2 * Mesa 3-D graphics library
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/glformats.h"
50 #include "main/image.h"
51 #include "main/macros.h"
52 #include "main/matrix.h"
53 #include "main/mipmap.h"
54 #include "main/pixel.h"
56 #include "main/polygon.h"
57 #include "main/readpix.h"
58 #include "main/scissor.h"
59 #include "main/shaderapi.h"
60 #include "main/shaderobj.h"
61 #include "main/state.h"
62 #include "main/stencil.h"
63 #include "main/texobj.h"
64 #include "main/texenv.h"
65 #include "main/texgetimage.h"
66 #include "main/teximage.h"
67 #include "main/texparam.h"
68 #include "main/texstate.h"
69 #include "main/transformfeedback.h"
70 #include "main/uniforms.h"
71 #include "main/varray.h"
72 #include "main/viewport.h"
73 #include "main/samplerobj.h"
74 #include "program/program.h"
75 #include "swrast/swrast.h"
76 #include "drivers/common/meta.h"
77 #include "main/enums.h"
78 #include "main/glformats.h"
79 #include "../glsl/ralloc.h"
81 /** Return offset in bytes of the field within a vertex struct */
82 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
85 * State which we may save/restore across meta ops.
86 * XXX this may be incomplete...
90 GLbitfield SavedState; /**< bitmask of MESA_META_* flags */
92 /** MESA_META_ALPHA_TEST */
93 GLboolean AlphaEnabled;
97 /** MESA_META_BLEND */
98 GLbitfield BlendEnabled;
99 GLboolean ColorLogicOpEnabled;
101 /** MESA_META_COLOR_MASK */
102 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
104 /** MESA_META_DEPTH_TEST */
105 struct gl_depthbuffer_attrib Depth;
110 /** MESA_META_PIXEL_STORE */
111 struct gl_pixelstore_attrib Pack, Unpack;
113 /** MESA_META_PIXEL_TRANSFER */
114 GLfloat RedBias, RedScale;
115 GLfloat GreenBias, GreenScale;
116 GLfloat BlueBias, BlueScale;
117 GLfloat AlphaBias, AlphaScale;
118 GLfloat DepthBias, DepthScale;
119 GLboolean MapColorFlag;
121 /** MESA_META_RASTERIZATION */
122 GLenum FrontPolygonMode, BackPolygonMode;
123 GLboolean PolygonOffset;
124 GLboolean PolygonSmooth;
125 GLboolean PolygonStipple;
126 GLboolean PolygonCull;
128 /** MESA_META_SCISSOR */
129 struct gl_scissor_attrib Scissor;
131 /** MESA_META_SHADER */
132 GLboolean VertexProgramEnabled;
133 struct gl_vertex_program *VertexProgram;
134 GLboolean FragmentProgramEnabled;
135 struct gl_fragment_program *FragmentProgram;
136 struct gl_shader_program *VertexShader;
137 struct gl_shader_program *GeometryShader;
138 struct gl_shader_program *FragmentShader;
139 struct gl_shader_program *ActiveShader;
141 /** MESA_META_STENCIL_TEST */
142 struct gl_stencil_attrib Stencil;
144 /** MESA_META_TRANSFORM */
146 GLfloat ModelviewMatrix[16];
147 GLfloat ProjectionMatrix[16];
148 GLfloat TextureMatrix[16];
150 /** MESA_META_CLIP */
151 GLbitfield ClipPlanesEnabled;
153 /** MESA_META_TEXTURE */
155 GLuint ClientActiveUnit;
156 /** for unit[0] only */
157 struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS];
158 /** mask of TEXTURE_2D_BIT, etc */
159 GLbitfield TexEnabled[MAX_TEXTURE_UNITS];
160 GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS];
161 GLuint EnvMode; /* unit[0] only */
163 /** MESA_META_VERTEX */
164 struct gl_array_object *ArrayObj;
165 struct gl_buffer_object *ArrayBufferObj;
167 /** MESA_META_VIEWPORT */
168 GLint ViewportX, ViewportY, ViewportW, ViewportH;
169 GLclampd DepthNear, DepthFar;
171 /** MESA_META_CLAMP_FRAGMENT_COLOR */
172 GLenum ClampFragmentColor;
174 /** MESA_META_CLAMP_VERTEX_COLOR */
175 GLenum ClampVertexColor;
177 /** MESA_META_CONDITIONAL_RENDER */
178 struct gl_query_object *CondRenderQuery;
179 GLenum CondRenderMode;
182 /** MESA_META_SELECT_FEEDBACK */
184 struct gl_selection Select;
185 struct gl_feedback Feedback;
188 /** MESA_META_MULTISAMPLE */
189 GLboolean MultisampleEnabled;
191 /** Miscellaneous (always disabled) */
193 GLboolean RasterDiscard;
194 #if FEATURE_EXT_transform_feedback
195 GLboolean TransformFeedbackNeedsResume;
200 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
201 * This is currently shared by all the meta ops. But we could create a
202 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
207 GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
208 GLsizei MinSize; /**< Min texture size to allocate */
209 GLsizei MaxSize; /**< Max possible texture size */
210 GLboolean NPOT; /**< Non-power of two size OK? */
211 GLsizei Width, Height; /**< Current texture size */
213 GLfloat Sright, Ttop; /**< right, top texcoords */
218 * State for glBlitFramebufer()
229 * State for glClear()
238 GLuint IntegerShaderProg;
239 GLint IntegerColorLocation;
244 * State for glCopyPixels()
254 * State for glDrawPixels()
260 GLuint StencilFP; /**< Fragment program for drawing stencil images */
261 GLuint DepthFP; /**< Fragment program for drawing depth images */
266 * State for glBitmap()
272 struct temp_texture Tex; /**< separate texture from other meta ops */
276 * State for GLSL texture sampler which is used to generate fragment
277 * shader in _mesa_meta_generate_mipmap().
279 struct glsl_sampler {
282 const char *texcoords;
287 * State for _mesa_meta_generate_mipmap()
289 struct gen_mipmap_state
296 struct glsl_sampler sampler_1d;
297 struct glsl_sampler sampler_2d;
298 struct glsl_sampler sampler_3d;
299 struct glsl_sampler sampler_cubemap;
300 struct glsl_sampler sampler_1d_array;
301 struct glsl_sampler sampler_2d_array;
305 * State for texture decompression
307 struct decompress_state
310 GLuint VBO, FBO, RBO, Sampler;
315 * State for glDrawTex()
323 #define MAX_META_OPS_DEPTH 8
325 * All per-context meta state.
329 /** Stack of state saved during meta-ops */
330 struct save_state Save[MAX_META_OPS_DEPTH];
331 /** Save stack depth */
332 GLuint SaveStackDepth;
334 struct temp_texture TempTex;
336 struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */
337 struct clear_state Clear; /**< For _mesa_meta_Clear() */
338 struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */
339 struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */
340 struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */
341 struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */
342 struct decompress_state Decompress; /**< For texture decompression */
343 struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */
346 static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
347 static void cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex);
348 static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
349 static void meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
350 struct gen_mipmap_state *mipmap);
353 compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
359 shader = _mesa_CreateShaderObjectARB(target);
360 _mesa_ShaderSourceARB(shader, 1, &source, NULL);
361 _mesa_CompileShaderARB(shader);
363 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
367 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
369 _mesa_DeleteObjectARB(shader);
375 _mesa_DeleteObjectARB(shader);
379 _mesa_GetProgramInfoLog(shader, size, NULL, info);
381 "meta program compile failed:\n%s\n"
386 _mesa_DeleteObjectARB(shader);
392 link_program_with_debug(struct gl_context *ctx, GLuint program)
397 _mesa_LinkProgramARB(program);
399 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
403 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
411 _mesa_GetProgramInfoLog(program, size, NULL, info);
412 _mesa_problem(ctx, "meta program link failed:\n%s", info);
420 * Initialize meta-ops for a context.
421 * To be called once during context creation.
424 _mesa_meta_init(struct gl_context *ctx)
428 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
433 * Free context meta-op state.
434 * To be called once during context destruction.
437 _mesa_meta_free(struct gl_context *ctx)
439 GET_CURRENT_CONTEXT(old_context);
440 _mesa_make_current(ctx, NULL, NULL);
441 meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
442 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
443 meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
444 cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
446 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
448 _mesa_make_current(NULL, NULL, NULL);
455 * This is an alternative to _mesa_set_enable() to handle some special cases.
456 * See comments inside.
459 meta_set_enable(struct gl_context *ctx, GLenum cap, GLboolean state)
463 /* We need to enable/disable multisample when using GLES but this enum
464 * is not supported there.
466 if (ctx->Multisample.Enabled == state)
468 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
469 ctx->Multisample.Enabled = state;
472 _mesa_problem(ctx, "Unexpected cap in _meta_set_enable()");
476 if (ctx->Driver.Enable) {
477 ctx->Driver.Enable(ctx, cap, state);
484 * Enter meta state. This is like a light-weight version of glPushAttrib
485 * but it also resets most GL state back to default values.
487 * \param state bitmask of MESA_META_* flags indicating which attribute groups
488 * to save and reset to their defaults
491 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
493 struct save_state *save;
495 /* hope MAX_META_OPS_DEPTH is large enough */
496 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
498 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
499 memset(save, 0, sizeof(*save));
500 save->SavedState = state;
502 #if FEATURE_EXT_transform_feedback
503 /* Pausing transform feedback needs to be done early, or else we won't be
504 * able to change other state.
