#include "main/depth.h"
#include "main/enable.h"
#include "main/fbobject.h"
+#include "main/feedback.h"
#include "main/formats.h"
+#include "main/glformats.h"
#include "main/image.h"
#include "main/macros.h"
#include "main/matrix.h"
#include "main/mipmap.h"
+#include "main/pixel.h"
#include "main/pbo.h"
#include "main/polygon.h"
#include "main/readpix.h"
#include "main/teximage.h"
#include "main/texparam.h"
#include "main/texstate.h"
+#include "main/transformfeedback.h"
#include "main/uniforms.h"
#include "main/varray.h"
#include "main/viewport.h"
+#include "main/samplerobj.h"
#include "program/program.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
+#include "main/enums.h"
+#include "main/glformats.h"
/** Return offset in bytes of the field within a vertex struct */
struct gl_query_object *CondRenderQuery;
GLenum CondRenderMode;
+#if FEATURE_feedback
+ /** MESA_META_SELECT_FEEDBACK */
+ GLenum RenderMode;
+ struct gl_selection Select;
+ struct gl_feedback Feedback;
+#endif
+
+ /** MESA_META_MULTISAMPLE */
+ GLboolean MultisampleEnabled;
+
/** Miscellaneous (always disabled) */
GLboolean Lighting;
+ GLboolean RasterDiscard;
+#if FEATURE_EXT_transform_feedback
+ GLboolean TransformFeedbackNeedsResume;
+#endif
};
-
/**
* Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
* This is currently shared by all the meta ops. But we could create a
GLuint VBO;
GLuint ShaderProg;
GLint ColorLocation;
+
+ GLuint IntegerShaderProg;
+ GLint IntegerColorLocation;
};
GLuint ArrayObj;
GLuint VBO;
GLuint FBO;
+ GLuint Sampler;
+ GLuint ShaderProg;
+ GLuint IntegerShaderProg;
};
struct decompress_state
{
GLuint ArrayObj;
- GLuint VBO, FBO, RBO;
+ GLuint VBO, FBO, RBO, Sampler;
GLint Width, Height;
};
+/**
+ * State for glDrawTex()
+ */
+struct drawtex_state
+{
+ GLuint ArrayObj;
+ GLuint VBO;
+};
-#define MAX_META_OPS_DEPTH 2
+#define MAX_META_OPS_DEPTH 8
/**
* All per-context meta state.
*/
struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */
struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */
struct decompress_state Decompress; /**< For texture decompression */
+ struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */
};
+static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
+static void cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex);
+static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
+static void meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap);
+
+static GLuint
+compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
+{
+ GLuint shader;
+ GLint ok, size;
+ GLchar *info;
+
+ shader = _mesa_CreateShaderObjectARB(target);
+ _mesa_ShaderSourceARB(shader, 1, &source, NULL);
+ _mesa_CompileShaderARB(shader);
+
+ _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
+ if (ok)
+ return shader;
+
+ _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
+ if (size == 0) {
+ _mesa_DeleteObjectARB(shader);
+ return 0;
+ }
+
+ info = malloc(size);
+ if (!info) {
+ _mesa_DeleteObjectARB(shader);
+ return 0;
+ }
+
+ _mesa_GetProgramInfoLog(shader, size, NULL, info);
+ _mesa_problem(ctx,
+ "meta program compile failed:\n%s\n"
+ "source:\n%s\n",
+ info, source);
+
+ free(info);
+ _mesa_DeleteObjectARB(shader);
+
+ return 0;
+}
+
+static GLuint
+link_program_with_debug(struct gl_context *ctx, GLuint program)
+{
+ GLint ok, size;
+ GLchar *info;
+
+ _mesa_LinkProgramARB(program);
+
+ _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
+ if (ok)
+ return program;
+
+ _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
+ if (size == 0)
+ return 0;
+
+ info = malloc(size);
+ if (!info)
+ return 0;
+
+ _mesa_GetProgramInfoLog(program, size, NULL, info);
+ _mesa_problem(ctx, "meta program link failed:\n%s", info);
+
+ free(info);
+
+ return 0;
+}
/**
* Initialize meta-ops for a context.
void
_mesa_meta_free(struct gl_context *ctx)
{
- /* Note: Any textures, VBOs, etc, that we allocate should get
- * freed by the normal context destruction code. But this would be
- * the place to free other meta data someday.
- */
+ GET_CURRENT_CONTEXT(old_context);
+ _mesa_make_current(ctx, NULL, NULL);
+ meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
+ meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
+ meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
+ cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
+ if (old_context)
+ _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
+ else
+ _mesa_make_current(NULL, NULL, NULL);
free(ctx->Meta);
ctx->Meta = NULL;
}
+/**
+ * This is an alternative to _mesa_set_enable() to handle some special cases.
+ * See comments inside.
+ */
+static void
+meta_set_enable(struct gl_context *ctx, GLenum cap, GLboolean state)
+{
+ switch (cap) {
+ case GL_MULTISAMPLE:
+ /* We need to enable/disable multisample when using GLES but this enum
+ * is not supported there.
+ */
+ if (ctx->Multisample.Enabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
+ ctx->Multisample.Enabled = state;
+ break;
+ default:
+ _mesa_problem(ctx, "Unexpected cap in _meta_set_enable()");
+ return;
+ }
+
+ if (ctx->Driver.Enable) {
+ ctx->Driver.Enable(ctx, cap, state);
+ }
+}
+
+
+
/**
* Enter meta state. This is like a light-weight version of glPushAttrib
* but it also resets most GL state back to default values.
memset(save, 0, sizeof(*save));
save->SavedState = state;
+#if FEATURE_EXT_transform_feedback
+ /* Pausing transform feedback needs to be done early, or else we won't be
+ * able to change other state.
