2 * Mesa 3-D graphics library
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/image.h"
50 #include "main/macros.h"
51 #include "main/matrix.h"
52 #include "main/mipmap.h"
53 #include "main/pixel.h"
55 #include "main/polygon.h"
56 #include "main/readpix.h"
57 #include "main/scissor.h"
58 #include "main/shaderapi.h"
59 #include "main/shaderobj.h"
60 #include "main/state.h"
61 #include "main/stencil.h"
62 #include "main/texobj.h"
63 #include "main/texenv.h"
64 #include "main/texgetimage.h"
65 #include "main/teximage.h"
66 #include "main/texparam.h"
67 #include "main/texstate.h"
68 #include "main/transformfeedback.h"
69 #include "main/uniforms.h"
70 #include "main/varray.h"
71 #include "main/viewport.h"
72 #include "program/program.h"
73 #include "swrast/swrast.h"
74 #include "drivers/common/meta.h"
77 /** Return offset in bytes of the field within a vertex struct */
78 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
81 * State which we may save/restore across meta ops.
82 * XXX this may be incomplete...
86 GLbitfield SavedState
; /**< bitmask of MESA_META_* flags */
88 /** MESA_META_ALPHA_TEST */
89 GLboolean AlphaEnabled
;
93 /** MESA_META_BLEND */
94 GLbitfield BlendEnabled
;
95 GLboolean ColorLogicOpEnabled
;
97 /** MESA_META_COLOR_MASK */
98 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4];
100 /** MESA_META_DEPTH_TEST */
101 struct gl_depthbuffer_attrib Depth
;
106 /** MESA_META_PIXEL_STORE */
107 struct gl_pixelstore_attrib Pack
, Unpack
;
109 /** MESA_META_PIXEL_TRANSFER */
110 GLfloat RedBias
, RedScale
;
111 GLfloat GreenBias
, GreenScale
;
112 GLfloat BlueBias
, BlueScale
;
113 GLfloat AlphaBias
, AlphaScale
;
114 GLfloat DepthBias
, DepthScale
;
115 GLboolean MapColorFlag
;
117 /** MESA_META_RASTERIZATION */
118 GLenum FrontPolygonMode
, BackPolygonMode
;
119 GLboolean PolygonOffset
;
120 GLboolean PolygonSmooth
;
121 GLboolean PolygonStipple
;
122 GLboolean PolygonCull
;
124 /** MESA_META_SCISSOR */
125 struct gl_scissor_attrib Scissor
;
127 /** MESA_META_SHADER */
128 GLboolean VertexProgramEnabled
;
129 struct gl_vertex_program
*VertexProgram
;
130 GLboolean FragmentProgramEnabled
;
131 struct gl_fragment_program
*FragmentProgram
;
132 struct gl_shader_program
*VertexShader
;
133 struct gl_shader_program
*GeometryShader
;
134 struct gl_shader_program
*FragmentShader
;
135 struct gl_shader_program
*ActiveShader
;
137 /** MESA_META_STENCIL_TEST */
138 struct gl_stencil_attrib Stencil
;
140 /** MESA_META_TRANSFORM */
142 GLfloat ModelviewMatrix
[16];
143 GLfloat ProjectionMatrix
[16];
144 GLfloat TextureMatrix
[16];
146 /** MESA_META_CLIP */
147 GLbitfield ClipPlanesEnabled
;
149 /** MESA_META_TEXTURE */
151 GLuint ClientActiveUnit
;
152 /** for unit[0] only */
153 struct gl_texture_object
*CurrentTexture
[NUM_TEXTURE_TARGETS
];
154 /** mask of TEXTURE_2D_BIT, etc */
155 GLbitfield TexEnabled
[MAX_TEXTURE_UNITS
];
156 GLbitfield TexGenEnabled
[MAX_TEXTURE_UNITS
];
157 GLuint EnvMode
; /* unit[0] only */
159 /** MESA_META_VERTEX */
160 struct gl_array_object
*ArrayObj
;
161 struct gl_buffer_object
*ArrayBufferObj
;
163 /** MESA_META_VIEWPORT */
164 GLint ViewportX
, ViewportY
, ViewportW
, ViewportH
;
165 GLclampd DepthNear
, DepthFar
;
167 /** MESA_META_CLAMP_FRAGMENT_COLOR */
168 GLenum ClampFragmentColor
;
170 /** MESA_META_CLAMP_VERTEX_COLOR */
171 GLenum ClampVertexColor
;
173 /** MESA_META_CONDITIONAL_RENDER */
174 struct gl_query_object
*CondRenderQuery
;
175 GLenum CondRenderMode
;
177 /** MESA_META_SELECT_FEEDBACK */
179 struct gl_selection Select
;
180 struct gl_feedback Feedback
;
182 /** Miscellaneous (always disabled) */
184 GLboolean RasterDiscard
;
185 GLboolean TransformFeedbackNeedsResume
;
189 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
190 * This is currently shared by all the meta ops. But we could create a
191 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
196 GLenum Target
; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
197 GLsizei MinSize
; /**< Min texture size to allocate */
198 GLsizei MaxSize
; /**< Max possible texture size */
199 GLboolean NPOT
; /**< Non-power of two size OK? */
200 GLsizei Width
, Height
; /**< Current texture size */
202 GLfloat Sright
, Ttop
; /**< right, top texcoords */
207 * State for glBlitFramebufer()
218 * State for glClear()
227 GLuint IntegerShaderProg
;
228 GLint IntegerColorLocation
;
233 * State for glCopyPixels()
243 * State for glDrawPixels()
249 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
250 GLuint DepthFP
; /**< Fragment program for drawing depth images */
255 * State for glBitmap()
261 struct temp_texture Tex
; /**< separate texture from other meta ops */
266 * State for _mesa_meta_generate_mipmap()
268 struct gen_mipmap_state
277 * State for texture decompression
279 struct decompress_state
282 GLuint VBO
, FBO
, RBO
;
287 * State for glDrawTex()
295 #define MAX_META_OPS_DEPTH 8
297 * All per-context meta state.
301 /** Stack of state saved during meta-ops */
302 struct save_state Save
[MAX_META_OPS_DEPTH
];
303 /** Save stack depth */
304 GLuint SaveStackDepth
;
306 struct temp_texture TempTex
;
308 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
309 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
310 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
311 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
312 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
313 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
314 struct decompress_state Decompress
; /**< For texture decompression */
315 struct drawtex_state DrawTex
; /**< For _mesa_meta_DrawTex() */
319 compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
, const GLcharARB
*source
)
325 shader
= _mesa_CreateShaderObjectARB(target
);
326 _mesa_ShaderSourceARB(shader
, 1, &source
, NULL
);
327 _mesa_CompileShaderARB(shader
);
329 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
333 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
341 _mesa_GetProgramInfoLog(shader
, size
, NULL
, info
);
343 "meta program compile failed:\n%s\n"
353 link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
358 _mesa_LinkProgramARB(program
);
360 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
364 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
372 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
373 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
381 * Initialize meta-ops for a context.
382 * To be called once during context creation.
385 _mesa_meta_init(struct gl_context
*ctx
)
389 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
394 * Free context meta-op state.
395 * To be called once during context destruction.
398 _mesa_meta_free(struct gl_context
*ctx
)
400 /* Note: Any textures, VBOs, etc, that we allocate should get
401 * freed by the normal context destruction code. But this would be
402 * the place to free other meta data someday.
410 * Enter meta state. This is like a light-weight version of glPushAttrib
411 * but it also resets most GL state back to default values.
413 * \param state bitmask of MESA_META_* flags indicating which attribute groups
414 * to save and reset to their defaults
417 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
419 struct save_state
*save
;
421 /* hope MAX_META_OPS_DEPTH is large enough */
422 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
424 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
425 memset(save
, 0, sizeof(*save
));
426 save
->SavedState
= state
;
428 /* Pausing transform feedback needs to be done early, or else we won't be
429 * able to change other state.