506 save->TransformFeedbackNeedsResume =
507 ctx->TransformFeedback.CurrentObject->Active &&
508 !ctx->TransformFeedback.CurrentObject->Paused;
509 if (save->TransformFeedbackNeedsResume)
510 _mesa_PauseTransformFeedback();
513 if (state & MESA_META_ALPHA_TEST) {
514 save->AlphaEnabled = ctx->Color.AlphaEnabled;
515 save->AlphaFunc = ctx->Color.AlphaFunc;
516 save->AlphaRef = ctx->Color.AlphaRef;
517 if (ctx->Color.AlphaEnabled)
518 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
521 if (state & MESA_META_BLEND) {
522 save->BlendEnabled = ctx->Color.BlendEnabled;
523 if (ctx->Color.BlendEnabled) {
524 if (ctx->Extensions.EXT_draw_buffers2) {
526 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
527 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
531 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
534 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
535 if (ctx->Color.ColorLogicOpEnabled)
536 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
539 if (state & MESA_META_COLOR_MASK) {
540 memcpy(save->ColorMask, ctx->Color.ColorMask,
541 sizeof(ctx->Color.ColorMask));
542 if (!ctx->Color.ColorMask[0][0] ||
543 !ctx->Color.ColorMask[0][1] ||
544 !ctx->Color.ColorMask[0][2] ||
545 !ctx->Color.ColorMask[0][3])
546 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
549 if (state & MESA_META_DEPTH_TEST) {
550 save->Depth = ctx->Depth; /* struct copy */
552 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
555 if ((state & MESA_META_FOG)
556 && ctx->API != API_OPENGL_CORE
557 && ctx->API != API_OPENGLES2) {
558 save->Fog = ctx->Fog.Enabled;
559 if (ctx->Fog.Enabled)
560 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
563 if (state & MESA_META_PIXEL_STORE) {
564 save->Pack = ctx->Pack;
565 save->Unpack = ctx->Unpack;
566 ctx->Pack = ctx->DefaultPacking;
567 ctx->Unpack = ctx->DefaultPacking;
570 if (state & MESA_META_PIXEL_TRANSFER) {
571 save->RedScale = ctx->Pixel.RedScale;
572 save->RedBias = ctx->Pixel.RedBias;
573 save->GreenScale = ctx->Pixel.GreenScale;
574 save->GreenBias = ctx->Pixel.GreenBias;
575 save->BlueScale = ctx->Pixel.BlueScale;
576 save->BlueBias = ctx->Pixel.BlueBias;
577 save->AlphaScale = ctx->Pixel.AlphaScale;
578 save->AlphaBias = ctx->Pixel.AlphaBias;
579 save->MapColorFlag = ctx->Pixel.MapColorFlag;
580 ctx->Pixel.RedScale = 1.0F;
581 ctx->Pixel.RedBias = 0.0F;
582 ctx->Pixel.GreenScale = 1.0F;
583 ctx->Pixel.GreenBias = 0.0F;
584 ctx->Pixel.BlueScale = 1.0F;
585 ctx->Pixel.BlueBias = 0.0F;
586 ctx->Pixel.AlphaScale = 1.0F;
587 ctx->Pixel.AlphaBias = 0.0F;
588 ctx->Pixel.MapColorFlag = GL_FALSE;
590 ctx->NewState |=_NEW_PIXEL;
593 if (state & MESA_META_RASTERIZATION) {
594 save->FrontPolygonMode = ctx->Polygon.FrontMode;
595 save->BackPolygonMode = ctx->Polygon.BackMode;
596 save->PolygonOffset = ctx->Polygon.OffsetFill;
597 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
598 save->PolygonStipple = ctx->Polygon.StippleFlag;
599 save->PolygonCull = ctx->Polygon.CullFlag;
600 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
601 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
602 if (ctx->API == API_OPENGL) {
603 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
604 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
606 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
609 if (state & MESA_META_SCISSOR) {
610 save->Scissor = ctx->Scissor; /* struct copy */
611 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
614 if (state & MESA_META_SHADER) {
615 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
616 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
617 _mesa_reference_vertprog(ctx, &save->VertexProgram,
618 ctx->VertexProgram.Current);
619 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
622 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
623 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
624 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
625 ctx->FragmentProgram.Current);
626 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
629 if (ctx->Extensions.ARB_shader_objects) {
630 _mesa_reference_shader_program(ctx, &save->VertexShader,
631 ctx->Shader.CurrentVertexProgram);
632 _mesa_reference_shader_program(ctx, &save->GeometryShader,
633 ctx->Shader.CurrentGeometryProgram);
634 _mesa_reference_shader_program(ctx, &save->FragmentShader,
635 ctx->Shader.CurrentFragmentProgram);
636 _mesa_reference_shader_program(ctx, &save->ActiveShader,
637 ctx->Shader.ActiveProgram);
639 _mesa_UseProgramObjectARB(0);
643 if (state & MESA_META_STENCIL_TEST) {
644 save->Stencil = ctx->Stencil; /* struct copy */
645 if (ctx->Stencil.Enabled)
646 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
647 /* NOTE: other stencil state not reset */
650 if (state & MESA_META_TEXTURE) {
653 save->ActiveUnit = ctx->Texture.CurrentUnit;
654 save->ClientActiveUnit = ctx->Array.ActiveTexture;
655 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
657 /* Disable all texture units */
658 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
659 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
660 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
661 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
662 if (ctx->Texture.Unit[u].Enabled ||
663 ctx->Texture.Unit[u].TexGenEnabled) {
664 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
665 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
666 if (ctx->Extensions.ARB_texture_cube_map)
667 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
668 if (ctx->Extensions.OES_EGL_image_external)
669 _mesa_set_enable(ctx, GL_TEXTURE_EXTERNAL_OES, GL_FALSE);
671 if (ctx->API == API_OPENGL) {
672 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
673 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
674 if (ctx->Extensions.NV_texture_rectangle)
675 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
676 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
677 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
678 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
679 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
681 _mesa_set_enable(ctx, GL_TEXTURE_GEN_STR_OES, GL_FALSE);
687 /* save current texture objects for unit[0] only */
688 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
689 _mesa_reference_texobj(&save->CurrentTexture[tgt],
690 ctx->Texture.Unit[0].CurrentTex[tgt]);
693 /* set defaults for unit[0] */
694 _mesa_ActiveTextureARB(GL_TEXTURE0);
695 _mesa_ClientActiveTextureARB(GL_TEXTURE0);
696 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
697 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
701 if (state & MESA_META_TRANSFORM) {
702 GLuint activeTexture = ctx->Texture.CurrentUnit;
703 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
704 16 * sizeof(GLfloat));
705 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
706 16 * sizeof(GLfloat));
707 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
708 16 * sizeof(GLfloat));
709 save->MatrixMode = ctx->Transform.MatrixMode;
710 /* set 1:1 vertex:pixel coordinate transform */
711 _mesa_ActiveTextureARB(GL_TEXTURE0);
712 _mesa_MatrixMode(GL_TEXTURE);
713 _mesa_LoadIdentity();
714 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
715 _mesa_MatrixMode(GL_MODELVIEW);
716 _mesa_LoadIdentity();
717 _mesa_MatrixMode(GL_PROJECTION);
718 _mesa_LoadIdentity();
719 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
720 0.0, ctx->DrawBuffer->Height,
724 if (state & MESA_META_CLIP) {
725 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
726 if (ctx->Transform.ClipPlanesEnabled) {
728 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
729 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
734 if (state & MESA_META_VERTEX) {
735 /* save vertex array object state */
736 _mesa_reference_array_object(ctx, &save->ArrayObj,
737 ctx->Array.ArrayObj);
738 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
739 ctx->Array.ArrayBufferObj);
740 /* set some default state? */
743 if (state & MESA_META_VIEWPORT) {
744 /* save viewport state */
745 save->ViewportX = ctx->Viewport.X;
746 save->ViewportY = ctx->Viewport.Y;
747 save->ViewportW = ctx->Viewport.Width;
748 save->ViewportH = ctx->Viewport.Height;
749 /* set viewport to match window size */
750 if (ctx->Viewport.X != 0 ||
751 ctx->Viewport.Y != 0 ||
752 ctx->Viewport.Width != ctx->DrawBuffer->Width ||
753 ctx->Viewport.Height != ctx->DrawBuffer->Height) {
754 _mesa_set_viewport(ctx, 0, 0,
755 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
757 /* save depth range state */
758 save->DepthNear = ctx->Viewport.Near;
759 save->DepthFar = ctx->Viewport.Far;
760 /* set depth range to default */
761 _mesa_DepthRange(0.0, 1.0);
764 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
765 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
767 /* Generally in here we want to do clamping according to whether
768 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
769 * regardless of the internal implementation of the metaops.
771 if (ctx->Color.ClampFragmentColor != GL_TRUE)
772 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
775 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
776 save->ClampVertexColor = ctx->Light.ClampVertexColor;
778 /* Generally in here we never want vertex color clamping --
779 * result clamping is only dependent on fragment clamping.
781 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
784 if (state & MESA_META_CONDITIONAL_RENDER) {
785 save->CondRenderQuery = ctx->Query.CondRenderQuery;
786 save->CondRenderMode = ctx->Query.CondRenderMode;
788 if (ctx->Query.CondRenderQuery)
789 _mesa_EndConditionalRender();
793 if (state & MESA_META_SELECT_FEEDBACK) {
794 save->RenderMode = ctx->RenderMode;
795 if (ctx->RenderMode == GL_SELECT) {
796 save->Select = ctx->Select; /* struct copy */
797 _mesa_RenderMode(GL_RENDER);
798 } else if (ctx->RenderMode == GL_FEEDBACK) {
799 save->Feedback = ctx->Feedback; /* struct copy */
800 _mesa_RenderMode(GL_RENDER);
805 if (state & MESA_META_MULTISAMPLE) {
806 save->MultisampleEnabled = ctx->Multisample.Enabled;
807 if (ctx->Multisample.Enabled)
808 meta_set_enable(ctx, GL_MULTISAMPLE, GL_FALSE);
813 save->Lighting = ctx->Light.Enabled;
814 if (ctx->Light.Enabled)
815 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
816 save->RasterDiscard = ctx->RasterDiscard;
817 if (ctx->RasterDiscard)
818 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
824 * Leave meta state. This is like a light-weight version of glPopAttrib().
827 _mesa_meta_end(struct gl_context *ctx)
829 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
830 const GLbitfield state = save->SavedState;
832 if (state & MESA_META_ALPHA_TEST) {
833 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
834 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
835 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
838 if (state & MESA_META_BLEND) {
839 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
840 if (ctx->Extensions.EXT_draw_buffers2) {
842 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
843 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
847 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
850 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
851 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
854 if (state & MESA_META_COLOR_MASK) {
856 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
857 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
859 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
860 save->ColorMask[i][2], save->ColorMask[i][3]);
863 _mesa_ColorMaskIndexed(i,
864 save->ColorMask[i][0],
865 save->ColorMask[i][1],
866 save->ColorMask[i][2],
867 save->ColorMask[i][3]);
873 if (state & MESA_META_DEPTH_TEST) {
874 if (ctx->Depth.Test != save->Depth.Test)
875 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
876 _mesa_DepthFunc(save->Depth.Func);
877 _mesa_DepthMask(save->Depth.Mask);
880 if ((state & MESA_META_FOG)
881 && ctx->API != API_OPENGL_CORE
882 && ctx->API != API_OPENGLES2) {
883 _mesa_set_enable(ctx, GL_FOG, save->Fog);
886 if (state & MESA_META_PIXEL_STORE) {
887 ctx->Pack = save->Pack;
888 ctx->Unpack = save->Unpack;
891 if (state & MESA_META_PIXEL_TRANSFER) {
892 ctx->Pixel.RedScale = save->RedScale;
893 ctx->Pixel.RedBias = save->RedBias;
894 ctx->Pixel.GreenScale = save->GreenScale;
895 ctx->Pixel.GreenBias = save->GreenBias;
896 ctx->Pixel.BlueScale = save->BlueScale;
897 ctx->Pixel.BlueBias = save->BlueBias;
898 ctx->Pixel.AlphaScale = save->AlphaScale;
899 ctx->Pixel.AlphaBias = save->AlphaBias;
900 ctx->Pixel.MapColorFlag = save->MapColorFlag;
902 ctx->NewState |=_NEW_PIXEL;
905 if (state & MESA_META_RASTERIZATION) {
906 /* Core context requires that front and back mode be the same.
