mesa: rework ctx->Driver.CopyTexSubImage() parameters
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/image.h"
50 #include "main/macros.h"
51 #include "main/matrix.h"
52 #include "main/mipmap.h"
53 #include "main/pixel.h"
54 #include "main/pbo.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"
75
76
77 /** Return offset in bytes of the field within a vertex struct */
78 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
79
80 /**
81 * State which we may save/restore across meta ops.
82 * XXX this may be incomplete...
83 */
84 struct save_state
85 {
86 GLbitfield SavedState; /**< bitmask of MESA_META_* flags */
87
88 /** MESA_META_ALPHA_TEST */
89 GLboolean AlphaEnabled;
90 GLenum AlphaFunc;
91 GLclampf AlphaRef;
92
93 /** MESA_META_BLEND */
94 GLbitfield BlendEnabled;
95 GLboolean ColorLogicOpEnabled;
96
97 /** MESA_META_COLOR_MASK */
98 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
99
100 /** MESA_META_DEPTH_TEST */
101 struct gl_depthbuffer_attrib Depth;
102
103 /** MESA_META_FOG */
104 GLboolean Fog;
105
106 /** MESA_META_PIXEL_STORE */
107 struct gl_pixelstore_attrib Pack, Unpack;
108
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;
116
117 /** MESA_META_RASTERIZATION */
118 GLenum FrontPolygonMode, BackPolygonMode;
119 GLboolean PolygonOffset;
120 GLboolean PolygonSmooth;
121 GLboolean PolygonStipple;
122 GLboolean PolygonCull;
123
124 /** MESA_META_SCISSOR */
125 struct gl_scissor_attrib Scissor;
126
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;
136
137 /** MESA_META_STENCIL_TEST */
138 struct gl_stencil_attrib Stencil;
139
140 /** MESA_META_TRANSFORM */
141 GLenum MatrixMode;
142 GLfloat ModelviewMatrix[16];
143 GLfloat ProjectionMatrix[16];
144 GLfloat TextureMatrix[16];
145
146 /** MESA_META_CLIP */
147 GLbitfield ClipPlanesEnabled;
148
149 /** MESA_META_TEXTURE */
150 GLuint ActiveUnit;
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 */
158
159 /** MESA_META_VERTEX */
160 struct gl_array_object *ArrayObj;
161 struct gl_buffer_object *ArrayBufferObj;
162
163 /** MESA_META_VIEWPORT */
164 GLint ViewportX, ViewportY, ViewportW, ViewportH;
165 GLclampd DepthNear, DepthFar;
166
167 /** MESA_META_CLAMP_FRAGMENT_COLOR */
168 GLenum ClampFragmentColor;
169
170 /** MESA_META_CLAMP_VERTEX_COLOR */
171 GLenum ClampVertexColor;
172
173 /** MESA_META_CONDITIONAL_RENDER */
174 struct gl_query_object *CondRenderQuery;
175 GLenum CondRenderMode;
176
177 /** MESA_META_SELECT_FEEDBACK */
178 GLenum RenderMode;
179 struct gl_selection Select;
180 struct gl_feedback Feedback;
181
182 /** Miscellaneous (always disabled) */
183 GLboolean Lighting;
184 GLboolean RasterDiscard;
185 GLboolean TransformFeedbackNeedsResume;
186 };
187
188 /**
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.
192 */
193 struct temp_texture
194 {
195 GLuint TexObj;
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 */
201 GLenum IntFormat;
202 GLfloat Sright, Ttop; /**< right, top texcoords */
203 };
204
205
206 /**
207 * State for glBlitFramebufer()
208 */
209 struct blit_state
210 {
211 GLuint ArrayObj;
212 GLuint VBO;
213 GLuint DepthFP;
214 };
215
216
217 /**
218 * State for glClear()
219 */
220 struct clear_state
221 {
222 GLuint ArrayObj;
223 GLuint VBO;
224 GLuint ShaderProg;
225 GLint ColorLocation;
226
227 GLuint IntegerShaderProg;
228 GLint IntegerColorLocation;
229 };
230
231
232 /**
233 * State for glCopyPixels()
234 */
235 struct copypix_state
236 {
237 GLuint ArrayObj;
238 GLuint VBO;
239 };
240
241
242 /**
243 * State for glDrawPixels()
244 */
245 struct drawpix_state
246 {
247 GLuint ArrayObj;
248
249 GLuint StencilFP; /**< Fragment program for drawing stencil images */
250 GLuint DepthFP; /**< Fragment program for drawing depth images */
251 };
252
253
254 /**
255 * State for glBitmap()
256 */
257 struct bitmap_state
258 {
259 GLuint ArrayObj;
260 GLuint VBO;
261 struct temp_texture Tex; /**< separate texture from other meta ops */
262 };
263
264
265 /**
266 * State for _mesa_meta_generate_mipmap()
267 */
268 struct gen_mipmap_state
269 {
270 GLuint ArrayObj;
271 GLuint VBO;
272 GLuint FBO;
273 };
274
275
276 /**
277 * State for texture decompression
278 */
279 struct decompress_state
280 {
281 GLuint ArrayObj;
282 GLuint VBO, FBO, RBO;
283 GLint Width, Height;
284 };
285
286 /**
287 * State for glDrawTex()
288 */
289 struct drawtex_state
290 {
291 GLuint ArrayObj;
292 GLuint VBO;
293 };
294
295 #define MAX_META_OPS_DEPTH 8
296 /**
297 * All per-context meta state.
298 */
299 struct gl_meta_state
300 {
301 /** Stack of state saved during meta-ops */
302 struct save_state Save[MAX_META_OPS_DEPTH];
303 /** Save stack depth */
304 GLuint SaveStackDepth;
305
306 struct temp_texture TempTex;
307
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() */
316 };
317
318 static GLuint
319 compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
320 {
321 GLuint shader;
322 GLint ok, size;
323 GLchar *info;
324
325 shader = _mesa_CreateShaderObjectARB(target);
326 _mesa_ShaderSourceARB(shader, 1, &source, NULL);
327 _mesa_CompileShaderARB(shader);
328
329 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
330 if (ok)
331 return shader;
332
333 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
334 if (size == 0)
335 return 0;
336
337 info = malloc(size);
338 if (!info)
339 return 0;
340
341 _mesa_GetProgramInfoLog(shader, size, NULL, info);
342 _mesa_problem(ctx,
343 "meta program compile failed:\n%s\n"
344 "source:\n%s\n",
345 info, source);
346
347 free(info);
348
349 return 0;
350 }
351
352 static GLuint
353 link_program_with_debug(struct gl_context *ctx, GLuint program)
354 {
355 GLint ok, size;
356 GLchar *info;
357
358 _mesa_LinkProgramARB(program);
359
360 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
361 if (ok)
362 return program;
363
364 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
365 if (size == 0)
366 return 0;
367
368 info = malloc(size);
369 if (!info)
370 return 0;
371
372 _mesa_GetProgramInfoLog(program, size, NULL, info);
373 _mesa_problem(ctx, "meta program link failed:\n%s", info);
374
375 free(info);
376
377 return 0;
378 }
379
380 /**
381 * Initialize meta-ops for a context.
382 * To be called once during context creation.
383 */
384 void
385 _mesa_meta_init(struct gl_context *ctx)
386 {
387 ASSERT(!ctx->Meta);
388
389 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
390 }
391
392
393 /**
394 * Free context meta-op state.
395 * To be called once during context destruction.
396 */
397 void
398 _mesa_meta_free(struct gl_context *ctx)
399 {
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.
403 */
404 free(ctx->Meta);
405 ctx->Meta = NULL;
406 }
407
408
409 /**
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.
412 *
413 * \param state bitmask of MESA_META_* flags indicating which attribute groups
414 * to save and reset to their defaults
415 */
416 void
417 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
418 {
419 struct save_state *save;
420
421 /* hope MAX_META_OPS_DEPTH is large enough */
422 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
423
424 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
425 memset(save, 0, sizeof(*save));
426 save->SavedState = state;
427
428 /* Pausing transform feedback needs to be done early, or else we won't be
429 * able to change other state.
