer->_Status = GL_FRAMEBUFFER_UNDEFINED;
3139 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3140 if (status != GL_FRAMEBUFFER_COMPLETE) {
3141 /* If the framebuffer isn't complete then we'll leave
3142 * decompress_fbo->Width as zero so that it will fail again next time
3143 * too */
3144 _mesa_meta_end(ctx);
3145 return false;
3146 }
3147 decompress_fbo->Width = width;
3148 decompress_fbo->Height = height;
3149 }
3150
3151 if (use_glsl_version) {
3152 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3153 &decompress->buf_obj, true,
3154 2, 4, 0);
3155
3156 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3157 } else {
3158 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3159 &decompress->buf_obj, 3);
3160 }
3161
3162 if (decompress->samp_obj == NULL) {
3163 decompress->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
3164 if (decompress->samp_obj == NULL) {
3165 _mesa_meta_end(ctx);
3166
3167 /* This is a bit lazy. Flag out of memory, and then don't bother to
3168 * clean up. Once out of memory is flagged, the only realistic next
3169 * move is to destroy the context. That will trigger all the right
3170 * clean up.
3171 *
3172 * Returning true prevents other GetTexImage methods from attempting
3173 * anything since they will likely fail too.
3174 */
3175 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
3176 return true;
3177 }
3178
3179 /* nearest filtering */
3180 _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
3181
3182 /* We don't want to encode or decode sRGB values; treat them as linear. */
3183 _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT);
3184 }
3185
3186 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
3187
3188 /* Silence valgrind warnings about reading uninitialized stack. */
3189 memset(verts, 0, sizeof(verts));
3190
3191 _mesa_meta_setup_texture_coords(faceTarget, slice,
3192 xoffset, yoffset, width, height,
3193 texImage->Width, texImage->Height,
3194 texImage->Depth,
3195 verts[0].tex,
3196 verts[1].tex,
3197 verts[2].tex,
3198 verts[3].tex);
3199
3200 /* setup vertex positions */
3201 verts[0].x = -1.0F;
3202 verts[0].y = -1.0F;
3203 verts[1].x = 1.0F;
3204 verts[1].y = -1.0F;
3205 verts[2].x = 1.0F;
3206 verts[2].y = 1.0F;
3207 verts[3].x = -1.0F;
3208 verts[3].y = 1.0F;
3209
3210 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3211
3212 /* upload new vertex data */
3213 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts);
3214
3215 /* setup texture state */
3216 _mesa_bind_texture(ctx, target, texObj);
3217
3218 if (!use_glsl_version)
3219 _mesa_set_enable(ctx, target, GL_TRUE);
3220
3221 {
3222 /* save texture object state */
3223 const GLint baseLevelSave = texObj->BaseLevel;
3224 const GLint maxLevelSave = texObj->MaxLevel;
3225
3226 /* restrict sampling to the texture level of interest */
3227 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3228 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3229 (GLint *) &texImage->Level, false);
3230 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3231 (GLint *) &texImage->Level, false);
3232 }
3233
3234 /* render quad w/ texture into renderbuffer */
3235 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3236
3237 /* Restore texture object state, the texture binding will
3238 * be restored by _mesa_meta_end().
3239 */
3240 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3241 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3242 &baseLevelSave, false);
3243 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3244 &maxLevelSave, false);
3245 }
3246
3247 }
3248
3249 /* read pixels from renderbuffer */
3250 {
3251 GLenum baseTexFormat = texImage->_BaseFormat;
3252 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3253
3254 /* The pixel transfer state will be set to default values at this point
3255 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3256 * turned off (as required by glGetTexImage) but we need to handle some
3257 * special cases. In particular, single-channel texture values are
3258 * returned as red and two-channel texture values are returned as
3259 * red/alpha.
3260 */
3261 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3262 destBaseFormat) ||
3263 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3264 * luminance then we need to return L=tex(R).