431 save
->TransformFeedbackNeedsResume
=
432 ctx
->TransformFeedback
.CurrentObject
->Active
&&
433 !ctx
->TransformFeedback
.CurrentObject
->Paused
;
434 if (save
->TransformFeedbackNeedsResume
)
435 _mesa_PauseTransformFeedback();
437 if (state
& MESA_META_ALPHA_TEST
) {
438 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
439 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
440 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
441 if (ctx
->Color
.AlphaEnabled
)
442 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
445 if (state
& MESA_META_BLEND
) {
446 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
447 if (ctx
->Color
.BlendEnabled
) {
448 if (ctx
->Extensions
.EXT_draw_buffers2
) {
450 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
451 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
455 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
458 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
459 if (ctx
->Color
.ColorLogicOpEnabled
)
460 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
463 if (state
& MESA_META_COLOR_MASK
) {
464 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
465 sizeof(ctx
->Color
.ColorMask
));
466 if (!ctx
->Color
.ColorMask
[0][0] ||
467 !ctx
->Color
.ColorMask
[0][1] ||
468 !ctx
->Color
.ColorMask
[0][2] ||
469 !ctx
->Color
.ColorMask
[0][3])
470 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
473 if (state
& MESA_META_DEPTH_TEST
) {
474 save
->Depth
= ctx
->Depth
; /* struct copy */
476 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
479 if (state
& MESA_META_FOG
) {
480 save
->Fog
= ctx
->Fog
.Enabled
;
481 if (ctx
->Fog
.Enabled
)
482 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
485 if (state
& MESA_META_PIXEL_STORE
) {
486 save
->Pack
= ctx
->Pack
;
487 save
->Unpack
= ctx
->Unpack
;
488 ctx
->Pack
= ctx
->DefaultPacking
;
489 ctx
->Unpack
= ctx
->DefaultPacking
;
492 if (state
& MESA_META_PIXEL_TRANSFER
) {
493 save
->RedScale
= ctx
->Pixel
.RedScale
;
494 save
->RedBias
= ctx
->Pixel
.RedBias
;
495 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
496 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
497 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
498 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
499 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
500 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
501 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
502 ctx
->Pixel
.RedScale
= 1.0F
;
503 ctx
->Pixel
.RedBias
= 0.0F
;
504 ctx
->Pixel
.GreenScale
= 1.0F
;
505 ctx
->Pixel
.GreenBias
= 0.0F
;
506 ctx
->Pixel
.BlueScale
= 1.0F
;
507 ctx
->Pixel
.BlueBias
= 0.0F
;
508 ctx
->Pixel
.AlphaScale
= 1.0F
;
509 ctx
->Pixel
.AlphaBias
= 0.0F
;
510 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
512 ctx
->NewState
|=_NEW_PIXEL
;
515 if (state
& MESA_META_RASTERIZATION
) {
516 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
517 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
518 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
519 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
520 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
521 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
522 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
523 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
524 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
525 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
526 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
529 if (state
& MESA_META_SCISSOR
) {
530 save
->Scissor
= ctx
->Scissor
; /* struct copy */
531 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
534 if (state
& MESA_META_SHADER
) {
535 if (ctx
->Extensions
.ARB_vertex_program
) {
536 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
537 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
538 ctx
->VertexProgram
.Current
);
539 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
542 if (ctx
->Extensions
.ARB_fragment_program
) {
543 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
544 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
545 ctx
->FragmentProgram
.Current
);
546 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
549 if (ctx
->Extensions
.ARB_shader_objects
) {
550 _mesa_reference_shader_program(ctx
, &save
->VertexShader
,
551 ctx
->Shader
.CurrentVertexProgram
);
552 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
,
553 ctx
->Shader
.CurrentGeometryProgram
);
554 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
,
555 ctx
->Shader
.CurrentFragmentProgram
);
556 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
557 ctx
->Shader
.ActiveProgram
);
559 _mesa_UseProgramObjectARB(0);
563 if (state
& MESA_META_STENCIL_TEST
) {
564 save
->Stencil
= ctx
->Stencil
; /* struct copy */
565 if (ctx
->Stencil
.Enabled
)
566 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
567 /* NOTE: other stencil state not reset */
570 if (state
& MESA_META_TEXTURE
) {
573 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
574 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
575 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
577 /* Disable all texture units */
578 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
579 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
580 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
581 if (ctx
->Texture
.Unit
[u
].Enabled
||
582 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
583 _mesa_ActiveTextureARB(GL_TEXTURE0
+ u
);
584 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
585 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
586 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
587 if (ctx
->Extensions
.ARB_texture_cube_map
)
588 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
589 if (ctx
->Extensions
.NV_texture_rectangle
)
590 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
591 if (ctx
->Extensions
.OES_EGL_image_external
)
592 _mesa_set_enable(ctx
, GL_TEXTURE_EXTERNAL_OES
, GL_FALSE
);
593 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
594 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
595 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
596 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
600 /* save current texture objects for unit[0] only */
601 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
602 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
603 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
606 /* set defaults for unit[0] */
607 _mesa_ActiveTextureARB(GL_TEXTURE0
);
608 _mesa_ClientActiveTextureARB(GL_TEXTURE0
);
609 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
612 if (state
& MESA_META_TRANSFORM
) {
613 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
614 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
615 16 * sizeof(GLfloat
));
616 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
617 16 * sizeof(GLfloat
));
618 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
619 16 * sizeof(GLfloat
));
620 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
621 /* set 1:1 vertex:pixel coordinate transform */
622 _mesa_ActiveTextureARB(GL_TEXTURE0
);
623 _mesa_MatrixMode(GL_TEXTURE
);
624 _mesa_LoadIdentity();
625 _mesa_ActiveTextureARB(GL_TEXTURE0
+ activeTexture
);
626 _mesa_MatrixMode(GL_MODELVIEW
);
627 _mesa_LoadIdentity();
628 _mesa_MatrixMode(GL_PROJECTION
);
629 _mesa_LoadIdentity();
630 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
631 0.0, ctx
->DrawBuffer
->Height
,
635 if (state
& MESA_META_CLIP
) {
636 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
637 if (ctx
->Transform
.ClipPlanesEnabled
) {
639 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
640 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
645 if (state
& MESA_META_VERTEX
) {
646 /* save vertex array object state */
647 _mesa_reference_array_object(ctx
, &save
->ArrayObj
,
648 ctx
->Array
.ArrayObj
);
649 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
650 ctx
->Array
.ArrayBufferObj
);
651 /* set some default state? */
654 if (state
& MESA_META_VIEWPORT
) {
655 /* save viewport state */
656 save
->ViewportX
= ctx
->Viewport
.X
;
657 save
->ViewportY
= ctx
->Viewport
.Y
;
658 save
->ViewportW
= ctx
->Viewport
.Width
;
659 save
->ViewportH
= ctx
->Viewport
.Height
;
660 /* set viewport to match window size */
661 if (ctx
->Viewport
.X
!= 0 ||
662 ctx
->Viewport
.Y
!= 0 ||
663 ctx
->Viewport
.Width
!= ctx
->DrawBuffer
->Width
||
664 ctx
->Viewport
.Height
!= ctx
->DrawBuffer
->Height
) {
665 _mesa_set_viewport(ctx
, 0, 0,
666 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
668 /* save depth range state */
669 save
->DepthNear
= ctx
->Viewport
.Near
;
670 save
->DepthFar
= ctx
->Viewport
.Far
;
671 /* set depth range to default */
672 _mesa_DepthRange(0.0, 1.0);
675 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
676 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
678 /* Generally in here we want to do clamping according to whether
679 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
680 * regardless of the internal implementation of the metaops.
682 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
)
683 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
686 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
687 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
689 /* Generally in here we never want vertex color clamping --
690 * result clamping is only dependent on fragment clamping.
692 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
695 if (state
& MESA_META_CONDITIONAL_RENDER
) {
696 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
697 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
699 if (ctx
->Query
.CondRenderQuery
)
700 _mesa_EndConditionalRender();
703 if (state
& MESA_META_SELECT_FEEDBACK
) {
704 save
->RenderMode
= ctx
->RenderMode
;
705 if (ctx
->RenderMode
== GL_SELECT
) {
706 save
->Select
= ctx
->Select
; /* struct copy */
707 _mesa_RenderMode(GL_RENDER
);
708 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
709 save
->Feedback
= ctx
->Feedback
; /* struct copy */
710 _mesa_RenderMode(GL_RENDER
);
716 save
->Lighting
= ctx
->Light
.Enabled
;
717 if (ctx
->Light
.Enabled
)
718 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
719 save
->RasterDiscard
= ctx
->RasterDiscard
;
720 if (ctx
->RasterDiscard
)
721 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
727 * Leave meta state. This is like a light-weight version of glPopAttrib().
730 _mesa_meta_end(struct gl_context
*ctx
)
732 struct save_state
*save
= &ctx
->Meta
->Save
[--ctx
->Meta
->SaveStackDepth
];
733 const GLbitfield state
= save
->SavedState
;
735 if (state
& MESA_META_ALPHA_TEST
) {
736 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
737 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
738 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
741 if (state
& MESA_META_BLEND
) {
742 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
743 if (ctx
->Extensions
.EXT_draw_buffers2
) {
745 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
746 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
750 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
753 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
754 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
757 if (state
& MESA_META_COLOR_MASK
) {
759 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
760 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
762 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
763 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
766 _mesa_ColorMaskIndexed(i
,
767 save
->ColorMask
[i
][0],
768 save
->ColorMask
[i
][1],
769 save
->ColorMask
[i
][2],
770 save
->ColorMask
[i
][3]);
776 if (state
& MESA_META_DEPTH_TEST
) {
777 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
778 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
779 _mesa_DepthFunc(save
->Depth
.Func
);
780 _mesa_DepthMask(save
->Depth
.Mask
);
783 if (state
& MESA_META_FOG
) {
784 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
787 if (state
& MESA_META_PIXEL_STORE
) {
788 ctx
->Pack
= save
->Pack
;
789 ctx
->Unpack
= save
->Unpack
;
792 if (state
& MESA_META_PIXEL_TRANSFER
) {
793 ctx
->Pixel
.RedScale
= save
->RedScale
;
794 ctx
->Pixel
.RedBias
= save
->RedBias
;
795 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
796 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
797 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
798 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
799 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
800 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
801 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
803 ctx
->NewState
|=_NEW_PIXEL
;
806 if (state
& MESA_META_RASTERIZATION
) {
807 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
808 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
809 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
810 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
811 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