+ */
+ save->TransformFeedbackNeedsResume =
+ ctx->TransformFeedback.CurrentObject->Active &&
+ !ctx->TransformFeedback.CurrentObject->Paused;
+ if (save->TransformFeedbackNeedsResume)
+ _mesa_PauseTransformFeedback();
+#endif
+
if (state & MESA_META_ALPHA_TEST) {
save->AlphaEnabled = ctx->Color.AlphaEnabled;
save->AlphaFunc = ctx->Color.AlphaFunc;
_mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
}
- if (state & MESA_META_FOG) {
+ if ((state & MESA_META_FOG)
+ && ctx->API != API_OPENGL_CORE
+ && ctx->API != API_OPENGLES2) {
save->Fog = ctx->Fog.Enabled;
if (ctx->Fog.Enabled)
_mesa_set_enable(ctx, GL_FOG, GL_FALSE);
save->PolygonCull = ctx->Polygon.CullFlag;
_mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
- _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
- _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
+ if (ctx->API == API_OPENGL) {
+ _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
+ _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
+ }
_mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
}
}
if (state & MESA_META_SHADER) {
- if (ctx->Extensions.ARB_vertex_program) {
+ if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
_mesa_reference_vertprog(ctx, &save->VertexProgram,
ctx->VertexProgram.Current);
_mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
}
- if (ctx->Extensions.ARB_fragment_program) {
+ if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
_mesa_reference_fragprog(ctx, &save->FragmentProgram,
ctx->FragmentProgram.Current);
_mesa_reference_shader_program(ctx, &save->FragmentShader,
ctx->Shader.CurrentFragmentProgram);
_mesa_reference_shader_program(ctx, &save->ActiveShader,
- ctx->Shader.CurrentFragmentProgram);
+ ctx->Shader.ActiveProgram);
_mesa_UseProgramObjectARB(0);
}
save->EnvMode = ctx->Texture.Unit[0].EnvMode;
/* Disable all texture units */
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
- save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
- if (ctx->Texture.Unit[u].Enabled ||
- ctx->Texture.Unit[u].TexGenEnabled) {
- _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
- _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
- if (ctx->Extensions.ARB_texture_cube_map)
- _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
+ if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
+ save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
+ if (ctx->Texture.Unit[u].Enabled ||
+ ctx->Texture.Unit[u].TexGenEnabled) {
+ _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
+ _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
+ if (ctx->Extensions.ARB_texture_cube_map)
+ _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
+ if (ctx->Extensions.NV_texture_rectangle)
+ _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
+ if (ctx->Extensions.OES_EGL_image_external)
+ _mesa_set_enable(ctx, GL_TEXTURE_EXTERNAL_OES, GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
+ }
}
}
/* set defaults for unit[0] */
_mesa_ActiveTextureARB(GL_TEXTURE0);
_mesa_ClientActiveTextureARB(GL_TEXTURE0);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ }
}
if (state & MESA_META_TRANSFORM) {
_mesa_EndConditionalRender();
}
+#if FEATURE_feedback
+ if (state & MESA_META_SELECT_FEEDBACK) {
+ save->RenderMode = ctx->RenderMode;
+ if (ctx->RenderMode == GL_SELECT) {
+ save->Select = ctx->Select; /* struct copy */
+ _mesa_RenderMode(GL_RENDER);
+ } else if (ctx->RenderMode == GL_FEEDBACK) {
+ save->Feedback = ctx->Feedback; /* struct copy */
+ _mesa_RenderMode(GL_RENDER);
+ }
+ }
+#endif
+
+ if (state & MESA_META_MULTISAMPLE) {
+ save->MultisampleEnabled = ctx->Multisample.Enabled;
+ if (ctx->Multisample.Enabled)
+ meta_set_enable(ctx, GL_MULTISAMPLE, GL_FALSE);
+ }
+
/* misc */
{
save->Lighting = ctx->Light.Enabled;
if (ctx->Light.Enabled)
_mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
+ save->RasterDiscard = ctx->RasterDiscard;
+ if (ctx->RasterDiscard)
+ _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
}
}
void
_mesa_meta_end(struct gl_context *ctx)
{
- struct save_state *save = &ctx->Meta->Save[--ctx->Meta->SaveStackDepth];
+ struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
const GLbitfield state = save->SavedState;
if (state & MESA_META_ALPHA_TEST) {
_mesa_DepthMask(save->Depth.Mask);
}
- if (state & MESA_META_FOG) {
+ if ((state & MESA_META_FOG)
+ && ctx->API != API_OPENGL_CORE
+ && ctx->API != API_OPENGLES2) {
_mesa_set_enable(ctx, GL_FOG, save->Fog);
}
}
if (state & MESA_META_RASTERIZATION) {
- _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
- _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
- _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
+ /* Core context requires that front and back mode be the same.
+ */
+ if (ctx->API == API_OPENGL_CORE) {
+ _mesa_PolygonMode(GL_FRONT_AND_BACK, save->FrontPolygonMode);
+ } else {
+ _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
+ _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
+ }
+ if (ctx->API == API_OPENGL) {
+ _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
+ _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
+ }
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
- _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
_mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
}
}
if (state & MESA_META_SHADER) {
- if (ctx->Extensions.ARB_vertex_program) {
+ if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
_mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
save->VertexProgramEnabled);
_mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
_mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
}
- if (ctx->Extensions.ARB_fragment_program) {
+ if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
_mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
save->FragmentProgramEnabled);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
_mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
save->ActiveShader);
+
+ _mesa_reference_shader_program(ctx, &save->VertexShader, NULL);
+ _mesa_reference_shader_program(ctx, &save->GeometryShader, NULL);
+ _mesa_reference_shader_program(ctx, &save->FragmentShader, NULL);
+ _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
}
if (state & MESA_META_STENCIL_TEST) {
_mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
_mesa_ClearStencil(stencil->Clear);
- if (ctx->Extensions.EXT_stencil_two_side) {
+ if (ctx->API == API_OPENGL && ctx->Extensions.EXT_stencil_two_side) {
_mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
stencil->TestTwoSide);
_mesa_ActiveStencilFaceEXT(stencil->ActiveFace
ASSERT(ctx->Texture.CurrentUnit == 0);
/* restore texenv for unit[0] */
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
+ if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
+ }
/* restore texture objects for unit[0] only */
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
- _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
- save->CurrentTexture[tgt]);
+ if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
+ save->CurrentTexture[tgt]);
+ }
_mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
}
- /* Re-enable textures, texgen */
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (save->TexEnabled[u]) {
- _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
-
- if (save->TexEnabled[u] & TEXTURE_1D_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_TRUE);
- if (save->TexEnabled[u] & TEXTURE_2D_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_TRUE);
- if (save->TexEnabled[u] & TEXTURE_3D_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_TRUE);
- if (save->TexEnabled[u] & TEXTURE_CUBE_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_TRUE);
- if (save->TexEnabled[u] & TEXTURE_RECT_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_TRUE);
- }
+ /* Restore fixed function texture enables, texgen */
+ if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
+ }
- if (save->TexGenEnabled[u]) {
- _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
-
- if (save->TexGenEnabled[u] & S_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_TRUE);
- if (save->TexGenEnabled[u] & T_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_TRUE);
- if (save->TexGenEnabled[u] & R_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_TRUE);
- if (save->TexGenEnabled[u] & Q_BIT)
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
+ if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
+ }
}
}
save->CondRenderMode);
}
+#if FEATURE_feedback
+ if (state & MESA_META_SELECT_FEEDBACK) {
+ if (save->RenderMode == GL_SELECT) {
+ _mesa_RenderMode(GL_SELECT);
+ ctx->Select = save->Select;
+ } else if (save->RenderMode == GL_FEEDBACK) {
+ _mesa_RenderMode(GL_FEEDBACK);
+ ctx->Feedback = save->Feedback;
+ }
+ }
+#endif
+
+ if (state & MESA_META_MULTISAMPLE) {
+ if (ctx->Multisample.Enabled != save->MultisampleEnabled)
+ meta_set_enable(ctx, GL_MULTISAMPLE, save->MultisampleEnabled);
+ }
+
/* misc */
if (save->Lighting) {
_mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
}
+ if (save->RasterDiscard) {
+ _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
+ }
+#if FEATURE_EXT_transform_feedback
+ if (save->TransformFeedbackNeedsResume)
+ _mesa_ResumeTransformFeedback();
+#endif
+
+ ctx->Meta->SaveStackDepth--;
+}
+
+
+/**
+ * Determine whether Mesa is currently in a meta state.