430 */
431 save->TransformFeedbackNeedsResume =
432 ctx->TransformFeedback.CurrentObject->Active &&
433 !ctx->TransformFeedback.CurrentObject->Paused;
434 if (save->TransformFeedbackNeedsResume)
435 _mesa_PauseTransformFeedback();
436
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);
443 }
444
445 if (state & MESA_META_BLEND) {
446 save->BlendEnabled = ctx->Color.BlendEnabled;
447 if (ctx->Color.BlendEnabled) {
448 if (ctx->Extensions.EXT_draw_buffers2) {
449 GLuint i;
450 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
451 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
452 }
453 }
454 else {
455 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
456 }
457 }
458 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
459 if (ctx->Color.ColorLogicOpEnabled)
460 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
461 }
462
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);
471 }
472
473 if (state & MESA_META_DEPTH_TEST) {
474 save->Depth = ctx->Depth; /* struct copy */
475 if (ctx->Depth.Test)
476 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
477 }
478
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);
483 }
484
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;
490 }
491
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;
511 /* XXX more state */
512 ctx->NewState |=_NEW_PIXEL;
513 }
514
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);
527 }
528
529 if (state & MESA_META_SCISSOR) {
530 save->Scissor = ctx->Scissor; /* struct copy */
531 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
532 }
533
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);
540 }
541
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);
547 }
548
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);
558
559 _mesa_UseProgramObjectARB(0);
560 }
561 }
562
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 */
568 }
569
570 if (state & MESA_META_TEXTURE) {
571 GLuint u, tgt;
572
573 save->ActiveUnit = ctx->Texture.CurrentUnit;
574 save->ClientActiveUnit = ctx->Array.ActiveTexture;
575 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
576
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);
597 }
598 }
599
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]);
604 }
605
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);
610 }
611
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,
632 -1.0, 1.0);
633 }
634
635 if (state & MESA_META_CLIP) {
636 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
637 if (ctx->Transform.ClipPlanesEnabled) {
638 GLuint i;
639 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
640 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
641 }
642 }
643 }
644
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? */
652 }
653
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);
667 }
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);
673 }
674
675 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
676 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
677
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.
681 */
682 if (ctx->Color.ClampFragmentColor != GL_TRUE)
683 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
684 }
685
686 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
687 save->ClampVertexColor = ctx->Light.ClampVertexColor;
688
689 /* Generally in here we never want vertex color clamping --
690 * result clamping is only dependent on fragment clamping.
691 */
692 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
693 }
694
695 if (state & MESA_META_CONDITIONAL_RENDER) {
696 save->CondRenderQuery = ctx->Query.CondRenderQuery;
697 save->CondRenderMode = ctx->Query.CondRenderMode;
698
699 if (ctx->Query.CondRenderQuery)
700 _mesa_EndConditionalRender();
701 }
702
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);
711 }
712 }
713
714 /* misc */
715 {
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);
722 }
723 }
724
725
726 /**
727 * Leave meta state. This is like a light-weight version of glPopAttrib().
728 */
729 void
730 _mesa_meta_end(struct gl_context *ctx)
731 {
732 struct save_state *save = &ctx->Meta->Save[--ctx->Meta->SaveStackDepth];
733 const GLbitfield state = save->SavedState;
734
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);
739 }
740
741 if (state & MESA_META_BLEND) {
742 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
743 if (ctx->Extensions.EXT_draw_buffers2) {
744 GLuint i;
745 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
746 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
747 }
748 }
749 else {
750 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
751 }
752 }
753 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
754 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
755 }
756
757 if (state & MESA_META_COLOR_MASK) {
758 GLuint i;
759 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
760 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
761 if (i == 0) {
762 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
763 save->ColorMask[i][2], save->ColorMask[i][3]);
764 }
765 else {
766 _mesa_ColorMaskIndexed(i,
767 save->ColorMask[i][0],
768 save->ColorMask[i][1],
769 save->ColorMask[i][2],
770 save->ColorMask[i][3]);
771 }
772 }
773 }
774 }
775
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);
781 }
782
783 if (state & MESA_META_FOG) {
784 _mesa_set_enable(ctx, GL_FOG, save->Fog);
785 }
786
787 if (state & MESA_META_PIXEL_STORE) {
788 ctx->Pack = save->Pack;
789 ctx->Unpack = save->Unpack;
790 }
791
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;
802 /* XXX more state */
803 ctx->NewState |=_NEW_PIXEL;
804 }
805
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);
813 }
814
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);
819 }
820
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);
828 }
829
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);
836 }
837
838 if (ctx->Extensions.ARB_vertex_shader)
839 _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader);
840
841 if (ctx->Extensions.ARB_geometry_shader4)
842 _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB,
843 save->GeometryShader);
844
845 if (ctx->Extensions.ARB_fragment_shader)
846 _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER,
847 save->FragmentShader);
848
849 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
850 save->ActiveShader);
851
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);
856 }
857
858 if (state & MESA_META_STENCIL_TEST) {
859 const struct gl_stencil_attrib *stencil = &save->Stencil;
860
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);
868 }
869 /* front state */
870 _mesa_StencilFuncSeparate(GL_FRONT,
871 stencil->Function[0],
872 stencil->Ref[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]);
878 /* back state */
879 _mesa_StencilFuncSeparate(GL_BACK,
880 stencil->Function[1],
881 stencil->Ref[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]);
887 }
888
889 if (state & MESA_META_TEXTURE) {
890 GLuint u, tgt;
891
892 ASSERT(ctx->Texture.CurrentUnit == 0);
893
894 /* restore texenv for unit[0] */
895 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
896
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]);
903 }
904 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
905 }
906
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];
912 }
913
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];
917 }
918 }
919
920 /* restore current unit state */
921 _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit);
922 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit);
923 }
924
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);
931
932 _mesa_MatrixMode(GL_MODELVIEW);
933 _mesa_LoadMatrixf(save->ModelviewMatrix);
934
935 _mesa_MatrixMode(GL_PROJECTION);
936 _mesa_LoadMatrixf(save->ProjectionMatrix);
937
938 _mesa_MatrixMode(save->MatrixMode);
939 }
940
941 if (state & MESA_META_CLIP) {
942 if (save->ClipPlanesEnabled) {
943 GLuint i;
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);
947 }
948 }
949 }
950 }
951
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);
956
957 /* restore vertex array object */
958 _mesa_BindVertexArray(save->ArrayObj->Name);
959 _mesa_reference_array_object(ctx, &save->ArrayObj, NULL);
960 }
961
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);
969 }
970 _mesa_DepthRange(save->DepthNear, save->DepthFar);
971 }
972
973 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
974 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
975 }
976
977 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
978 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
979 }
980
981 if (state & MESA_META_CONDITIONAL_RENDER) {
982 if (save->CondRenderQuery)
983 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
984 save->CondRenderMode);
985 }
986
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;
994 }
995 }
996
997 /* misc */
998 if (save->Lighting) {
999 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1000 }
1001 if (save->RasterDiscard) {
1002 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1003 }
1004 if (save->TransformFeedbackNeedsResume)
1005 _mesa_ResumeTransformFeedback();
1006 }
1007
1008
1009 /**
1010 * Determine whether Mesa is currently in a meta state.
1011 */
1012 GLboolean
1013 _mesa_meta_in_progress(struct gl_context *ctx)
1014 {
1015 return ctx->Meta->SaveStackDepth != 0;
1016 }
1017
1018
1019 /**
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.
1025 */
1026 static INLINE GLfloat
1027 invert_z(GLfloat normZ)
1028 {
1029 GLfloat objZ = 1.0f - 2.0f * normZ;
1030 return objZ;
1031 }
1032
1033
1034 /**
1035 * One-time init for a temp_texture object.
1036 * Choose tex target, compute max tex size, etc.
1037 */
1038 static void
1039 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1040 {
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;
1046 }
1047 else {
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;
1052 }
1053 tex->MinSize = 16; /* 16 x 16 at least */
1054 assert(tex->MaxSize > 0);
1055
1056 _mesa_GenTextures(1, &tex->TexObj);
1057 }
1058
1059
1060 /**
1061 * Return pointer to temp_texture info for non-bitmap ops.
1062 * This does some one-time init if needed.
1063 */
1064 static struct temp_texture *
1065 get_temp_texture(struct gl_context *ctx)
1066 {
1067 struct temp_texture *tex = &ctx->Meta->TempTex;
1068
1069 if (!tex->TexObj) {
1070 init_temp_texture(ctx, tex);
1071 }
1072
1073 return tex;
1074 }
1075
1076
1077 /**
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.
1081 */
1082 static struct temp_texture *
1083 get_bitmap_temp_texture(struct gl_context *ctx)
1084 {
1085 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1086
1087 if (!tex->TexObj) {
1088 init_temp_texture(ctx, tex);
1089 }
1090
1091 return tex;
1092 }
1093
1094
1095 /**
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.