908 if (ctx->API == API_OPENGL_CORE) {
909 _mesa_PolygonMode(GL_FRONT_AND_BACK, save->FrontPolygonMode);
911 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
912 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
914 if (ctx->API == API_OPENGL) {
915 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
916 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
918 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
919 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
922 if (state & MESA_META_SCISSOR) {
923 _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled);
924 _mesa_Scissor(save->Scissor.X, save->Scissor.Y,
925 save->Scissor.Width, save->Scissor.Height);
928 if (state & MESA_META_SHADER) {
929 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
930 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
931 save->VertexProgramEnabled);
932 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
933 save->VertexProgram);
934 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
937 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
938 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
939 save->FragmentProgramEnabled);
940 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
941 save->FragmentProgram);
942 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
945 if (ctx->Extensions.ARB_vertex_shader)
946 _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader);
948 if (ctx->Extensions.ARB_geometry_shader4)
949 _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB,
950 save->GeometryShader);
952 if (ctx->Extensions.ARB_fragment_shader)
953 _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER,
954 save->FragmentShader);
956 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
959 _mesa_reference_shader_program(ctx, &save->VertexShader, NULL);
960 _mesa_reference_shader_program(ctx, &save->GeometryShader, NULL);
961 _mesa_reference_shader_program(ctx, &save->FragmentShader, NULL);
962 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
965 if (state & MESA_META_STENCIL_TEST) {
966 const struct gl_stencil_attrib *stencil = &save->Stencil;
968 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
969 _mesa_ClearStencil(stencil->Clear);
970 if (ctx->API == API_OPENGL && ctx->Extensions.EXT_stencil_two_side) {
971 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
972 stencil->TestTwoSide);
973 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
974 ? GL_BACK : GL_FRONT);
977 _mesa_StencilFuncSeparate(GL_FRONT,
978 stencil->Function[0],
980 stencil->ValueMask[0]);
981 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
982 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
983 stencil->ZFailFunc[0],
984 stencil->ZPassFunc[0]);
986 _mesa_StencilFuncSeparate(GL_BACK,
987 stencil->Function[1],
989 stencil->ValueMask[1]);
990 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
991 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
992 stencil->ZFailFunc[1],
993 stencil->ZPassFunc[1]);
996 if (state & MESA_META_TEXTURE) {
999 ASSERT(ctx->Texture.CurrentUnit == 0);
1001 /* restore texenv for unit[0] */
1002 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
1003 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1006 /* restore texture objects for unit[0] only */
1007 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1008 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1009 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1010 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1011 save->CurrentTexture[tgt]);
1013 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1016 /* Restore fixed function texture enables, texgen */
1017 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
1018 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1019 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1020 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1021 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1024 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1025 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1026 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1031 /* restore current unit state */
1032 _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit);
1033 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit);
1036 if (state & MESA_META_TRANSFORM) {
1037 GLuint activeTexture = ctx->Texture.CurrentUnit;
1038 _mesa_ActiveTextureARB(GL_TEXTURE0);
1039 _mesa_MatrixMode(GL_TEXTURE);
1040 _mesa_LoadMatrixf(save->TextureMatrix);
1041 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
1043 _mesa_MatrixMode(GL_MODELVIEW);
1044 _mesa_LoadMatrixf(save->ModelviewMatrix);
1046 _mesa_MatrixMode(GL_PROJECTION);
1047 _mesa_LoadMatrixf(save->ProjectionMatrix);
1049 _mesa_MatrixMode(save->MatrixMode);
1052 if (state & MESA_META_CLIP) {
1053 if (save->ClipPlanesEnabled) {
1055 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1056 if (save->ClipPlanesEnabled & (1 << i)) {
1057 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1063 if (state & MESA_META_VERTEX) {
1064 /* restore vertex buffer object */
1065 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1066 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1068 /* restore vertex array object */
1069 _mesa_BindVertexArray(save->ArrayObj->Name);
1070 _mesa_reference_array_object(ctx, &save->ArrayObj, NULL);
1073 if (state & MESA_META_VIEWPORT) {
1074 if (save->ViewportX != ctx->Viewport.X ||
1075 save->ViewportY != ctx->Viewport.Y ||
1076 save->ViewportW != ctx->Viewport.Width ||
1077 save->ViewportH != ctx->Viewport.Height) {
1078 _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY,
1079 save->ViewportW, save->ViewportH);
1081 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1084 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
1085 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1088 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
1089 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1092 if (state & MESA_META_CONDITIONAL_RENDER) {
1093 if (save->CondRenderQuery)
1094 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1095 save->CondRenderMode);
1098 #if FEATURE_feedback
1099 if (state & MESA_META_SELECT_FEEDBACK) {
1100 if (save->RenderMode == GL_SELECT) {
1101 _mesa_RenderMode(GL_SELECT);
1102 ctx->Select = save->Select;
1103 } else if (save->RenderMode == GL_FEEDBACK) {
1104 _mesa_RenderMode(GL_FEEDBACK);
1105 ctx->Feedback = save->Feedback;
1110 if (state & MESA_META_MULTISAMPLE) {
1111 if (ctx->Multisample.Enabled != save->MultisampleEnabled)
1112 meta_set_enable(ctx, GL_MULTISAMPLE, save->MultisampleEnabled);
1116 if (save->Lighting) {
1117 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1119 if (save->RasterDiscard) {
1120 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1122 #if FEATURE_EXT_transform_feedback
1123 if (save->TransformFeedbackNeedsResume)
1124 _mesa_ResumeTransformFeedback();
1127 ctx->Meta->SaveStackDepth--;
1132 * Determine whether Mesa is currently in a meta state.
1135 _mesa_meta_in_progress(struct gl_context *ctx)
1137 return ctx->Meta->SaveStackDepth != 0;
1142 * Convert Z from a normalized value in the range [0, 1] to an object-space
1143 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1144 * default/identity ortho projection results in the original Z value.
1145 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1146 * value comes from the clear value or raster position.
1148 static INLINE GLfloat
1149 invert_z(GLfloat normZ)
1151 GLfloat objZ = 1.0f - 2.0f * normZ;
1157 * One-time init for a temp_texture object.
1158 * Choose tex target, compute max tex size, etc.
1161 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1163 /* prefer texture rectangle */
1164 if (ctx->Extensions.NV_texture_rectangle) {
1165 tex->Target = GL_TEXTURE_RECTANGLE;
1166 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1167 tex->NPOT = GL_TRUE;
1170 /* use 2D texture, NPOT if possible */
1171 tex->Target = GL_TEXTURE_2D;
1172 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1173 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1175 tex->MinSize = 16; /* 16 x 16 at least */
1176 assert(tex->MaxSize > 0);
1178 _mesa_GenTextures(1, &tex->TexObj);
1182 cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1186 _mesa_DeleteTextures(1, &tex->TexObj);
1192 * Return pointer to temp_texture info for non-bitmap ops.
1193 * This does some one-time init if needed.
1195 static struct temp_texture *
1196 get_temp_texture(struct gl_context *ctx)
1198 struct temp_texture *tex = &ctx->Meta->TempTex;
1201 init_temp_texture(ctx, tex);
1209 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1210 * We use a separate texture for bitmaps to reduce texture
1211 * allocation/deallocation.
1213 static struct temp_texture *
1214 get_bitmap_temp_texture(struct gl_context *ctx)
1216 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1219 init_temp_texture(ctx, tex);
1227 * Compute the width/height of texture needed to draw an image of the
1228 * given size. Return a flag indicating whether the current texture
1229 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1230 * allocated (glTexImage2D).
1231 * Also, compute s/t texcoords for drawing.
1233 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1236 alloc_texture(struct temp_texture *tex,
1237 GLsizei width, GLsizei height, GLenum intFormat)
1239 GLboolean newTex = GL_FALSE;
1241 ASSERT(width <= tex->MaxSize);
1242 ASSERT(height <= tex->MaxSize);
1244 if (width > tex->Width ||
1245 height > tex->Height ||
1246 intFormat != tex->IntFormat) {
1247 /* alloc new texture (larger or different format) */
1250 /* use non-power of two size */
1251 tex->Width = MAX2(tex->MinSize, width);
1252 tex->Height = MAX2(tex->MinSize, height);
1255 /* find power of two size */
1257 w = h = tex->MinSize;
1266 tex->IntFormat = intFormat;
1271 /* compute texcoords */
1272 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1273 tex->Sright = (GLfloat) width;
1274 tex->Ttop = (GLfloat) height;
1277 tex->Sright = (GLfloat) width / tex->Width;
1278 tex->Ttop = (GLfloat) height / tex->Height;
1286 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1289 setup_copypix_texture(struct temp_texture *tex,
1291 GLint srcX, GLint srcY,
1292 GLsizei width, GLsizei height, GLenum intFormat,
1295 _mesa_BindTexture(tex->Target, tex->TexObj);
1296 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1297 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1298 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1300 /* copy framebuffer image to texture */
1302 /* create new tex image */
1303 if (tex->Width == width && tex->Height == height) {
1304 /* create new tex with framebuffer data */
1305 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1306 srcX, srcY, width, height, 0);
1309 /* create empty texture */
1310 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1311 tex->Width, tex->Height, 0,
1312 intFormat, GL_UNSIGNED_BYTE, NULL);
1314 _mesa_CopyTexSubImage2D(tex->Target, 0,
1315 0, 0, srcX, srcY, width, height);
1319 /* replace existing tex image */
1320 _mesa_CopyTexSubImage2D(tex->Target, 0,
1321 0, 0, srcX, srcY, width, height);
1327 * Setup/load texture for glDrawPixels.
1330 setup_drawpix_texture(struct gl_context *ctx,
1331 struct temp_texture *tex,
1333 GLenum texIntFormat,
1334 GLsizei width, GLsizei height,
1335 GLenum format, GLenum type,
1336 const GLvoid *pixels)
1338 _mesa_BindTexture(tex->Target, tex->TexObj);
1339 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1340 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1341 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1343 /* copy pixel data to texture */
1345 /* create new tex image */
1346 if (tex->Width == width && tex->Height == height) {
1347 /* create new tex and load image data */
1348 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1349 tex->Width, tex->Height, 0, format, type, pixels);
1352 struct gl_buffer_object *save_unpack_obj = NULL;
1354 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1355 ctx->Unpack.BufferObj);
1356 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1357 /* create empty texture */
1358 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1359 tex->Width, tex->Height, 0, format, type, NULL);
1360 if (save_unpack_obj != NULL)
1361 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB,
1362 save_unpack_obj->Name);
1364 _mesa_TexSubImage2D(tex->Target, 0,
1365 0, 0, width, height, format, type, pixels);
1369 /* replace existing tex image */
1370 _mesa_TexSubImage2D(tex->Target, 0,
1371 0, 0, width, height, format, type, pixels);
1378 * One-time init for drawing depth pixels.
1381 init_blit_depth_pixels(struct gl_context *ctx)
1383 static const char *program =
1385 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1388 struct blit_state *blit = &ctx->Meta->Blit;
1389 struct temp_texture *tex = get_temp_texture(ctx);
1390 const char *texTarget;
1392 assert(blit->DepthFP == 0);
1394 /* replace %s with "RECT" or "2D" */
1395 assert(strlen(program) + 4 < sizeof(program2));
1396 if (tex->Target == GL_TEXTURE_RECTANGLE)
1400 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1402 _mesa_GenPrograms(1, &blit->DepthFP);
1403 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1404 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1405 strlen(program2), (const GLubyte *) program2);
1410 * Try to do a glBlitFramebuffer using no-copy texturing.
1411 * We can do this when the src renderbuffer is actually a texture.
1412 * But if the src buffer == dst buffer we cannot do this.