+ */
+GLboolean
+_mesa_meta_in_progress(struct gl_context *ctx)
+{
+ return ctx->Meta->SaveStackDepth != 0;
}
static INLINE GLfloat
invert_z(GLfloat normZ)
{
- GLfloat objZ = 1.0 - 2.0 * normZ;
+ GLfloat objZ = 1.0f - 2.0f * normZ;
return objZ;
}
_mesa_GenTextures(1, &tex->TexObj);
}
+static void
+cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
+{
+ if (!tex->TexObj)
+ return;
+ _mesa_DeleteTextures(1, &tex->TexObj);
+ tex->TexObj = 0;
+}
+
/**
* Return pointer to temp_texture info for non-bitmap ops.
if (readAtt && readAtt->Texture) {
const struct gl_texture_object *texObj = readAtt->Texture;
const GLuint srcLevel = readAtt->TextureLevel;
- const GLenum minFilterSave = texObj->Sampler.MinFilter;
- const GLenum magFilterSave = texObj->Sampler.MagFilter;
const GLint baseLevelSave = texObj->BaseLevel;
const GLint maxLevelSave = texObj->MaxLevel;
- const GLenum wrapSSave = texObj->Sampler.WrapS;
- const GLenum wrapTSave = texObj->Sampler.WrapT;
- const GLenum srgbSave = texObj->Sampler.sRGBDecode;
const GLenum fbo_srgb_save = ctx->Color.sRGBEnabled;
const GLenum target = texObj->Target;
+ GLuint sampler, samplerSave =
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
if (drawAtt->Texture == readAtt->Texture) {
/* Can't use same texture as both the source and dest. We need
return mask;
}
+ _mesa_GenSamplers(1, &sampler);
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
+
/*
printf("Blit from texture!\n");
printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
/* Prepare src texture state */
_mesa_BindTexture(target, texObj->Name);
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
if (target != GL_TEXTURE_RECTANGLE_ARB) {
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
}
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/* Always do our blits with no sRGB decode or encode.*/
if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
GL_SKIP_DECODE_EXT);
}
- _mesa_Disable(GL_FRAMEBUFFER_SRGB_EXT);
+ if ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB)
+ || _mesa_is_gles3(ctx)) {
+ _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
+ }
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
_mesa_set_enable(ctx, target, GL_TRUE);
/* Restore texture object state, the texture binding will
* be restored by _mesa_meta_end().
*/
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
if (target != GL_TEXTURE_RECTANGLE_ARB) {
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
}
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
- if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, srgbSave);
- }
- if (ctx->Extensions.EXT_texture_sRGB_decode && fbo_srgb_save) {
- _mesa_Enable(GL_FRAMEBUFFER_SRGB_EXT);
+ if (ctx->Extensions.EXT_framebuffer_sRGB && fbo_srgb_save) {
+ _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
}
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
+ _mesa_DeleteSamplers(1, &sampler);
+
/* Done with color buffer */
mask &= ~GL_COLOR_BUFFER_BIT;
}
struct vertex verts[4];
GLboolean newTex;
- if (srcW > maxTexSize || srcH > maxTexSize) {
+ /* In addition to falling back if the blit size is larger than the maximum
+ * texture size, fallback if the source is multisampled. This fallback can
+ * be removed once Mesa gets support ARB_texture_multisample.