1101 *
1102 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1103 */
1104 static GLboolean
1105 alloc_texture(struct temp_texture *tex,
1106 GLsizei width, GLsizei height, GLenum intFormat)
1107 {
1108 GLboolean newTex = GL_FALSE;
1109
1110 ASSERT(width <= tex->MaxSize);
1111 ASSERT(height <= tex->MaxSize);
1112
1113 if (width > tex->Width ||
1114 height > tex->Height ||
1115 intFormat != tex->IntFormat) {
1116 /* alloc new texture (larger or different format) */
1117
1118 if (tex->NPOT) {
1119 /* use non-power of two size */
1120 tex->Width = MAX2(tex->MinSize, width);
1121 tex->Height = MAX2(tex->MinSize, height);
1122 }
1123 else {
1124 /* find power of two size */
1125 GLsizei w, h;
1126 w = h = tex->MinSize;
1127 while (w < width)
1128 w *= 2;
1129 while (h < height)
1130 h *= 2;
1131 tex->Width = w;
1132 tex->Height = h;
1133 }
1134
1135 tex->IntFormat = intFormat;
1136
1137 newTex = GL_TRUE;
1138 }
1139
1140 /* compute texcoords */
1141 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1142 tex->Sright = (GLfloat) width;
1143 tex->Ttop = (GLfloat) height;
1144 }
1145 else {
1146 tex->Sright = (GLfloat) width / tex->Width;
1147 tex->Ttop = (GLfloat) height / tex->Height;
1148 }
1149
1150 return newTex;
1151 }
1152
1153
1154 /**
1155 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1156 */
1157 static void
1158 setup_copypix_texture(struct temp_texture *tex,
1159 GLboolean newTex,
1160 GLint srcX, GLint srcY,
1161 GLsizei width, GLsizei height, GLenum intFormat,
1162 GLenum filter)
1163 {
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);
1168
1169 /* copy framebuffer image to texture */
1170 if (newTex) {
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);
1176 }
1177 else {
1178 /* create empty texture */
1179 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1180 tex->Width, tex->Height, 0,
1181 intFormat, GL_UNSIGNED_BYTE, NULL);
1182 /* load image */
1183 _mesa_CopyTexSubImage2D(tex->Target, 0,
1184 0, 0, srcX, srcY, width, height);
1185 }
1186 }
1187 else {
1188 /* replace existing tex image */
1189 _mesa_CopyTexSubImage2D(tex->Target, 0,
1190 0, 0, srcX, srcY, width, height);
1191 }
1192 }
1193
1194
1195 /**
1196 * Setup/load texture for glDrawPixels.
1197 */
1198 static void
1199 setup_drawpix_texture(struct gl_context *ctx,
1200 struct temp_texture *tex,
1201 GLboolean newTex,
1202 GLenum texIntFormat,
1203 GLsizei width, GLsizei height,
1204 GLenum format, GLenum type,
1205 const GLvoid *pixels)
1206 {
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);
1211
1212 /* copy pixel data to texture */
1213 if (newTex) {
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);
1219 }
1220 else {
1221 struct gl_buffer_object *save_unpack_obj = NULL;
1222
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);
1232 /* load image */
1233 _mesa_TexSubImage2D(tex->Target, 0,
1234 0, 0, width, height, format, type, pixels);
1235 }
1236 }
1237 else {
1238 /* replace existing tex image */
1239 _mesa_TexSubImage2D(tex->Target, 0,
1240 0, 0, width, height, format, type, pixels);
1241 }
1242 }
1243
1244
1245
1246 /**
1247 * One-time init for drawing depth pixels.
1248 */
1249 static void
1250 init_blit_depth_pixels(struct gl_context *ctx)
1251 {
1252 static const char *program =
1253 "!!ARBfp1.0\n"
1254 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1255 "END \n";
1256 char program2[200];
1257 struct blit_state *blit = &ctx->Meta->Blit;
1258 struct temp_texture *tex = get_temp_texture(ctx);
1259 const char *texTarget;
1260
1261 assert(blit->DepthFP == 0);
1262
1263 /* replace %s with "RECT" or "2D" */
1264 assert(strlen(program) + 4 < sizeof(program2));
1265 if (tex->Target == GL_TEXTURE_RECTANGLE)
1266 texTarget = "RECT";
1267 else
1268 texTarget = "2D";
1269 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1270
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);
1275 }
1276
1277
1278 /**
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.
1282 *
1283 * \return new buffer mask indicating the buffers left to blit using the
1284 * normal path.
1285 */
1286 static GLbitfield
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)
1291 {
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];
1299
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;
1312
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
1316 * support this.
1317 */
1318 return mask;
1319 }
1320
1321 if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
1322 /* Can't handle other texture types at this time */
1323 return mask;
1324 }
1325
1326 /*
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);
1330 */
1331
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);
1339 }
1340 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1341 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1342
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);
1347 }
1348 if (ctx->Extensions.EXT_framebuffer_sRGB) {
1349 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
1350 }
1351
1352 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1353 _mesa_set_enable(ctx, target, GL_TRUE);
1354
1355 /* Prepare vertex data (the VBO was previously created and bound) */
1356 {
1357 struct vertex {
1358 GLfloat x, y, s, t;
1359 };
1360 struct vertex verts[4];
1361 GLfloat s0, t0, s1, t1;
1362
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;
1370 }
1371 else {
1372 assert(target == GL_TEXTURE_RECTANGLE_ARB);
1373 s0 = srcX0;
1374 s1 = srcX1;
1375 t0 = srcY0;
1376 t1 = srcY1;
1377 }
1378
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;
1387
1388 verts[0].s = s0;
1389 verts[0].t = t0;
1390 verts[1].s = s1;
1391 verts[1].t = t0;
1392 verts[2].s = s1;
1393 verts[2].t = t1;
1394 verts[3].s = s0;
1395 verts[3].t = t1;
1396
1397 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1398 }
1399
1400 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1401
1402 /* Restore texture object state, the texture binding will
1403 * be restored by _mesa_meta_end().
1404 */
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);
1410 }
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);
1415 }
1416 if (ctx->Extensions.EXT_framebuffer_sRGB && fbo_srgb_save) {
1417 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
1418 }
1419
1420 /* Done with color buffer */
1421 mask &= ~GL_COLOR_BUFFER_BIT;
1422 }
1423 }
1424
1425 return mask;
1426 }
1427
1428
1429 /**
1430 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1431 * of texture mapping and polygon rendering.
1432 */
1433 void
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)
1438 {
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;
1448 struct vertex {
1449 GLfloat x, y, s, t;
1450 };
1451 struct vertex verts[4];
1452 GLboolean newTex;
1453
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);
1458 return;
1459 }
1460
1461 if (srcFlipX) {
1462 GLint tmp = dstX0;
1463 dstX0 = dstX1;
1464 dstX1 = tmp;
1465 }
1466
1467 if (srcFlipY) {
1468 GLint tmp = dstY0;
1469 dstY0 = dstY1;
1470 dstY1 = tmp;
1471 }
1472
1473 /* only scissor effects blit so save/clear all other relevant state */
1474 _mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
1475
1476 if (blit->ArrayObj == 0) {
1477 /* one-time setup */
1478
1479 /* create vertex array object */
1480 _mesa_GenVertexArrays(1, &blit->ArrayObj);
1481 _mesa_BindVertexArray(blit->ArrayObj);
1482
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);
1488
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);
1494 }
1495 else {
1496 _mesa_BindVertexArray(blit->ArrayObj);
1497 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1498 }
1499
1500 /* Try faster, direct texture approach first */
1501 mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
1502 dstX0, dstY0, dstX1, dstY1, mask, filter);
1503 if (mask == 0x0) {
1504 _mesa_meta_end(ctx);
1505 return;
1506 }
1507
1508 /* Continue with "normal" approach which involves copying the src rect
1509 * into a temporary texture and is "blitted" by drawing a textured quad.