1414 * \return new buffer mask indicating the buffers left to blit using the
1418 blitframebuffer_texture(struct gl_context *ctx,
1419 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1420 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1421 GLbitfield mask, GLenum filter)
1423 if (mask & GL_COLOR_BUFFER_BIT) {
1424 const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
1425 const struct gl_framebuffer *readFb = ctx->ReadBuffer;
1426 const struct gl_renderbuffer_attachment *drawAtt =
1427 &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
1428 const struct gl_renderbuffer_attachment *readAtt =
1429 &readFb->Attachment[readFb->_ColorReadBufferIndex];
1431 if (readAtt && readAtt->Texture) {
1432 const struct gl_texture_object *texObj = readAtt->Texture;
1433 const GLuint srcLevel = readAtt->TextureLevel;
1434 const GLint baseLevelSave = texObj->BaseLevel;
1435 const GLint maxLevelSave = texObj->MaxLevel;
1436 const GLenum fbo_srgb_save = ctx->Color.sRGBEnabled;
1437 const GLenum target = texObj->Target;
1438 GLuint sampler, samplerSave =
1439 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
1440 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
1442 if (drawAtt->Texture == readAtt->Texture) {
1443 /* Can't use same texture as both the source and dest. We need
1444 * to handle overlapping blits and besides, some hw may not
1450 if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
1451 /* Can't handle other texture types at this time */
1455 _mesa_GenSamplers(1, &sampler);
1456 _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
1459 printf("Blit from texture!\n");
1460 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1461 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1464 /* Prepare src texture state */
1465 _mesa_BindTexture(target, texObj->Name);
1466 _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
1467 _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
1468 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1469 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
1470 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
1472 _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1473 _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1475 /* Always do our blits with no sRGB decode or encode.*/
1476 if (ctx->Extensions.EXT_texture_sRGB_decode) {
1477 _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
1478 GL_SKIP_DECODE_EXT);
1480 if ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB)
1481 || _mesa_is_gles3(ctx)) {
1482 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
1485 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1486 _mesa_set_enable(ctx, target, GL_TRUE);
1488 /* Prepare vertex data (the VBO was previously created and bound) */
1493 struct vertex verts[4];
1494 GLfloat s0, t0, s1, t1;
1496 if (target == GL_TEXTURE_2D) {
1497 const struct gl_texture_image *texImage
1498 = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
1499 s0 = srcX0 / (float) texImage->Width;
1500 s1 = srcX1 / (float) texImage->Width;
1501 t0 = srcY0 / (float) texImage->Height;
1502 t1 = srcY1 / (float) texImage->Height;
1505 assert(target == GL_TEXTURE_RECTANGLE_ARB);
1512 verts[0].x = (GLfloat) dstX0;
1513 verts[0].y = (GLfloat) dstY0;
1514 verts[1].x = (GLfloat) dstX1;
1515 verts[1].y = (GLfloat) dstY0;
1516 verts[2].x = (GLfloat) dstX1;
1517 verts[2].y = (GLfloat) dstY1;
1518 verts[3].x = (GLfloat) dstX0;
1519 verts[3].y = (GLfloat) dstY1;
1530 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1533 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1535 /* Restore texture object state, the texture binding will
1536 * be restored by _mesa_meta_end().
1538 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1539 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
1540 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
1542 if (ctx->Extensions.EXT_framebuffer_sRGB && fbo_srgb_save) {
1543 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
1546 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
1547 _mesa_DeleteSamplers(1, &sampler);
1549 /* Done with color buffer */
1550 mask &= ~GL_COLOR_BUFFER_BIT;
1559 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1560 * of texture mapping and polygon rendering.
1563 _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
1564 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1565 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1566 GLbitfield mask, GLenum filter)
1568 struct blit_state *blit = &ctx->Meta->Blit;
1569 struct temp_texture *tex = get_temp_texture(ctx);
1570 const GLsizei maxTexSize = tex->MaxSize;
1571 const GLint srcX = MIN2(srcX0, srcX1);
1572 const GLint srcY = MIN2(srcY0, srcY1);
1573 const GLint srcW = abs(srcX1 - srcX0);
1574 const GLint srcH = abs(srcY1 - srcY0);
1575 const GLboolean srcFlipX = srcX1 < srcX0;
1576 const GLboolean srcFlipY = srcY1 < srcY0;
1580 struct vertex verts[4];
1583 /* In addition to falling back if the blit size is larger than the maximum
1584 * texture size, fallback if the source is multisampled. This fallback can
1585 * be removed once Mesa gets support ARB_texture_multisample.
1587 if (srcW > maxTexSize || srcH > maxTexSize
1588 || ctx->ReadBuffer->Visual.samples > 0) {
1589 /* XXX avoid this fallback */
1590 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1591 dstX0, dstY0, dstX1, dstY1, mask, filter);
1607 /* only scissor effects blit so save/clear all other relevant state */
1608 _mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
1610 if (blit->ArrayObj == 0) {
1611 /* one-time setup */
1613 /* create vertex array object */
1614 _mesa_GenVertexArrays(1, &blit->ArrayObj);
1615 _mesa_BindVertexArray(blit->ArrayObj);
1617 /* create vertex array buffer */
1618 _mesa_GenBuffersARB(1, &blit->VBO);
1619 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1620 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1621 NULL, GL_DYNAMIC_DRAW_ARB);
1623 /* setup vertex arrays */
1624 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1625 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1626 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1627 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1630 _mesa_BindVertexArray(blit->ArrayObj);
1631 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1634 /* Try faster, direct texture approach first */
1635 mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
1636 dstX0, dstY0, dstX1, dstY1, mask, filter);
1638 _mesa_meta_end(ctx);
1642 /* Continue with "normal" approach which involves copying the src rect
1643 * into a temporary texture and is "blitted" by drawing a textured quad.
1646 newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
1648 /* vertex positions/texcoords (after texture allocation!) */
1650 verts[0].x = (GLfloat) dstX0;
1651 verts[0].y = (GLfloat) dstY0;
1652 verts[1].x = (GLfloat) dstX1;
1653 verts[1].y = (GLfloat) dstY0;
1654 verts[2].x = (GLfloat) dstX1;
1655 verts[2].y = (GLfloat) dstY1;
1656 verts[3].x = (GLfloat) dstX0;
1657 verts[3].y = (GLfloat) dstY1;
1661 verts[1].s = tex->Sright;
1663 verts[2].s = tex->Sright;
1664 verts[2].t = tex->Ttop;
1666 verts[3].t = tex->Ttop;
1668 /* upload new vertex data */
1669 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1672 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1674 if (mask & GL_COLOR_BUFFER_BIT) {
1675 setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
1677 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1678 mask &= ~GL_COLOR_BUFFER_BIT;
1681 if (mask & GL_DEPTH_BUFFER_BIT) {
1682 GLuint *tmp = (GLuint *) malloc(srcW * srcH * sizeof(GLuint));
1685 init_blit_depth_pixels(ctx);
1687 /* maybe change tex format here */
1688 newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
1690 _mesa_ReadPixels(srcX, srcY, srcW, srcH,
1691 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1693 setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
1694 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1696 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1697 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
1698 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1699 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1700 _mesa_DepthFunc(GL_ALWAYS);
1701 _mesa_DepthMask(GL_TRUE);
1703 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1704 mask &= ~GL_DEPTH_BUFFER_BIT;
1710 if (mask & GL_STENCIL_BUFFER_BIT) {
1711 /* XXX can't easily do stencil */
1714 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1716 _mesa_meta_end(ctx);
1719 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1720 dstX0, dstY0, dstX1, dstY1, mask, filter);
1725 meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
1727 if (blit->ArrayObj) {
1728 _mesa_DeleteVertexArraysAPPLE(1, &blit->ArrayObj);
1730 _mesa_DeleteBuffersARB(1, &blit->VBO);
1733 if (blit->DepthFP) {
1734 _mesa_DeletePrograms(1, &blit->DepthFP);
1741 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1744 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1746 struct clear_state *clear = &ctx->Meta->Clear;
1748 GLfloat x, y, z, r, g, b, a;
1750 struct vertex verts[4];
1751 /* save all state but scissor, pixel pack/unpack */
1752 GLbitfield metaSave = (MESA_META_ALL -
1754 MESA_META_PIXEL_STORE -
1755 MESA_META_CONDITIONAL_RENDER);
1756 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1758 if (buffers & BUFFER_BITS_COLOR) {
1759 /* if clearing color buffers, don't save/restore colormask */
1760 metaSave -= MESA_META_COLOR_MASK;
1763 _mesa_meta_begin(ctx, metaSave);
1765 if (clear->ArrayObj == 0) {
1766 /* one-time setup */
1768 /* create vertex array object */
1769 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1770 _mesa_BindVertexArray(clear->ArrayObj);
1772 /* create vertex array buffer */
1773 _mesa_GenBuffersARB(1, &clear->VBO);
1774 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1776 /* setup vertex arrays */
1777 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1778 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
1779 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1780 _mesa_EnableClientState(GL_COLOR_ARRAY);
1783 _mesa_BindVertexArray(clear->ArrayObj);
1784 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1787 /* GL_COLOR_BUFFER_BIT */
1788 if (buffers & BUFFER_BITS_COLOR) {
1789 /* leave colormask, glDrawBuffer state as-is */
1791 /* Clears never have the color clamped. */
1792 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1795 ASSERT(metaSave & MESA_META_COLOR_MASK);
1796 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1799 /* GL_DEPTH_BUFFER_BIT */
1800 if (buffers & BUFFER_BIT_DEPTH) {
1801 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1802 _mesa_DepthFunc(GL_ALWAYS);
1803 _mesa_DepthMask(GL_TRUE);
1806 assert(!ctx->Depth.Test);
1809 /* GL_STENCIL_BUFFER_BIT */
1810 if (buffers & BUFFER_BIT_STENCIL) {
1811 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1812 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1813 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1814 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1815 ctx->Stencil.Clear & stencilMax,
1816 ctx->Stencil.WriteMask[0]);
1819 assert(!ctx->Stencil.Enabled);
1822 /* vertex positions/colors */
1824 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
1825 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
1826 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
1827 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
1828 const GLfloat z = invert_z(ctx->Depth.Clear);
1845 for (i = 0; i < 4; i++) {
1846 verts[i].r = ctx->Color.ClearColor.f[0];
1847 verts[i].g = ctx->Color.ClearColor.f[1];
1848 verts[i].b = ctx->Color.ClearColor.f[2];
1849 verts[i].a = ctx->Color.ClearColor.f[3];
1852 /* upload new vertex data */
1853 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1854 GL_DYNAMIC_DRAW_ARB);
1858 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1860 _mesa_meta_end(ctx);
1864 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1866 const char *vs_source =
1867 "attribute vec4 position;\n"
1870 " gl_Position = position;\n"
1872 const char *fs_source =
1873 "uniform vec4 color;\n"
1876 " gl_FragColor = color;\n"
1878 const char *vs_int_source =
1880 "in vec4 position;\n"
1883 " gl_Position = position;\n"
1885 const char *fs_int_source =
1887 "uniform ivec4 color;\n"
1888 "out ivec4 out_color;\n"
1892 " out_color = color;\n"
1896 if (clear->ArrayObj != 0)
1899 /* create vertex array object */
1900 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1901 _mesa_BindVertexArray(clear->ArrayObj);
1903 /* create vertex array buffer */
1904 _mesa_GenBuffersARB(1, &clear->VBO);
1905 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1907 /* setup vertex arrays */
1908 _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
1909 _mesa_EnableVertexAttribArrayARB(0);
1911 vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
1912 _mesa_ShaderSourceARB(vs, 1, &vs_source, NULL);
1913 _mesa_CompileShaderARB(vs);
1915 fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
1916 _mesa_ShaderSourceARB(fs, 1, &fs_source, NULL);
1917 _mesa_CompileShaderARB(fs);
1919 clear->ShaderProg = _mesa_CreateProgramObjectARB();
1920 _mesa_AttachShader(clear->ShaderProg, fs);
1921 _mesa_DeleteObjectARB(fs);
1922 _mesa_AttachShader(clear->ShaderProg, vs);
1923 _mesa_DeleteObjectARB(vs);
1924 _mesa_BindAttribLocationARB(clear->ShaderProg, 0, "position");
1925 _mesa_LinkProgramARB(clear->ShaderProg);
1927 clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg,
1930 if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) {
1931 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
1932 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
1934 clear->IntegerShaderProg = _mesa_CreateProgramObjectARB();
1935 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1936 _mesa_DeleteObjectARB(fs);
1937 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1938 _mesa_DeleteObjectARB(vs);
1939 _mesa_BindAttribLocationARB(clear->IntegerShaderProg, 0, "position");
1941 /* Note that user-defined out attributes get automatically assigned
1942 * locations starting from 0, so we don't need to explicitly
1943 * BindFragDataLocation to 0.
