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/formats.h"
48 #include "main/image.h"
49 #include "main/macros.h"
50 #include "main/matrix.h"
51 #include "main/mipmap.h"
53 #include "main/polygon.h"
54 #include "main/readpix.h"
55 #include "main/scissor.h"
56 #include "main/shaderapi.h"
57 #include "main/shaderobj.h"
58 #include "main/state.h"
59 #include "main/stencil.h"
60 #include "main/texobj.h"
61 #include "main/texenv.h"
62 #include "main/teximage.h"
63 #include "main/texparam.h"
64 #include "main/texstate.h"
65 #include "main/uniforms.h"
66 #include "main/varray.h"
67 #include "main/viewport.h"
68 #include "program/program.h"
69 #include "swrast/swrast.h"
70 #include "drivers/common/meta.h"
73 /** Return offset in bytes of the field within a vertex struct */
74 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
78 * Flags passed to _mesa_meta_begin().
82 #define META_ALPHA_TEST 0x1
83 #define META_BLEND 0x2 /**< includes logicop */
84 #define META_COLOR_MASK 0x4
85 #define META_DEPTH_TEST 0x8
87 #define META_PIXEL_STORE 0x20
88 #define META_PIXEL_TRANSFER 0x40
89 #define META_RASTERIZATION 0x80
90 #define META_SCISSOR 0x100
91 #define META_SHADER 0x200
92 #define META_STENCIL_TEST 0x400
93 #define META_TRANSFORM 0x800 /**< modelview/projection matrix state */
94 #define META_TEXTURE 0x1000
95 #define META_VERTEX 0x2000
96 #define META_VIEWPORT 0x4000
97 #define META_CLAMP_FRAGMENT_COLOR 0x8000
98 #define META_CLAMP_VERTEX_COLOR 0x10000
99 #define META_CONDITIONAL_RENDER 0x20000
100 #define META_CLIP 0x40000
105 * State which we may save/restore across meta ops.
106 * XXX this may be incomplete...
110 GLbitfield SavedState; /**< bitmask of META_* flags */
112 /** META_ALPHA_TEST */
113 GLboolean AlphaEnabled;
118 GLbitfield BlendEnabled;
119 GLboolean ColorLogicOpEnabled;
121 /** META_COLOR_MASK */
122 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
124 /** META_DEPTH_TEST */
125 struct gl_depthbuffer_attrib Depth;
130 /** META_PIXEL_STORE */
131 struct gl_pixelstore_attrib Pack, Unpack;
133 /** META_PIXEL_TRANSFER */
134 GLfloat RedBias, RedScale;
135 GLfloat GreenBias, GreenScale;
136 GLfloat BlueBias, BlueScale;
137 GLfloat AlphaBias, AlphaScale;
138 GLfloat DepthBias, DepthScale;
139 GLboolean MapColorFlag;
141 /** META_RASTERIZATION */
142 GLenum FrontPolygonMode, BackPolygonMode;
143 GLboolean PolygonOffset;
144 GLboolean PolygonSmooth;
145 GLboolean PolygonStipple;
146 GLboolean PolygonCull;
149 struct gl_scissor_attrib Scissor;
152 GLboolean VertexProgramEnabled;
153 struct gl_vertex_program *VertexProgram;
154 GLboolean FragmentProgramEnabled;
155 struct gl_fragment_program *FragmentProgram;
156 struct gl_shader_program *VertexShader;
157 struct gl_shader_program *GeometryShader;
158 struct gl_shader_program *FragmentShader;
159 struct gl_shader_program *ActiveShader;
161 /** META_STENCIL_TEST */
162 struct gl_stencil_attrib Stencil;
164 /** META_TRANSFORM */
166 GLfloat ModelviewMatrix[16];
167 GLfloat ProjectionMatrix[16];
168 GLfloat TextureMatrix[16];
171 GLbitfield ClipPlanesEnabled;
175 GLuint ClientActiveUnit;
176 /** for unit[0] only */
177 struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS];
178 /** mask of TEXTURE_2D_BIT, etc */
179 GLbitfield TexEnabled[MAX_TEXTURE_UNITS];
180 GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS];
181 GLuint EnvMode; /* unit[0] only */
184 struct gl_array_object *ArrayObj;
185 struct gl_buffer_object *ArrayBufferObj;
188 GLint ViewportX, ViewportY, ViewportW, ViewportH;
189 GLclampd DepthNear, DepthFar;
191 /** META_CLAMP_FRAGMENT_COLOR */
192 GLenum ClampFragmentColor;
194 /** META_CLAMP_VERTEX_COLOR */
195 GLenum ClampVertexColor;
197 /** META_CONDITIONAL_RENDER */
198 struct gl_query_object *CondRenderQuery;
199 GLenum CondRenderMode;
201 /** Miscellaneous (always disabled) */
207 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
208 * This is currently shared by all the meta ops. But we could create a
209 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
214 GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
215 GLsizei MinSize; /**< Min texture size to allocate */
216 GLsizei MaxSize; /**< Max possible texture size */
217 GLboolean NPOT; /**< Non-power of two size OK? */
218 GLsizei Width, Height; /**< Current texture size */
220 GLfloat Sright, Ttop; /**< right, top texcoords */
225 * State for glBlitFramebufer()
236 * State for glClear()
248 * State for glCopyPixels()
258 * State for glDrawPixels()
264 GLuint StencilFP; /**< Fragment program for drawing stencil images */
265 GLuint DepthFP; /**< Fragment program for drawing depth images */
270 * State for glBitmap()
276 struct temp_texture Tex; /**< separate texture from other meta ops */
281 * State for _mesa_meta_generate_mipmap()
283 struct gen_mipmap_state
290 #define MAX_META_OPS_DEPTH 2
292 * All per-context meta state.
296 /** Stack of state saved during meta-ops */
297 struct save_state Save[MAX_META_OPS_DEPTH];
298 /** Save stack depth */
299 GLuint SaveStackDepth;
301 struct temp_texture TempTex;
303 struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */
304 struct clear_state Clear; /**< For _mesa_meta_Clear() */
305 struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */
306 struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */
307 struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */
308 struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */
313 * Initialize meta-ops for a context.