3265 */
3266 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3267 destBaseFormat)) {
3268 /* Green and blue must be zero */
3269 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3270 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3271 }
3272
3273 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3274 }
3275
3276 /* disable texture unit */
3277 if (!use_glsl_version)
3278 _mesa_set_enable(ctx, target, GL_FALSE);
3279
3280 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
3281 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
3282
3283 _mesa_meta_end(ctx);
3284
3285 return true;
3286 }
3287
3288
3289 /**
3290 * This is just a wrapper around _mesa_get_tex_image() and
3291 * decompress_texture_image(). Meta functions should not be directly called
3292 * from core Mesa.
3293 */
3294 void
3295 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3296 GLint xoffset, GLint yoffset, GLint zoffset,
3297 GLsizei width, GLsizei height, GLsizei depth,
3298 GLenum format, GLenum type, GLvoid *pixels,
3299 struct gl_texture_image *texImage)
3300 {
3301 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3302 GLuint slice;
3303 bool result = true;
3304
3305 for (slice = 0; slice < depth; slice++) {
3306 void *dst;
3307 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
3308 *
3309 * "For three-dimensional, two-dimensional array, cube map array,
3310 * and cube map textures pixel storage operations are applied as
3311 * if the image were two-dimensional, except that the additional
3312 * pixel storage state values PACK_IMAGE_HEIGHT and
3313 * PACK_SKIP_IMAGES are applied. The correspondence of texels to
3314 * memory locations is as defined for TexImage3D in section 8.5."
3315 */
3316 switch (texImage->TexObject->Target) {
3317 case GL_TEXTURE_3D:
3318 case GL_TEXTURE_2D_ARRAY:
3319 case GL_TEXTURE_CUBE_MAP:
3320 case GL_TEXTURE_CUBE_MAP_ARRAY: {
3321 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3322 * in the decompress_texture_image() function's call to
3323 * glReadPixels but we need to compute the dest slice's address
3324 * here (according to SkipImages and ImageHeight).
3325 */
3326 struct gl_pixelstore_attrib packing = ctx->Pack;
3327 packing.SkipPixels = 0;
3328 packing.SkipRows = 0;
3329 dst = _mesa_image_address3d(&packing, pixels, width, height,
3330 format, type, slice, 0, 0);
3331 break;
3332 }
3333 default:
3334 dst = pixels;
3335 break;
3336 }
3337 result = decompress_texture_image(ctx, texImage, slice,
3338 xoffset, yoffset, width, height,
3339 format, type, dst);
3340 if (!result)
3341 break;
3342 }
3343
3344 if (result)
3345 return;
3346 }
3347
3348 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3349 width, height, depth, format, type, pixels, texImage);
3350 }
3351
3352
3353 /**
3354 * Meta implementation of ctx->Driver.DrawTex() in terms
3355 * of polygon rendering.
3356 */
3357 void
3358 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3359 GLfloat width, GLfloat height)
3360 {
3361 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3362 struct vertex {
3363 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3364 };
3365 struct vertex verts[4];
3366 GLuint i;
3367
3368 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3369 MESA_META_SHADER |
3370 MESA_META_TRANSFORM |
3371 MESA_META_VERTEX |
3372 MESA_META_VIEWPORT));
3373
3374 if (drawtex->VAO == 0) {
3375 /* one-time setup */
3376 struct gl_vertex_array_object *array_obj;
3377
3378 /* create vertex array object */
3379 _mesa_GenVertexArrays(1, &drawtex->VAO);
3380 _mesa_BindVertexArray(drawtex->VAO);
3381
3382 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3383 assert(array_obj != NULL);
3384
3385 /* create vertex array buffer */
3386 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3387 if (drawtex->buf_obj == NULL)
3388 return;
3389
3390 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3391 GL_DYNAMIC_DRAW, __func__);
3392
3393 /* setup vertex arrays */
3394 FLUSH_VERTICES(ctx, 0);