812 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
815 if (state
& MESA_META_SCISSOR
) {
816 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, save
->Scissor
.Enabled
);
817 _mesa_Scissor(save
->Scissor
.X
, save
->Scissor
.Y
,
818 save
->Scissor
.Width
, save
->Scissor
.Height
);
821 if (state
& MESA_META_SHADER
) {
822 if (ctx
->Extensions
.ARB_vertex_program
) {
823 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
824 save
->VertexProgramEnabled
);
825 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
826 save
->VertexProgram
);
827 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
830 if (ctx
->Extensions
.ARB_fragment_program
) {
831 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
832 save
->FragmentProgramEnabled
);
833 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
834 save
->FragmentProgram
);
835 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
838 if (ctx
->Extensions
.ARB_vertex_shader
)
839 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
, save
->VertexShader
);
841 if (ctx
->Extensions
.ARB_geometry_shader4
)
842 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
843 save
->GeometryShader
);
845 if (ctx
->Extensions
.ARB_fragment_shader
)
846 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
847 save
->FragmentShader
);
849 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
852 _mesa_reference_shader_program(ctx
, &save
->VertexShader
, NULL
);
853 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
, NULL
);
854 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
, NULL
);
855 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
858 if (state
& MESA_META_STENCIL_TEST
) {
859 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
861 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
862 _mesa_ClearStencil(stencil
->Clear
);
863 if (ctx
->Extensions
.EXT_stencil_two_side
) {
864 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
865 stencil
->TestTwoSide
);
866 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
867 ? GL_BACK
: GL_FRONT
);
870 _mesa_StencilFuncSeparate(GL_FRONT
,
871 stencil
->Function
[0],
873 stencil
->ValueMask
[0]);
874 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
875 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
876 stencil
->ZFailFunc
[0],
877 stencil
->ZPassFunc
[0]);
879 _mesa_StencilFuncSeparate(GL_BACK
,
880 stencil
->Function
[1],
882 stencil
->ValueMask
[1]);
883 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
884 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
885 stencil
->ZFailFunc
[1],
886 stencil
->ZPassFunc
[1]);
889 if (state
& MESA_META_TEXTURE
) {
892 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
894 /* restore texenv for unit[0] */
895 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
897 /* restore texture objects for unit[0] only */
898 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
899 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
900 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
901 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
902 save
->CurrentTexture
[tgt
]);
904 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
907 /* Restore fixed function texture enables, texgen */
908 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
909 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
910 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
911 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
914 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
915 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
916 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
920 /* restore current unit state */
921 _mesa_ActiveTextureARB(GL_TEXTURE0
+ save
->ActiveUnit
);
922 _mesa_ClientActiveTextureARB(GL_TEXTURE0
+ save
->ClientActiveUnit
);
925 if (state
& MESA_META_TRANSFORM
) {
926 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
927 _mesa_ActiveTextureARB(GL_TEXTURE0
);
928 _mesa_MatrixMode(GL_TEXTURE
);
929 _mesa_LoadMatrixf(save
->TextureMatrix
);
930 _mesa_ActiveTextureARB(GL_TEXTURE0
+ activeTexture
);
932 _mesa_MatrixMode(GL_MODELVIEW
);
933 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
935 _mesa_MatrixMode(GL_PROJECTION
);
936 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
938 _mesa_MatrixMode(save
->MatrixMode
);
941 if (state
& MESA_META_CLIP
) {
942 if (save
->ClipPlanesEnabled
) {
944 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
945 if (save
->ClipPlanesEnabled
& (1 << i
)) {
946 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
952 if (state
& MESA_META_VERTEX
) {
953 /* restore vertex buffer object */
954 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
955 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
957 /* restore vertex array object */
958 _mesa_BindVertexArray(save
->ArrayObj
->Name
);
959 _mesa_reference_array_object(ctx
, &save
->ArrayObj
, NULL
);
962 if (state
& MESA_META_VIEWPORT
) {
963 if (save
->ViewportX
!= ctx
->Viewport
.X
||
964 save
->ViewportY
!= ctx
->Viewport
.Y
||
965 save
->ViewportW
!= ctx
->Viewport
.Width
||
966 save
->ViewportH
!= ctx
->Viewport
.Height
) {
967 _mesa_set_viewport(ctx
, save
->ViewportX
, save
->ViewportY
,
968 save
->ViewportW
, save
->ViewportH
);
970 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
973 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
974 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
977 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
978 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
981 if (state
& MESA_META_CONDITIONAL_RENDER
) {
982 if (save
->CondRenderQuery
)
983 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
984 save
->CondRenderMode
);
987 if (state
& MESA_META_SELECT_FEEDBACK
) {
988 if (save
->RenderMode
== GL_SELECT
) {
989 _mesa_RenderMode(GL_SELECT
);
990 ctx
->Select
= save
->Select
;
991 } else if (save
->RenderMode
== GL_FEEDBACK
) {
992 _mesa_RenderMode(GL_FEEDBACK
);
993 ctx
->Feedback
= save
->Feedback
;
998 if (save
->Lighting
) {
999 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1001 if (save
->RasterDiscard
) {
1002 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1004 if (save
->TransformFeedbackNeedsResume
)
1005 _mesa_ResumeTransformFeedback();
1010 * Determine whether Mesa is currently in a meta state.
1013 _mesa_meta_in_progress(struct gl_context
*ctx
)
1015 return ctx
->Meta
->SaveStackDepth
!= 0;
1020 * Convert Z from a normalized value in the range [0, 1] to an object-space
1021 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1022 * default/identity ortho projection results in the original Z value.
1023 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1024 * value comes from the clear value or raster position.
1026 static INLINE GLfloat
1027 invert_z(GLfloat normZ
)
1029 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1035 * One-time init for a temp_texture object.
1036 * Choose tex target, compute max tex size, etc.
1039 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1041 /* prefer texture rectangle */
1042 if (ctx
->Extensions
.NV_texture_rectangle
) {
1043 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1044 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1045 tex
->NPOT
= GL_TRUE
;
1048 /* use 2D texture, NPOT if possible */
1049 tex
->Target
= GL_TEXTURE_2D
;
1050 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1051 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1053 tex
->MinSize
= 16; /* 16 x 16 at least */
1054 assert(tex
->MaxSize
> 0);
1056 _mesa_GenTextures(1, &tex
->TexObj
);
1061 * Return pointer to temp_texture info for non-bitmap ops.
1062 * This does some one-time init if needed.
1064 static struct temp_texture
*
1065 get_temp_texture(struct gl_context
*ctx
)
1067 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1070 init_temp_texture(ctx
, tex
);
1078 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1079 * We use a separate texture for bitmaps to reduce texture
1080 * allocation/deallocation.
1082 static struct temp_texture
*
1083 get_bitmap_temp_texture(struct gl_context
*ctx
)
1085 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1088 init_temp_texture(ctx
, tex
);
1096 * Compute the width/height of texture needed to draw an image of the
1097 * given size. Return a flag indicating whether the current texture
1098 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1099 * allocated (glTexImage2D).
1100 * Also, compute s/t texcoords for drawing.
1102 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1105 alloc_texture(struct temp_texture
*tex
,
1106 GLsizei width
, GLsizei height
, GLenum intFormat
)
1108 GLboolean newTex
= GL_FALSE
;
1110 ASSERT(width
<= tex
->MaxSize
);
1111 ASSERT(height
<= tex
->MaxSize
);
1113 if (width
> tex
->Width
||
1114 height
> tex
->Height
||
1115 intFormat
!= tex
->IntFormat
) {
1116 /* alloc new texture (larger or different format) */
1119 /* use non-power of two size */
1120 tex
->Width
= MAX2(tex
->MinSize
, width
);
1121 tex
->Height
= MAX2(tex
->MinSize
, height
);
1124 /* find power of two size */
1126 w
= h
= tex
->MinSize
;
1135 tex
->IntFormat
= intFormat
;
1140 /* compute texcoords */
1141 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1142 tex
->Sright
= (GLfloat
) width
;
1143 tex
->Ttop
= (GLfloat
) height
;
1146 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1147 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1155 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1158 setup_copypix_texture(struct temp_texture
*tex
,
1160 GLint srcX
, GLint srcY
,
1161 GLsizei width
, GLsizei height
, GLenum intFormat
,
1164 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1165 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1166 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1167 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1169 /* copy framebuffer image to texture */
1171 /* create new tex image */
1172 if (tex
->Width
== width
&& tex
->Height
== height
) {
1173 /* create new tex with framebuffer data */
1174 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1175 srcX
, srcY
, width
, height
, 0);
1178 /* create empty texture */
1179 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1180 tex
->Width
, tex
->Height
, 0,
1181 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1183 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1184 0, 0, srcX
, srcY
, width
, height
);
1188 /* replace existing tex image */
1189 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1190 0, 0, srcX
, srcY
, width
, height
);
1196 * Setup/load texture for glDrawPixels.
1199 setup_drawpix_texture(struct gl_context
*ctx
,
1200 struct temp_texture
*tex
,
1202 GLenum texIntFormat
,
1203 GLsizei width
, GLsizei height
,
1204 GLenum format
, GLenum type
,
1205 const GLvoid
*pixels
)
1207 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1208 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1209 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1210 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1212 /* copy pixel data to texture */
1214 /* create new tex image */
1215 if (tex
->Width
== width
&& tex
->Height
== height
) {
1216 /* create new tex and load image data */
1217 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1218 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1221 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1223 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1224 ctx
->Unpack
.BufferObj
);
1225 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1226 /* create empty texture */
1227 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1228 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1229 if (save_unpack_obj
!= NULL
)
1230 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
,
1231 save_unpack_obj
->Name
);
1233 _mesa_TexSubImage2D(tex
->Target
, 0,
1234 0, 0, width
, height
, format
, type
, pixels
);
1238 /* replace existing tex image */
1239 _mesa_TexSubImage2D(tex
->Target
, 0,
1240 0, 0, width
, height
, format
, type
, pixels
);
1247 * One-time init for drawing depth pixels.
1250 init_blit_depth_pixels(struct gl_context
*ctx
)
1252 static const char *program
=
1254 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1257 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1258 struct temp_texture
*tex
= get_temp_texture(ctx
);
1259 const char *texTarget
;
1261 assert(blit
->DepthFP
== 0);
1263 /* replace %s with "RECT" or "2D" */
1264 assert(strlen(program
) + 4 < sizeof(program2
));
1265 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1269 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1271 _mesa_GenPrograms(1, &blit
->DepthFP
);
1272 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1273 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1274 strlen(program2
), (const GLubyte
*) program2
);
1279 * Try to do a glBlitFramebuffer using no-copy texturing.
1280 * We can do this when the src renderbuffer is actually a texture.
1281 * But if the src buffer == dst buffer we cannot do this.