1946 link_program_with_debug(ctx, clear->IntegerShaderProg);
1948 clear->IntegerColorLocation =
1949 _mesa_GetUniformLocationARB(clear->IntegerShaderProg, "color");
1954 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1956 if (clear->ArrayObj == 0)
1958 _mesa_DeleteVertexArraysAPPLE(1, &clear->ArrayObj);
1959 clear->ArrayObj = 0;
1960 _mesa_DeleteBuffersARB(1, &clear->VBO);
1962 _mesa_DeleteObjectARB(clear->ShaderProg);
1963 clear->ShaderProg = 0;
1965 if (clear->IntegerShaderProg) {
1966 _mesa_DeleteObjectARB(clear->IntegerShaderProg);
1967 clear->IntegerShaderProg = 0;
1972 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1975 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1977 struct clear_state *clear = &ctx->Meta->Clear;
1978 GLbitfield metaSave;
1979 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1980 struct gl_framebuffer *fb = ctx->DrawBuffer;
1981 const float x0 = ((float)fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1982 const float y0 = ((float)fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1983 const float x1 = ((float)fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1984 const float y1 = ((float)fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1985 const float z = -invert_z(ctx->Depth.Clear);
1990 metaSave = (MESA_META_ALPHA_TEST |
1992 MESA_META_DEPTH_TEST |
1993 MESA_META_RASTERIZATION |
1995 MESA_META_STENCIL_TEST |
1997 MESA_META_VIEWPORT |
1999 MESA_META_CLAMP_FRAGMENT_COLOR |
2000 MESA_META_MULTISAMPLE);
2002 if (!(buffers & BUFFER_BITS_COLOR)) {
2003 /* We'll use colormask to disable color writes. Otherwise,
2004 * respect color mask
2006 metaSave |= MESA_META_COLOR_MASK;
2009 _mesa_meta_begin(ctx, metaSave);
2011 meta_glsl_clear_init(ctx, clear);
2013 if (fb->_IntegerColor) {
2014 _mesa_UseProgramObjectARB(clear->IntegerShaderProg);
2015 _mesa_Uniform4ivARB(clear->IntegerColorLocation, 1,
2016 ctx->Color.ClearColor.i);
2018 _mesa_UseProgramObjectARB(clear->ShaderProg);
2019 _mesa_Uniform4fvARB(clear->ColorLocation, 1,
2020 ctx->Color.ClearColor.f);
2023 _mesa_BindVertexArray(clear->ArrayObj);
2024 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
2026 /* GL_COLOR_BUFFER_BIT */
2027 if (buffers & BUFFER_BITS_COLOR) {
2028 /* leave colormask, glDrawBuffer state as-is */
2030 /* Clears never have the color clamped. */
2031 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
2034 ASSERT(metaSave & MESA_META_COLOR_MASK);
2035 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2038 /* GL_DEPTH_BUFFER_BIT */
2039 if (buffers & BUFFER_BIT_DEPTH) {
2040 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
2041 _mesa_DepthFunc(GL_ALWAYS);
2042 _mesa_DepthMask(GL_TRUE);
2045 assert(!ctx->Depth.Test);
2048 /* GL_STENCIL_BUFFER_BIT */
2049 if (buffers & BUFFER_BIT_STENCIL) {
2050 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2051 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
2052 GL_REPLACE, GL_REPLACE, GL_REPLACE);
2053 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
2054 ctx->Stencil.Clear & stencilMax,
2055 ctx->Stencil.WriteMask[0]);
2058 assert(!ctx->Stencil.Enabled);
2061 /* vertex positions */
2075 /* upload new vertex data */
2076 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
2077 GL_DYNAMIC_DRAW_ARB);
2080 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2082 _mesa_meta_end(ctx);
2086 * Meta implementation of ctx->Driver.CopyPixels() in terms
2087 * of texture mapping and polygon rendering and GLSL shaders.
2090 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
2091 GLsizei width, GLsizei height,
2092 GLint dstX, GLint dstY, GLenum type)
2094 struct copypix_state *copypix = &ctx->Meta->CopyPix;
2095 struct temp_texture *tex = get_temp_texture(ctx);
2097 GLfloat x, y, z, s, t;
2099 struct vertex verts[4];
2101 GLenum intFormat = GL_RGBA;
2103 if (type != GL_COLOR ||
2104 ctx->_ImageTransferState ||
2106 width > tex->MaxSize ||
2107 height > tex->MaxSize) {
2108 /* XXX avoid this fallback */
2109 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
2113 /* Most GL state applies to glCopyPixels, but a there's a few things
2114 * we need to override:
2116 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2119 MESA_META_TRANSFORM |
2122 MESA_META_VIEWPORT));
2124 if (copypix->ArrayObj == 0) {
2125 /* one-time setup */
2127 /* create vertex array object */
2128 _mesa_GenVertexArrays(1, ©pix->ArrayObj);
2129 _mesa_BindVertexArray(copypix->ArrayObj);
2131 /* create vertex array buffer */
2132 _mesa_GenBuffersARB(1, ©pix->VBO);
2133 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
2134 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2135 NULL, GL_DYNAMIC_DRAW_ARB);
2137 /* setup vertex arrays */
2138 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2139 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2140 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2141 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2144 _mesa_BindVertexArray(copypix->ArrayObj);
2145 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
2148 newTex = alloc_texture(tex, width, height, intFormat);
2150 /* vertex positions, texcoords (after texture allocation!) */
2152 const GLfloat dstX0 = (GLfloat) dstX;
2153 const GLfloat dstY0 = (GLfloat) dstY;
2154 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
2155 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
2156 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2166 verts[1].s = tex->Sright;
2171 verts[2].s = tex->Sright;
2172 verts[2].t = tex->Ttop;
2177 verts[3].t = tex->Ttop;
2179 /* upload new vertex data */
2180 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2183 /* Alloc/setup texture */
2184 setup_copypix_texture(tex, newTex, srcX, srcY, width, height,
2185 GL_RGBA, GL_NEAREST);
2187 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2189 /* draw textured quad */
2190 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2192 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2194 _mesa_meta_end(ctx);
2200 * When the glDrawPixels() image size is greater than the max rectangle
2201 * texture size we use this function to break the glDrawPixels() image
2202 * into tiles which fit into the max texture size.
2205 tiled_draw_pixels(struct gl_context *ctx,
2207 GLint x, GLint y, GLsizei width, GLsizei height,
2208 GLenum format, GLenum type,
2209 const struct gl_pixelstore_attrib *unpack,
2210 const GLvoid *pixels)
2212 struct gl_pixelstore_attrib tileUnpack = *unpack;
2215 if (tileUnpack.RowLength == 0)
2216 tileUnpack.RowLength = width;
2218 for (i = 0; i < width; i += tileSize) {
2219 const GLint tileWidth = MIN2(tileSize, width - i);
2220 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
2222 tileUnpack.SkipPixels = unpack->SkipPixels + i;
2224 for (j = 0; j < height; j += tileSize) {
2225 const GLint tileHeight = MIN2(tileSize, height - j);
2226 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
2228 tileUnpack.SkipRows = unpack->SkipRows + j;
2230 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2231 format, type, &tileUnpack, pixels);
2238 * One-time init for drawing stencil pixels.
2241 init_draw_stencil_pixels(struct gl_context *ctx)
2243 /* This program is run eight times, once for each stencil bit.
2244 * The stencil values to draw are found in an 8-bit alpha texture.
2245 * We read the texture/stencil value and test if bit 'b' is set.
2246 * If the bit is not set, use KIL to kill the fragment.
2247 * Finally, we use the stencil test to update the stencil buffer.
2249 * The basic algorithm for checking if a bit is set is:
2250 * if (is_odd(value / (1 << bit)))
2251 * result is one (or non-zero).
2254 * The program parameter contains three values:
2255 * parm.x = 255 / (1 << bit)
2259 static const char *program =
2261 "PARAM parm = program.local[0]; \n"
2263 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2264 "# t = t * 255 / bit \n"
2265 "MUL t.x, t.a, parm.x; \n"
2268 "SUB t.x, t.x, t.y; \n"
2270 "MUL t.x, t.x, parm.y; \n"
2271 "# t = fract(t.x) \n"
2272 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2273 "# t.x = (t.x == 0 ? 1 : 0) \n"
2274 "SGE t.x, -t.x, parm.z; \n"
2276 "# for debug only \n"
2277 "#MOV result.color, t.x; \n"
2279 char program2[1000];
2280 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2281 struct temp_texture *tex = get_temp_texture(ctx);
2282 const char *texTarget;
2284 assert(drawpix->StencilFP == 0);
2286 /* replace %s with "RECT" or "2D" */
2287 assert(strlen(program) + 4 < sizeof(program2));
2288 if (tex->Target == GL_TEXTURE_RECTANGLE)
2292 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2294 _mesa_GenPrograms(1, &drawpix->StencilFP);
2295 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2296 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2297 strlen(program2), (const GLubyte *) program2);
2302 * One-time init for drawing depth pixels.
2305 init_draw_depth_pixels(struct gl_context *ctx)
2307 static const char *program =
2309 "PARAM color = program.local[0]; \n"
2310 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2311 "MOV result.color, color; \n"
2314 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2315 struct temp_texture *tex = get_temp_texture(ctx);
2316 const char *texTarget;
2318 assert(drawpix->DepthFP == 0);
2320 /* replace %s with "RECT" or "2D" */
2321 assert(strlen(program) + 4 < sizeof(program2));
2322 if (tex->Target == GL_TEXTURE_RECTANGLE)
2326 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2328 _mesa_GenPrograms(1, &drawpix->DepthFP);
2329 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2330 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2331 strlen(program2), (const GLubyte *) program2);
2336 * Meta implementation of ctx->Driver.DrawPixels() in terms
2337 * of texture mapping and polygon rendering.
2340 _mesa_meta_DrawPixels(struct gl_context *ctx,
2341 GLint x, GLint y, GLsizei width, GLsizei height,
2342 GLenum format, GLenum type,
2343 const struct gl_pixelstore_attrib *unpack,
2344 const GLvoid *pixels)
2346 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2347 struct temp_texture *tex = get_temp_texture(ctx);
2348 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2349 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2351 GLfloat x, y, z, s, t;
2353 struct vertex verts[4];
2354 GLenum texIntFormat;
2355 GLboolean fallback, newTex;
2356 GLbitfield metaExtraSave = 0x0;
2360 * Determine if we can do the glDrawPixels with texture mapping.
2362 fallback = GL_FALSE;
2363 if (ctx->Fog.Enabled) {
2367 if (_mesa_is_color_format(format)) {
2368 /* use more compact format when possible */
2369 /* XXX disable special case for GL_LUMINANCE for now to work around
2370 * apparent i965 driver bug (see bug #23670).
2372 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2373 texIntFormat = format;
2375 texIntFormat = GL_RGBA;
2377 /* If we're not supposed to clamp the resulting color, then just
2378 * promote our texture to fully float. We could do better by
2379 * just going for the matching set of channels, in floating
2382 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2383 ctx->Extensions.ARB_texture_float)
2384 texIntFormat = GL_RGBA32F;
2386 else if (_mesa_is_stencil_format(format)) {
2387 if (ctx->Extensions.ARB_fragment_program &&
2388 ctx->Pixel.IndexShift == 0 &&
2389 ctx->Pixel.IndexOffset == 0 &&
2390 type == GL_UNSIGNED_BYTE) {
2391 /* We'll store stencil as alpha. This only works for GLubyte
2392 * image data because of how incoming values are mapped to alpha
2395 texIntFormat = GL_ALPHA;
2396 metaExtraSave = (MESA_META_COLOR_MASK |
2397 MESA_META_DEPTH_TEST |
2398 MESA_META_PIXEL_TRANSFER |
2400 MESA_META_STENCIL_TEST);
2406 else if (_mesa_is_depth_format(format)) {
2407 if (ctx->Extensions.ARB_depth_texture &&
2408 ctx->Extensions.ARB_fragment_program) {
2409 texIntFormat = GL_DEPTH_COMPONENT;
2410 metaExtraSave = (MESA_META_SHADER);
2421 _swrast_DrawPixels(ctx, x, y, width, height,
2422 format, type, unpack, pixels);
2427 * Check image size against max texture size, draw as tiles if needed.