1510 */
1511
1512 newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
1513
1514 /* vertex positions/texcoords (after texture allocation!) */
1515 {
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;
1524
1525 verts[0].s = 0.0F;
1526 verts[0].t = 0.0F;
1527 verts[1].s = tex->Sright;
1528 verts[1].t = 0.0F;
1529 verts[2].s = tex->Sright;
1530 verts[2].t = tex->Ttop;
1531 verts[3].s = 0.0F;
1532 verts[3].t = tex->Ttop;
1533
1534 /* upload new vertex data */
1535 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1536 }
1537
1538 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1539
1540 if (mask & GL_COLOR_BUFFER_BIT) {
1541 setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
1542 GL_RGBA, filter);
1543 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1544 mask &= ~GL_COLOR_BUFFER_BIT;
1545 }
1546
1547 if (mask & GL_DEPTH_BUFFER_BIT) {
1548 GLuint *tmp = (GLuint *) malloc(srcW * srcH * sizeof(GLuint));
1549 if (tmp) {
1550 if (!blit->DepthFP)
1551 init_blit_depth_pixels(ctx);
1552
1553 /* maybe change tex format here */
1554 newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
1555
1556 _mesa_ReadPixels(srcX, srcY, srcW, srcH,
1557 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1558
1559 setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
1560 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1561
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);
1568
1569 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1570 mask &= ~GL_DEPTH_BUFFER_BIT;
1571
1572 free(tmp);
1573 }
1574 }
1575
1576 if (mask & GL_STENCIL_BUFFER_BIT) {
1577 /* XXX can't easily do stencil */
1578 }
1579
1580 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1581
1582 _mesa_meta_end(ctx);
1583
1584 if (mask) {
1585 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1586 dstX0, dstY0, dstX1, dstY1, mask, filter);
1587 }
1588 }
1589
1590
1591 /**
1592 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1593 */
1594 void
1595 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1596 {
1597 struct clear_state *clear = &ctx->Meta->Clear;
1598 struct vertex {
1599 GLfloat x, y, z, r, g, b, a;
1600 };
1601 struct vertex verts[4];
1602 /* save all state but scissor, pixel pack/unpack */
1603 GLbitfield metaSave = (MESA_META_ALL -
1604 MESA_META_SCISSOR -
1605 MESA_META_PIXEL_STORE -
1606 MESA_META_CONDITIONAL_RENDER);
1607 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1608
1609 if (buffers & BUFFER_BITS_COLOR) {
1610 /* if clearing color buffers, don't save/restore colormask */
1611 metaSave -= MESA_META_COLOR_MASK;
1612 }
1613
1614 _mesa_meta_begin(ctx, metaSave);
1615
1616 if (clear->ArrayObj == 0) {
1617 /* one-time setup */
1618
1619 /* create vertex array object */
1620 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1621 _mesa_BindVertexArray(clear->ArrayObj);
1622
1623 /* create vertex array buffer */
1624 _mesa_GenBuffersARB(1, &clear->VBO);
1625 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1626
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);
1632 }
1633 else {
1634 _mesa_BindVertexArray(clear->ArrayObj);
1635 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1636 }
1637
1638 /* GL_COLOR_BUFFER_BIT */
1639 if (buffers & BUFFER_BITS_COLOR) {
1640 /* leave colormask, glDrawBuffer state as-is */
1641
1642 /* Clears never have the color clamped. */
1643 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1644 }
1645 else {
1646 ASSERT(metaSave & MESA_META_COLOR_MASK);
1647 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1648 }
1649
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);
1655 }
1656 else {
1657 assert(!ctx->Depth.Test);
1658 }
1659
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]);
1668 }
1669 else {
1670 assert(!ctx->Stencil.Enabled);
1671 }
1672
1673 /* vertex positions/colors */
1674 {
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);
1680 GLuint i;
1681
1682 verts[0].x = x0;
1683 verts[0].y = y0;
1684 verts[0].z = z;
1685 verts[1].x = x1;
1686 verts[1].y = y0;
1687 verts[1].z = z;
1688 verts[2].x = x1;
1689 verts[2].y = y1;
1690 verts[2].z = z;
1691 verts[3].x = x0;
1692 verts[3].y = y1;
1693 verts[3].z = z;
1694
1695 /* vertex colors */
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];
1701 }
1702
1703 /* upload new vertex data */
1704 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1705 GL_DYNAMIC_DRAW_ARB);
1706 }
1707
1708 /* draw quad */
1709 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1710
1711 _mesa_meta_end(ctx);
1712 }
1713
1714 static void
1715 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1716 {
1717 const char *vs_source =
1718 "attribute vec4 position;\n"
1719 "void main()\n"
1720 "{\n"
1721 " gl_Position = position;\n"
1722 "}\n";
1723 const char *fs_source =
1724 "uniform vec4 color;\n"
1725 "void main()\n"
1726 "{\n"
1727 " gl_FragColor = color;\n"
1728 "}\n";
1729 const char *vs_int_source =
1730 "#version 130\n"
1731 "attribute vec4 position;\n"
1732 "void main()\n"
1733 "{\n"
1734 " gl_Position = position;\n"
1735 "}\n";
1736 const char *fs_int_source =
1737 "#version 130\n"
1738 "uniform ivec4 color;\n"
1739 "out ivec4 out_color;\n"
1740 "\n"
1741 "void main()\n"
1742 "{\n"
1743 " out_color = color;\n"
1744 "}\n";
1745 GLuint vs, fs;
1746
1747 if (clear->ArrayObj != 0)
1748 return;
1749
1750 /* create vertex array object */
1751 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1752 _mesa_BindVertexArray(clear->ArrayObj);
1753
1754 /* create vertex array buffer */
1755 _mesa_GenBuffersARB(1, &clear->VBO);
1756 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1757
1758 /* setup vertex arrays */
1759 _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
1760 _mesa_EnableVertexAttribArrayARB(0);
1761
1762 vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
1763 _mesa_ShaderSourceARB(vs, 1, &vs_source, NULL);
1764 _mesa_CompileShaderARB(vs);
1765
1766 fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
1767 _mesa_ShaderSourceARB(fs, 1, &fs_source, NULL);
1768 _mesa_CompileShaderARB(fs);
1769
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);
1775
1776 clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg,
1777 "color");
1778
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);
1782
1783 clear->IntegerShaderProg = _mesa_CreateProgramObjectARB();
1784 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1785 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1786 _mesa_BindAttribLocationARB(clear->IntegerShaderProg, 0, "position");
1787
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.
1791 */
1792
1793 link_program_with_debug(ctx, clear->IntegerShaderProg);
1794
1795 clear->IntegerColorLocation =
1796 _mesa_GetUniformLocationARB(clear->IntegerShaderProg, "color");
1797 }
1798 }
1799
1800 /**
1801 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1802 */
1803 void
1804 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1805 {
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);
1815 struct vertex {
1816 GLfloat x, y, z;
1817 } verts[4];
1818
1819 metaSave = (MESA_META_ALPHA_TEST |
1820 MESA_META_BLEND |
1821 MESA_META_DEPTH_TEST |
1822 MESA_META_RASTERIZATION |
1823 MESA_META_SHADER |
1824 MESA_META_STENCIL_TEST |
1825 MESA_META_VERTEX |
1826 MESA_META_VIEWPORT |
1827 MESA_META_CLIP |
1828 MESA_META_CLAMP_FRAGMENT_COLOR);
1829
1830 if (!(buffers & BUFFER_BITS_COLOR)) {
1831 /* We'll use colormask to disable color writes. Otherwise,
1832 * respect color mask
1833 */
1834 metaSave |= MESA_META_COLOR_MASK;
1835 }
1836
1837 _mesa_meta_begin(ctx, metaSave);
1838
1839 meta_glsl_clear_init(ctx, clear);
1840
1841 if (fb->_IntegerColor) {
1842 _mesa_UseProgramObjectARB(clear->IntegerShaderProg);
1843 _mesa_Uniform4ivARB(clear->IntegerColorLocation, 1,
1844 ctx->Color.ClearColor.i);
1845 } else {
1846 _mesa_UseProgramObjectARB(clear->ShaderProg);
1847 _mesa_Uniform4fvARB(clear->ColorLocation, 1,
1848 ctx->Color.ClearColor.f);
1849 }
1850
1851 _mesa_BindVertexArray(clear->ArrayObj);
1852 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1853
1854 /* GL_COLOR_BUFFER_BIT */
1855 if (buffers & BUFFER_BITS_COLOR) {
1856 /* leave colormask, glDrawBuffer state as-is */
1857
1858 /* Clears never have the color clamped. */
1859 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1860 }
1861 else {
1862 ASSERT(metaSave & MESA_META_COLOR_MASK);
1863 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1864 }
1865
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);
1871 }
1872 else {
1873 assert(!ctx->Depth.Test);
1874 }
1875
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]);
1884 }
1885 else {
1886 assert(!ctx->Stencil.Enabled);
1887 }
1888
1889 /* vertex positions */
1890 verts[0].x = x0;
1891 verts[0].y = y0;
1892 verts[0].z = z;
1893 verts[1].x = x1;
1894 verts[1].y = y0;
1895 verts[1].z = z;
1896 verts[2].x = x1;
1897 verts[2].y = y1;
1898 verts[2].z = z;
1899 verts[3].x = x0;
1900 verts[3].y = y1;
1901 verts[3].z = z;
1902
1903 /* upload new vertex data */
1904 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1905 GL_DYNAMIC_DRAW_ARB);
1906
1907 /* draw quad */
1908 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1909
1910 _mesa_meta_end(ctx);
1911 }
1912
1913 /**
1914 * Meta implementation of ctx->Driver.CopyPixels() in terms
1915 * of texture mapping and polygon rendering and GLSL shaders.