1283 * \return new buffer mask indicating the buffers left to blit using the
1287 blitframebuffer_texture(struct gl_context
*ctx
,
1288 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1289 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1290 GLbitfield mask
, GLenum filter
)
1292 if (mask
& GL_COLOR_BUFFER_BIT
) {
1293 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1294 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1295 const struct gl_renderbuffer_attachment
*drawAtt
=
1296 &drawFb
->Attachment
[drawFb
->_ColorDrawBufferIndexes
[0]];
1297 const struct gl_renderbuffer_attachment
*readAtt
=
1298 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1300 if (readAtt
&& readAtt
->Texture
) {
1301 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1302 const GLuint srcLevel
= readAtt
->TextureLevel
;
1303 const GLenum minFilterSave
= texObj
->Sampler
.MinFilter
;
1304 const GLenum magFilterSave
= texObj
->Sampler
.MagFilter
;
1305 const GLint baseLevelSave
= texObj
->BaseLevel
;
1306 const GLint maxLevelSave
= texObj
->MaxLevel
;
1307 const GLenum wrapSSave
= texObj
->Sampler
.WrapS
;
1308 const GLenum wrapTSave
= texObj
->Sampler
.WrapT
;
1309 const GLenum srgbSave
= texObj
->Sampler
.sRGBDecode
;
1310 const GLenum fbo_srgb_save
= ctx
->Color
.sRGBEnabled
;
1311 const GLenum target
= texObj
->Target
;
1313 if (drawAtt
->Texture
== readAtt
->Texture
) {
1314 /* Can't use same texture as both the source and dest. We need
1315 * to handle overlapping blits and besides, some hw may not
1321 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1322 /* Can't handle other texture types at this time */
1327 printf("Blit from texture!\n");
1328 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1329 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1332 /* Prepare src texture state */
1333 _mesa_BindTexture(target
, texObj
->Name
);
1334 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, filter
);
1335 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, filter
);
1336 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1337 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1338 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1340 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1341 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1343 /* Always do our blits with no sRGB decode or encode.*/
1344 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1345 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
1346 GL_SKIP_DECODE_EXT
);
1348 if (ctx
->Extensions
.EXT_framebuffer_sRGB
) {
1349 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_FALSE
);
1352 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1353 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1355 /* Prepare vertex data (the VBO was previously created and bound) */
1360 struct vertex verts
[4];
1361 GLfloat s0
, t0
, s1
, t1
;
1363 if (target
== GL_TEXTURE_2D
) {
1364 const struct gl_texture_image
*texImage
1365 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1366 s0
= srcX0
/ (float) texImage
->Width
;
1367 s1
= srcX1
/ (float) texImage
->Width
;
1368 t0
= srcY0
/ (float) texImage
->Height
;
1369 t1
= srcY1
/ (float) texImage
->Height
;
1372 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1379 verts
[0].x
= (GLfloat
) dstX0
;
1380 verts
[0].y
= (GLfloat
) dstY0
;
1381 verts
[1].x
= (GLfloat
) dstX1
;
1382 verts
[1].y
= (GLfloat
) dstY0
;
1383 verts
[2].x
= (GLfloat
) dstX1
;
1384 verts
[2].y
= (GLfloat
) dstY1
;
1385 verts
[3].x
= (GLfloat
) dstX0
;
1386 verts
[3].y
= (GLfloat
) dstY1
;
1397 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1400 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1402 /* Restore texture object state, the texture binding will
1403 * be restored by _mesa_meta_end().
1405 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, minFilterSave
);
1406 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, magFilterSave
);
1407 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1408 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1409 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1411 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, wrapSSave
);
1412 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, wrapTSave
);
1413 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1414 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, srgbSave
);
1416 if (ctx
->Extensions
.EXT_framebuffer_sRGB
&& fbo_srgb_save
) {
1417 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_TRUE
);
1420 /* Done with color buffer */
1421 mask
&= ~GL_COLOR_BUFFER_BIT
;
1430 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1431 * of texture mapping and polygon rendering.
1434 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1435 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1436 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1437 GLbitfield mask
, GLenum filter
)
1439 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1440 struct temp_texture
*tex
= get_temp_texture(ctx
);
1441 const GLsizei maxTexSize
= tex
->MaxSize
;
1442 const GLint srcX
= MIN2(srcX0
, srcX1
);
1443 const GLint srcY
= MIN2(srcY0
, srcY1
);
1444 const GLint srcW
= abs(srcX1
- srcX0
);
1445 const GLint srcH
= abs(srcY1
- srcY0
);
1446 const GLboolean srcFlipX
= srcX1
< srcX0
;
1447 const GLboolean srcFlipY
= srcY1
< srcY0
;
1451 struct vertex verts
[4];
1454 if (srcW
> maxTexSize
|| srcH
> maxTexSize
) {
1455 /* XXX avoid this fallback */
1456 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1457 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1473 /* only scissor effects blit so save/clear all other relevant state */
1474 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1476 if (blit
->ArrayObj
== 0) {
1477 /* one-time setup */
1479 /* create vertex array object */
1480 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1481 _mesa_BindVertexArray(blit
->ArrayObj
);
1483 /* create vertex array buffer */
1484 _mesa_GenBuffersARB(1, &blit
->VBO
);
1485 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1486 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1487 NULL
, GL_DYNAMIC_DRAW_ARB
);
1489 /* setup vertex arrays */
1490 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1491 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1492 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1493 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1496 _mesa_BindVertexArray(blit
->ArrayObj
);
1497 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1500 /* Try faster, direct texture approach first */
1501 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1502 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1504 _mesa_meta_end(ctx
);
1508 /* Continue with "normal" approach which involves copying the src rect
1509 * into a temporary texture and is "blitted" by drawing a textured quad.
1512 newTex
= alloc_texture(tex
, srcW
, srcH
, GL_RGBA
);
1514 /* vertex positions/texcoords (after texture allocation!) */
1516 verts
[0].x
= (GLfloat
) dstX0
;
1517 verts
[0].y
= (GLfloat
) dstY0
;
1518 verts
[1].x
= (GLfloat
) dstX1
;
1519 verts
[1].y
= (GLfloat
) dstY0
;
1520 verts
[2].x
= (GLfloat
) dstX1
;
1521 verts
[2].y
= (GLfloat
) dstY1
;
1522 verts
[3].x
= (GLfloat
) dstX0
;
1523 verts
[3].y
= (GLfloat
) dstY1
;
1527 verts
[1].s
= tex
->Sright
;
1529 verts
[2].s
= tex
->Sright
;
1530 verts
[2].t
= tex
->Ttop
;
1532 verts
[3].t
= tex
->Ttop
;
1534 /* upload new vertex data */
1535 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1538 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1540 if (mask
& GL_COLOR_BUFFER_BIT
) {
1541 setup_copypix_texture(tex
, newTex
, srcX
, srcY
, srcW
, srcH
,
1543 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1544 mask
&= ~GL_COLOR_BUFFER_BIT
;
1547 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1548 GLuint
*tmp
= (GLuint
*) malloc(srcW
* srcH
* sizeof(GLuint
));
1551 init_blit_depth_pixels(ctx
);
1553 /* maybe change tex format here */
1554 newTex
= alloc_texture(tex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
1556 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
,
1557 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, tmp
);
1559 setup_drawpix_texture(ctx
, tex
, newTex
, GL_DEPTH_COMPONENT
, srcW
, srcH
,
1560 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, tmp
);
1562 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1563 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
1564 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1565 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1566 _mesa_DepthFunc(GL_ALWAYS
);
1567 _mesa_DepthMask(GL_TRUE
);
1569 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1570 mask
&= ~GL_DEPTH_BUFFER_BIT
;
1576 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1577 /* XXX can't easily do stencil */
1580 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1582 _mesa_meta_end(ctx
);
1585 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1586 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1592 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1595 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1597 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1599 GLfloat x
, y
, z
, r
, g
, b
, a
;
1601 struct vertex verts
[4];
1602 /* save all state but scissor, pixel pack/unpack */
1603 GLbitfield metaSave
= (MESA_META_ALL
-
1605 MESA_META_PIXEL_STORE
-
1606 MESA_META_CONDITIONAL_RENDER
);
1607 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1609 if (buffers
& BUFFER_BITS_COLOR
) {
1610 /* if clearing color buffers, don't save/restore colormask */
1611 metaSave
-= MESA_META_COLOR_MASK
;
1614 _mesa_meta_begin(ctx
, metaSave
);
1616 if (clear
->ArrayObj
== 0) {
1617 /* one-time setup */
1619 /* create vertex array object */
1620 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
1621 _mesa_BindVertexArray(clear
->ArrayObj
);
1623 /* create vertex array buffer */
1624 _mesa_GenBuffersARB(1, &clear
->VBO
);
1625 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1627 /* setup vertex arrays */
1628 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1629 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
1630 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1631 _mesa_EnableClientState(GL_COLOR_ARRAY
);
1634 _mesa_BindVertexArray(clear
->ArrayObj
);
1635 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1638 /* GL_COLOR_BUFFER_BIT */
1639 if (buffers
& BUFFER_BITS_COLOR
) {
1640 /* leave colormask, glDrawBuffer state as-is */
1642 /* Clears never have the color clamped. */
1643 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1646 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1647 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1650 /* GL_DEPTH_BUFFER_BIT */
1651 if (buffers
& BUFFER_BIT_DEPTH
) {
1652 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1653 _mesa_DepthFunc(GL_ALWAYS
);
1654 _mesa_DepthMask(GL_TRUE
);
1657 assert(!ctx
->Depth
.Test
);
1660 /* GL_STENCIL_BUFFER_BIT */
1661 if (buffers
& BUFFER_BIT_STENCIL
) {
1662 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1663 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1664 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1665 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1666 ctx
->Stencil
.Clear
& stencilMax
,
1667 ctx
->Stencil
.WriteMask
[0]);
1670 assert(!ctx
->Stencil
.Enabled
);
1673 /* vertex positions/colors */
1675 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
1676 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
1677 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
1678 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
1679 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
1696 for (i
= 0; i
< 4; i
++) {
1697 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1698 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1699 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1700 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1703 /* upload new vertex data */
1704 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1705 GL_DYNAMIC_DRAW_ARB
);
1709 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1711 _mesa_meta_end(ctx
);
1715 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1717 const char *vs_source
=
1718 "attribute vec4 position;\n"
1721 " gl_Position = position;\n"
1723 const char *fs_source
=
1724 "uniform vec4 color;\n"
1727 " gl_FragColor = color;\n"
1729 const char *vs_int_source
=
1731 "attribute vec4 position;\n"
1734 " gl_Position = position;\n"
1736 const char *fs_int_source
=
1738 "uniform ivec4 color;\n"
1739 "out ivec4 out_color;\n"
1743 " out_color = color;\n"
1747 if (clear
->ArrayObj
!= 0)
1750 /* create vertex array object */
1751 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
1752 _mesa_BindVertexArray(clear
->ArrayObj
);
1754 /* create vertex array buffer */
1755 _mesa_GenBuffersARB(1, &clear
->VBO
);
1756 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1758 /* setup vertex arrays */
1759 _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT
, GL_FALSE
, 0, (void *)0);
1760 _mesa_EnableVertexAttribArrayARB(0);
1762 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
1763 _mesa_ShaderSourceARB(vs
, 1, &vs_source
, NULL
);
1764 _mesa_CompileShaderARB(vs
);
1766 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
1767 _mesa_ShaderSourceARB(fs
, 1, &fs_source
, NULL
);
1768 _mesa_CompileShaderARB(fs
);
1770 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
1771 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1772 _mesa_AttachShader(clear
->ShaderProg
, vs
);
1773 _mesa_BindAttribLocationARB(clear
->ShaderProg
, 0, "position");
1774 _mesa_LinkProgramARB(clear
->ShaderProg
);
1776 clear
->ColorLocation
= _mesa_GetUniformLocationARB(clear
->ShaderProg
,
1779 if (ctx
->Const
.GLSLVersion
>= 130) {
1780 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_int_source
);
1781 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_int_source
);
1783 clear
->IntegerShaderProg
= _mesa_CreateProgramObjectARB();
1784 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1785 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1786 _mesa_BindAttribLocationARB(clear
->IntegerShaderProg
, 0, "position");
1788 /* Note that user-defined out attributes get automatically assigned
1789 * locations starting from 0, so we don't need to explicitly
1790 * BindFragDataLocation to 0.