3395 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3396 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3397 GL_FALSE, GL_FALSE,
3398 offsetof(struct vertex, x));
3399 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3400 drawtex->buf_obj, 0, sizeof(struct vertex));
3401 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
3402
3403
3404 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3405 FLUSH_VERTICES(ctx, 0);
3406 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3407 2, GL_FLOAT, GL_RGBA, GL_FALSE,
3408 GL_FALSE, GL_FALSE,
3409 offsetof(struct vertex, st[i]));
3410 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3411 drawtex->buf_obj, 0, sizeof(struct vertex));
3412 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
3413 }
3414 }
3415 else {
3416 _mesa_BindVertexArray(drawtex->VAO);
3417 }
3418
3419 /* vertex positions, texcoords */
3420 {
3421 const GLfloat x1 = x + width;
3422 const GLfloat y1 = y + height;
3423
3424 z = CLAMP(z, 0.0f, 1.0f);
3425 z = invert_z(z);
3426
3427 verts[0].x = x;
3428 verts[0].y = y;
3429 verts[0].z = z;
3430
3431 verts[1].x = x1;
3432 verts[1].y = y;
3433 verts[1].z = z;
3434
3435 verts[2].x = x1;
3436 verts[2].y = y1;
3437 verts[2].z = z;
3438
3439 verts[3].x = x;
3440 verts[3].y = y1;
3441 verts[3].z = z;
3442
3443 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3444 const struct gl_texture_object *texObj;
3445 const struct gl_texture_image *texImage;
3446 GLfloat s, t, s1, t1;
3447 GLuint tw, th;
3448
3449 if (!ctx->Texture.Unit[i]._Current) {
3450 GLuint j;
3451 for (j = 0; j < 4; j++) {
3452 verts[j].st[i][0] = 0.0f;
3453 verts[j].st[i][1] = 0.0f;
3454 }
3455 continue;
3456 }
3457
3458 texObj = ctx->Texture.Unit[i]._Current;
3459 texImage = texObj->Image[0][texObj->BaseLevel];
3460 tw = texImage->Width2;
3461 th = texImage->Height2;
3462
3463 s = (GLfloat) texObj->CropRect[0] / tw;
3464 t = (GLfloat) texObj->CropRect[1] / th;
3465 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3466 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3467
3468 verts[0].st[i][0] = s;
3469 verts[0].st[i][1] = t;
3470
3471 verts[1].st[i][0] = s1;
3472 verts[1].st[i][1] = t;
3473
3474 verts[2].st[i][0] = s1;
3475 verts[2].st[i][1] = t1;
3476
3477 verts[3].st[i][0] = s;
3478 verts[3].st[i][1] = t1;
3479 }
3480
3481 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts);
3482 }
3483
3484 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3485
3486 _mesa_meta_end(ctx);
3487 }
3488
3489 static bool
3490 cleartexsubimage_color(struct gl_context *ctx,
3491 struct gl_texture_image *texImage,
3492 const GLvoid *clearValue,
3493 GLint zoffset)
3494 {
3495 mesa_format format;
3496 union gl_color_union colorValue;
3497 GLenum datatype;
3498 GLenum status;
3499
3500 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3501 GL_COLOR_ATTACHMENT0,
3502 texImage, zoffset);
3503
3504 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3505 if (status != GL_FRAMEBUFFER_COMPLETE)
3506 return false;
3507
3508 /* We don't want to apply an sRGB conversion so override the format */
3509 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3510 datatype = _mesa_get_format_datatype(format);
3511
3512 switch (datatype) {
3513 case GL_UNSIGNED_INT:
3514 case GL_INT:
3515 if (clearValue)
3516 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3517 (GLuint (*)[4]) colorValue.ui);
3518 else
3519 memset(&colorValue, 0, sizeof colorValue);
3520 if (datatype == GL_INT)
3521 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3522 else
3523 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3524 break;
3525 default:
3526 if (clearValue)
3527 _mesa_unpack_rgba_row(format, 1, clearValue,
3528 (GLfloat (*)[4]) colorValue.f);
3529 else
3530 memset(&colorValue, 0, sizeof colorValue);
3531 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3532 break;
3533 }
3534
3535 return true;
3536 }
3537
3538 static bool