1916 */
1917 void
1918 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1919 GLsizei width, GLsizei height,
1920 GLint dstX, GLint dstY, GLenum type)
1921 {
1922 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1923 struct temp_texture *tex = get_temp_texture(ctx);
1924 struct vertex {
1925 GLfloat x, y, z, s, t;
1926 };
1927 struct vertex verts[4];
1928 GLboolean newTex;
1929 GLenum intFormat = GL_RGBA;
1930
1931 if (type != GL_COLOR ||
1932 ctx->_ImageTransferState ||
1933 ctx->Fog.Enabled ||
1934 width > tex->MaxSize ||
1935 height > tex->MaxSize) {
1936 /* XXX avoid this fallback */
1937 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1938 return;
1939 }
1940
1941 /* Most GL state applies to glCopyPixels, but a there's a few things
1942 * we need to override:
1943 */
1944 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1945 MESA_META_SHADER |
1946 MESA_META_TEXTURE |
1947 MESA_META_TRANSFORM |
1948 MESA_META_CLIP |
1949 MESA_META_VERTEX |
1950 MESA_META_VIEWPORT));
1951
1952 if (copypix->ArrayObj == 0) {
1953 /* one-time setup */
1954
1955 /* create vertex array object */
1956 _mesa_GenVertexArrays(1, &copypix->ArrayObj);
1957 _mesa_BindVertexArray(copypix->ArrayObj);
1958
1959 /* create vertex array buffer */
1960 _mesa_GenBuffersARB(1, &copypix->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);
1964
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);
1970 }
1971 else {
1972 _mesa_BindVertexArray(copypix->ArrayObj);
1973 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
1974 }
1975
1976 newTex = alloc_texture(tex, width, height, intFormat);
1977
1978 /* vertex positions, texcoords (after texture allocation!) */
1979 {
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]);
1985
1986 verts[0].x = dstX0;
1987 verts[0].y = dstY0;
1988 verts[0].z = z;
1989 verts[0].s = 0.0F;
1990 verts[0].t = 0.0F;
1991 verts[1].x = dstX1;
1992 verts[1].y = dstY0;
1993 verts[1].z = z;
1994 verts[1].s = tex->Sright;
1995 verts[1].t = 0.0F;
1996 verts[2].x = dstX1;
1997 verts[2].y = dstY1;
1998 verts[2].z = z;
1999 verts[2].s = tex->Sright;
2000 verts[2].t = tex->Ttop;
2001 verts[3].x = dstX0;
2002 verts[3].y = dstY1;
2003 verts[3].z = z;
2004 verts[3].s = 0.0F;
2005 verts[3].t = tex->Ttop;
2006
2007 /* upload new vertex data */
2008 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2009 }
2010
2011 /* Alloc/setup texture */
2012 setup_copypix_texture(tex, newTex, srcX, srcY, width, height,
2013 GL_RGBA, GL_NEAREST);
2014
2015 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2016
2017 /* draw textured quad */
2018 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2019
2020 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2021
2022 _mesa_meta_end(ctx);
2023 }
2024
2025
2026
2027 /**
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.
2031 */
2032 static void
2033 tiled_draw_pixels(struct gl_context *ctx,
2034 GLint tileSize,
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)
2039 {
2040 struct gl_pixelstore_attrib tileUnpack = *unpack;
2041 GLint i, j;
2042
2043 if (tileUnpack.RowLength == 0)
2044 tileUnpack.RowLength = width;
2045
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);
2049
2050 tileUnpack.SkipPixels = unpack->SkipPixels + i;
2051
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);
2055
2056 tileUnpack.SkipRows = unpack->SkipRows + j;
2057
2058 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2059 format, type, &tileUnpack, pixels);
2060 }
2061 }
2062 }
2063
2064
2065 /**
2066 * One-time init for drawing stencil pixels.
2067 */
2068 static void
2069 init_draw_stencil_pixels(struct gl_context *ctx)
2070 {
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.
2076 *
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).
2080 * else
2081 * result is zero.
2082 * The program parameter contains three values:
2083 * parm.x = 255 / (1 << bit)
2084 * parm.y = 0.5
2085 * parm.z = 0.0
2086 */
2087 static const char *program =
2088 "!!ARBfp1.0\n"
2089 "PARAM parm = program.local[0]; \n"
2090 "TEMP t; \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"
2094 "# t = (int) t \n"
2095 "FRC t.y, t.x; \n"
2096 "SUB t.x, t.x, t.y; \n"
2097 "# t = t * 0.5 \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"
2103 "KIL -t.x; \n"
2104 "# for debug only \n"
2105 "#MOV result.color, t.x; \n"
2106 "END \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;
2111
2112 assert(drawpix->StencilFP == 0);
2113
2114 /* replace %s with "RECT" or "2D" */
2115 assert(strlen(program) + 4 < sizeof(program2));
2116 if (tex->Target == GL_TEXTURE_RECTANGLE)
2117 texTarget = "RECT";
2118 else
2119 texTarget = "2D";
2120 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2121
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);
2126 }
2127
2128
2129 /**
2130 * One-time init for drawing depth pixels.
2131 */
2132 static void
2133 init_draw_depth_pixels(struct gl_context *ctx)
2134 {
2135 static const char *program =
2136 "!!ARBfp1.0\n"
2137 "PARAM color = program.local[0]; \n"
2138 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2139 "MOV result.color, color; \n"
2140 "END \n";
2141 char program2[200];
2142 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2143 struct temp_texture *tex = get_temp_texture(ctx);
2144 const char *texTarget;
2145
2146 assert(drawpix->DepthFP == 0);
2147
2148 /* replace %s with "RECT" or "2D" */
2149 assert(strlen(program) + 4 < sizeof(program2));
2150 if (tex->Target == GL_TEXTURE_RECTANGLE)
2151 texTarget = "RECT";
2152 else
2153 texTarget = "2D";
2154 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2155
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);
2160 }
2161
2162
2163 /**
2164 * Meta implementation of ctx->Driver.DrawPixels() in terms
2165 * of texture mapping and polygon rendering.
2166 */
2167 void
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)
2173 {
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];
2178 struct vertex {
2179 GLfloat x, y, z, s, t;
2180 };
2181 struct vertex verts[4];
2182 GLenum texIntFormat;
2183 GLboolean fallback, newTex;
2184 GLbitfield metaExtraSave = 0x0;
2185 GLuint vbo;
2186
2187 /*
2188 * Determine if we can do the glDrawPixels with texture mapping.
2189 */
2190 fallback = GL_FALSE;
2191 if (ctx->_ImageTransferState ||
2192 ctx->Fog.Enabled) {
2193 fallback = GL_TRUE;
2194 }
2195
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).
2200 */
2201 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2202 texIntFormat = format;
2203 else
2204 texIntFormat = GL_RGBA;
2205
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
2209 * point.
2210 */
2211 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2212 ctx->Extensions.ARB_texture_float)
2213 texIntFormat = GL_RGBA32F;
2214 }
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
2222 * in [0,1].
2223 */
2224 texIntFormat = GL_ALPHA;
2225 metaExtraSave = (MESA_META_COLOR_MASK |
2226 MESA_META_DEPTH_TEST |
2227 MESA_META_SHADER |
2228 MESA_META_STENCIL_TEST);
2229 }
2230 else {
2231 fallback = GL_TRUE;
2232 }
2233 }
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);
2239 }
2240 else {
2241 fallback = GL_TRUE;
2242 }
2243 }
2244 else {
2245 fallback = GL_TRUE;
2246 }
2247
2248 if (fallback) {
2249 _swrast_DrawPixels(ctx, x, y, width, height,
2250 format, type, unpack, pixels);
2251 return;
2252 }
2253
2254 /*
2255 * Check image size against max texture size, draw as tiles if needed.
2256 */
2257 if (width > tex->MaxSize || height > tex->MaxSize) {
2258 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2259 format, type, unpack, pixels);
2260 return;
2261 }
2262
2263 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2264 * but a there's a few things we need to override:
2265 */
2266 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2267 MESA_META_SHADER |
2268 MESA_META_TEXTURE |
2269 MESA_META_TRANSFORM |
2270 MESA_META_CLIP |
2271 MESA_META_VERTEX |
2272 MESA_META_VIEWPORT |
2273 MESA_META_CLAMP_FRAGMENT_COLOR |
2274 metaExtraSave));
2275
2276 newTex = alloc_texture(tex, width, height, texIntFormat);
2277
2278 /* vertex positions, texcoords (after texture allocation!) */
2279 {
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]);
2285
2286 verts[0].x = x0;
2287 verts[0].y = y0;
2288 verts[0].z = z;
2289 verts[0].s = 0.0F;
2290 verts[0].t = 0.0F;
2291 verts[1].x = x1;
2292 verts[1].y = y0;
2293 verts[1].z = z;
2294 verts[1].s = tex->Sright;
2295 verts[1].t = 0.0F;
2296 verts[2].x = x1;
2297 verts[2].y = y1;
2298 verts[2].z = z;
2299 verts[2].s = tex->Sright;
2300 verts[2].t = tex->Ttop;
2301 verts[3].x = x0;
2302 verts[3].y = y1;
2303 verts[3].z = z;
2304 verts[3].s = 0.0F;
2305 verts[3].t = tex->Ttop;
2306 }
2307
2308 if (drawpix->ArrayObj == 0) {
2309 /* one-time setup: create vertex array object */
2310 _mesa_GenVertexArrays(1, &drawpix->ArrayObj);
2311 }
2312 _mesa_BindVertexArray(drawpix->ArrayObj);
2313
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);
2319
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);
2325
2326 /* set given unpack params */
2327 ctx->Unpack = *unpack;
2328
2329 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2330
2331 if (_mesa_is_stencil_format(format)) {
2332 /* Drawing stencil */
2333 GLint bit;
2334
2335 if (!drawpix->StencilFP)
2336 init_draw_stencil_pixels(ctx);
2337
2338 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2339 GL_ALPHA, type, pixels);
2340
2341 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2342
2343 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2344
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);
2349
2350 /* set stencil bits to 1 where needed */
2351 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2352
2353 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2354 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2355
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);
2361
2362 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2363 255.0 / mask, 0.5, 0.0, 0.0);
2364
2365 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2366 }
2367 }
2368 }
2369 else if (_mesa_is_depth_format(format)) {
2370 /* Drawing depth */
2371 if (!drawpix->DepthFP)
2372 init_draw_depth_pixels(ctx);
2373
2374 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2375 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2376
2377 /* polygon color = current raster color */
2378 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2379 ctx->Current.RasterColor);
2380
2381 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2382 format, type, pixels);
2383
2384 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2385 }
2386 else {
2387 /* Drawing RGBA */
2388 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2389 format, type, pixels);
2390 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2391 }
2392
2393 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2394
2395 _mesa_DeleteBuffersARB(1, &vbo);
2396
2397 /* restore unpack params */
2398 ctx->Unpack = unpackSave;
2399
2400 _mesa_meta_end(ctx);
2401 }
2402
2403 static GLboolean
2404 alpha_test_raster_color(struct gl_context *ctx)
2405 {
2406 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2407 GLfloat ref = ctx->Color.AlphaRef;
2408
2409 switch (ctx->Color.AlphaFunc) {
2410 case GL_NEVER:
2411 return GL_FALSE;
2412 case GL_LESS:
2413 return alpha < ref;
2414 case GL_EQUAL:
2415 return alpha == ref;
2416 case GL_LEQUAL:
2417 return alpha <= ref;
2418 case GL_GREATER:
2419 return alpha > ref;
2420 case GL_NOTEQUAL:
2421 return alpha != ref;
2422 case GL_GEQUAL:
2423 return alpha >= ref;
2424 case GL_ALWAYS:
2425 return GL_TRUE;
2426 default:
2427 assert(0);
2428 return GL_FALSE;
2429 }
2430 }
2431
2432 /**
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.