314 * To be called once during context creation.
317 _mesa_meta_init(struct gl_context *ctx)
321 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
326 * Free context meta-op state.
327 * To be called once during context destruction.
330 _mesa_meta_free(struct gl_context *ctx)
332 /* Note: Any textures, VBOs, etc, that we allocate should get
333 * freed by the normal context destruction code. But this would be
334 * the place to free other meta data someday.
342 * Enter meta state. This is like a light-weight version of glPushAttrib
343 * but it also resets most GL state back to default values.
345 * \param state bitmask of META_* flags indicating which attribute groups
346 * to save and reset to their defaults
349 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
351 struct save_state *save;
353 /* hope MAX_META_OPS_DEPTH is large enough */
354 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
356 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
357 memset(save, 0, sizeof(*save));
358 save->SavedState = state;
360 if (state & META_ALPHA_TEST) {
361 save->AlphaEnabled = ctx->Color.AlphaEnabled;
362 save->AlphaFunc = ctx->Color.AlphaFunc;
363 save->AlphaRef = ctx->Color.AlphaRef;
364 if (ctx->Color.AlphaEnabled)
365 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
368 if (state & META_BLEND) {
369 save->BlendEnabled = ctx->Color.BlendEnabled;
370 if (ctx->Color.BlendEnabled) {
371 if (ctx->Extensions.EXT_draw_buffers2) {
373 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
374 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
378 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
381 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
382 if (ctx->Color.ColorLogicOpEnabled)
383 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
386 if (state & META_COLOR_MASK) {
387 memcpy(save->ColorMask, ctx->Color.ColorMask,
388 sizeof(ctx->Color.ColorMask));
389 if (!ctx->Color.ColorMask[0][0] ||
390 !ctx->Color.ColorMask[0][1] ||
391 !ctx->Color.ColorMask[0][2] ||
392 !ctx->Color.ColorMask[0][3])
393 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
396 if (state & META_DEPTH_TEST) {
397 save->Depth = ctx->Depth; /* struct copy */
399 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
402 if (state & META_FOG) {
403 save->Fog = ctx->Fog.Enabled;
404 if (ctx->Fog.Enabled)
405 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
408 if (state & META_PIXEL_STORE) {
409 save->Pack = ctx->Pack;
410 save->Unpack = ctx->Unpack;
411 ctx->Pack = ctx->DefaultPacking;
412 ctx->Unpack = ctx->DefaultPacking;
415 if (state & META_PIXEL_TRANSFER) {
416 save->RedScale = ctx->Pixel.RedScale;
417 save->RedBias = ctx->Pixel.RedBias;
418 save->GreenScale = ctx->Pixel.GreenScale;
419 save->GreenBias = ctx->Pixel.GreenBias;
420 save->BlueScale = ctx->Pixel.BlueScale;
421 save->BlueBias = ctx->Pixel.BlueBias;
422 save->AlphaScale = ctx->Pixel.AlphaScale;
423 save->AlphaBias = ctx->Pixel.AlphaBias;
424 save->MapColorFlag = ctx->Pixel.MapColorFlag;
425 ctx->Pixel.RedScale = 1.0F;
426 ctx->Pixel.RedBias = 0.0F;
427 ctx->Pixel.GreenScale = 1.0F;
428 ctx->Pixel.GreenBias = 0.0F;
429 ctx->Pixel.BlueScale = 1.0F;
430 ctx->Pixel.BlueBias = 0.0F;
431 ctx->Pixel.AlphaScale = 1.0F;
432 ctx->Pixel.AlphaBias = 0.0F;
433 ctx->Pixel.MapColorFlag = GL_FALSE;
435 ctx->NewState |=_NEW_PIXEL;
438 if (state & META_RASTERIZATION) {
439 save->FrontPolygonMode = ctx->Polygon.FrontMode;
440 save->BackPolygonMode = ctx->Polygon.BackMode;
441 save->PolygonOffset = ctx->Polygon.OffsetFill;
442 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
443 save->PolygonStipple = ctx->Polygon.StippleFlag;
444 save->PolygonCull = ctx->Polygon.CullFlag;
445 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
446 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
447 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
448 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
449 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
452 if (state & META_SCISSOR) {
453 save->Scissor = ctx->Scissor; /* struct copy */
454 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
457 if (state & META_SHADER) {
458 if (ctx->Extensions.ARB_vertex_program) {
459 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
460 _mesa_reference_vertprog(ctx, &save->VertexProgram,
461 ctx->VertexProgram.Current);
462 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
465 if (ctx->Extensions.ARB_fragment_program) {
466 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
467 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
468 ctx->FragmentProgram.Current);
469 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
472 if (ctx->Extensions.ARB_shader_objects) {
473 _mesa_reference_shader_program(ctx, &save->VertexShader,
474 ctx->Shader.CurrentVertexProgram);
475 _mesa_reference_shader_program(ctx, &save->GeometryShader,
476 ctx->Shader.CurrentGeometryProgram);
477 _mesa_reference_shader_program(ctx, &save->FragmentShader,
478 ctx->Shader.CurrentFragmentProgram);
479 _mesa_reference_shader_program(ctx, &save->ActiveShader,
480 ctx->Shader.CurrentFragmentProgram);
482 _mesa_UseProgramObjectARB(0);
486 if (state & META_STENCIL_TEST) {
487 save->Stencil = ctx->Stencil; /* struct copy */
488 if (ctx->Stencil.Enabled)
489 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
490 /* NOTE: other stencil state not reset */
493 if (state & META_TEXTURE) {
496 save->ActiveUnit = ctx->Texture.CurrentUnit;
497 save->ClientActiveUnit = ctx->Array.ActiveTexture;
498 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
500 /* Disable all texture units */
501 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
502 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
503 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
504 if (ctx->Texture.Unit[u].Enabled ||
505 ctx->Texture.Unit[u].TexGenEnabled) {
506 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
507 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
508 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
509 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
510 if (ctx->Extensions.ARB_texture_cube_map)
511 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
512 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
513 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
514 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
515 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
516 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
520 /* save current texture objects for unit[0] only */
521 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