1793 link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1795 clear
->IntegerColorLocation
=
1796 _mesa_GetUniformLocationARB(clear
->IntegerShaderProg
, "color");
1801 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1804 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1806 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1807 GLbitfield metaSave
;
1808 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1809 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1810 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1811 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1812 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1813 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1814 const float z
= -invert_z(ctx
->Depth
.Clear
);
1819 metaSave
= (MESA_META_ALPHA_TEST
|
1821 MESA_META_DEPTH_TEST
|
1822 MESA_META_RASTERIZATION
|
1824 MESA_META_STENCIL_TEST
|
1826 MESA_META_VIEWPORT
|
1828 MESA_META_CLAMP_FRAGMENT_COLOR
);
1830 if (!(buffers
& BUFFER_BITS_COLOR
)) {
1831 /* We'll use colormask to disable color writes. Otherwise,
1832 * respect color mask
1834 metaSave
|= MESA_META_COLOR_MASK
;
1837 _mesa_meta_begin(ctx
, metaSave
);
1839 meta_glsl_clear_init(ctx
, clear
);
1841 if (fb
->_IntegerColor
) {
1842 _mesa_UseProgramObjectARB(clear
->IntegerShaderProg
);
1843 _mesa_Uniform4ivARB(clear
->IntegerColorLocation
, 1,
1844 ctx
->Color
.ClearColor
.i
);
1846 _mesa_UseProgramObjectARB(clear
->ShaderProg
);
1847 _mesa_Uniform4fvARB(clear
->ColorLocation
, 1,
1848 ctx
->Color
.ClearColor
.f
);
1851 _mesa_BindVertexArray(clear
->ArrayObj
);
1852 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
1854 /* GL_COLOR_BUFFER_BIT */
1855 if (buffers
& BUFFER_BITS_COLOR
) {
1856 /* leave colormask, glDrawBuffer state as-is */
1858 /* Clears never have the color clamped. */
1859 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1862 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1863 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1866 /* GL_DEPTH_BUFFER_BIT */
1867 if (buffers
& BUFFER_BIT_DEPTH
) {
1868 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1869 _mesa_DepthFunc(GL_ALWAYS
);
1870 _mesa_DepthMask(GL_TRUE
);
1873 assert(!ctx
->Depth
.Test
);
1876 /* GL_STENCIL_BUFFER_BIT */
1877 if (buffers
& BUFFER_BIT_STENCIL
) {
1878 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1879 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1880 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1881 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1882 ctx
->Stencil
.Clear
& stencilMax
,
1883 ctx
->Stencil
.WriteMask
[0]);
1886 assert(!ctx
->Stencil
.Enabled
);
1889 /* vertex positions */
1903 /* upload new vertex data */
1904 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1905 GL_DYNAMIC_DRAW_ARB
);
1908 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1910 _mesa_meta_end(ctx
);
1914 * Meta implementation of ctx->Driver.CopyPixels() in terms
1915 * of texture mapping and polygon rendering and GLSL shaders.
1918 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1919 GLsizei width
, GLsizei height
,
1920 GLint dstX
, GLint dstY
, GLenum type
)
1922 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1923 struct temp_texture
*tex
= get_temp_texture(ctx
);
1925 GLfloat x
, y
, z
, s
, t
;
1927 struct vertex verts
[4];
1929 GLenum intFormat
= GL_RGBA
;
1931 if (type
!= GL_COLOR
||
1932 ctx
->_ImageTransferState
||
1934 width
> tex
->MaxSize
||
1935 height
> tex
->MaxSize
) {
1936 /* XXX avoid this fallback */
1937 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1941 /* Most GL state applies to glCopyPixels, but a there's a few things
1942 * we need to override:
1944 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1947 MESA_META_TRANSFORM
|
1950 MESA_META_VIEWPORT
));
1952 if (copypix
->ArrayObj
== 0) {
1953 /* one-time setup */
1955 /* create vertex array object */
1956 _mesa_GenVertexArrays(1, ©pix
->ArrayObj
);
1957 _mesa_BindVertexArray(copypix
->ArrayObj
);
1959 /* create vertex array buffer */
1960 _mesa_GenBuffersARB(1, ©pix
->VBO
);
1961 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
1962 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1963 NULL
, GL_DYNAMIC_DRAW_ARB
);
1965 /* setup vertex arrays */
1966 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1967 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1968 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1969 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1972 _mesa_BindVertexArray(copypix
->ArrayObj
);
1973 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
1976 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
1978 /* vertex positions, texcoords (after texture allocation!) */
1980 const GLfloat dstX0
= (GLfloat
) dstX
;
1981 const GLfloat dstY0
= (GLfloat
) dstY
;
1982 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1983 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1984 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1994 verts
[1].s
= tex
->Sright
;
1999 verts
[2].s
= tex
->Sright
;
2000 verts
[2].t
= tex
->Ttop
;
2005 verts
[3].t
= tex
->Ttop
;
2007 /* upload new vertex data */
2008 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2011 /* Alloc/setup texture */
2012 setup_copypix_texture(tex
, newTex
, srcX
, srcY
, width
, height
,
2013 GL_RGBA
, GL_NEAREST
);
2015 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2017 /* draw textured quad */
2018 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2020 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2022 _mesa_meta_end(ctx
);
2028 * When the glDrawPixels() image size is greater than the max rectangle
2029 * texture size we use this function to break the glDrawPixels() image
2030 * into tiles which fit into the max texture size.
2033 tiled_draw_pixels(struct gl_context
*ctx
,
2035 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2036 GLenum format
, GLenum type
,
2037 const struct gl_pixelstore_attrib
*unpack
,
2038 const GLvoid
*pixels
)
2040 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2043 if (tileUnpack
.RowLength
== 0)
2044 tileUnpack
.RowLength
= width
;
2046 for (i
= 0; i
< width
; i
+= tileSize
) {
2047 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2048 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2050 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2052 for (j
= 0; j
< height
; j
+= tileSize
) {
2053 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2054 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2056 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2058 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2059 format
, type
, &tileUnpack
, pixels
);
2066 * One-time init for drawing stencil pixels.
2069 init_draw_stencil_pixels(struct gl_context
*ctx
)
2071 /* This program is run eight times, once for each stencil bit.
2072 * The stencil values to draw are found in an 8-bit alpha texture.
2073 * We read the texture/stencil value and test if bit 'b' is set.
2074 * If the bit is not set, use KIL to kill the fragment.
2075 * Finally, we use the stencil test to update the stencil buffer.
2077 * The basic algorithm for checking if a bit is set is:
2078 * if (is_odd(value / (1 << bit)))
2079 * result is one (or non-zero).
2082 * The program parameter contains three values:
2083 * parm.x = 255 / (1 << bit)
2087 static const char *program
=
2089 "PARAM parm = program.local[0]; \n"
2091 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2092 "# t = t * 255 / bit \n"
2093 "MUL t.x, t.a, parm.x; \n"
2096 "SUB t.x, t.x, t.y; \n"
2098 "MUL t.x, t.x, parm.y; \n"
2099 "# t = fract(t.x) \n"
2100 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2101 "# t.x = (t.x == 0 ? 1 : 0) \n"
2102 "SGE t.x, -t.x, parm.z; \n"
2104 "# for debug only \n"
2105 "#MOV result.color, t.x; \n"
2107 char program2
[1000];
2108 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2109 struct temp_texture
*tex
= get_temp_texture(ctx
);
2110 const char *texTarget
;
2112 assert(drawpix
->StencilFP
== 0);
2114 /* replace %s with "RECT" or "2D" */
2115 assert(strlen(program
) + 4 < sizeof(program2
));
2116 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2120 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2122 _mesa_GenPrograms(1, &drawpix
->StencilFP
);
2123 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2124 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2125 strlen(program2
), (const GLubyte
*) program2
);
2130 * One-time init for drawing depth pixels.
2133 init_draw_depth_pixels(struct gl_context
*ctx
)
2135 static const char *program
=
2137 "PARAM color = program.local[0]; \n"
2138 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2139 "MOV result.color, color; \n"
2142 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2143 struct temp_texture
*tex
= get_temp_texture(ctx
);
2144 const char *texTarget
;
2146 assert(drawpix
->DepthFP
== 0);
2148 /* replace %s with "RECT" or "2D" */
2149 assert(strlen(program
) + 4 < sizeof(program2
));
2150 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2154 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2156 _mesa_GenPrograms(1, &drawpix
->DepthFP
);
2157 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2158 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2159 strlen(program2
), (const GLubyte
*) program2
);
2164 * Meta implementation of ctx->Driver.DrawPixels() in terms
2165 * of texture mapping and polygon rendering.
2168 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2169 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2170 GLenum format
, GLenum type
,
2171 const struct gl_pixelstore_attrib
*unpack
,
2172 const GLvoid
*pixels
)
2174 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2175 struct temp_texture
*tex
= get_temp_texture(ctx
);
2176 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2177 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2179 GLfloat x
, y
, z
, s
, t
;
2181 struct vertex verts
[4];
2182 GLenum texIntFormat
;
2183 GLboolean fallback
, newTex
;
2184 GLbitfield metaExtraSave
= 0x0;
2188 * Determine if we can do the glDrawPixels with texture mapping.
2190 fallback
= GL_FALSE
;
2191 if (ctx
->_ImageTransferState
||
2196 if (_mesa_is_color_format(format
)) {
2197 /* use more compact format when possible */
2198 /* XXX disable special case for GL_LUMINANCE for now to work around
2199 * apparent i965 driver bug (see bug #23670).