2436 */
2437 void
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)
2442 {
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;
2447 GLubyte fg, bg;
2448 struct vertex {
2449 GLfloat x, y, z, s, t, r, g, b, a;
2450 };
2451 struct vertex verts[4];
2452 GLboolean newTex;
2453 GLubyte *bitmap8;
2454
2455 /*
2456 * Check if swrast fallback is needed.
2457 */
2458 if (ctx->_ImageTransferState ||
2459 ctx->FragmentProgram._Enabled ||
2460 ctx->Fog.Enabled ||
2461 ctx->Texture._EnabledUnits ||
2462 width > tex->MaxSize ||
2463 height > tex->MaxSize) {
2464 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2465 return;
2466 }
2467
2468 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2469 return;
2470
2471 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2472 * but a there's a few things we need to override:
2473 */
2474 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2475 MESA_META_PIXEL_STORE |
2476 MESA_META_RASTERIZATION |
2477 MESA_META_SHADER |
2478 MESA_META_TEXTURE |
2479 MESA_META_TRANSFORM |
2480 MESA_META_CLIP |
2481 MESA_META_VERTEX |
2482 MESA_META_VIEWPORT));
2483
2484 if (bitmap->ArrayObj == 0) {
2485 /* one-time setup */
2486
2487 /* create vertex array object */
2488 _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj);
2489 _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj);
2490
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);
2496
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);
2504 }
2505 else {
2506 _mesa_BindVertexArray(bitmap->ArrayObj);
2507 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2508 }
2509
2510 newTex = alloc_texture(tex, width, height, texIntFormat);
2511
2512 /* vertex positions, texcoords, colors (after texture allocation!) */
2513 {
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]);
2519 GLuint i;
2520
2521 verts[0].x = x0;
2522 verts[0].y = y0;
2523 verts[0].z = z;
2524 verts[0].s = 0.0F;
2525 verts[0].t = 0.0F;
2526 verts[1].x = x1;
2527 verts[1].y = y0;
2528 verts[1].z = z;
2529 verts[1].s = tex->Sright;
2530 verts[1].t = 0.0F;
2531 verts[2].x = x1;
2532 verts[2].y = y1;
2533 verts[2].z = z;
2534 verts[2].s = tex->Sright;
2535 verts[2].t = tex->Ttop;
2536 verts[3].x = x0;
2537 verts[3].y = y1;
2538 verts[3].z = z;
2539 verts[3].s = 0.0F;
2540 verts[3].t = tex->Ttop;
2541
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];
2547 }
2548
2549 /* upload new vertex data */
2550 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2551 }
2552
2553 /* choose different foreground/background alpha values */
2554 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2555 bg = (fg > 127 ? 0 : 255);
2556
2557 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2558 if (!bitmap1) {
2559 _mesa_meta_end(ctx);
2560 return;
2561 }
2562
2563 bitmap8 = (GLubyte *) malloc(width * height);
2564 if (bitmap8) {
2565 memset(bitmap8, bg, width * height);
2566 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2567 bitmap8, width, fg);
2568
2569 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2570
2571 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2572 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2573
2574 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2575 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2576
2577 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2578
2579 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2580
2581 free(bitmap8);
2582 }
2583
2584 _mesa_unmap_pbo_source(ctx, &unpackSave);
2585
2586 _mesa_meta_end(ctx);
2587 }
2588
2589
2590 /**
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
2595 */
2596 GLboolean
2597 _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
2598 struct gl_texture_object *texObj)
2599 {
2600 const GLuint fboSave = ctx->DrawBuffer->Name;
2601 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
2602 struct gl_texture_image *baseImage;
2603 GLuint srcLevel;
2604 GLenum status;
2605
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) {
2611 return GL_TRUE;
2612 }
2613
2614 srcLevel = texObj->BaseLevel;
2615 baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
2616 if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) {
2617 return GL_TRUE;
2618 }
2619
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.
2625 */
2626 return GL_TRUE;
2627 }
2628
2629 /*
2630 * Test that we can actually render in the texture's format.
2631 */
2632 if (!mipmap->FBO)
2633 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
2634 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
2635
2636 if (target == GL_TEXTURE_1D) {
2637 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
2638 GL_COLOR_ATTACHMENT0_EXT,
2639 target, texObj->Name, srcLevel);
2640 }
2641 #if 0
2642 /* other work is needed to enable 3D mipmap generation */
2643 else if (target == GL_TEXTURE_3D) {
2644 GLint zoffset = 0;
2645 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
2646 GL_COLOR_ATTACHMENT0_EXT,
2647 target, texObj->Name, srcLevel, zoffset);
2648 }
2649 #endif
2650 else {
2651 /* 2D / cube */
2652 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
2653 GL_COLOR_ATTACHMENT0_EXT,
2654 target, texObj->Name, srcLevel);
2655 }
2656
2657 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2658
2659 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
2660
2661 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2662 return GL_TRUE;
2663 }
2664
2665 return GL_FALSE;
2666 }
2667
2668
2669 /**
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
2677 */
2678 static void
2679 setup_texture_coords(GLenum faceTarget,
2680 GLint slice,
2681 GLint width,
2682 GLint height,
2683 GLfloat coords0[3],
2684 GLfloat coords1[3],
2685 GLfloat coords2[3],
2686 GLfloat coords3[3])
2687 {
2688 static const GLfloat st[4][2] = {
2689 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2690 };
2691 GLuint i;
2692 GLfloat r;
2693
2694 switch (faceTarget) {
2695 case GL_TEXTURE_1D:
2696 case GL_TEXTURE_2D:
2697 case GL_TEXTURE_3D:
2698 case GL_TEXTURE_2D_ARRAY:
2699 if (faceTarget == GL_TEXTURE_3D)
2700 r = 1.0F / slice;
2701 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2702 r = slice;
2703 else
2704 r = 0.0F;
2705 coords0[0] = 0.0F; /* s */
2706 coords0[1] = 0.0F; /* t */
2707 coords0[2] = r; /* r */
2708 coords1[0] = 1.0F;
2709 coords1[1] = 0.0F;
2710 coords1[2] = r;
2711 coords2[0] = 1.0F;
2712 coords2[1] = 1.0F;
2713 coords2[2] = r;
2714 coords3[0] = 0.0F;
2715 coords3[1] = 1.0F;
2716 coords3[2] = r;
2717 break;
2718 case GL_TEXTURE_RECTANGLE_ARB:
2719 coords0[0] = 0.0F; /* s */
2720 coords0[1] = 0.0F; /* t */
2721 coords0[2] = 0.0F; /* r */
2722 coords1[0] = width;
2723 coords1[1] = 0.0F;
2724 coords1[2] = 0.0F;
2725 coords2[0] = width;
2726 coords2[1] = height;
2727 coords2[2] = 0.0F;
2728 coords3[0] = 0.0F;
2729 coords3[1] = height;
2730 coords3[2] = 0.0F;
2731 break;
2732 case GL_TEXTURE_1D_ARRAY:
2733 coords0[0] = 0.0F; /* s */
2734 coords0[1] = slice; /* t */
2735 coords0[2] = 0.0F; /* r */
2736 coords1[0] = 1.0f;
2737 coords1[1] = slice;
2738 coords1[2] = 0.0F;
2739 coords2[0] = 1.0F;
2740 coords2[1] = slice;
2741 coords2[2] = 0.0F;
2742 coords3[0] = 0.0F;
2743 coords3[1] = slice;
2744 coords3[2] = 0.0F;
2745 break;
2746
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...