522 _mesa_reference_texobj(&save->CurrentTexture[tgt],
523 ctx->Texture.Unit[0].CurrentTex[tgt]);
526 /* set defaults for unit[0] */
527 _mesa_ActiveTextureARB(GL_TEXTURE0);
528 _mesa_ClientActiveTextureARB(GL_TEXTURE0);
529 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
532 if (state & META_TRANSFORM) {
533 GLuint activeTexture = ctx->Texture.CurrentUnit;
534 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
535 16 * sizeof(GLfloat));
536 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
537 16 * sizeof(GLfloat));
538 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
539 16 * sizeof(GLfloat));
540 save->MatrixMode = ctx->Transform.MatrixMode;
541 /* set 1:1 vertex:pixel coordinate transform */
542 _mesa_ActiveTextureARB(GL_TEXTURE0);
543 _mesa_MatrixMode(GL_TEXTURE);
544 _mesa_LoadIdentity();
545 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
546 _mesa_MatrixMode(GL_MODELVIEW);
547 _mesa_LoadIdentity();
548 _mesa_MatrixMode(GL_PROJECTION);
549 _mesa_LoadIdentity();
550 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
551 0.0, ctx->DrawBuffer->Height,
555 if (state & META_CLIP) {
556 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
557 if (ctx->Transform.ClipPlanesEnabled) {
559 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
560 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
565 if (state & META_VERTEX) {
566 /* save vertex array object state */
567 _mesa_reference_array_object(ctx, &save->ArrayObj,
568 ctx->Array.ArrayObj);
569 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
570 ctx->Array.ArrayBufferObj);
571 /* set some default state? */
574 if (state & META_VIEWPORT) {
575 /* save viewport state */
576 save->ViewportX = ctx->Viewport.X;
577 save->ViewportY = ctx->Viewport.Y;
578 save->ViewportW = ctx->Viewport.Width;
579 save->ViewportH = ctx->Viewport.Height;
580 /* set viewport to match window size */
581 if (ctx->Viewport.X != 0 ||
582 ctx->Viewport.Y != 0 ||
583 ctx->Viewport.Width != ctx->DrawBuffer->Width ||
584 ctx->Viewport.Height != ctx->DrawBuffer->Height) {
585 _mesa_set_viewport(ctx, 0, 0,
586 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
588 /* save depth range state */
589 save->DepthNear = ctx->Viewport.Near;
590 save->DepthFar = ctx->Viewport.Far;
591 /* set depth range to default */
592 _mesa_DepthRange(0.0, 1.0);
595 if (state & META_CLAMP_FRAGMENT_COLOR) {
596 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
598 /* Generally in here we want to do clamping according to whether
599 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
600 * regardless of the internal implementation of the metaops.
602 if (ctx->Color.ClampFragmentColor != GL_TRUE)
603 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
606 if (state & META_CLAMP_VERTEX_COLOR) {
607 save->ClampVertexColor = ctx->Light.ClampVertexColor;
609 /* Generally in here we never want vertex color clamping --
610 * result clamping is only dependent on fragment clamping.
612 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
615 if (state & META_CONDITIONAL_RENDER) {
616 save->CondRenderQuery = ctx->Query.CondRenderQuery;
617 save->CondRenderMode = ctx->Query.CondRenderMode;
619 if (ctx->Query.CondRenderQuery)
620 _mesa_EndConditionalRender();
625 save->Lighting = ctx->Light.Enabled;
626 if (ctx->Light.Enabled)
627 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
633 * Leave meta state. This is like a light-weight version of glPopAttrib().
636 _mesa_meta_end(struct gl_context *ctx)
638 struct save_state *save = &ctx->Meta->Save[--ctx->Meta->SaveStackDepth];
639 const GLbitfield state = save->SavedState;
641 if (state & META_ALPHA_TEST) {
642 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
643 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
644 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
647 if (state & META_BLEND) {
648 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
649 if (ctx->Extensions.EXT_draw_buffers2) {
651 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
652 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
656 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
659 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
660 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
663 if (state & META_COLOR_MASK) {
665 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
666 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
668 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
669 save->ColorMask[i][2], save->ColorMask[i][3]);
672 _mesa_ColorMaskIndexed(i,
673 save->ColorMask[i][0],
674 save->ColorMask[i][1],
675 save->ColorMask[i][2],
676 save->ColorMask[i][3]);
682 if (state & META_DEPTH_TEST) {
683 if (ctx->Depth.Test != save->Depth.Test)
684 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
685 _mesa_DepthFunc(save->Depth.Func);
686 _mesa_DepthMask(save->Depth.Mask);
689 if (state & META_FOG) {
690 _mesa_set_enable(ctx, GL_FOG, save->Fog);
693 if (state & META_PIXEL_STORE) {
694 ctx->Pack = save->Pack;
695 ctx->Unpack = save->Unpack;
698 if (state & META_PIXEL_TRANSFER) {
699 ctx->Pixel.RedScale = save->RedScale;
700 ctx->Pixel.RedBias = save->RedBias;
701 ctx->Pixel.GreenScale = save->GreenScale;
702 ctx->Pixel.GreenBias = save->GreenBias;
703 ctx->Pixel.BlueScale = save->BlueScale;
704 ctx->Pixel.BlueBias = save->BlueBias;
705 ctx->Pixel.AlphaScale = save->AlphaScale;
706 ctx->Pixel.AlphaBias = save->AlphaBias;
707 ctx->Pixel.MapColorFlag = save->MapColorFlag;
709 ctx->NewState |=_NEW_PIXEL;
712 if (state & META_RASTERIZATION) {
713 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
714 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
715 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
716 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
717 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
718 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
721 if (state & META_SCISSOR) {
722 _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled);
723 _mesa_Scissor(save->Scissor.X, save->Scissor.Y,
724 save->Scissor.Width, save->Scissor.Height);
727 if (state & META_SHADER) {
728 if (ctx->Extensions.ARB_vertex_program) {
729 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
730 save->VertexProgramEnabled);
731 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
732 save->VertexProgram);
733 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
736 if (ctx->Extensions.ARB_fragment_program) {
737 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
738 save->FragmentProgramEnabled);
739 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
740 save->FragmentProgram);