+ */
+ if (srcW > maxTexSize || srcH > maxTexSize
+ || ctx->ReadBuffer->Visual.samples > 0) {
/* XXX avoid this fallback */
_swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1, mask, filter);
}
if (mask & GL_DEPTH_BUFFER_BIT) {
- GLuint *tmp = (GLuint *) malloc(srcW * srcH * sizeof(GLuint));
+ GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint));
if (tmp) {
if (!blit->DepthFP)
init_blit_depth_pixels(ctx);
}
}
+static void
+meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
+{
+ if (blit->ArrayObj) {
+ _mesa_DeleteVertexArraysAPPLE(1, &blit->ArrayObj);
+ blit->ArrayObj = 0;
+ _mesa_DeleteBuffersARB(1, &blit->VBO);
+ blit->VBO = 0;
+ }
+ if (blit->DepthFP) {
+ _mesa_DeletePrograms(1, &blit->DepthFP);
+ blit->DepthFP = 0;
+ }
+}
+
/**
* Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
"{\n"
" gl_FragColor = color;\n"
"}\n";
+ const char *vs_int_source =
+ "#version 130\n"
+ "in vec4 position;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = position;\n"
+ "}\n";
+ const char *fs_int_source =
+ "#version 130\n"
+ "uniform ivec4 color;\n"
+ "out ivec4 out_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " out_color = color;\n"
+ "}\n";
GLuint vs, fs;
if (clear->ArrayObj != 0)
clear->ShaderProg = _mesa_CreateProgramObjectARB();
_mesa_AttachShader(clear->ShaderProg, fs);
+ _mesa_DeleteObjectARB(fs);
_mesa_AttachShader(clear->ShaderProg, vs);
+ _mesa_DeleteObjectARB(vs);
_mesa_BindAttribLocationARB(clear->ShaderProg, 0, "position");
_mesa_LinkProgramARB(clear->ShaderProg);
clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg,
"color");
+
+ if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) {
+ vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
+ fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
+
+ clear->IntegerShaderProg = _mesa_CreateProgramObjectARB();
+ _mesa_AttachShader(clear->IntegerShaderProg, fs);
+ _mesa_DeleteObjectARB(fs);
+ _mesa_AttachShader(clear->IntegerShaderProg, vs);
+ _mesa_DeleteObjectARB(vs);
+ _mesa_BindAttribLocationARB(clear->IntegerShaderProg, 0, "position");
+
+ /* Note that user-defined out attributes get automatically assigned
+ * locations starting from 0, so we don't need to explicitly
+ * BindFragDataLocation to 0.
+ */
+
+ link_program_with_debug(ctx, clear->IntegerShaderProg);
+
+ clear->IntegerColorLocation =
+ _mesa_GetUniformLocationARB(clear->IntegerShaderProg, "color");
+ }
+}
+
+static void
+meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
+{
+ if (clear->ArrayObj == 0)
+ return;
+ _mesa_DeleteVertexArraysAPPLE(1, &clear->ArrayObj);
+ clear->ArrayObj = 0;
+ _mesa_DeleteBuffersARB(1, &clear->VBO);
+ clear->VBO = 0;
+ _mesa_DeleteObjectARB(clear->ShaderProg);
+ clear->ShaderProg = 0;
+
+ if (clear->IntegerShaderProg) {
+ _mesa_DeleteObjectARB(clear->IntegerShaderProg);
+ clear->IntegerShaderProg = 0;
+ }
}
/**
MESA_META_VERTEX |
MESA_META_VIEWPORT |
MESA_META_CLIP |
- MESA_META_CLAMP_FRAGMENT_COLOR);
+ MESA_META_CLAMP_FRAGMENT_COLOR |
+ MESA_META_MULTISAMPLE);
if (!(buffers & BUFFER_BITS_COLOR)) {
/* We'll use colormask to disable color writes. Otherwise,
meta_glsl_clear_init(ctx, clear);
- _mesa_UseProgramObjectARB(clear->ShaderProg);
- _mesa_Uniform4fvARB(clear->ColorLocation, 1,
- ctx->Color.ClearColor.f);
+ if (fb->_IntegerColor) {
+ _mesa_UseProgramObjectARB(clear->IntegerShaderProg);
+ _mesa_Uniform4ivARB(clear->IntegerColorLocation, 1,
+ ctx->Color.ClearColor.i);
+ } else {
+ _mesa_UseProgramObjectARB(clear->ShaderProg);
+ _mesa_Uniform4fvARB(clear->ColorLocation, 1,
+ ctx->Color.ClearColor.f);
+ }
_mesa_BindVertexArray(clear->ArrayObj);
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
* Determine if we can do the glDrawPixels with texture mapping.
*/
fallback = GL_FALSE;
- if (ctx->_ImageTransferState ||
- ctx->Fog.Enabled) {
+ if (ctx->Fog.Enabled) {
fallback = GL_TRUE;
}
texIntFormat = GL_ALPHA;
metaExtraSave = (MESA_META_COLOR_MASK |
MESA_META_DEPTH_TEST |
+ MESA_META_PIXEL_TRANSFER |
MESA_META_SHADER |
MESA_META_STENCIL_TEST);
}
MESA_META_CLIP |
MESA_META_VERTEX |
MESA_META_VIEWPORT |
- MESA_META_CLAMP_FRAGMENT_COLOR |
metaExtraSave));
newTex = alloc_texture(tex, width, height, texIntFormat);
return;
}
- bitmap8 = (GLubyte *) malloc(width * height);
+ bitmap8 = malloc(width * height);
if (bitmap8) {
memset(bitmap8, bg, width * height);
_mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
return GL_TRUE;
}
+ if (_mesa_get_format_color_encoding(baseImage->TexFormat) == GL_SRGB &&
+ !ctx->Extensions.EXT_texture_sRGB_decode) {
+ /* The texture format is sRGB but we can't turn off sRGB->linear
+ * texture sample conversion. So we won't be able to generate the
+ * right colors when rendering. Need to use a fallback.
+ */
+ return GL_TRUE;
+ }
+
/*
* Test that we can actually render in the texture's format.