2758 */
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;
2762 GLfloat *coord;
2763
2764 switch (i) {
2765 case 0:
2766 coord = coords0;
2767 break;
2768 case 1:
2769 coord = coords1;
2770 break;
2771 case 2:
2772 coord = coords2;
2773 break;
2774 case 3:
2775 coord = coords3;
2776 break;
2777 default:
2778 assert(0);
2779 }
2780
2781 switch (faceTarget) {
2782 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2783 coord[0] = 1.0f;
2784 coord[1] = -tc;
2785 coord[2] = -sc;
2786 break;
2787 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2788 coord[0] = -1.0f;
2789 coord[1] = -tc;
2790 coord[2] = sc;
2791 break;
2792 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2793 coord[0] = sc;
2794 coord[1] = 1.0f;
2795 coord[2] = tc;
2796 break;
2797 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2798 coord[0] = sc;
2799 coord[1] = -1.0f;
2800 coord[2] = -tc;
2801 break;
2802 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2803 coord[0] = sc;
2804 coord[1] = -tc;
2805 coord[2] = 1.0f;
2806 break;
2807 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2808 coord[0] = -sc;
2809 coord[1] = -tc;
2810 coord[2] = -1.0f;
2811 break;
2812 default:
2813 assert(0);
2814 }
2815 }
2816 break;
2817 default:
2818 assert(0 && "unexpected target in meta setup_texture_coords()");
2819 }
2820 }
2821
2822
2823 /**
2824 * Called via ctx->Driver.GenerateMipmap()
2825 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
2826 * borders.
2827 */
2828 void
2829 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
2830 struct gl_texture_object *texObj)
2831 {
2832 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
2833 struct vertex {
2834 GLfloat x, y, tex[3];
2835 };
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;
2850 GLenum faceTarget;
2851 GLuint dstLevel;
2852 const GLuint border = 0;
2853 const GLint slice = 0;
2854
2855 if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
2856 _mesa_generate_mipmap(ctx, target, texObj);
2857 return;
2858 }
2859
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;
2864 }
2865 else {
2866 faceTarget = target;
2867 }
2868
2869 _mesa_meta_begin(ctx, MESA_META_ALL);
2870
2871 if (original_active_unit != 0)
2872 _mesa_BindTexture(target, texObj->Name);
2873
2874 if (mipmap->ArrayObj == 0) {
2875 /* one-time setup */
2876
2877 /* create vertex array object */
2878 _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
2879 _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
2880
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);
2886
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);
2892 }
2893 else {
2894 _mesa_BindVertexArray(mipmap->ArrayObj);
2895 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
2896 }
2897
2898 if (!mipmap->FBO) {
2899 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
2900 }
2901 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
2902
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);
2909
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);
2914 }
2915 if (ctx->Extensions.EXT_framebuffer_sRGB) {
2916 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
2917 }
2918
2919 _mesa_set_enable(ctx, target, GL_TRUE);
2920
2921 /* setup texcoords (XXX what about border?) */
2922 setup_texture_coords(faceTarget,
2923 0.0f, 0.0f, /* width, height never used here */
2924 slice,
2925 verts[0].tex,
2926 verts[1].tex,
2927 verts[2].tex,
2928 verts[3].tex);
2929
2930 /* setup vertex positions */
2931 verts[0].x = 0.0F;
2932 verts[0].y = 0.0F;
2933 verts[1].x = 1.0F;
2934 verts[1].y = 0.0F;
2935 verts[2].x = 1.0F;
2936 verts[2].y = 1.0F;
2937 verts[3].x = 0.0F;
2938 verts[3].y = 1.0F;
2939
2940 /* upload new vertex data */
2941 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2942
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);
2947
2948 /* texture is already locked, unlock now */
2949 _mesa_unlock_texture(ctx, texObj);
2950
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;
2956 GLenum status;
2957
2958 srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
2959 assert(srcImage->Border == 0); /* XXX we can fix this */
2960
2961 /* src size w/out border */
2962 srcWidth = srcImage->Width - 2 * border;
2963 srcHeight = srcImage->Height - 2 * border;
2964 srcDepth = srcImage->Depth - 2 * border;
2965
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;
2970
2971 if (dstWidth == srcImage->Width &&
2972 dstHeight == srcImage->Height &&
2973 dstDepth == srcImage->Depth) {
2974 /* all done */
2975 break;
2976 }
2977
2978 /* Allocate storage for the destination mipmap image(s) */
2979
2980 /* Set MaxLevel large enough to hold the new level when we allocate it */
2981 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
2982
2983 if (!_mesa_prepare_mipmap_level(ctx, texObj, dstLevel,
2984 dstWidth, dstHeight, dstDepth,
2985 srcImage->Border,
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.
2990 */
2991 break;
2992 }
2993
2994 /* limit minification to src level */
2995 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
2996
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,
3001 target,
3002 texObj->Name,
3003 dstLevel);
3004 }
3005 else if (target == GL_TEXTURE_3D) {
3006 GLint zoffset = 0; /* XXX unfinished */
3007 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
3008 GL_COLOR_ATTACHMENT0_EXT,
3009 target,
3010 texObj->Name,
3011 dstLevel, zoffset);
3012 }
3013 else {
3014 /* 2D / cube */
3015 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
3016 GL_COLOR_ATTACHMENT0_EXT,
3017 faceTarget,
3018 texObj->Name,
3019 dstLevel);
3020 }
3021
3022 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
3023
3024 /* sanity check */
3025 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
3026 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
3027 abort();
3028 break;
3029 }
3030
3031 assert(dstWidth == ctx->DrawBuffer->Width);
3032 assert(dstHeight == ctx->DrawBuffer->Height);
3033
3034 /* setup viewport */
3035 _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight);
3036
3037 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3038 }
3039
3040 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3041 _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
3042 srgbDecodeSave);
3043 }
3044 if (ctx->Extensions.EXT_framebuffer_sRGB && srgbBufferSave) {
3045 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
3046 }
3047
3048 _mesa_lock_texture(ctx, texObj); /* relock */
3049
3050 _mesa_meta_end(ctx);
3051
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);
3059
3060 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
3061 }
3062
3063
3064 /**
3065 * Determine the GL data type to use for the temporary image read with
3066 * ReadPixels() and passed to Tex[Sub]Image().
3067 */
3068 static GLenum
3069 get_temp_image_type(struct gl_context *ctx, GLenum baseFormat)
3070 {
3071 switch (baseFormat) {
3072 case GL_RGBA:
3073 case GL_RGB:
3074 case GL_ALPHA:
3075 case GL_LUMINANCE:
3076 case GL_LUMINANCE_ALPHA:
3077 case GL_INTENSITY:
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;
3082 else
3083 return GL_FLOAT;
3084 case GL_DEPTH_COMPONENT:
3085 return GL_UNSIGNED_INT;
3086 case GL_DEPTH_STENCIL:
3087 return GL_UNSIGNED_INT_24_8;
3088 default:
3089 _mesa_problem(ctx, "Unexpected format in get_temp_image_type()");
3090 return 0;
3091 }
3092 }
3093
3094
3095 /**
3096 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3097 * Have to be careful with locking and meta state for pixel transfer.
3098 */
3099 static void
3100 copy_tex_sub_image(struct gl_context *ctx,
3101 GLuint dims,
3102 struct gl_texture_image *texImage,
3103 GLint xoffset, GLint yoffset, GLint zoffset,
3104 struct gl_renderbuffer *rb,
3105 GLint x, GLint y,
3106 GLsizei width, GLsizei height)
3107 {
3108 struct gl_texture_object *texObj = texImage->TexObject;
3109 const GLenum target = texObj->Target;
3110 GLenum format, type;
3111 GLint bpp;
3112 void *buf;
3113
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).