2201 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2202 texIntFormat
= format
;
2204 texIntFormat
= GL_RGBA
;
2206 /* If we're not supposed to clamp the resulting color, then just
2207 * promote our texture to fully float. We could do better by
2208 * just going for the matching set of channels, in floating
2211 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2212 ctx
->Extensions
.ARB_texture_float
)
2213 texIntFormat
= GL_RGBA32F
;
2215 else if (_mesa_is_stencil_format(format
)) {
2216 if (ctx
->Extensions
.ARB_fragment_program
&&
2217 ctx
->Pixel
.IndexShift
== 0 &&
2218 ctx
->Pixel
.IndexOffset
== 0 &&
2219 type
== GL_UNSIGNED_BYTE
) {
2220 /* We'll store stencil as alpha. This only works for GLubyte
2221 * image data because of how incoming values are mapped to alpha
2224 texIntFormat
= GL_ALPHA
;
2225 metaExtraSave
= (MESA_META_COLOR_MASK
|
2226 MESA_META_DEPTH_TEST
|
2228 MESA_META_STENCIL_TEST
);
2234 else if (_mesa_is_depth_format(format
)) {
2235 if (ctx
->Extensions
.ARB_depth_texture
&&
2236 ctx
->Extensions
.ARB_fragment_program
) {
2237 texIntFormat
= GL_DEPTH_COMPONENT
;
2238 metaExtraSave
= (MESA_META_SHADER
);
2249 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2250 format
, type
, unpack
, pixels
);
2255 * Check image size against max texture size, draw as tiles if needed.
2257 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2258 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2259 format
, type
, unpack
, pixels
);
2263 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2264 * but a there's a few things we need to override:
2266 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2269 MESA_META_TRANSFORM
|
2272 MESA_META_VIEWPORT
|
2273 MESA_META_CLAMP_FRAGMENT_COLOR
|
2276 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2278 /* vertex positions, texcoords (after texture allocation!) */
2280 const GLfloat x0
= (GLfloat
) x
;
2281 const GLfloat y0
= (GLfloat
) y
;
2282 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2283 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2284 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2294 verts
[1].s
= tex
->Sright
;
2299 verts
[2].s
= tex
->Sright
;
2300 verts
[2].t
= tex
->Ttop
;
2305 verts
[3].t
= tex
->Ttop
;
2308 if (drawpix
->ArrayObj
== 0) {
2309 /* one-time setup: create vertex array object */
2310 _mesa_GenVertexArrays(1, &drawpix
->ArrayObj
);
2312 _mesa_BindVertexArray(drawpix
->ArrayObj
);
2314 /* create vertex array buffer */
2315 _mesa_GenBuffersARB(1, &vbo
);
2316 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, vbo
);
2317 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2318 verts
, GL_DYNAMIC_DRAW_ARB
);
2320 /* setup vertex arrays */
2321 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2322 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2323 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2324 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2326 /* set given unpack params */
2327 ctx
->Unpack
= *unpack
;
2329 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2331 if (_mesa_is_stencil_format(format
)) {
2332 /* Drawing stencil */
2335 if (!drawpix
->StencilFP
)
2336 init_draw_stencil_pixels(ctx
);
2338 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2339 GL_ALPHA
, type
, pixels
);
2341 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2343 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2345 /* set all stencil bits to 0 */
2346 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2347 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2348 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2350 /* set stencil bits to 1 where needed */
2351 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2353 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2354 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2356 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2357 const GLuint mask
= 1 << bit
;
2358 if (mask
& origStencilMask
) {
2359 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2360 _mesa_StencilMask(mask
);
2362 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2363 255.0 / mask
, 0.5, 0.0, 0.0);
2365 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2369 else if (_mesa_is_depth_format(format
)) {
2371 if (!drawpix
->DepthFP
)
2372 init_draw_depth_pixels(ctx
);
2374 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2375 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2377 /* polygon color = current raster color */
2378 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2379 ctx
->Current
.RasterColor
);
2381 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2382 format
, type
, pixels
);
2384 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2388 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2389 format
, type
, pixels
);
2390 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2393 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2395 _mesa_DeleteBuffersARB(1, &vbo
);
2397 /* restore unpack params */
2398 ctx
->Unpack
= unpackSave
;
2400 _mesa_meta_end(ctx
);
2404 alpha_test_raster_color(struct gl_context
*ctx
)
2406 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2407 GLfloat ref
= ctx
->Color
.AlphaRef
;
2409 switch (ctx
->Color
.AlphaFunc
) {
2415 return alpha
== ref
;
2417 return alpha
<= ref
;
2421 return alpha
!= ref
;
2423 return alpha
>= ref
;
2433 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2434 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2435 * tracker would improve performance a lot.
2438 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2439 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2440 const struct gl_pixelstore_attrib
*unpack
,
2441 const GLubyte
*bitmap1
)
2443 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2444 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2445 const GLenum texIntFormat
= GL_ALPHA
;
2446 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2449 GLfloat x
, y
, z
, s
, t
, r
, g
, b
, a
;
2451 struct vertex verts
[4];
2456 * Check if swrast fallback is needed.
2458 if (ctx
->_ImageTransferState
||
2459 ctx
->FragmentProgram
._Enabled
||
2461 ctx
->Texture
._EnabledUnits
||
2462 width
> tex
->MaxSize
||
2463 height
> tex
->MaxSize
) {
2464 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2468 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2471 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2472 * but a there's a few things we need to override:
2474 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2475 MESA_META_PIXEL_STORE
|
2476 MESA_META_RASTERIZATION
|
2479 MESA_META_TRANSFORM
|
2482 MESA_META_VIEWPORT
));
2484 if (bitmap
->ArrayObj
== 0) {
2485 /* one-time setup */
2487 /* create vertex array object */
2488 _mesa_GenVertexArraysAPPLE(1, &bitmap
->ArrayObj
);
2489 _mesa_BindVertexArrayAPPLE(bitmap
->ArrayObj
);
2491 /* create vertex array buffer */
2492 _mesa_GenBuffersARB(1, &bitmap
->VBO
);
2493 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2494 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2495 NULL
, GL_DYNAMIC_DRAW_ARB
);
2497 /* setup vertex arrays */
2498 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2499 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2500 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2501 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2502 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2503 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2506 _mesa_BindVertexArray(bitmap
->ArrayObj
);
2507 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2510 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2512 /* vertex positions, texcoords, colors (after texture allocation!) */
2514 const GLfloat x0
= (GLfloat
) x
;
2515 const GLfloat y0
= (GLfloat
) y
;
2516 const GLfloat x1
= (GLfloat
) (x
+ width
);
2517 const GLfloat y1
= (GLfloat
) (y
+ height
);
2518 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2529 verts
[1].s
= tex
->Sright
;
2534 verts
[2].s
= tex
->Sright
;
2535 verts
[2].t
= tex
->Ttop
;
2540 verts
[3].t
= tex
->Ttop
;
2542 for (i
= 0; i
< 4; i
++) {
2543 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2544 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2545 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2546 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2549 /* upload new vertex data */
2550 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2553 /* choose different foreground/background alpha values */
2554 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2555 bg
= (fg
> 127 ? 0 : 255);
2557 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2559 _mesa_meta_end(ctx
);
2563 bitmap8
= (GLubyte
*) malloc(width
* height
);
2565 memset(bitmap8
, bg
, width
* height
);
2566 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2567 bitmap8
, width
, fg
);
2569 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2571 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2572 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2574 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2575 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2577 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2579 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2584 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2586 _mesa_meta_end(ctx
);
2591 * Check if the call to _mesa_meta_GenerateMipmap() will require a
2592 * software fallback. The fallback path will require that the texture
2593 * images are mapped.
2594 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
2597 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
2598 struct gl_texture_object
*texObj
)
2600 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
2601 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
2602 struct gl_texture_image
*baseImage
;
2606 /* check for fallbacks */
2607 if (!ctx
->Extensions
.EXT_framebuffer_object
||
2608 target
== GL_TEXTURE_3D
||
2609 target
== GL_TEXTURE_1D_ARRAY
||
2610 target
== GL_TEXTURE_2D_ARRAY
) {
2614 srcLevel
= texObj
->BaseLevel
;
2615 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
2616 if (!baseImage
|| _mesa_is_format_compressed(baseImage
->TexFormat
)) {
2620 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
2621 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
2622 /* The texture format is sRGB but we can't turn off sRGB->linear
2623 * texture sample conversion. So we won't be able to generate the
2624 * right colors when rendering. Need to use a fallback.
2630 * Test that we can actually render in the texture's format.
2633 _mesa_GenFramebuffersEXT(1, &mipmap
->FBO
);
2634 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
2636 if (target
== GL_TEXTURE_1D
) {
2637 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT
,
2638 GL_COLOR_ATTACHMENT0_EXT
,
2639 target
, texObj
->Name
, srcLevel
);
2642 /* other work is needed to enable 3D mipmap generation */
2643 else if (target
== GL_TEXTURE_3D
) {
2645 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT
,
2646 GL_COLOR_ATTACHMENT0_EXT
,
2647 target
, texObj
->Name
, srcLevel
, zoffset
);
2652 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
,
2653 GL_COLOR_ATTACHMENT0_EXT
,
2654 target
, texObj
->Name
, srcLevel
);
2657 status
= _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
);
2659 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fboSave
);
2661 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
2670 * Compute the texture coordinates for the four vertices of a quad for
2671 * drawing a 2D texture image or slice of a cube/3D texture.
2672 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2673 * \param slice slice of a 1D/2D array texture or 3D texture
2674 * \param width width of the texture image
2675 * \param height height of the texture image
2676 * \param coords0/1/2/3 returns the computed texcoords
2679 setup_texture_coords(GLenum faceTarget
,
2688 static const GLfloat st
[4][2] = {
2689 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
2694 switch (faceTarget
) {
2698 case GL_TEXTURE_2D_ARRAY
:
2699 if (faceTarget
== GL_TEXTURE_3D
)
2701 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2705 coords0
[0] = 0.0F
; /* s */
2706 coords0
[1] = 0.0F
; /* t */
2707 coords0
[2] = r
; /* r */
2718 case GL_TEXTURE_RECTANGLE_ARB
:
2719 coords0
[0] = 0.0F
; /* s */
2720 coords0
[1] = 0.0F
; /* t */
2721 coords0
[2] = 0.0F
; /* r */
2726 coords2
[1] = height
;
2729 coords3
[1] = height
;
2732 case GL_TEXTURE_1D_ARRAY
:
2733 coords0
[0] = 0.0F
; /* s */
2734 coords0
[1] = slice
; /* t */
2735 coords0
[2] = 0.0F
; /* r */
2747 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2748 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2749 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2750 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2751 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2752 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2753 /* loop over quad verts */
2754 for (i
= 0; i
< 4; i
++) {
2755 /* Compute sc = +/-scale and tc = +/-scale.