2429 if (width > tex->MaxSize || height > tex->MaxSize) {
2430 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2431 format, type, unpack, pixels);
2435 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2436 * but a there's a few things we need to override:
2438 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2441 MESA_META_TRANSFORM |
2444 MESA_META_VIEWPORT |
2447 newTex = alloc_texture(tex, width, height, texIntFormat);
2449 /* vertex positions, texcoords (after texture allocation!) */
2451 const GLfloat x0 = (GLfloat) x;
2452 const GLfloat y0 = (GLfloat) y;
2453 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2454 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2455 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2465 verts[1].s = tex->Sright;
2470 verts[2].s = tex->Sright;
2471 verts[2].t = tex->Ttop;
2476 verts[3].t = tex->Ttop;
2479 if (drawpix->ArrayObj == 0) {
2480 /* one-time setup: create vertex array object */
2481 _mesa_GenVertexArrays(1, &drawpix->ArrayObj);
2483 _mesa_BindVertexArray(drawpix->ArrayObj);
2485 /* create vertex array buffer */
2486 _mesa_GenBuffersARB(1, &vbo);
2487 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
2488 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2489 verts, GL_DYNAMIC_DRAW_ARB);
2491 /* setup vertex arrays */
2492 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2493 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2494 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2495 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2497 /* set given unpack params */
2498 ctx->Unpack = *unpack;
2500 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2502 if (_mesa_is_stencil_format(format)) {
2503 /* Drawing stencil */
2506 if (!drawpix->StencilFP)
2507 init_draw_stencil_pixels(ctx);
2509 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2510 GL_ALPHA, type, pixels);
2512 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2514 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2516 /* set all stencil bits to 0 */
2517 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2518 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2519 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2521 /* set stencil bits to 1 where needed */
2522 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2524 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2525 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2527 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2528 const GLuint mask = 1 << bit;
2529 if (mask & origStencilMask) {
2530 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2531 _mesa_StencilMask(mask);
2533 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2534 255.0 / mask, 0.5, 0.0, 0.0);
2536 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2540 else if (_mesa_is_depth_format(format)) {
2542 if (!drawpix->DepthFP)
2543 init_draw_depth_pixels(ctx);
2545 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2546 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2548 /* polygon color = current raster color */
2549 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2550 ctx->Current.RasterColor);
2552 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2553 format, type, pixels);
2555 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2559 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2560 format, type, pixels);
2561 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2564 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2566 _mesa_DeleteBuffersARB(1, &vbo);
2568 /* restore unpack params */
2569 ctx->Unpack = unpackSave;
2571 _mesa_meta_end(ctx);
2575 alpha_test_raster_color(struct gl_context *ctx)
2577 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2578 GLfloat ref = ctx->Color.AlphaRef;
2580 switch (ctx->Color.AlphaFunc) {
2586 return alpha == ref;
2588 return alpha <= ref;
2592 return alpha != ref;
2594 return alpha >= ref;
2604 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2605 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2606 * tracker would improve performance a lot.
2609 _mesa_meta_Bitmap(struct gl_context *ctx,
2610 GLint x, GLint y, GLsizei width, GLsizei height,
2611 const struct gl_pixelstore_attrib *unpack,
2612 const GLubyte *bitmap1)
2614 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2615 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2616 const GLenum texIntFormat = GL_ALPHA;
2617 const struct gl_pixelstore_attrib unpackSave = *unpack;
2620 GLfloat x, y, z, s, t, r, g, b, a;
2622 struct vertex verts[4];
2627 * Check if swrast fallback is needed.
2629 if (ctx->_ImageTransferState ||
2630 ctx->FragmentProgram._Enabled ||
2632 ctx->Texture._EnabledUnits ||
2633 width > tex->MaxSize ||
2634 height > tex->MaxSize) {
2635 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2639 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2642 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2643 * but a there's a few things we need to override:
2645 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2646 MESA_META_PIXEL_STORE |
2647 MESA_META_RASTERIZATION |
2650 MESA_META_TRANSFORM |
2653 MESA_META_VIEWPORT));
2655 if (bitmap->ArrayObj == 0) {
2656 /* one-time setup */
2658 /* create vertex array object */
2659 _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj);
2660 _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj);
2662 /* create vertex array buffer */
2663 _mesa_GenBuffersARB(1, &bitmap->VBO);
2664 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2665 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2666 NULL, GL_DYNAMIC_DRAW_ARB);
2668 /* setup vertex arrays */
2669 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2670 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2671 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
2672 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2673 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2674 _mesa_EnableClientState(GL_COLOR_ARRAY);
2677 _mesa_BindVertexArray(bitmap->ArrayObj);
2678 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2681 newTex = alloc_texture(tex, width, height, texIntFormat);
2683 /* vertex positions, texcoords, colors (after texture allocation!) */
2685 const GLfloat x0 = (GLfloat) x;
2686 const GLfloat y0 = (GLfloat) y;
2687 const GLfloat x1 = (GLfloat) (x + width);
2688 const GLfloat y1 = (GLfloat) (y + height);
2689 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2700 verts[1].s = tex->Sright;
2705 verts[2].s = tex->Sright;
2706 verts[2].t = tex->Ttop;
2711 verts[3].t = tex->Ttop;
2713 for (i = 0; i < 4; i++) {
2714 verts[i].r = ctx->Current.RasterColor[0];
2715 verts[i].g = ctx->Current.RasterColor[1];
2716 verts[i].b = ctx->Current.RasterColor[2];
2717 verts[i].a = ctx->Current.RasterColor[3];
2720 /* upload new vertex data */
2721 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2724 /* choose different foreground/background alpha values */
2725 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2726 bg = (fg > 127 ? 0 : 255);
2728 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2730 _mesa_meta_end(ctx);
2734 bitmap8 = (GLubyte *) malloc(width * height);
2736 memset(bitmap8, bg, width * height);
2737 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2738 bitmap8, width, fg);
2740 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2742 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2743 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2745 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2746 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2748 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2750 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2755 _mesa_unmap_pbo_source(ctx, &unpackSave);
2757 _mesa_meta_end(ctx);
2762 * Check if the call to _mesa_meta_GenerateMipmap() will require a
2763 * software fallback. The fallback path will require that the texture
2764 * images are mapped.
2765 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
2768 _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
2769 struct gl_texture_object *texObj)
2771 const GLuint fboSave = ctx->DrawBuffer->Name;
2772 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
2773 struct gl_texture_image *baseImage;
2777 /* check for fallbacks */
2778 if (!ctx->Extensions.EXT_framebuffer_object ||
2779 target == GL_TEXTURE_3D ||
2780 target == GL_TEXTURE_1D_ARRAY ||
2781 target == GL_TEXTURE_2D_ARRAY) {
2785 srcLevel = texObj->BaseLevel;
2786 baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
2787 if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) {
2791 if (_mesa_get_format_color_encoding(baseImage->TexFormat) == GL_SRGB &&
2792 !ctx->Extensions.EXT_texture_sRGB_decode) {
2793 /* The texture format is sRGB but we can't turn off sRGB->linear
2794 * texture sample conversion. So we won't be able to generate the
2795 * right colors when rendering. Need to use a fallback.
2801 * Test that we can actually render in the texture's format.
2804 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
2805 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
2807 if (target == GL_TEXTURE_1D) {
2808 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
2809 GL_COLOR_ATTACHMENT0_EXT,
2810 target, texObj->Name, srcLevel);
2813 /* other work is needed to enable 3D mipmap generation */
2814 else if (target == GL_TEXTURE_3D) {
2816 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
2817 GL_COLOR_ATTACHMENT0_EXT,
2818 target, texObj->Name, srcLevel, zoffset);
2823 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
2824 GL_COLOR_ATTACHMENT0_EXT,
2825 target, texObj->Name, srcLevel);
2828 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2830 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
2832 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2841 * Compute the texture coordinates for the four vertices of a quad for
2842 * drawing a 2D texture image or slice of a cube/3D texture.
2843 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2844 * \param slice slice of a 1D/2D array texture or 3D texture
2845 * \param width width of the texture image
2846 * \param height height of the texture image
2847 * \param coords0/1/2/3 returns the computed texcoords
2850 setup_texture_coords(GLenum faceTarget,
2859 static const GLfloat st[4][2] = {
2860 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2865 switch (faceTarget) {
2869 case GL_TEXTURE_2D_ARRAY:
2870 if (faceTarget == GL_TEXTURE_3D)
2872 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2876 coords0[0] = 0.0F; /* s */
2877 coords0[1] = 0.0F; /* t */
2878 coords0[2] = r; /* r */
2889 case GL_TEXTURE_RECTANGLE_ARB:
2890 coords0[0] = 0.0F; /* s */
2891 coords0[1] = 0.0F; /* t */
2892 coords0[2] = 0.0F; /* r */
2897 coords2[1] = height;
2900 coords3[1] = height;
2903 case GL_TEXTURE_1D_ARRAY:
2904 coords0[0] = 0.0F; /* s */
2905 coords0[1] = slice; /* t */
2906 coords0[2] = 0.0F; /* r */
2918 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2919 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2920 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2921 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2922 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2923 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2924 /* loop over quad verts */
2925 for (i = 0; i < 4; i++) {
2926 /* Compute sc = +/-scale and tc = +/-scale.
2927 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2928 * though that can still sometimes happen with this scale factor...
2930 const GLfloat scale = 0.9999f;
2931 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2932 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2952 switch (faceTarget) {
2953 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2958 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2963 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2968 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2973 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2978 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2989 assert(0 && "unexpected target in meta setup_texture_coords()");
2995 setup_ff_generate_mipmap(struct gl_context *ctx,
2996 struct gen_mipmap_state *mipmap)
2999 GLfloat x, y, tex[3];
3002 if (mipmap->ArrayObj == 0) {
3003 /* one-time setup */
3004 /* create vertex array object */
3005 _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
3006 _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
3008 /* create vertex array buffer */
3009 _mesa_GenBuffersARB(1, &mipmap->VBO);
3010 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3011 /* setup vertex arrays */
3012 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3013 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
3014 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3015 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3018 /* setup projection matrix */
3019 _mesa_MatrixMode(GL_PROJECTION);
3020 _mesa_LoadIdentity();
3021 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
3025 static struct glsl_sampler *
3026 setup_texture_sampler(GLenum target, struct gen_mipmap_state *mipmap)
3030 mipmap->sampler_1d.type = "sampler1D";
3031 mipmap->sampler_1d.func = "texture1D";
3032 mipmap->sampler_1d.texcoords = "texCoords.x";
3033 return &mipmap->sampler_1d;
3035 mipmap->sampler_2d.type = "sampler2D";
3036 mipmap->sampler_2d.func = "texture2D";
3037 mipmap->sampler_2d.texcoords = "texCoords.xy";
3038 return &mipmap->sampler_2d;
3040 /* Code for mipmap generation with 3D textures is not used yet.
3041 * It's a sw fallback.