741 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
744 if (ctx->Extensions.ARB_vertex_shader)
745 _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader);
747 if (ctx->Extensions.ARB_geometry_shader4)
748 _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB,
749 save->GeometryShader);
751 if (ctx->Extensions.ARB_fragment_shader)
752 _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER,
753 save->FragmentShader);
755 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
759 if (state & META_STENCIL_TEST) {
760 const struct gl_stencil_attrib *stencil = &save->Stencil;
762 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
763 _mesa_ClearStencil(stencil->Clear);
764 if (ctx->Extensions.EXT_stencil_two_side) {
765 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
766 stencil->TestTwoSide);
767 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
768 ? GL_BACK : GL_FRONT);
771 _mesa_StencilFuncSeparate(GL_FRONT,
772 stencil->Function[0],
774 stencil->ValueMask[0]);
775 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
776 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
777 stencil->ZFailFunc[0],
778 stencil->ZPassFunc[0]);
780 _mesa_StencilFuncSeparate(GL_BACK,
781 stencil->Function[1],
783 stencil->ValueMask[1]);
784 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
785 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
786 stencil->ZFailFunc[1],
787 stencil->ZPassFunc[1]);
790 if (state & META_TEXTURE) {
793 ASSERT(ctx->Texture.CurrentUnit == 0);
795 /* restore texenv for unit[0] */
796 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
798 /* restore texture objects for unit[0] only */
799 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
800 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
801 save->CurrentTexture[tgt]);
802 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
805 /* Re-enable textures, texgen */
806 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
807 if (save->TexEnabled[u]) {
808 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
810 if (save->TexEnabled[u] & TEXTURE_1D_BIT)
811 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_TRUE);
812 if (save->TexEnabled[u] & TEXTURE_2D_BIT)
813 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_TRUE);
814 if (save->TexEnabled[u] & TEXTURE_3D_BIT)
815 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_TRUE);
816 if (save->TexEnabled[u] & TEXTURE_CUBE_BIT)
817 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_TRUE);
818 if (save->TexEnabled[u] & TEXTURE_RECT_BIT)
819 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_TRUE);
822 if (save->TexGenEnabled[u]) {
823 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
825 if (save->TexGenEnabled[u] & S_BIT)
826 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_TRUE);
827 if (save->TexGenEnabled[u] & T_BIT)
828 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_TRUE);
829 if (save->TexGenEnabled[u] & R_BIT)
830 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_TRUE);
831 if (save->TexGenEnabled[u] & Q_BIT)
832 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
836 /* restore current unit state */
837 _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit);
838 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit);
841 if (state & META_TRANSFORM) {
842 GLuint activeTexture = ctx->Texture.CurrentUnit;
843 _mesa_ActiveTextureARB(GL_TEXTURE0);
844 _mesa_MatrixMode(GL_TEXTURE);
845 _mesa_LoadMatrixf(save->TextureMatrix);
846 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
848 _mesa_MatrixMode(GL_MODELVIEW);
849 _mesa_LoadMatrixf(save->ModelviewMatrix);
851 _mesa_MatrixMode(GL_PROJECTION);
852 _mesa_LoadMatrixf(save->ProjectionMatrix);
854 _mesa_MatrixMode(save->MatrixMode);
857 if (state & META_CLIP) {
858 if (save->ClipPlanesEnabled) {
860 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
861 if (save->ClipPlanesEnabled & (1 << i)) {
862 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
868 if (state & META_VERTEX) {
869 /* restore vertex buffer object */
870 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
871 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
873 /* restore vertex array object */
874 _mesa_BindVertexArray(save->ArrayObj->Name);
875 _mesa_reference_array_object(ctx, &save->ArrayObj, NULL);
878 if (state & META_VIEWPORT) {
879 if (save->ViewportX != ctx->Viewport.X ||
880 save->ViewportY != ctx->Viewport.Y ||
881 save->ViewportW != ctx->Viewport.Width ||
882 save->ViewportH != ctx->Viewport.Height) {
883 _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY,
884 save->ViewportW, save->ViewportH);
886 _mesa_DepthRange(save->DepthNear, save->DepthFar);
889 if (state & META_CLAMP_FRAGMENT_COLOR) {
890 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
893 if (state & META_CLAMP_VERTEX_COLOR) {
894 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
897 if (state & META_CONDITIONAL_RENDER) {
898 if (save->CondRenderQuery)
899 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
900 save->CondRenderMode);
904 if (save->Lighting) {
905 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
911 * Convert Z from a normalized value in the range [0, 1] to an object-space
912 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
913 * default/identity ortho projection results in the original Z value.
914 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
915 * value comes from the clear value or raster position.
917 static INLINE GLfloat
918 invert_z(GLfloat normZ)
920 GLfloat objZ = 1.0 - 2.0 * normZ;
926 * One-time init for a temp_texture object.
927 * Choose tex target, compute max tex size, etc.
930 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
932 /* prefer texture rectangle */
933 if (ctx->Extensions.NV_texture_rectangle) {
934 tex->Target = GL_TEXTURE_RECTANGLE;
935 tex->MaxSize = ctx->Const.MaxTextureRectSize;
939 /* use 2D texture, NPOT if possible */
940 tex->Target = GL_TEXTURE_2D;
941 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
942 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
944 tex->MinSize = 16; /* 16 x 16 at least */
945 assert(tex->MaxSize > 0);
947 _mesa_GenTextures(1, &tex->TexObj);
952 * Return pointer to temp_texture info for non-bitmap ops.
953 * This does some one-time init if needed.
955 static struct temp_texture *
956 get_temp_texture(struct gl_context *ctx)
958 struct temp_texture *tex = &ctx->Meta->TempTex;
961 init_temp_texture(ctx, tex);
969 * Return pointer to temp_texture info for _mesa_meta_bitmap().
970 * We use a separate texture for bitmaps to reduce texture
971 * allocation/deallocation.