*/
}
+static void
+setup_ff_generate_mipmap(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap)
+{
+ struct vertex {
+ GLfloat x, y, tex[3];
+ };
+
+ if (mipmap->ArrayObj == 0) {
+ /* one-time setup */
+ /* create vertex array object */
+ _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
+ _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffersARB(1, &mipmap->VBO);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+ /* setup vertex arrays */
+ _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
+ _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
+ _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+
+ /* setup projection matrix */
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_LoadIdentity();
+ _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
+}
+
+
+static void
+setup_glsl_generate_mipmap(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap)
+{
+ struct vertex {
+ GLfloat x, y, tex[3];
+ };
+
+ static const char *vs_source =
+ "attribute vec2 position;\n"
+ "attribute vec3 textureCoords;\n"
+ "varying vec3 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n";
+ static const char *fs_source =
+ "uniform sampler2D tex2d;\n"
+ "varying vec3 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = texture2D(tex2d, texCoords.xy);\n"
+ "}\n";
+
+ static const char *vs_int_source =
+ "#version 130\n"
+ "in vec2 position;\n"
+ "in vec3 textureCoords;\n"
+ "out vec3 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = gl_Vertex;\n"
+ "}\n";
+ static const char *fs_int_source =
+ "#version 130\n"
+ "uniform isampler2D tex2d;\n"
+ "in vec3 texCoords;\n"
+ "out ivec4 out_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " out_color = texture(tex2d, texCoords.xy);\n"
+ "}\n";
+ GLuint vs, fs;
+
+ /* Check if already initialized */
+ if (mipmap->ArrayObj != 0)
+ return;
+ /* create vertex array object */
+ _mesa_GenVertexArrays(1, &mipmap->ArrayObj);
+ _mesa_BindVertexArray(mipmap->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffersARB(1, &mipmap->VBO);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+
+ /* setup vertex arrays */
+ _mesa_VertexAttribPointerARB(0, 2, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(x));
+ _mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(tex));
+
+ vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
+ fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
+
+ mipmap->ShaderProg = _mesa_CreateProgramObjectARB();
+ _mesa_AttachShader(mipmap->ShaderProg, fs);
+ _mesa_DeleteObjectARB(fs);
+ _mesa_AttachShader(mipmap->ShaderProg, vs);
+ _mesa_DeleteObjectARB(vs);
+ _mesa_BindAttribLocationARB(mipmap->ShaderProg, 0, "position");
+ _mesa_BindAttribLocationARB(mipmap->ShaderProg, 1, "texcoords");
+ _mesa_EnableVertexAttribArrayARB(0);
+ _mesa_EnableVertexAttribArrayARB(1);
+ link_program_with_debug(ctx, mipmap->ShaderProg);
+
+ if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) ||
+ _mesa_is_gles3(ctx)){
+ vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
+ fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
+
+ mipmap->IntegerShaderProg = _mesa_CreateProgramObjectARB();
+ _mesa_AttachShader(mipmap->IntegerShaderProg, fs);
+ _mesa_DeleteObjectARB(fs);
+ _mesa_AttachShader(mipmap->IntegerShaderProg, vs);
+ _mesa_DeleteObjectARB(vs);
+ _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 0, "position");
+ _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 1, "texcoords");
+
+ /* Note that user-defined out attributes get automatically assigned
+ * locations starting from 0, so we don't need to explicitly
+ * BindFragDataLocation to 0.
+ */
+ link_program_with_debug(ctx, mipmap->IntegerShaderProg);
+ }
+}
+
+
+static void
+meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap)
+{
+ if (mipmap->ArrayObj == 0)
+ return;
+ _mesa_DeleteVertexArraysAPPLE(1, &mipmap->ArrayObj);
+ mipmap->ArrayObj = 0;
+ _mesa_DeleteBuffersARB(1, &mipmap->VBO);
+ mipmap->VBO = 0;
+ _mesa_DeleteObjectARB(mipmap->ShaderProg);
+ mipmap->ShaderProg = 0;
+
+ if (mipmap->IntegerShaderProg) {
+ _mesa_DeleteObjectARB(mipmap->IntegerShaderProg);
+ mipmap->IntegerShaderProg = 0;
+ }
+}
+
+
/**
* Called via ctx->Driver.GenerateMipmap()
* Note: We don't yet support 3D textures, 1D/2D array textures or texture
struct vertex verts[4];
const GLuint baseLevel = texObj->BaseLevel;
const GLuint maxLevel = texObj->MaxLevel;
- const GLenum minFilterSave = texObj->Sampler.MinFilter;
- const GLenum magFilterSave = texObj->Sampler.MagFilter;
const GLint maxLevelSave = texObj->MaxLevel;
const GLboolean genMipmapSave = texObj->GenerateMipmap;
- const GLenum wrapSSave = texObj->Sampler.WrapS;
- const GLenum wrapTSave = texObj->Sampler.WrapT;
- const GLenum wrapRSave = texObj->Sampler.WrapR;
+ const GLenum srgbBufferSave = ctx->Color.sRGBEnabled;
const GLuint fboSave = ctx->DrawBuffer->Name;
- const GLuint original_active_unit = ctx->Texture.CurrentUnit;
+ const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
+ const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
+ ctx->Extensions.ARB_fragment_shader &&
+ (ctx->API != API_OPENGLES);
GLenum faceTarget;
GLuint dstLevel;
- const GLuint border = 0;
const GLint slice = 0;
+ GLuint samplerSave;
if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
_mesa_generate_mipmap(ctx, target, texObj);
_mesa_meta_begin(ctx, MESA_META_ALL);
- if (original_active_unit != 0)
- _mesa_BindTexture(target, texObj->Name);
-
- if (mipmap->ArrayObj == 0) {
- /* one-time setup */
-
- /* create vertex array object */
- _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
- _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
-
- /* create vertex array buffer */
- _mesa_GenBuffersARB(1, &mipmap->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
- NULL, GL_DYNAMIC_DRAW_ARB);
+ /* Choose between glsl version and fixed function version of
+ * GenerateMipmap function.
+ */
+ if (use_glsl_version) {
+ setup_glsl_generate_mipmap(ctx, mipmap);
- /* setup vertex arrays */
- _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
- _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
- _mesa_EnableClientState(GL_VERTEX_ARRAY);
- _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ if (texObj->_IsIntegerFormat)
+ _mesa_UseProgramObjectARB(mipmap->IntegerShaderProg);
+ else
+ _mesa_UseProgramObjectARB(mipmap->ShaderProg);
}
else {
- _mesa_BindVertexArray(mipmap->ArrayObj);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+ setup_ff_generate_mipmap(ctx, mipmap);
+ _mesa_set_enable(ctx, target, GL_TRUE);
}
+ _mesa_BindVertexArray(mipmap->ArrayObj);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+
+ samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
+
+ if (currentTexUnitSave != 0)
+ _mesa_BindTexture(target, texObj->Name);
+
if (!mipmap->FBO) {
_mesa_GenFramebuffersEXT(1, &mipmap->FBO);
}
+
+ if (!mipmap->Sampler) {
+ _mesa_GenSamplers(1, &mipmap->Sampler);
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
+
+ if (use_glsl_version && texObj->_IsIntegerFormat)
+ _mesa_SamplerParameteri(mipmap->Sampler,
+ GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST_MIPMAP_NEAREST);
+ else
+ _mesa_SamplerParameteri(mipmap->Sampler,
+ GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR_MIPMAP_LINEAR);
+
+ _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+ /* We don't want to encode or decode sRGB values; treat them as linear.
+ * This is not technically correct for GLES3 but we don't get any API
+ * error at the moment.