3043 mipmap->sampler_3d.type = "sampler3D";
3044 mipmap->sampler_3d.func = "texture3D";
3045 mipmap->sampler_3d.texcoords = "texCoords";
3046 return &mipmap->sampler_3d;
3047 case GL_TEXTURE_CUBE_MAP:
3048 mipmap->sampler_cubemap.type = "samplerCube";
3049 mipmap->sampler_cubemap.func = "textureCube";
3050 mipmap->sampler_cubemap.texcoords = "texCoords";
3051 return &mipmap->sampler_cubemap;
3052 case GL_TEXTURE_1D_ARRAY:
3053 mipmap->sampler_1d_array.type = "sampler1DArray";
3054 mipmap->sampler_1d_array.func = "texture1DArray";
3055 mipmap->sampler_1d_array.texcoords = "texCoords.xy";
3056 return &mipmap->sampler_1d_array;
3057 case GL_TEXTURE_2D_ARRAY:
3058 mipmap->sampler_2d_array.type = "sampler2DArray";
3059 mipmap->sampler_2d_array.func = "texture2DArray";
3060 mipmap->sampler_2d_array.texcoords = "texCoords";
3061 return &mipmap->sampler_2d_array;
3063 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
3064 " setup_texture_sampler()\n", target);
3071 setup_glsl_generate_mipmap(struct gl_context *ctx,
3072 struct gen_mipmap_state *mipmap,
3076 GLfloat x, y, tex[3];
3078 struct glsl_sampler *sampler;
3079 const char *vs_source;
3084 /* Check if already initialized */
3085 if (mipmap->ArrayObj == 0) {
3087 /* create vertex array object */
3088 _mesa_GenVertexArrays(1, &mipmap->ArrayObj);
3089 _mesa_BindVertexArray(mipmap->ArrayObj);
3091 /* create vertex array buffer */
3092 _mesa_GenBuffersARB(1, &mipmap->VBO);
3093 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3095 /* setup vertex arrays */
3096 _mesa_VertexAttribPointerARB(0, 2, GL_FLOAT, GL_FALSE,
3097 sizeof(struct vertex), OFFSET(x));
3098 _mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE,
3099 sizeof(struct vertex), OFFSET(tex));
3102 /* Generate a fragment shader program appropriate for the texture target */
3103 sampler = setup_texture_sampler(target, mipmap);
3104 assert(sampler != NULL);
3105 if (sampler->shader_prog != 0) {
3106 mipmap->ShaderProg = sampler->shader_prog;
3110 mem_ctx = ralloc_context(NULL);
3112 if (ctx->API == API_OPENGLES2 || ctx->Const.GLSLVersion < 130) {
3113 const char *fs_template;
3114 const char *extension_mode;
3117 "attribute vec2 position;\n"
3118 "attribute vec3 textureCoords;\n"
3119 "varying vec3 texCoords;\n"
3122 " texCoords = textureCoords;\n"
3123 " gl_Position = vec4(position, 0.0, 1.0);\n"
3126 "#extension GL_EXT_texture_array : %s\n"
3127 "uniform %s texSampler;\n"
3128 "varying vec3 texCoords;\n"
3131 " gl_FragColor = %s(texSampler, %s);\n"
3134 extension_mode = ((target == GL_TEXTURE_1D_ARRAY) ||
3135 (target == GL_TEXTURE_2D_ARRAY)) ?
3136 "require" : "disable";
3138 fs_source = ralloc_asprintf(mem_ctx, fs_template,
3139 extension_mode, sampler->type,
3140 sampler->func, sampler->texcoords);
3143 const char *fs_template;
3147 "in vec2 position;\n"
3148 "in vec3 textureCoords;\n"
3149 "out vec3 texCoords;\n"
3152 " texCoords = textureCoords;\n"
3153 " gl_Position = vec4(position, 0.0, 1.0);\n"
3157 "uniform %s texSampler;\n"
3158 "in vec3 texCoords;\n"
3159 "out %s out_color;\n"
3163 " out_color = texture(texSampler, %s);\n"
3166 fs_source = ralloc_asprintf(mem_ctx, fs_template,
3167 sampler->type, "vec4",
3168 sampler->texcoords);
3171 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
3172 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
3174 mipmap->ShaderProg = _mesa_CreateProgramObjectARB();
3175 _mesa_AttachShader(mipmap->ShaderProg, fs);
3176 _mesa_DeleteObjectARB(fs);
3177 _mesa_AttachShader(mipmap->ShaderProg, vs);
3178 _mesa_DeleteObjectARB(vs);
3179 _mesa_BindAttribLocationARB(mipmap->ShaderProg, 0, "position");
3180 _mesa_BindAttribLocationARB(mipmap->ShaderProg, 1, "texcoords");
3181 _mesa_EnableVertexAttribArrayARB(0);
3182 _mesa_EnableVertexAttribArrayARB(1);
3183 link_program_with_debug(ctx, mipmap->ShaderProg);
3184 sampler->shader_prog = mipmap->ShaderProg;
3185 ralloc_free(mem_ctx);
3190 meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
3191 struct gen_mipmap_state *mipmap)
3193 if (mipmap->ArrayObj == 0)
3195 _mesa_DeleteVertexArraysAPPLE(1, &mipmap->ArrayObj);
3196 mipmap->ArrayObj = 0;
3197 _mesa_DeleteBuffersARB(1, &mipmap->VBO);
3200 _mesa_DeleteObjectARB(mipmap->sampler_1d.shader_prog);
3201 _mesa_DeleteObjectARB(mipmap->sampler_2d.shader_prog);
3202 _mesa_DeleteObjectARB(mipmap->sampler_3d.shader_prog);
3203 _mesa_DeleteObjectARB(mipmap->sampler_cubemap.shader_prog);
3204 _mesa_DeleteObjectARB(mipmap->sampler_1d_array.shader_prog);
3205 _mesa_DeleteObjectARB(mipmap->sampler_2d_array.shader_prog);
3207 mipmap->sampler_1d.shader_prog = 0;
3208 mipmap->sampler_2d.shader_prog = 0;
3209 mipmap->sampler_3d.shader_prog = 0;
3210 mipmap->sampler_cubemap.shader_prog = 0;
3211 mipmap->sampler_1d_array.shader_prog = 0;
3212 mipmap->sampler_2d_array.shader_prog = 0;
3217 * Called via ctx->Driver.GenerateMipmap()
3218 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3222 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
3223 struct gl_texture_object *texObj)
3225 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
3227 GLfloat x, y, tex[3];
3229 struct vertex verts[4];
3230 const GLuint baseLevel = texObj->BaseLevel;
3231 const GLuint maxLevel = texObj->MaxLevel;
3232 const GLint maxLevelSave = texObj->MaxLevel;
3233 const GLboolean genMipmapSave = texObj->GenerateMipmap;
3234 const GLenum srgbBufferSave = ctx->Color.sRGBEnabled;
3235 const GLuint fboSave = ctx->DrawBuffer->Name;
3236 const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
3237 const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3238 ctx->Extensions.ARB_fragment_shader &&
3239 (ctx->API != API_OPENGLES);
3242 const GLint slice = 0;
3245 if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
3246 _mesa_generate_mipmap(ctx, target, texObj);
3250 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
3251 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
3252 faceTarget = target;
3253 target = GL_TEXTURE_CUBE_MAP;
3256 faceTarget = target;
3259 _mesa_meta_begin(ctx, MESA_META_ALL);
3261 /* Choose between glsl version and fixed function version of
3262 * GenerateMipmap function.
3264 if (use_glsl_version) {
3265 setup_glsl_generate_mipmap(ctx, mipmap, target);
3266 _mesa_UseProgramObjectARB(mipmap->ShaderProg);
3269 setup_ff_generate_mipmap(ctx, mipmap);
3270 _mesa_set_enable(ctx, target, GL_TRUE);
3273 _mesa_BindVertexArray(mipmap->ArrayObj);
3274 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3276 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3277 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3279 if (currentTexUnitSave != 0)
3280 _mesa_BindTexture(target, texObj->Name);
3283 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
3286 if (!mipmap->Sampler) {
3287 _mesa_GenSamplers(1, &mipmap->Sampler);
3288 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
3290 _mesa_SamplerParameteri(mipmap->Sampler,
3291 GL_TEXTURE_MIN_FILTER,
3292 GL_LINEAR_MIPMAP_LINEAR);
3293 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3294 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3295 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3296 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3298 /* We don't want to encode or decode sRGB values; treat them as linear.
3299 * This is not technically correct for GLES3 but we don't get any API
3300 * error at the moment.
3302 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3303 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3304 GL_SKIP_DECODE_EXT);
3308 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
3311 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
3313 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES)
3314 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
3316 assert(!genMipmapSave);
3318 if ((ctx->Extensions.EXT_framebuffer_sRGB &&
3319 _mesa_is_desktop_gl(ctx)) ||
3320 _mesa_is_gles3(ctx)) {
3321 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
3324 /* Setup texture coordinates */
3325 setup_texture_coords(faceTarget,
3327 0, 0, /* width, height never used here */
3333 /* setup vertex positions */
3343 /* upload vertex data */
3344 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3345 verts, GL_DYNAMIC_DRAW_ARB);
3347 /* texture is already locked, unlock now */
3348 _mesa_unlock_texture(ctx, texObj);
3350 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
3351 const struct gl_texture_image *srcImage;
3352 const GLuint srcLevel = dstLevel - 1;
3353 GLsizei srcWidth, srcHeight, srcDepth;
3354 GLsizei dstWidth, dstHeight, dstDepth;
3357 srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
3358 assert(srcImage->Border == 0);
3361 srcWidth = srcImage->Width;
3362 srcHeight = srcImage->Height;
3363 srcDepth = srcImage->Depth;
3366 dstWidth = MAX2(1, srcWidth / 2);
3367 dstHeight = MAX2(1, srcHeight / 2);
3368 dstDepth = MAX2(1, srcDepth / 2);
3370 if (dstWidth == srcImage->Width &&
3371 dstHeight == srcImage->Height &&
3372 dstDepth == srcImage->Depth) {
3377 /* Allocate storage for the destination mipmap image(s) */
3379 /* Set MaxLevel large enough to hold the new level when we allocate it */
3380 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
3382 if (!_mesa_prepare_mipmap_level(ctx, texObj, dstLevel,
3383 dstWidth, dstHeight, dstDepth,
3385 srcImage->InternalFormat,
3386 srcImage->TexFormat)) {
3387 /* All done. We either ran out of memory or we would go beyond the
3388 * last valid level of an immutable texture if we continued.
3393 /* limit minification to src level */
3394 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
3396 /* Set to draw into the current dstLevel */
3397 if (target == GL_TEXTURE_1D) {
3398 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
3399 GL_COLOR_ATTACHMENT0_EXT,
3404 else if (target == GL_TEXTURE_3D) {
3405 GLint zoffset = 0; /* XXX unfinished */
3406 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
3407 GL_COLOR_ATTACHMENT0_EXT,
3414 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
3415 GL_COLOR_ATTACHMENT0_EXT,
3421 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
3424 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
3425 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
3426 _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
3427 "_mesa_meta_GenerateMipmap()");
3431 assert(dstWidth == ctx->DrawBuffer->Width);
3432 assert(dstHeight == ctx->DrawBuffer->Height);
3434 /* setup viewport */
3435 _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight);
3437 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3440 if (ctx->Extensions.EXT_framebuffer_sRGB && srgbBufferSave) {
3441 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
3444 _mesa_lock_texture(ctx, texObj); /* relock */
3446 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3448 _mesa_meta_end(ctx);
3450 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3452 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
3454 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
3459 * Determine the GL data type to use for the temporary image read with
3460 * ReadPixels() and passed to Tex[Sub]Image().