973 static struct temp_texture *
974 get_bitmap_temp_texture(struct gl_context *ctx)
976 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
979 init_temp_texture(ctx, tex);
987 * Compute the width/height of texture needed to draw an image of the
988 * given size. Return a flag indicating whether the current texture
989 * can be re-used (glTexSubImage2D) or if a new texture needs to be
990 * allocated (glTexImage2D).
991 * Also, compute s/t texcoords for drawing.
993 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
996 alloc_texture(struct temp_texture *tex,
997 GLsizei width, GLsizei height, GLenum intFormat)
999 GLboolean newTex = GL_FALSE;
1001 ASSERT(width <= tex->MaxSize);
1002 ASSERT(height <= tex->MaxSize);
1004 if (width > tex->Width ||
1005 height > tex->Height ||
1006 intFormat != tex->IntFormat) {
1007 /* alloc new texture (larger or different format) */
1010 /* use non-power of two size */
1011 tex->Width = MAX2(tex->MinSize, width);
1012 tex->Height = MAX2(tex->MinSize, height);
1015 /* find power of two size */
1017 w = h = tex->MinSize;
1026 tex->IntFormat = intFormat;
1031 /* compute texcoords */
1032 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1033 tex->Sright = (GLfloat) width;
1034 tex->Ttop = (GLfloat) height;
1037 tex->Sright = (GLfloat) width / tex->Width;
1038 tex->Ttop = (GLfloat) height / tex->Height;
1046 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1049 setup_copypix_texture(struct temp_texture *tex,
1051 GLint srcX, GLint srcY,
1052 GLsizei width, GLsizei height, GLenum intFormat,
1055 _mesa_BindTexture(tex->Target, tex->TexObj);
1056 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1057 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1058 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1060 /* copy framebuffer image to texture */
1062 /* create new tex image */
1063 if (tex->Width == width && tex->Height == height) {
1064 /* create new tex with framebuffer data */
1065 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1066 srcX, srcY, width, height, 0);
1069 /* create empty texture */
1070 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1071 tex->Width, tex->Height, 0,
1072 intFormat, GL_UNSIGNED_BYTE, NULL);
1074 _mesa_CopyTexSubImage2D(tex->Target, 0,
1075 0, 0, srcX, srcY, width, height);
1079 /* replace existing tex image */
1080 _mesa_CopyTexSubImage2D(tex->Target, 0,
1081 0, 0, srcX, srcY, width, height);
1087 * Setup/load texture for glDrawPixels.
1090 setup_drawpix_texture(struct gl_context *ctx,
1091 struct temp_texture *tex,
1093 GLenum texIntFormat,
1094 GLsizei width, GLsizei height,
1095 GLenum format, GLenum type,
1096 const GLvoid *pixels)
1098 _mesa_BindTexture(tex->Target, tex->TexObj);
1099 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1100 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1101 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1103 /* copy pixel data to texture */
1105 /* create new tex image */
1106 if (tex->Width == width && tex->Height == height) {
1107 /* create new tex and load image data */
1108 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1109 tex->Width, tex->Height, 0, format, type, pixels);
1112 struct gl_buffer_object *save_unpack_obj = NULL;
1114 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1115 ctx->Unpack.BufferObj);
1116 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1117 /* create empty texture */
1118 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1119 tex->Width, tex->Height, 0, format, type, NULL);
1120 if (save_unpack_obj != NULL)
1121 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB,
1122 save_unpack_obj->Name);
1124 _mesa_TexSubImage2D(tex->Target, 0,
1125 0, 0, width, height, format, type, pixels);
1129 /* replace existing tex image */
1130 _mesa_TexSubImage2D(tex->Target, 0,
1131 0, 0, width, height, format, type, pixels);
1138 * One-time init for drawing depth pixels.
1141 init_blit_depth_pixels(struct gl_context *ctx)
1143 static const char *program =
1145 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1148 struct blit_state *blit = &ctx->Meta->Blit;
1149 struct temp_texture *tex = get_temp_texture(ctx);
1150 const char *texTarget;
1152 assert(blit->DepthFP == 0);
1154 /* replace %s with "RECT" or "2D" */
1155 assert(strlen(program) + 4 < sizeof(program2));
1156 if (tex->Target == GL_TEXTURE_RECTANGLE)
1160 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1162 _mesa_GenPrograms(1, &blit->DepthFP);
1163 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1164 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1165 strlen(program2), (const GLubyte *) program2);
1170 * Try to do a glBlitFramebuffer using no-copy texturing.
1171 * We can do this when the src renderbuffer is actually a texture.
1172 * But if the src buffer == dst buffer we cannot do this.