+ */
+ if (ctx->Extensions.EXT_texture_sRGB_decode) {
+ _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
+ GL_SKIP_DECODE_EXT);
+ }
+
+ } else {
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
+ }
+
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES)
+ _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
+ else
+ assert(!genMipmapSave);
- _mesa_set_enable(ctx, target, GL_TRUE);
+ if ((ctx->Extensions.EXT_framebuffer_sRGB &&
+ _mesa_is_desktop_gl(ctx)) ||
+ _mesa_is_gles3(ctx)) {
+ _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
+ }
- /* setup texcoords (XXX what about border?) */
+ /* Setup texture coordinates */
setup_texture_coords(faceTarget,
- 0.0, 0.0, /* width, height never used here */
slice,
+ 0, 0, /* width, height never used here */
verts[0].tex,
verts[1].tex,
verts[2].tex,
verts[3].tex);
/* setup vertex positions */
- verts[0].x = 0.0F;
- verts[0].y = 0.0F;
- verts[1].x = 1.0F;
- verts[1].y = 0.0F;
- verts[2].x = 1.0F;
- verts[2].y = 1.0F;
- verts[3].x = 0.0F;
- verts[3].y = 1.0F;
-
- /* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
-
- /* setup projection matrix */
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_LoadIdentity();
- _mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
+ verts[0].x = -1.0F;
+ verts[0].y = -1.0F;
+ verts[1].x = 1.0F;
+ verts[1].y = -1.0F;
+ verts[2].x = 1.0F;
+ verts[2].y = 1.0F;
+ verts[3].x = -1.0F;
+ verts[3].y = 1.0F;
+
+ /* upload vertex data */
+ _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ verts, GL_DYNAMIC_DRAW_ARB);
/* texture is already locked, unlock now */
_mesa_unlock_texture(ctx, texObj);
GLenum status;
srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
- assert(srcImage->Border == 0); /* XXX we can fix this */
+ assert(srcImage->Border == 0);
- /* src size w/out border */
- srcWidth = srcImage->Width - 2 * border;
- srcHeight = srcImage->Height - 2 * border;
- srcDepth = srcImage->Depth - 2 * border;
+ /* src size */
+ srcWidth = srcImage->Width;
+ srcHeight = srcImage->Height;
+ srcDepth = srcImage->Depth;
- /* new dst size w/ border */
- dstWidth = MAX2(1, srcWidth / 2) + 2 * border;
- dstHeight = MAX2(1, srcHeight / 2) + 2 * border;
- dstDepth = MAX2(1, srcDepth / 2) + 2 * border;
+ /* new dst size */
+ dstWidth = MAX2(1, srcWidth / 2);
+ dstHeight = MAX2(1, srcHeight / 2);
+ dstDepth = MAX2(1, srcDepth / 2);
if (dstWidth == srcImage->Width &&
dstHeight == srcImage->Height &&
break;
}
- /* Set MaxLevel large enough to hold the new level when we allocate it */
+ /* Allocate storage for the destination mipmap image(s) */
+
+ /* Set MaxLevel large enough to hold the new level when we allocate it */
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
- /* Create empty dest image */
- if (target == GL_TEXTURE_1D) {
- _mesa_TexImage1D(target, dstLevel, srcImage->InternalFormat,
- dstWidth, border,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- }
- else if (target == GL_TEXTURE_3D) {
- _mesa_TexImage3D(target, dstLevel, srcImage->InternalFormat,
- dstWidth, dstHeight, dstDepth, border,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- }
- else {
- /* 2D or cube */
- _mesa_TexImage2D(faceTarget, dstLevel, srcImage->InternalFormat,
- dstWidth, dstHeight, border,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-
- if (target == GL_TEXTURE_CUBE_MAP) {
- /* If texturing from a cube, we need to make sure all src faces
- * have been defined (even if we're not sampling from them.)
- * Otherwise the texture object will be 'incomplete' and
- * texturing from it will not be allowed.
- */
- GLuint face;
- for (face = 0; face < 6; face++) {
- if (!texObj->Image[face][srcLevel] ||
- texObj->Image[face][srcLevel]->Width != srcWidth) {
- _mesa_TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
- srcLevel, srcImage->InternalFormat,
- srcWidth, srcHeight, border,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- }
- }
- }
+ if (!_mesa_prepare_mipmap_level(ctx, texObj, dstLevel,
+ dstWidth, dstHeight, dstDepth,
+ srcImage->Border,
+ srcImage->InternalFormat,
+ srcImage->TexFormat)) {
+ /* All done. We either ran out of memory or we would go beyond the
+ * last valid level of an immutable texture if we continued.
+ */
+ break;
}
/* limit minification to src level */
/* sanity check */
status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
- abort();
+ _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
+ "_mesa_meta_GenerateMipmap()");
break;
}
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
+ if (ctx->Extensions.EXT_framebuffer_sRGB && srgbBufferSave) {
+ _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
+ }
+
_mesa_lock_texture(ctx, texObj); /* relock */
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
+
_mesa_meta_end(ctx);
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
- _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, wrapRSave);
+ if (genMipmapSave)
+ _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
}
* ReadPixels() and passed to Tex[Sub]Image().
*/
static GLenum
-get_temp_image_type(struct gl_context *ctx, GLenum baseFormat)
+get_temp_image_type(struct gl_context *ctx, gl_format format)
{
+ GLenum baseFormat;
+
+ baseFormat = _mesa_get_format_base_format(format);
+
switch (baseFormat) {
case GL_RGBA:
case GL_RGB:
+ case GL_RG:
+ case GL_RED:
case GL_ALPHA:
case GL_LUMINANCE:
case GL_LUMINANCE_ALPHA:
case GL_INTENSITY:
if (ctx->DrawBuffer->Visual.redBits <= 8)
return GL_UNSIGNED_BYTE;
- else if (ctx->DrawBuffer->Visual.redBits <= 8)
+ else if (ctx->DrawBuffer->Visual.redBits <= 16)
return GL_UNSIGNED_SHORT;
else
- return GL_FLOAT;
+ return _mesa_get_format_datatype(format);
case GL_DEPTH_COMPONENT:
return GL_UNSIGNED_INT;
case GL_DEPTH_STENCIL:
return GL_UNSIGNED_INT_24_8;
default:
- _mesa_problem(ctx, "Unexpected format in get_temp_image_type()");
+ _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
+ baseFormat);
return 0;
}
}
* Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
* Have to be careful with locking and meta state for pixel transfer.