3463 get_temp_image_type(struct gl_context *ctx, gl_format format)
3467 baseFormat = _mesa_get_format_base_format(format);
3469 switch (baseFormat) {
3476 case GL_LUMINANCE_ALPHA:
3478 if (ctx->DrawBuffer->Visual.redBits <= 8) {
3479 return GL_UNSIGNED_BYTE;
3480 } else if (ctx->DrawBuffer->Visual.redBits <= 16) {
3481 return GL_UNSIGNED_SHORT;
3483 GLenum datatype = _mesa_get_format_datatype(format);
3484 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT)
3488 case GL_DEPTH_COMPONENT:
3489 return GL_UNSIGNED_INT;
3490 case GL_DEPTH_STENCIL:
3491 return GL_UNSIGNED_INT_24_8;
3493 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
3501 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3502 * Have to be careful with locking and meta state for pixel transfer.
3505 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
3506 struct gl_texture_image *texImage,
3507 GLint xoffset, GLint yoffset, GLint zoffset,
3508 struct gl_renderbuffer *rb,
3510 GLsizei width, GLsizei height)
3512 struct gl_texture_object *texObj = texImage->TexObject;
3513 GLenum format, type;
3517 /* Choose format/type for temporary image buffer */
3518 format = _mesa_get_format_base_format(texImage->TexFormat);
3519 if (format == GL_LUMINANCE ||
3520 format == GL_LUMINANCE_ALPHA ||
3521 format == GL_INTENSITY) {
3522 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3523 * temp image buffer because glReadPixels will do L=R+G+B which is
3524 * not what we want (should be L=R).
3529 type = get_temp_image_type(ctx, texImage->TexFormat);
3530 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
3531 format = _mesa_base_format_to_integer_format(format);
3533 bpp = _mesa_bytes_per_pixel(format, type);
3535 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3540 * Alloc image buffer (XXX could use a PBO)
3542 buf = malloc(width * height * bpp);
3544 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
3548 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
3551 * Read image from framebuffer (disable pixel transfer ops)
3553 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
3554 ctx->Driver.ReadPixels(ctx, x, y, width, height,
3555 format, type, &ctx->Pack, buf);
3556 _mesa_meta_end(ctx);
3558 _mesa_update_state(ctx); /* to update pixel transfer state */
3561 * Store texture data (with pixel transfer ops)
3563 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
3565 ctx->Driver.TexSubImage(ctx, dims, texImage,
3566 xoffset, yoffset, zoffset, width, height, 1,
3567 format, type, buf, &ctx->Unpack);
3569 _mesa_meta_end(ctx);
3571 _mesa_lock_texture(ctx, texObj); /* re-lock */
3578 * Decompress a texture image by drawing a quad with the compressed
3579 * texture and reading the pixels out of the color buffer.
3580 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3581 * \param destFormat format, ala glReadPixels
3582 * \param destType type, ala glReadPixels
3583 * \param dest destination buffer
3584 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3587 decompress_texture_image(struct gl_context *ctx,
3588 struct gl_texture_image *texImage,
3590 GLenum destFormat, GLenum destType,
3593 struct decompress_state *decompress = &ctx->Meta->Decompress;
3594 struct gl_texture_object *texObj = texImage->TexObject;
3595 const GLint width = texImage->Width;
3596 const GLint height = texImage->Height;
3597 const GLenum target = texObj->Target;
3600 GLfloat x, y, tex[3];
3602 struct vertex verts[4];
3603 GLuint fboDrawSave, fboReadSave;
3608 assert(target == GL_TEXTURE_3D ||
3609 target == GL_TEXTURE_2D_ARRAY);
3612 if (target == GL_TEXTURE_CUBE_MAP) {
3613 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3616 faceTarget = target;
3619 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3620 fboDrawSave = ctx->DrawBuffer->Name;
3621 fboReadSave = ctx->ReadBuffer->Name;
3622 rbSave = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
3624 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_PIXEL_STORE);
3626 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3627 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3629 /* Create/bind FBO/renderbuffer */
3630 if (decompress->FBO == 0) {
3631 _mesa_GenFramebuffersEXT(1, &decompress->FBO);
3632 _mesa_GenRenderbuffersEXT(1, &decompress->RBO);
3633 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
3634 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
3635 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
3636 GL_COLOR_ATTACHMENT0_EXT,
3637 GL_RENDERBUFFER_EXT,
3641 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
3644 /* alloc dest surface */
3645 if (width > decompress->Width || height > decompress->Height) {
3646 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
3647 _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA,
3649 decompress->Width = width;
3650 decompress->Height = height;
3653 /* setup VBO data */
3654 if (decompress->ArrayObj == 0) {
3655 /* create vertex array object */
3656 _mesa_GenVertexArrays(1, &decompress->ArrayObj);
3657 _mesa_BindVertexArray(decompress->ArrayObj);
3659 /* create vertex array buffer */
3660 _mesa_GenBuffersARB(1, &decompress->VBO);
3661 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3662 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3663 NULL, GL_DYNAMIC_DRAW_ARB);
3665 /* setup vertex arrays */
3666 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3667 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
3668 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3669 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3672 _mesa_BindVertexArray(decompress->ArrayObj);
3673 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3676 if (!decompress->Sampler) {
3677 _mesa_GenSamplers(1, &decompress->Sampler);
3678 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3679 /* nearest filtering */
3680 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3681 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3682 /* No sRGB decode or encode.*/
3683 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3684 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3685 GL_SKIP_DECODE_EXT);
3689 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3692 setup_texture_coords(faceTarget, slice, width, height,
3698 /* setup vertex positions */
3704 verts[2].y = height;
3706 verts[3].y = height;
3708 /* upload new vertex data */
3709 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3711 /* setup texture state */
3712 _mesa_BindTexture(target, texObj->Name);
3713 _mesa_set_enable(ctx, target, GL_TRUE);
3716 /* save texture object state */
3717 const GLint baseLevelSave = texObj->BaseLevel;
3718 const GLint maxLevelSave = texObj->MaxLevel;
3720 /* restrict sampling to the texture level of interest */
3721 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3722 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3723 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3726 /* No sRGB decode or encode.*/
3727 if ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB)
3728 || _mesa_is_gles3(ctx)) {
3729 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
3732 /* render quad w/ texture into renderbuffer */
3733 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3735 /* Restore texture object state, the texture binding will
3736 * be restored by _mesa_meta_end().
3738 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3739 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3740 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3745 /* read pixels from renderbuffer */
3747 GLenum baseTexFormat = texImage->_BaseFormat;
3748 GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
3750 /* The pixel transfer state will be set to default values at this point
3751 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3752 * turned off (as required by glGetTexImage) but we need to handle some
3753 * special cases. In particular, single-channel texture values are
3754 * returned as red and two-channel texture values are returned as
3757 if ((baseTexFormat == GL_LUMINANCE ||
3758 baseTexFormat == GL_LUMINANCE_ALPHA ||
3759 baseTexFormat == GL_INTENSITY) ||
3760 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3761 * luminance then we need to return L=tex(R).
3763 ((baseTexFormat == GL_RGBA ||
3764 baseTexFormat == GL_RGB ||
3765 baseTexFormat == GL_RG) &&
3766 (destBaseFormat == GL_LUMINANCE ||
3767 destBaseFormat == GL_LUMINANCE_ALPHA ||
3768 destBaseFormat == GL_LUMINANCE_INTEGER_EXT ||
3769 destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT))) {
3770 /* Green and blue must be zero */
3771 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3772 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3775 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3778 /* disable texture unit */
3779 _mesa_set_enable(ctx, target, GL_FALSE);
3781 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3783 _mesa_meta_end(ctx);
3785 /* restore fbo bindings */
3786 if (fboDrawSave == fboReadSave) {
3787 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboDrawSave);
3790 _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave);
3791 _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fboReadSave);
3793 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbSave);
3798 * This is just a wrapper around _mesa_get_tex_image() and
3799 * decompress_texture_image(). Meta functions should not be directly called
3803 _mesa_meta_GetTexImage(struct gl_context *ctx,
3804 GLenum format, GLenum type, GLvoid *pixels,
3805 struct gl_texture_image *texImage)
3807 /* We can only use the decompress-with-blit method here if the texels are
3808 * unsigned, normalized values. We could handle signed and unnormalized
3809 * with floating point renderbuffers...
3811 if (_mesa_is_format_compressed(texImage->TexFormat) &&
3812 _mesa_get_format_datatype(texImage->TexFormat)
3813 == GL_UNSIGNED_NORMALIZED) {
3814 struct gl_texture_object *texObj = texImage->TexObject;
3815 const GLuint slice = 0; /* only 2D compressed textures for now */
3816 /* Need to unlock the texture here to prevent deadlock... */
3817 _mesa_unlock_texture(ctx, texObj);
3818 decompress_texture_image(ctx, texImage, slice, format, type, pixels);
3819 /* ... and relock it */
3820 _mesa_lock_texture(ctx, texObj);
3823 _mesa_get_teximage(ctx, format, type, pixels, texImage);
3829 * Meta implementation of ctx->Driver.DrawTex() in terms
3830 * of polygon rendering.
3833 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3834 GLfloat width, GLfloat height)
3836 #if FEATURE_OES_draw_texture
3837 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3839 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3841 struct vertex verts[4];
3844 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3846 MESA_META_TRANSFORM |
3848 MESA_META_VIEWPORT));
3850 if (drawtex->ArrayObj == 0) {
3851 /* one-time setup */
3852 GLint active_texture;
3854 /* create vertex array object */
3855 _mesa_GenVertexArrays(1, &drawtex->ArrayObj);
3856 _mesa_BindVertexArray(drawtex->ArrayObj);
3858 /* create vertex array buffer */
3859 _mesa_GenBuffersARB(1, &drawtex->VBO);
3860 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3861 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3862 NULL, GL_DYNAMIC_DRAW_ARB);
3864 /* client active texture is not part of the array object */
3865 active_texture = ctx->Array.ActiveTexture;
3867 /* setup vertex arrays */
3868 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3869 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3870 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3871 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + i);
3872 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3873 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3876 /* restore client active texture */
3877 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + active_texture);
3880 _mesa_BindVertexArray(drawtex->ArrayObj);
3881 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3884 /* vertex positions, texcoords */
3886 const GLfloat x1 = x + width;
3887 const GLfloat y1 = y + height;
3889 z = CLAMP(z, 0.0, 1.0);
3908 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3909 const struct gl_texture_object *texObj;
3910 const struct gl_texture_image *texImage;
3911 GLfloat s, t, s1, t1;
3914 if (!ctx->Texture.Unit[i]._ReallyEnabled) {
3916 for (j = 0; j < 4; j++) {
3917 verts[j].st[i][0] = 0.0f;
3918 verts[j].st[i][1] = 0.0f;
3923 texObj = ctx->Texture.Unit[i]._Current;
3924 texImage = texObj->Image[0][texObj->BaseLevel];
3925 tw = texImage->Width2;
3926 th = texImage->Height2;
3928 s = (GLfloat) texObj->CropRect[0] / tw;
3929 t = (GLfloat) texObj->CropRect[1] / th;
3930 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3931 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3933 verts[0].st[i][0] = s;
3934 verts[0].st[i][1] = t;
3936 verts[1].st[i][0] = s1;
3937 verts[1].st[i][1] = t;
3939 verts[2].st[i][0] = s1;
3940 verts[2].st[i][1] = t1;
3942 verts[3].st[i][0] = s;
3943 verts[3].st[i][1] = t1;
3946 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3949 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3951 _mesa_meta_end(ctx);
3952 #endif /* FEATURE_OES_draw_texture */