2756 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2757 * though that can still sometimes happen with this scale factor...
2759 const GLfloat scale
= 0.9999f
;
2760 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2761 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2781 switch (faceTarget
) {
2782 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2787 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2792 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2797 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2802 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2807 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2818 assert(0 && "unexpected target in meta setup_texture_coords()");
2824 * Called via ctx->Driver.GenerateMipmap()
2825 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
2829 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
2830 struct gl_texture_object
*texObj
)
2832 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
2834 GLfloat x
, y
, tex
[3];
2836 struct vertex verts
[4];
2837 const GLuint baseLevel
= texObj
->BaseLevel
;
2838 const GLuint maxLevel
= texObj
->MaxLevel
;
2839 const GLenum minFilterSave
= texObj
->Sampler
.MinFilter
;
2840 const GLenum magFilterSave
= texObj
->Sampler
.MagFilter
;
2841 const GLint maxLevelSave
= texObj
->MaxLevel
;
2842 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
2843 const GLenum wrapSSave
= texObj
->Sampler
.WrapS
;
2844 const GLenum wrapTSave
= texObj
->Sampler
.WrapT
;
2845 const GLenum wrapRSave
= texObj
->Sampler
.WrapR
;
2846 const GLenum srgbDecodeSave
= texObj
->Sampler
.sRGBDecode
;
2847 const GLenum srgbBufferSave
= ctx
->Color
.sRGBEnabled
;
2848 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
2849 const GLuint original_active_unit
= ctx
->Texture
.CurrentUnit
;
2852 const GLuint border
= 0;
2853 const GLint slice
= 0;
2855 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
2856 _mesa_generate_mipmap(ctx
, target
, texObj
);
2860 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
2861 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
2862 faceTarget
= target
;
2863 target
= GL_TEXTURE_CUBE_MAP
;
2866 faceTarget
= target
;
2869 _mesa_meta_begin(ctx
, MESA_META_ALL
);
2871 if (original_active_unit
!= 0)
2872 _mesa_BindTexture(target
, texObj
->Name
);
2874 if (mipmap
->ArrayObj
== 0) {
2875 /* one-time setup */
2877 /* create vertex array object */
2878 _mesa_GenVertexArraysAPPLE(1, &mipmap
->ArrayObj
);
2879 _mesa_BindVertexArrayAPPLE(mipmap
->ArrayObj
);
2881 /* create vertex array buffer */
2882 _mesa_GenBuffersARB(1, &mipmap
->VBO
);
2883 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
2884 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2885 NULL
, GL_DYNAMIC_DRAW_ARB
);
2887 /* setup vertex arrays */
2888 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2889 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
2890 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2891 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2894 _mesa_BindVertexArray(mipmap
->ArrayObj
);
2895 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
2899 _mesa_GenFramebuffersEXT(1, &mipmap
->FBO
);
2901 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
2903 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR_MIPMAP_LINEAR
);
2904 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2905 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
2906 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2907 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2908 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2910 /* We don't want to encode or decode sRGB values; treat them as linear */
2911 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
2912 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
2913 GL_SKIP_DECODE_EXT
);
2915 if (ctx
->Extensions
.EXT_framebuffer_sRGB
) {
2916 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_FALSE
);
2919 _mesa_set_enable(ctx
, target
, GL_TRUE
);
2921 /* setup texcoords (XXX what about border?) */
2922 setup_texture_coords(faceTarget
,
2923 0.0f
, 0.0f
, /* width, height never used here */
2930 /* setup vertex positions */
2940 /* upload new vertex data */
2941 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2943 /* setup projection matrix */
2944 _mesa_MatrixMode(GL_PROJECTION
);
2945 _mesa_LoadIdentity();
2946 _mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
2948 /* texture is already locked, unlock now */
2949 _mesa_unlock_texture(ctx
, texObj
);
2951 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
2952 const struct gl_texture_image
*srcImage
;
2953 const GLuint srcLevel
= dstLevel
- 1;
2954 GLsizei srcWidth
, srcHeight
, srcDepth
;
2955 GLsizei dstWidth
, dstHeight
, dstDepth
;
2958 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
2959 assert(srcImage
->Border
== 0); /* XXX we can fix this */
2961 /* src size w/out border */
2962 srcWidth
= srcImage
->Width
- 2 * border
;
2963 srcHeight
= srcImage
->Height
- 2 * border
;
2964 srcDepth
= srcImage
->Depth
- 2 * border
;
2966 /* new dst size w/ border */
2967 dstWidth
= MAX2(1, srcWidth
/ 2) + 2 * border
;
2968 dstHeight
= MAX2(1, srcHeight
/ 2) + 2 * border
;
2969 dstDepth
= MAX2(1, srcDepth
/ 2) + 2 * border
;
2971 if (dstWidth
== srcImage
->Width
&&
2972 dstHeight
== srcImage
->Height
&&
2973 dstDepth
== srcImage
->Depth
) {
2978 /* Allocate storage for the destination mipmap image(s) */
2980 /* Set MaxLevel large enough to hold the new level when we allocate it */
2981 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
2983 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
2984 dstWidth
, dstHeight
, dstDepth
,
2986 srcImage
->InternalFormat
,
2987 srcImage
->TexFormat
)) {
2988 /* All done. We either ran out of memory or we would go beyond the
2989 * last valid level of an immutable texture if we continued.
2994 /* limit minification to src level */
2995 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
2997 /* Set to draw into the current dstLevel */
2998 if (target
== GL_TEXTURE_1D
) {
2999 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT
,
3000 GL_COLOR_ATTACHMENT0_EXT
,
3005 else if (target
== GL_TEXTURE_3D
) {
3006 GLint zoffset
= 0; /* XXX unfinished */
3007 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT
,
3008 GL_COLOR_ATTACHMENT0_EXT
,
3015 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
,
3016 GL_COLOR_ATTACHMENT0_EXT
,
3022 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
3025 status
= _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
);
3026 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3031 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
3032 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
3034 /* setup viewport */
3035 _mesa_set_viewport(ctx
, 0, 0, dstWidth
, dstHeight
);
3037 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3040 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3041 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
3044 if (ctx
->Extensions
.EXT_framebuffer_sRGB
&& srgbBufferSave
) {
3045 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_TRUE
);
3048 _mesa_lock_texture(ctx
, texObj
); /* relock */
3050 _mesa_meta_end(ctx
);
3052 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, minFilterSave
);
3053 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, magFilterSave
);
3054 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3055 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
3056 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, wrapSSave
);
3057 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, wrapTSave
);
3058 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_R
, wrapRSave
);
3060 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fboSave
);
3065 * Determine the GL data type to use for the temporary image read with
3066 * ReadPixels() and passed to Tex[Sub]Image().
3069 get_temp_image_type(struct gl_context
*ctx
, GLenum baseFormat
)
3071 switch (baseFormat
) {
3076 case GL_LUMINANCE_ALPHA
:
3078 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8)
3079 return GL_UNSIGNED_BYTE
;
3080 else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16)
3081 return GL_UNSIGNED_SHORT
;
3084 case GL_DEPTH_COMPONENT
:
3085 return GL_UNSIGNED_INT
;
3086 case GL_DEPTH_STENCIL
:
3087 return GL_UNSIGNED_INT_24_8
;
3089 _mesa_problem(ctx
, "Unexpected format in get_temp_image_type()");
3096 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3097 * Have to be careful with locking and meta state for pixel transfer.
3100 copy_tex_sub_image(struct gl_context
*ctx
,
3102 struct gl_texture_image
*texImage
,
3103 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3104 struct gl_renderbuffer
*rb
,
3106 GLsizei width
, GLsizei height
)
3108 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3109 const GLenum target
= texObj
->Target
;
3110 GLenum format
, type
;
3114 /* Choose format/type for temporary image buffer */
3115 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
3116 if (format
== GL_LUMINANCE
||
3117 format
== GL_LUMINANCE_ALPHA
||
3118 format
== GL_INTENSITY
) {
3119 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3120 * temp image buffer because glReadPixels will do L=R+G+B which is
3121 * not what we want (should be L=R).
3126 type
= get_temp_image_type(ctx
, format
);
3127 bpp
= _mesa_bytes_per_pixel(format
, type
);
3129 _mesa_problem(ctx
, "Bad bpp in meta copy_tex_sub_image()");
3134 * Alloc image buffer (XXX could use a PBO)
3136 buf
= malloc(width
* height
* bpp
);
3138 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
3142 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
3145 * Read image from framebuffer (disable pixel transfer ops)
3147 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
3148 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
3149 format
, type
, &ctx
->Pack
, buf
);
3150 _mesa_meta_end(ctx
);
3152 _mesa_update_state(ctx
); /* to update pixel transfer state */
3155 * Store texture data (with pixel transfer ops)
3157 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
3158 if (target
== GL_TEXTURE_1D
) {
3159 ctx
->Driver
.TexSubImage1D(ctx
, texImage
,
3161 format
, type
, buf
, &ctx
->Unpack
);
3163 else if (target
== GL_TEXTURE_3D
) {
3164 ctx
->Driver
.TexSubImage3D(ctx
, texImage
,
3165 xoffset
, yoffset
, zoffset
, width
, height
, 1,
3166 format
, type
, buf
, &ctx
->Unpack
);
3169 ctx
->Driver
.TexSubImage2D(ctx
, texImage
,
3170 xoffset
, yoffset
, width
, height
,
3171 format
, type
, buf
, &ctx
->Unpack
);
3173 _mesa_meta_end(ctx
);
3175 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
3182 _mesa_meta_CopyTexSubImage1D(struct gl_context
*ctx
,
3183 struct gl_texture_image
*texImage
,
3185 struct gl_renderbuffer
*rb
,
3186 GLint x
, GLint y
, GLsizei width
)
3188 copy_tex_sub_image(ctx
, 1, texImage
, xoffset
, 0, 0,
3189 rb
, x
, y
, width
, 1);
3194 _mesa_meta_CopyTexSubImage2D(struct gl_context
*ctx
,
3195 struct gl_texture_image
*texImage
,
3196 GLint xoffset
, GLint yoffset
,
3197 struct gl_renderbuffer
*rb
,
3199 GLsizei width
, GLsizei height
)
3201 copy_tex_sub_image(ctx
, 2, texImage
, xoffset
, yoffset
, 0,
3202 rb
, x
, y
, width
, height
);
3207 _mesa_meta_CopyTexSubImage3D(struct gl_context
*ctx
,
3208 struct gl_texture_image
*texImage
,
3209 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3210 struct gl_renderbuffer
*rb
,
3212 GLsizei width
, GLsizei height
)
3214 copy_tex_sub_image(ctx
, 3, texImage
, xoffset
, yoffset
, zoffset
,
3215 rb
, x
, y
, width
, height
);
3220 * Decompress a texture image by drawing a quad with the compressed
3221 * texture and reading the pixels out of the color buffer.