*/
-static void
-copy_tex_sub_image(struct gl_context *ctx,
- GLuint dims, GLenum target, GLint level,
- GLint xoffset, GLint yoffset, GLint zoffset,
- GLint x, GLint y,
- GLsizei width, GLsizei height)
+void
+_mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
+ struct gl_texture_image *texImage,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ struct gl_renderbuffer *rb,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height)
{
- struct gl_texture_object *texObj;
- struct gl_texture_image *texImage;
+ struct gl_texture_object *texObj = texImage->TexObject;
GLenum format, type;
GLint bpp;
void *buf;
- texObj = _mesa_get_current_tex_object(ctx, target);
- texImage = _mesa_select_tex_image(ctx, texObj, target, level);
-
/* Choose format/type for temporary image buffer */
format = _mesa_get_format_base_format(texImage->TexFormat);
if (format == GL_LUMINANCE ||
format = GL_RGBA;
}
- type = get_temp_image_type(ctx, format);
+ type = get_temp_image_type(ctx, texImage->TexFormat);
+ if (_mesa_is_format_integer_color(texImage->TexFormat)) {
+ format = _mesa_base_format_to_integer_format(format);
+ }
bpp = _mesa_bytes_per_pixel(format, type);
if (bpp <= 0) {
- _mesa_problem(ctx, "Bad bpp in meta copy_tex_sub_image()");
+ _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
return;
}
* Store texture data (with pixel transfer ops)
*/
_mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
- if (target == GL_TEXTURE_1D) {
- ctx->Driver.TexSubImage1D(ctx, target, level, xoffset,
- width, format, type, buf,
- &ctx->Unpack, texObj, texImage);
- }
- else if (target == GL_TEXTURE_3D) {
- ctx->Driver.TexSubImage3D(ctx, target, level, xoffset, yoffset, zoffset,
- width, height, 1, format, type, buf,
- &ctx->Unpack, texObj, texImage);
- }
- else {
- ctx->Driver.TexSubImage2D(ctx, target, level, xoffset, yoffset,
- width, height, format, type, buf,
- &ctx->Unpack, texObj, texImage);
- }
+
+ ctx->Driver.TexSubImage(ctx, dims, texImage,
+ xoffset, yoffset, zoffset, width, height, 1,
+ format, type, buf, &ctx->Unpack);
+
_mesa_meta_end(ctx);
_mesa_lock_texture(ctx, texObj); /* re-lock */
}
-void
-_mesa_meta_CopyTexSubImage1D(struct gl_context *ctx, GLenum target, GLint level,
- GLint xoffset,
- GLint x, GLint y, GLsizei width)
-{
- copy_tex_sub_image(ctx, 1, target, level, xoffset, 0, 0,
- x, y, width, 1);
-}
-
-
-void
-_mesa_meta_CopyTexSubImage2D(struct gl_context *ctx, GLenum target, GLint level,
- GLint xoffset, GLint yoffset,
- GLint x, GLint y,
- GLsizei width, GLsizei height)
-{
- copy_tex_sub_image(ctx, 2, target, level, xoffset, yoffset, 0,
- x, y, width, height);
-}
-
-
-void
-_mesa_meta_CopyTexSubImage3D(struct gl_context *ctx, GLenum target, GLint level,
- GLint xoffset, GLint yoffset, GLint zoffset,
- GLint x, GLint y,
- GLsizei width, GLsizei height)
-{
- copy_tex_sub_image(ctx, 3, target, level, xoffset, yoffset, zoffset,
- x, y, width, height);
-}
-
-
/**
* Decompress a texture image by drawing a quad with the compressed
* texture and reading the pixels out of the color buffer.
struct gl_texture_image *texImage,
GLuint slice,
GLenum destFormat, GLenum destType,
- GLvoid *dest, GLint destRowLength)
+ GLvoid *dest)
{
struct decompress_state *decompress = &ctx->Meta->Decompress;
struct gl_texture_object *texObj = texImage->TexObject;
};
struct vertex verts[4];
GLuint fboDrawSave, fboReadSave;
+ GLuint rbSave;
+ GLuint samplerSave;
if (slice > 0) {
assert(target == GL_TEXTURE_3D ||
/* save fbo bindings (not saved by _mesa_meta_begin()) */
fboDrawSave = ctx->DrawBuffer->Name;
fboReadSave = ctx->ReadBuffer->Name;
+ rbSave = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
- _mesa_meta_begin(ctx, MESA_META_ALL);
+ _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_PIXEL_STORE);
+
+ samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
/* Create/bind FBO/renderbuffer */
if (decompress->FBO == 0) {
}
/* alloc dest surface */
- if (width != decompress->Width || height != decompress->Height) {
+ if (width > decompress->Width || height > decompress->Height) {
+ _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
_mesa_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA,
width, height);
decompress->Width = width;
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
}
+ if (!decompress->Sampler) {
+ _mesa_GenSamplers(1, &decompress->Sampler);
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
+ /* nearest filtering */
+ _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ /* No sRGB decode or encode.*/
+ if (ctx->Extensions.EXT_texture_sRGB_decode) {
+ _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
+ GL_SKIP_DECODE_EXT);
+ }
+
+ } else {
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
+ }
+
setup_texture_coords(faceTarget, slice, width, height,
verts[0].tex,
verts[1].tex,
/* setup texture state */
_mesa_BindTexture(target, texObj->Name);
- _mesa_Enable(target);
+ _mesa_set_enable(ctx, target, GL_TRUE);
{
/* save texture object state */
- const GLenum minFilterSave = texObj->Sampler.MinFilter;
- const GLenum magFilterSave = texObj->Sampler.MagFilter;
const GLint baseLevelSave = texObj->BaseLevel;
const GLint maxLevelSave = texObj->MaxLevel;
- const GLenum wrapSSave = texObj->Sampler.WrapS;
- const GLenum wrapTSave = texObj->Sampler.WrapT;
- const GLenum srgbSave = texObj->Sampler.sRGBDecode;
/* restrict sampling to the texture level of interest */
- _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
- /* nearest filtering */
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ if (target != GL_TEXTURE_RECTANGLE_ARB) {
+ _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
+ }
/* No sRGB decode or encode.*/
- if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
- GL_SKIP_DECODE_EXT);
- }
- if (ctx->Extensions.EXT_framebuffer_sRGB) {
- _mesa_Disable(GL_FRAMEBUFFER_SRGB_EXT);
+ if ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB)
+ || _mesa_is_gles3(ctx)) {
+ _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
}
/* render quad w/ texture into renderbuffer */
/* Restore texture object state, the texture binding will
* be restored by _mesa_meta_end().