1174 * \return new buffer mask indicating the buffers left to blit using the
1178 blitframebuffer_texture(struct gl_context *ctx,
1179 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1180 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1181 GLbitfield mask, GLenum filter)
1183 if (mask & GL_COLOR_BUFFER_BIT) {
1184 const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
1185 const struct gl_framebuffer *readFb = ctx->ReadBuffer;
1186 const struct gl_renderbuffer_attachment *drawAtt =
1187 &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
1188 const struct gl_renderbuffer_attachment *readAtt =
1189 &readFb->Attachment[readFb->_ColorReadBufferIndex];
1191 if (readAtt && readAtt->Texture) {
1192 const struct gl_texture_object *texObj = readAtt->Texture;
1193 const GLuint srcLevel = readAtt->TextureLevel;
1194 const GLenum minFilterSave = texObj->Sampler.MinFilter;
1195 const GLenum magFilterSave = texObj->Sampler.MagFilter;
1196 const GLint baseLevelSave = texObj->BaseLevel;
1197 const GLint maxLevelSave = texObj->MaxLevel;
1198 const GLenum wrapSSave = texObj->Sampler.WrapS;
1199 const GLenum wrapTSave = texObj->Sampler.WrapT;
1200 const GLenum srgbSave = texObj->Sampler.sRGBDecode;
1201 const GLenum fbo_srgb_save = ctx->Color.sRGBEnabled;
1202 const GLenum target = texObj->Target;
1204 if (drawAtt->Texture == readAtt->Texture) {
1205 /* Can't use same texture as both the source and dest. We need
1206 * to handle overlapping blits and besides, some hw may not
1212 if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
1213 /* Can't handle other texture types at this time */
1218 printf("Blit from texture!\n");
1219 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1220 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1223 /* Prepare src texture state */
1224 _mesa_BindTexture(target, texObj->Name);
1225 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
1226 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
1227 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1228 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
1229 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
1231 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1232 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1234 /* Always do our blits with no sRGB decode or encode.*/
1235 if (ctx->Extensions.EXT_texture_sRGB_decode) {
1236 _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
1237 GL_SKIP_DECODE_EXT);
1239 _mesa_Disable(GL_FRAMEBUFFER_SRGB_EXT);
1241 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1242 _mesa_set_enable(ctx, target, GL_TRUE);
1244 /* Prepare vertex data (the VBO was previously created and bound) */
1249 struct vertex verts[4];
1250 GLfloat s0, t0, s1, t1;
1252 if (target == GL_TEXTURE_2D) {
1253 const struct gl_texture_image *texImage
1254 = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
1255 s0 = srcX0 / (float) texImage->Width;
1256 s1 = srcX1 / (float) texImage->Width;
1257 t0 = srcY0 / (float) texImage->Height;
1258 t1 = srcY1 / (float) texImage->Height;
1261 assert(target == GL_TEXTURE_RECTANGLE_ARB);
1268 verts[0].x = (GLfloat) dstX0;
1269 verts[0].y = (GLfloat) dstY0;
1270 verts[1].x = (GLfloat) dstX1;
1271 verts[1].y = (GLfloat) dstY0;
1272 verts[2].x = (GLfloat) dstX1;
1273 verts[2].y = (GLfloat) dstY1;
1274 verts[3].x = (GLfloat) dstX0;
1275 verts[3].y = (GLfloat) dstY1;
1286 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1289 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1291 /* Restore texture object state, the texture binding will
1292 * be restored by _mesa_meta_end().
1294 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
1295 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
1296 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1297 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
1298 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
1300 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
1301 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
1302 if (ctx->Extensions.EXT_texture_sRGB_decode) {
1303 _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, srgbSave);
1305 if (ctx->Extensions.EXT_texture_sRGB_decode && fbo_srgb_save) {
1306 _mesa_Enable(GL_FRAMEBUFFER_SRGB_EXT);
1309 /* Done with color buffer */
1310 mask &= ~GL_COLOR_BUFFER_BIT;
1319 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1320 * of texture mapping and polygon rendering.
1323 _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
1324 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1325 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1326 GLbitfield mask, GLenum filter)
1328 struct blit_state *blit = &ctx->Meta->Blit;
1329 struct temp_texture *tex = get_temp_texture(ctx);
1330 const GLsizei maxTexSize = tex->MaxSize;
1331 const GLint srcX = MIN2(srcX0, srcX1);
1332 const GLint srcY = MIN2(srcY0, srcY1);
1333 const GLint srcW = abs(srcX1 - srcX0);
1334 const GLint srcH = abs(srcY1 - srcY0);
1335 const GLboolean srcFlipX = srcX1 < srcX0;
1336 const GLboolean srcFlipY = srcY1 < srcY0;
1340 struct vertex verts[4];
1343 if (srcW > maxTexSize || srcH > maxTexSize) {
1344 /* XXX avoid this fallback */
1345 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1346 dstX0, dstY0, dstX1, dstY1, mask, filter);
1362 /* only scissor effects blit so save/clear all other relevant state */
1363 _mesa_meta_begin(ctx, ~META_SCISSOR);
1365 if (blit->ArrayObj == 0) {
1366 /* one-time setup */
1368 /* create vertex array object */
1369 _mesa_GenVertexArrays(1, &blit->ArrayObj);
1370 _mesa_BindVertexArray(blit->ArrayObj);
1372 /* create vertex array buffer */
1373 _mesa_GenBuffersARB(1, &blit->VBO);
1374 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1375 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1376 NULL, GL_DYNAMIC_DRAW_ARB);
1378 /* setup vertex arrays */
1379 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1380 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1381 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1382 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1385 _mesa_BindVertexArray(blit->ArrayObj);
1386 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1389 /* Try faster, direct texture approach first */
1390 mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
1391 dstX0, dstY0, dstX1, dstY1, mask, filter);
1393 _mesa_meta_end(ctx);
1397 /* Continue with "normal" approach which involves copying the src rect
1398 * into a temporary texture and is "blitted" by drawing a textured quad.