3222 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3223 * \param destFormat format, ala glReadPixels
3224 * \param destType type, ala glReadPixels
3225 * \param dest destination buffer
3226 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3229 decompress_texture_image(struct gl_context
*ctx
,
3230 struct gl_texture_image
*texImage
,
3232 GLenum destFormat
, GLenum destType
,
3233 GLvoid
*dest
, GLint destRowLength
)
3235 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3236 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3237 const GLint width
= texImage
->Width
;
3238 const GLint height
= texImage
->Height
;
3239 const GLenum target
= texObj
->Target
;
3242 GLfloat x
, y
, tex
[3];
3244 struct vertex verts
[4];
3245 GLuint fboDrawSave
, fboReadSave
;
3248 assert(target
== GL_TEXTURE_3D
||
3249 target
== GL_TEXTURE_2D_ARRAY
);
3252 if (target
== GL_TEXTURE_CUBE_MAP
) {
3253 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3256 faceTarget
= target
;
3259 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3260 fboDrawSave
= ctx
->DrawBuffer
->Name
;
3261 fboReadSave
= ctx
->ReadBuffer
->Name
;
3263 _mesa_meta_begin(ctx
, MESA_META_ALL
);
3265 /* Create/bind FBO/renderbuffer */
3266 if (decompress
->FBO
== 0) {
3267 _mesa_GenFramebuffersEXT(1, &decompress
->FBO
);
3268 _mesa_GenRenderbuffersEXT(1, &decompress
->RBO
);
3269 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3270 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3271 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
,
3272 GL_COLOR_ATTACHMENT0_EXT
,
3273 GL_RENDERBUFFER_EXT
,
3277 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3280 /* alloc dest surface */
3281 if (width
!= decompress
->Width
|| height
!= decompress
->Height
) {
3282 _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT
, GL_RGBA
,
3284 decompress
->Width
= width
;
3285 decompress
->Height
= height
;
3288 /* setup VBO data */
3289 if (decompress
->ArrayObj
== 0) {
3290 /* create vertex array object */
3291 _mesa_GenVertexArrays(1, &decompress
->ArrayObj
);
3292 _mesa_BindVertexArray(decompress
->ArrayObj
);
3294 /* create vertex array buffer */
3295 _mesa_GenBuffersARB(1, &decompress
->VBO
);
3296 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3297 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3298 NULL
, GL_DYNAMIC_DRAW_ARB
);
3300 /* setup vertex arrays */
3301 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3302 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3303 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3304 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3307 _mesa_BindVertexArray(decompress
->ArrayObj
);
3308 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3311 setup_texture_coords(faceTarget
, slice
, width
, height
,
3317 /* setup vertex positions */
3323 verts
[2].y
= height
;
3325 verts
[3].y
= height
;
3327 /* upload new vertex data */
3328 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3330 /* setup texture state */
3331 _mesa_BindTexture(target
, texObj
->Name
);
3332 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3335 /* save texture object state */
3336 const GLenum minFilterSave
= texObj
->Sampler
.MinFilter
;
3337 const GLenum magFilterSave
= texObj
->Sampler
.MagFilter
;
3338 const GLint baseLevelSave
= texObj
->BaseLevel
;
3339 const GLint maxLevelSave
= texObj
->MaxLevel
;
3340 const GLenum wrapSSave
= texObj
->Sampler
.WrapS
;
3341 const GLenum wrapTSave
= texObj
->Sampler
.WrapT
;
3342 const GLenum srgbSave
= texObj
->Sampler
.sRGBDecode
;
3344 /* restrict sampling to the texture level of interest */
3345 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
3346 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
3347 /* nearest filtering */
3348 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3349 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3351 /* No sRGB decode or encode.*/
3352 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3353 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
3354 GL_SKIP_DECODE_EXT
);
3356 if (ctx
->Extensions
.EXT_framebuffer_sRGB
) {
3357 _mesa_set_enable(ctx
, GL_FRAMEBUFFER_SRGB_EXT
, GL_FALSE
);
3360 /* render quad w/ texture into renderbuffer */
3361 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3363 /* Restore texture object state, the texture binding will
3364 * be restored by _mesa_meta_end().
3366 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, minFilterSave
);
3367 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, magFilterSave
);
3368 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3369 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
3370 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3372 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, wrapSSave
);
3373 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, wrapTSave
);
3374 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3375 _mesa_TexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, srgbSave
);
3379 /* read pixels from renderbuffer */
3381 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3383 /* The pixel transfer state will be set to default values at this point
3384 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3385 * turned off (as required by glGetTexImage) but we need to handle some
3386 * special cases. In particular, single-channel texture values are
3387 * returned as red and two-channel texture values are returned as
3390 if (baseTexFormat
== GL_LUMINANCE
||
3391 baseTexFormat
== GL_LUMINANCE_ALPHA
||
3392 baseTexFormat
== GL_INTENSITY
) {
3393 /* Green and blue must be zero */
3394 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3395 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3398 ctx
->Pack
.RowLength
= destRowLength
;
3399 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3402 /* disable texture unit */
3403 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3405 _mesa_meta_end(ctx
);
3407 /* restore fbo bindings */
3408 if (fboDrawSave
== fboReadSave
) {
3409 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fboDrawSave
);
3412 _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT
, fboDrawSave
);
3413 _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT
, fboReadSave
);
3419 * This is just a wrapper around _mesa_get_tex_image() and
3420 * decompress_texture_image(). Meta functions should not be directly called
3424 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
3425 GLenum format
, GLenum type
, GLvoid
*pixels
,
3426 struct gl_texture_image
*texImage
)
3428 /* We can only use the decompress-with-blit method here if the texels are
3429 * unsigned, normalized values. We could handle signed and unnormalized
3430 * with floating point renderbuffers...
3432 if (_mesa_is_format_compressed(texImage
->TexFormat
) &&
3433 _mesa_get_format_datatype(texImage
->TexFormat
)
3434 == GL_UNSIGNED_NORMALIZED
) {
3435 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3436 const GLuint slice
= 0; /* only 2D compressed textures for now */
3437 /* Need to unlock the texture here to prevent deadlock... */
3438 _mesa_unlock_texture(ctx
, texObj
);
3439 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, pixels
,
3440 ctx
->Pack
.RowLength
);
3441 /* ... and relock it */
3442 _mesa_lock_texture(ctx
, texObj
);
3445 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
3451 * Meta implementation of ctx->Driver.DrawTex() in terms
3452 * of polygon rendering.
3455 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3456 GLfloat width
, GLfloat height
)
3458 #if FEATURE_OES_draw_texture
3459 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3461 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3463 struct vertex verts
[4];
3466 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3468 MESA_META_TRANSFORM
|
3470 MESA_META_VIEWPORT
));
3472 if (drawtex
->ArrayObj
== 0) {
3473 /* one-time setup */
3474 GLint active_texture
;
3476 /* create vertex array object */
3477 _mesa_GenVertexArrays(1, &drawtex
->ArrayObj
);
3478 _mesa_BindVertexArray(drawtex
->ArrayObj
);
3480 /* create vertex array buffer */
3481 _mesa_GenBuffersARB(1, &drawtex
->VBO
);
3482 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3483 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3484 NULL
, GL_DYNAMIC_DRAW_ARB
);
3486 /* client active texture is not part of the array object */
3487 active_texture
= ctx
->Array
.ActiveTexture
;
3489 /* setup vertex arrays */
3490 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3491 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3492 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3493 _mesa_ClientActiveTextureARB(GL_TEXTURE0
+ i
);
3494 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
3495 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3498 /* restore client active texture */
3499 _mesa_ClientActiveTextureARB(GL_TEXTURE0
+ active_texture
);
3502 _mesa_BindVertexArray(drawtex
->ArrayObj
);
3503 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3506 /* vertex positions, texcoords */
3508 const GLfloat x1
= x
+ width
;
3509 const GLfloat y1
= y
+ height
;
3511 z
= CLAMP(z
, 0.0, 1.0);
3530 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3531 const struct gl_texture_object
*texObj
;
3532 const struct gl_texture_image
*texImage
;
3533 GLfloat s
, t
, s1
, t1
;
3536 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
3538 for (j
= 0; j
< 4; j
++) {
3539 verts
[j
].st
[i
][0] = 0.0f
;
3540 verts
[j
].st
[i
][1] = 0.0f
;
3545 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3546 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3547 tw
= texImage
->Width2
;
3548 th
= texImage
->Height2
;
3550 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3551 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3552 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3553 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3555 verts
[0].st
[i
][0] = s
;
3556 verts
[0].st
[i
][1] = t
;
3558 verts
[1].st
[i
][0] = s1
;
3559 verts
[1].st
[i
][1] = t
;
3561 verts
[2].st
[i
][0] = s1
;
3562 verts
[2].st
[i
][1] = t1
;
3564 verts
[3].st
[i
][0] = s
;
3565 verts
[3].st
[i
][1] = t1
;
3568 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3571 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3573 _mesa_meta_end(ctx
);
3574 #endif /* FEATURE_OES_draw_texture */