3539 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3540 struct gl_texture_image *texImage,
3541 const GLvoid *clearValue,
3542 GLint zoffset)
3543 {
3544 GLint stencilValue = 0;
3545 GLfloat depthValue = 0.0f;
3546 GLenum status;
3547
3548 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3549 GL_DEPTH_ATTACHMENT,
3550 texImage, zoffset);
3551
3552 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3553 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3554 GL_STENCIL_ATTACHMENT,
3555 texImage, zoffset);
3556
3557 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3558 if (status != GL_FRAMEBUFFER_COMPLETE)
3559 return false;
3560
3561 if (clearValue) {
3562 GLuint depthStencilValue[2];
3563
3564 /* Convert the clearValue from whatever format it's in to a floating
3565 * point value for the depth and an integer value for the stencil index
3566 */
3567 if (texImage->_BaseFormat == GL_DEPTH_STENCIL) {
3568 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3569 1, /* n */
3570 clearValue,
3571 depthStencilValue);
3572 /* We need a memcpy here instead of a cast because we need to
3573 * reinterpret the bytes as a float rather than converting it
3574 */
3575 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3576 stencilValue = depthStencilValue[1] & 0xff;
3577 } else {
3578 _mesa_unpack_float_z_row(texImage->TexFormat, 1 /* n */,
3579 clearValue, &depthValue);
3580 }
3581 }
3582
3583 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3584 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3585 else
3586 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3587
3588 return true;
3589 }
3590
3591 static bool
3592 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3593 struct gl_texture_image *texImage,
3594 GLint zoffset,
3595 const GLvoid *clearValue)
3596 {
3597 struct gl_framebuffer *drawFb;
3598 bool success;
3599
3600 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3601 if (drawFb == NULL)
3602 return false;
3603
3604 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
3605
3606 switch(texImage->_BaseFormat) {
3607 case GL_DEPTH_STENCIL:
3608 case GL_DEPTH_COMPONENT:
3609 success = cleartexsubimage_depth_stencil(ctx, texImage,
3610 clearValue, zoffset);
3611 break;
3612 default:
3613 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3614 break;
3615 }
3616
3617 _mesa_reference_framebuffer(&drawFb, NULL);
3618
3619 return success;
3620 }
3621
3622 static bool
3623 cleartexsubimage_using_fbo(struct gl_context *ctx,
3624 struct gl_texture_image *texImage,
3625 GLint xoffset, GLint yoffset, GLint zoffset,
3626 GLsizei width, GLsizei height, GLsizei depth,
3627 const GLvoid *clearValue)
3628 {
3629 bool success = true;
3630 GLint z;
3631
3632 _mesa_meta_begin(ctx,
3633 MESA_META_SCISSOR |
3634 MESA_META_COLOR_MASK |
3635 MESA_META_DITHER |
3636 MESA_META_FRAMEBUFFER_SRGB);
3637
3638 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3639 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3640
3641 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3642 _mesa_Scissor(xoffset, yoffset, width, height);
3643
3644 for (z = zoffset; z < zoffset + depth; z++) {
3645 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3646 success = false;
3647 break;
3648 }
3649 }
3650
3651 _mesa_meta_end(ctx);
3652
3653 return success;
3654 }
3655
3656 extern void
3657 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3658 struct gl_texture_image *texImage,
3659 GLint xoffset, GLint yoffset, GLint zoffset,
3660 GLsizei width, GLsizei height, GLsizei depth,
3661 const GLvoid *clearValue)
3662 {
3663 bool res;
3664
3665 res = cleartexsubimage_using_fbo(ctx, texImage,
3666 xoffset, yoffset, zoffset,
3667 width, height, depth,
3668 clearValue);
3669
3670 if (res)
3671 return;
3672
3673 _mesa_warning(ctx,
3674 "Falling back to mapping the texture in "
3675 "glClearTexSubImage\n");
3676
3677 _mesa_store_cleartexsubimage(ctx, texImage,
3678 xoffset, yoffset, zoffset,
3679 width, height, depth,
3680 clearValue);
3681 }