1401 newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
1403 /* vertex positions/texcoords (after texture allocation!) */
1405 verts[0].x = (GLfloat) dstX0;
1406 verts[0].y = (GLfloat) dstY0;
1407 verts[1].x = (GLfloat) dstX1;
1408 verts[1].y = (GLfloat) dstY0;
1409 verts[2].x = (GLfloat) dstX1;
1410 verts[2].y = (GLfloat) dstY1;
1411 verts[3].x = (GLfloat) dstX0;
1412 verts[3].y = (GLfloat) dstY1;
1416 verts[1].s = tex->Sright;
1418 verts[2].s = tex->Sright;
1419 verts[2].t = tex->Ttop;
1421 verts[3].t = tex->Ttop;
1423 /* upload new vertex data */
1424 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1427 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1429 if (mask & GL_COLOR_BUFFER_BIT) {
1430 setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
1432 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1433 mask &= ~GL_COLOR_BUFFER_BIT;
1436 if (mask & GL_DEPTH_BUFFER_BIT) {
1437 GLuint *tmp = (GLuint *) malloc(srcW * srcH * sizeof(GLuint));
1440 init_blit_depth_pixels(ctx);
1442 /* maybe change tex format here */
1443 newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
1445 _mesa_ReadPixels(srcX, srcY, srcW, srcH,
1446 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1448 setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
1449 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1451 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1452 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
1453 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1454 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1455 _mesa_DepthFunc(GL_ALWAYS);
1456 _mesa_DepthMask(GL_TRUE);
1458 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1459 mask &= ~GL_DEPTH_BUFFER_BIT;
1465 if (mask & GL_STENCIL_BUFFER_BIT) {
1466 /* XXX can't easily do stencil */
1469 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1471 _mesa_meta_end(ctx);
1474 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1475 dstX0, dstY0, dstX1, dstY1, mask, filter);
1481 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1484 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1486 struct clear_state *clear = &ctx->Meta->Clear;
1488 GLfloat x, y, z, r, g, b, a;
1490 struct vertex verts[4];
1491 /* save all state but scissor, pixel pack/unpack */
1492 GLbitfield metaSave = (META_ALL -
1495 META_CONDITIONAL_RENDER);
1496 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1498 if (buffers & BUFFER_BITS_COLOR) {
1499 /* if clearing color buffers, don't save/restore colormask */
1500 metaSave -= META_COLOR_MASK;
1503 _mesa_meta_begin(ctx, metaSave);
1505 if (clear->ArrayObj == 0) {
1506 /* one-time setup */
1508 /* create vertex array object */
1509 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1510 _mesa_BindVertexArray(clear->ArrayObj);
1512 /* create vertex array buffer */
1513 _mesa_GenBuffersARB(1, &clear->VBO);
1514 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1516 /* setup vertex arrays */
1517 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1518 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
1519 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1520 _mesa_EnableClientState(GL_COLOR_ARRAY);
1523 _mesa_BindVertexArray(clear->ArrayObj);
1524 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1527 /* GL_COLOR_BUFFER_BIT */
1528 if (buffers & BUFFER_BITS_COLOR) {
1529 /* leave colormask, glDrawBuffer state as-is */
1531 /* Clears never have the color clamped. */
1532 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1535 ASSERT(metaSave & META_COLOR_MASK);
1536 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1539 /* GL_DEPTH_BUFFER_BIT */
1540 if (buffers & BUFFER_BIT_DEPTH) {
1541 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1542 _mesa_DepthFunc(GL_ALWAYS);
1543 _mesa_DepthMask(GL_TRUE);
1546 assert(!ctx->Depth.Test);
1549 /* GL_STENCIL_BUFFER_BIT */
1550 if (buffers & BUFFER_BIT_STENCIL) {
1551 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1552 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1553 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1554 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1555 ctx->Stencil.Clear & stencilMax,
1556 ctx->Stencil.WriteMask[0]);
1559 assert(!ctx->Stencil.Enabled);
1562 /* vertex positions/colors */
1564 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
1565 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
1566 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
1567 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
1568 const GLfloat z = invert_z(ctx->Depth.Clear);
1585 for (i = 0; i < 4; i++) {
1586 verts[i].r = ctx->Color.ClearColorUnclamped[0];
1587 verts[i].g = ctx->Color.ClearColorUnclamped[1];
1588 verts[i].b = ctx->Color.ClearColorUnclamped[2];
1589 verts[i].a = ctx->Color.ClearColorUnclamped[3];
1592 /* upload new vertex data */
1593 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1594 GL_DYNAMIC_DRAW_ARB);
1598 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1600 _mesa_meta_end(ctx);
1604 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1606 const char *vs_source =
1607 "attribute vec4 position;\n"
1610 " gl_Position = position;\n"
1612 const char *fs_source =
1613 "uniform vec4 color;\n"
1616 " gl_FragColor = color;\n"
1620 if (clear->ArrayObj != 0)
1623 /* create vertex array object */
1624 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1625 _mesa_BindVertexArray(clear->ArrayObj);
1627 /* create vertex array buffer */
1628 _mesa_GenBuffersARB(1, &clear->VBO);
1629 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1631 /* setup vertex arrays */
1632 _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
1633 _mesa_EnableVertexAttribArrayARB(0);
1635 vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
1636 _mesa_ShaderSourceARB(vs, 1, &vs_source, NULL);
1637 _mesa_CompileShaderARB(vs);
1639 fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
1640 _mesa_ShaderSourceARB(fs, 1, &fs_source, NULL);
1641 _mesa_CompileShaderARB(fs);
1643 clear->ShaderProg = _mesa_CreateProgramObjectARB();
1644 _mesa_AttachShader(clear->ShaderProg, fs);
1645 _mesa_AttachShader(clear->ShaderProg, vs);
1646 _mesa_BindAttribLocationARB(clear->ShaderProg, 0, "position");
1647 _mesa_LinkProgramARB(clear->ShaderProg);
1649 clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg,
1654 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1657 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1659 struct clear_state *clear = &ctx->Meta->Clear;
1660 GLbitfield metaSave;
1661 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1662 struct gl_framebuffer *fb = ctx->DrawBuffer;
1663 const float x0 = ((float)fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1664 const float y0 = ((float)fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1665 const float x1 = ((float)fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1666 const float y1 = ((float)fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1667 const float z = -invert_z(ctx->Depth.Clear);
1672 metaSave = (META_ALPHA_TEST |
1675 META_RASTERIZATION |
1681 META_CLAMP_FRAGMENT_COLOR);
1683 if (!(buffers & BUFFER_BITS_COLOR)) {
1684 /* We'll use colormask to disable color writes. Otherwise,
1685 * respect color mask
1687 metaSave |= META_COLOR_MASK;
1690 _mesa_meta_begin(ctx, metaSave);
1692 meta_glsl_clear_init(ctx, clear);
1694 _mesa_UseProgramObjectARB(clear->ShaderProg);
1695 _mesa_Uniform4fvARB(clear->ColorLocation, 1,
1696 ctx->Color.ClearColorUnclamped);
1698 _mesa_BindVertexArray(clear->ArrayObj);
1699 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1701 /* GL_COLOR_BUFFER_BIT */
1702 if (buffers & BUFFER_BITS_COLOR) {
1703 /* leave colormask, glDrawBuffer state as-is */
1705 /* Clears never have the color clamped. */
1706 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1709 ASSERT(metaSave & META_COLOR_MASK);
1710 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1713 /* GL_DEPTH_BUFFER_BIT */
1714 if (buffers & BUFFER_BIT_DEPTH) {
1715 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1716 _mesa_DepthFunc(GL_ALWAYS);
1717 _mesa_DepthMask(GL_TRUE);
1720 assert(!ctx->Depth.Test);
1723 /* GL_STENCIL_BUFFER_BIT */
1724 if (buffers & BUFFER_BIT_STENCIL) {
1725 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1726 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1727 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1728 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1729 ctx->Stencil.Clear & stencilMax,
1730 ctx->Stencil.WriteMask[0]);
1733 assert(!ctx->Stencil.Enabled);
1736 /* vertex positions */
1750 /* upload new vertex data */
1751 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1752 GL_DYNAMIC_DRAW_ARB);
1755 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1757 _mesa_meta_end(ctx);
1761 * Meta implementation of ctx->Driver.CopyPixels() in terms
1762 * of texture mapping and polygon rendering and GLSL shaders.