*/
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
if (target != GL_TEXTURE_RECTANGLE_ARB) {
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
}
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
- if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, srgbSave);
- }
+
}
/* read pixels from renderbuffer */
- ctx->Pack.RowLength = destRowLength;
- _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
+ {
+ GLenum baseTexFormat = texImage->_BaseFormat;
+
+ /* The pixel transfer state will be set to default values at this point
+ * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
+ * turned off (as required by glGetTexImage) but we need to handle some
+ * special cases. In particular, single-channel texture values are
+ * returned as red and two-channel texture values are returned as
+ * red/alpha.
+ */
+ if (baseTexFormat == GL_LUMINANCE ||
+ baseTexFormat == GL_LUMINANCE_ALPHA ||
+ baseTexFormat == GL_INTENSITY) {
+ /* Green and blue must be zero */
+ _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
+ _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
+ }
+
+ _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
+ }
+
+ /* disable texture unit */
+ _mesa_set_enable(ctx, target, GL_FALSE);
+
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
_mesa_meta_end(ctx);
_mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave);
_mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fboReadSave);
}
+ _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbSave);
}
* from core Mesa.
*/
void
-_mesa_meta_GetTexImage(struct gl_context *ctx, GLenum target, GLint level,
+_mesa_meta_GetTexImage(struct gl_context *ctx,
GLenum format, GLenum type, GLvoid *pixels,
- struct gl_texture_object *texObj,
struct gl_texture_image *texImage)
{
/* We can only use the decompress-with-blit method here if the texels are
if (_mesa_is_format_compressed(texImage->TexFormat) &&
_mesa_get_format_datatype(texImage->TexFormat)
== GL_UNSIGNED_NORMALIZED) {
+ struct gl_texture_object *texObj = texImage->TexObject;
const GLuint slice = 0; /* only 2D compressed textures for now */
/* Need to unlock the texture here to prevent deadlock... */
_mesa_unlock_texture(ctx, texObj);
- decompress_texture_image(ctx, texImage, slice, format, type, pixels,
- ctx->Pack.RowLength);
+ decompress_texture_image(ctx, texImage, slice, format, type, pixels);
/* ... and relock it */
_mesa_lock_texture(ctx, texObj);
}
else {
- _mesa_get_teximage(ctx, target, level, format, type, pixels,
- texObj, texImage);
+ _mesa_get_teximage(ctx, format, type, pixels, texImage);
}
}
+
+
+/**
+ * Meta implementation of ctx->Driver.DrawTex() in terms
+ * of polygon rendering.
+ */
+void
+_mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
+ GLfloat width, GLfloat height)
+{
+#if FEATURE_OES_draw_texture
+ struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
+ struct vertex {
+ GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
+ };
+ struct vertex verts[4];
+ GLuint i;
+
+ _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
+ MESA_META_SHADER |
+ MESA_META_TRANSFORM |
+ MESA_META_VERTEX |
+ MESA_META_VIEWPORT));
+
+ if (drawtex->ArrayObj == 0) {
+ /* one-time setup */
+ GLint active_texture;
+
+ /* create vertex array object */
+ _mesa_GenVertexArrays(1, &drawtex->ArrayObj);
+ _mesa_BindVertexArray(drawtex->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffersARB(1, &drawtex->VBO);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
+ _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
+
+ /* client active texture is not part of the array object */
+ active_texture = ctx->Array.ActiveTexture;
+
+ /* setup vertex arrays */
+ _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
+ _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ _mesa_ClientActiveTextureARB(GL_TEXTURE0 + i);
+ _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
+ _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+
+ /* restore client active texture */
+ _mesa_ClientActiveTextureARB(GL_TEXTURE0 + active_texture);
+ }
+ else {
+ _mesa_BindVertexArray(drawtex->ArrayObj);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
+ }
+
+ /* vertex positions, texcoords */
+ {
+ const GLfloat x1 = x + width;
+ const GLfloat y1 = y + height;
+
+ z = CLAMP(z, 0.0, 1.0);
+ z = invert_z(z);
+
+ verts[0].x = x;
+ verts[0].y = y;
+ verts[0].z = z;
+
+ verts[1].x = x1;
+ verts[1].y = y;
+ verts[1].z = z;
+
+ verts[2].x = x1;
+ verts[2].y = y1;
+ verts[2].z = z;
+
+ verts[3].x = x;
+ verts[3].y = y1;
+ verts[3].z = z;
+
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ const struct gl_texture_object *texObj;
+ const struct gl_texture_image *texImage;
+ GLfloat s, t, s1, t1;
+ GLuint tw, th;
+
+ if (!ctx->Texture.Unit[i]._ReallyEnabled) {
+ GLuint j;
+ for (j = 0; j < 4; j++) {
+ verts[j].st[i][0] = 0.0f;
+ verts[j].st[i][1] = 0.0f;
+ }
+ continue;
+ }
+
+ texObj = ctx->Texture.Unit[i]._Current;
+ texImage = texObj->Image[0][texObj->BaseLevel];
+ tw = texImage->Width2;
+ th = texImage->Height2;
+
+ s = (GLfloat) texObj->CropRect[0] / tw;
+ t = (GLfloat) texObj->CropRect[1] / th;
+ s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
+ t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
+
+ verts[0].st[i][0] = s;
+ verts[0].st[i][1] = t;
+
+ verts[1].st[i][0] = s1;
+ verts[1].st[i][1] = t;
+
+ verts[2].st[i][0] = s1;
+ verts[2].st[i][1] = t1;
+
+ verts[3].st[i][0] = s;
+ verts[3].st[i][1] = t1;
+ }
+
+ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ }
+
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ _mesa_meta_end(ctx);
+#endif /* FEATURE_OES_draw_texture */
+}