3122 */
3123 format = GL_RGBA;
3124 }
3125
3126 type = get_temp_image_type(ctx, format);
3127 bpp = _mesa_bytes_per_pixel(format, type);
3128 if (bpp <= 0) {
3129 _mesa_problem(ctx, "Bad bpp in meta copy_tex_sub_image()");
3130 return;
3131 }
3132
3133 /*
3134 * Alloc image buffer (XXX could use a PBO)
3135 */
3136 buf = malloc(width * height * bpp);
3137 if (!buf) {
3138 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
3139 return;
3140 }
3141
3142 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
3143
3144 /*
3145 * Read image from framebuffer (disable pixel transfer ops)
3146 */
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);
3151
3152 _mesa_update_state(ctx); /* to update pixel transfer state */
3153
3154 /*
3155 * Store texture data (with pixel transfer ops)
3156 */
3157 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
3158 if (target == GL_TEXTURE_1D) {
3159 ctx->Driver.TexSubImage1D(ctx, texImage,
3160 xoffset, width,
3161 format, type, buf, &ctx->Unpack);
3162 }
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);
3167 }
3168 else {
3169 ctx->Driver.TexSubImage2D(ctx, texImage,
3170 xoffset, yoffset, width, height,
3171 format, type, buf, &ctx->Unpack);
3172 }
3173 _mesa_meta_end(ctx);
3174
3175 _mesa_lock_texture(ctx, texObj); /* re-lock */
3176
3177 free(buf);
3178 }
3179
3180
3181 void
3182 _mesa_meta_CopyTexSubImage1D(struct gl_context *ctx,
3183 struct gl_texture_image *texImage,
3184 GLint xoffset,
3185 struct gl_renderbuffer *rb,
3186 GLint x, GLint y, GLsizei width)
3187 {
3188 copy_tex_sub_image(ctx, 1, texImage, xoffset, 0, 0,
3189 rb, x, y, width, 1);
3190 }
3191
3192
3193 void
3194 _mesa_meta_CopyTexSubImage2D(struct gl_context *ctx,
3195 struct gl_texture_image *texImage,
3196 GLint xoffset, GLint yoffset,
3197 struct gl_renderbuffer *rb,
3198 GLint x, GLint y,
3199 GLsizei width, GLsizei height)
3200 {
3201 copy_tex_sub_image(ctx, 2, texImage, xoffset, yoffset, 0,
3202 rb, x, y, width, height);
3203 }
3204
3205
3206 void
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,
3211 GLint x, GLint y,
3212 GLsizei width, GLsizei height)
3213 {
3214 copy_tex_sub_image(ctx, 3, texImage, xoffset, yoffset, zoffset,
3215 rb, x, y, width, height);
3216 }
3217
3218
3219 /**
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)
3227 */
3228 static void
3229 decompress_texture_image(struct gl_context *ctx,
3230 struct gl_texture_image *texImage,
3231 GLuint slice,
3232 GLenum destFormat, GLenum destType,
3233 GLvoid *dest, GLint destRowLength)
3234 {
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;
3240 GLenum faceTarget;
3241 struct vertex {
3242 GLfloat x, y, tex[3];
3243 };
3244 struct vertex verts[4];
3245 GLuint fboDrawSave, fboReadSave;
3246
3247 if (slice > 0) {
3248 assert(target == GL_TEXTURE_3D ||
3249 target == GL_TEXTURE_2D_ARRAY);
3250 }
3251
3252 if (target == GL_TEXTURE_CUBE_MAP) {
3253 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3254 }
3255 else {
3256 faceTarget = target;
3257 }
3258
3259 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3260 fboDrawSave = ctx->DrawBuffer->Name;
3261 fboReadSave = ctx->ReadBuffer->Name;
3262
3263 _mesa_meta_begin(ctx, MESA_META_ALL);
3264
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,
3274 decompress->RBO);
3275 }
3276 else {
3277 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
3278 }
3279
3280 /* alloc dest surface */
3281 if (width != decompress->Width || height != decompress->Height) {
3282 _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA,
3283 width, height);
3284 decompress->Width = width;
3285 decompress->Height = height;
3286 }
3287
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);
3293
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);
3299
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);
3305 }
3306 else {
3307 _mesa_BindVertexArray(decompress->ArrayObj);
3308 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3309 }
3310
3311 setup_texture_coords(faceTarget, slice, width, height,
3312 verts[0].tex,
3313 verts[1].tex,
3314 verts[2].tex,
3315 verts[3].tex);
3316
3317 /* setup vertex positions */
3318 verts[0].x = 0.0F;
3319 verts[0].y = 0.0F;
3320 verts[1].x = width;
3321 verts[1].y = 0.0F;
3322 verts[2].x = width;
3323 verts[2].y = height;
3324 verts[3].x = 0.0F;
3325 verts[3].y = height;
3326
3327 /* upload new vertex data */
3328 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3329
3330 /* setup texture state */
3331 _mesa_BindTexture(target, texObj->Name);
3332 _mesa_set_enable(ctx, target, GL_TRUE);
3333
3334 {
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;
3343
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);
3350
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);
3355 }
3356 if (ctx->Extensions.EXT_framebuffer_sRGB) {
3357 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
3358 }
3359
3360 /* render quad w/ texture into renderbuffer */
3361 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3362
3363 /* Restore texture object state, the texture binding will
3364 * be restored by _mesa_meta_end().
3365 */
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);
3371 }
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);
3376 }
3377 }
3378
3379 /* read pixels from renderbuffer */
3380 {
3381 GLenum baseTexFormat = texImage->_BaseFormat;
3382
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
3388 * red/alpha.
3389 */
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);
3396 }
3397
3398 ctx->Pack.RowLength = destRowLength;
3399 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3400 }
3401
3402 /* disable texture unit */
3403 _mesa_set_enable(ctx, target, GL_FALSE);
3404
3405 _mesa_meta_end(ctx);
3406
3407 /* restore fbo bindings */
3408 if (fboDrawSave == fboReadSave) {
3409 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboDrawSave);
3410 }
3411 else {
3412 _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave);
3413 _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fboReadSave);
3414 }
3415 }
3416
3417
3418 /**
3419 * This is just a wrapper around _mesa_get_tex_image() and
3420 * decompress_texture_image(). Meta functions should not be directly called
3421 * from core Mesa.
3422 */
3423 void
3424 _mesa_meta_GetTexImage(struct gl_context *ctx,
3425 GLenum format, GLenum type, GLvoid *pixels,
3426 struct gl_texture_image *texImage)
3427 {
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...
3431 */
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);
3443 }
3444 else {
3445 _mesa_get_teximage(ctx, format, type, pixels, texImage);
3446 }
3447 }
3448
3449
3450 /**
3451 * Meta implementation of ctx->Driver.DrawTex() in terms
3452 * of polygon rendering.
3453 */
3454 void
3455 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3456 GLfloat width, GLfloat height)
3457 {
3458 #if FEATURE_OES_draw_texture
3459 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3460 struct vertex {
3461 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3462 };
3463 struct vertex verts[4];
3464 GLuint i;
3465
3466 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3467 MESA_META_SHADER |
3468 MESA_META_TRANSFORM |
3469 MESA_META_VERTEX |
3470 MESA_META_VIEWPORT));
3471
3472 if (drawtex->ArrayObj == 0) {
3473 /* one-time setup */
3474 GLint active_texture;
3475
3476 /* create vertex array object */
3477 _mesa_GenVertexArrays(1, &drawtex->ArrayObj);
3478 _mesa_BindVertexArray(drawtex->ArrayObj);
3479
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);
3485
3486 /* client active texture is not part of the array object */
3487 active_texture = ctx->Array.ActiveTexture;
3488
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);
3496 }
3497
3498 /* restore client active texture */
3499 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + active_texture);
3500 }
3501 else {
3502 _mesa_BindVertexArray(drawtex->ArrayObj);
3503 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3504 }
3505
3506 /* vertex positions, texcoords */
3507 {
3508 const GLfloat x1 = x + width;
3509 const GLfloat y1 = y + height;
3510
3511 z = CLAMP(z, 0.0, 1.0);
3512 z = invert_z(z);
3513
3514 verts[0].x = x;
3515 verts[0].y = y;
3516 verts[0].z = z;
3517
3518 verts[1].x = x1;
3519 verts[1].y = y;
3520 verts[1].z = z;
3521
3522 verts[2].x = x1;
3523 verts[2].y = y1;
3524 verts[2].z = z;
3525
3526 verts[3].x = x;
3527 verts[3].y = y1;
3528 verts[3].z = z;
3529
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;
3534 GLuint tw, th;
3535
3536 if (!ctx->Texture.Unit[i]._ReallyEnabled) {
3537 GLuint j;
3538 for (j = 0; j < 4; j++) {
3539 verts[j].st[i][0] = 0.0f;
3540 verts[j].st[i][1] = 0.0f;
3541 }
3542 continue;
3543 }
3544
3545 texObj = ctx->Texture.Unit[i]._Current;
3546 texImage = texObj->Image[0][texObj->BaseLevel];
3547 tw = texImage->Width2;
3548 th = texImage->Height2;
3549
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;
3554
3555 verts[0].st[i][0] = s;
3556 verts[0].st[i][1] = t;
3557
3558 verts[1].st[i][0] = s1;
3559 verts[1].st[i][1] = t;
3560
3561 verts[2].st[i][0] = s1;
3562 verts[2].st[i][1] = t1;
3563
3564 verts[3].st[i][0] = s;
3565 verts[3].st[i][1] = t1;
3566 }
3567
3568 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3569 }
3570
3571 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3572
3573 _mesa_meta_end(ctx);
3574 #endif /* FEATURE_OES_draw_texture */
3575 }