1765 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1766 GLsizei width, GLsizei height,
1767 GLint dstX, GLint dstY, GLenum type)
1769 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1770 struct temp_texture *tex = get_temp_texture(ctx);
1772 GLfloat x, y, z, s, t;
1774 struct vertex verts[4];
1776 GLenum intFormat = GL_RGBA;
1778 if (type != GL_COLOR ||
1779 ctx->_ImageTransferState ||
1781 width > tex->MaxSize ||
1782 height > tex->MaxSize) {
1783 /* XXX avoid this fallback */
1784 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1788 /* Most GL state applies to glCopyPixels, but a there's a few things
1789 * we need to override:
1791 _mesa_meta_begin(ctx, (META_RASTERIZATION |
1799 if (copypix->ArrayObj == 0) {
1800 /* one-time setup */
1802 /* create vertex array object */
1803 _mesa_GenVertexArrays(1, ©pix->ArrayObj);
1804 _mesa_BindVertexArray(copypix->ArrayObj);
1806 /* create vertex array buffer */
1807 _mesa_GenBuffersARB(1, ©pix->VBO);
1808 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
1809 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1810 NULL, GL_DYNAMIC_DRAW_ARB);
1812 /* setup vertex arrays */
1813 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1814 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1815 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1816 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1819 _mesa_BindVertexArray(copypix->ArrayObj);
1820 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
1823 newTex = alloc_texture(tex, width, height, intFormat);
1825 /* vertex positions, texcoords (after texture allocation!) */
1827 const GLfloat dstX0 = (GLfloat) dstX;
1828 const GLfloat dstY0 = (GLfloat) dstY;
1829 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1830 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1831 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1841 verts[1].s = tex->Sright;
1846 verts[2].s = tex->Sright;
1847 verts[2].t = tex->Ttop;
1852 verts[3].t = tex->Ttop;
1854 /* upload new vertex data */
1855 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1858 /* Alloc/setup texture */
1859 setup_copypix_texture(tex, newTex, srcX, srcY, width, height,
1860 GL_RGBA, GL_NEAREST);
1862 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1864 /* draw textured quad */
1865 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1867 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1869 _mesa_meta_end(ctx);
1875 * When the glDrawPixels() image size is greater than the max rectangle
1876 * texture size we use this function to break the glDrawPixels() image
1877 * into tiles which fit into the max texture size.
1880 tiled_draw_pixels(struct gl_context *ctx,
1882 GLint x, GLint y, GLsizei width, GLsizei height,
1883 GLenum format, GLenum type,
1884 const struct gl_pixelstore_attrib *unpack,
1885 const GLvoid *pixels)
1887 struct gl_pixelstore_attrib tileUnpack = *unpack;
1890 if (tileUnpack.RowLength == 0)
1891 tileUnpack.RowLength = width;
1893 for (i = 0; i < width; i += tileSize) {
1894 const GLint tileWidth = MIN2(tileSize, width - i);
1895 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1897 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1899 for (j = 0; j < height; j += tileSize) {
1900 const GLint tileHeight = MIN2(tileSize, height - j);
1901 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1903 tileUnpack.SkipRows = unpack->SkipRows + j;
1905 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1906 format, type, &tileUnpack, pixels);
1913 * One-time init for drawing stencil pixels.
1916 init_draw_stencil_pixels(struct gl_context *ctx)
1918 /* This program is run eight times, once for each stencil bit.
1919 * The stencil values to draw are found in an 8-bit alpha texture.
1920 * We read the texture/stencil value and test if bit 'b' is set.
1921 * If the bit is not set, use KIL to kill the fragment.
1922 * Finally, we use the stencil test to update the stencil buffer.
1924 * The basic algorithm for checking if a bit is set is:
1925 * if (is_odd(value / (1 << bit)))
1926 * result is one (or non-zero).
1929 * The program parameter contains three values:
1930 * parm.x = 255 / (1 << bit)
1934 static const char *program =
1936 "PARAM parm = program.local[0]; \n"
1938 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
1939 "# t = t * 255 / bit \n"
1940 "MUL t.x, t.a, parm.x; \n"
1943 "SUB t.x, t.x, t.y; \n"
1945 "MUL t.x, t.x, parm.y; \n"
1946 "# t = fract(t.x) \n"
1947 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
1948 "# t.x = (t.x == 0 ? 1 : 0) \n"
1949 "SGE t.x, -t.x, parm.z; \n"
1951 "# for debug only \n"
1952 "#MOV result.color, t.x; \n"
1954 char program2[1000];
1955 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
1956 struct temp_texture *tex = get_temp_texture(ctx);
1957 const char *texTarget;
1959 assert(drawpix->StencilFP == 0);
1961 /* replace %s with "RECT" or "2D" */
1962 assert(strlen(program) + 4 < sizeof(program2));
1963 if (tex->Target == GL_TEXTURE_RECTANGLE)
1967 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1969 _mesa_GenPrograms(1, &drawpix->StencilFP);
1970 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
1971 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1972 strlen(program2), (const GLubyte *) program2);
1977 * One-time init for drawing depth pixels.
1980 init_draw_depth_pixels(struct gl_context *ctx)
1982 static const char *program =
1984 "PARAM color = program.local[0]; \n"
1985 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1986 "MOV result.color, color; \n"
1989 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
1990 struct temp_texture *tex = get_temp_texture(ctx);
1991 const char *texTarget;
1993 assert(drawpix->DepthFP == 0);
1995 /* replace %s with "RECT" or "2D" */
1996 assert(strlen(program) + 4 < sizeof(program2));
1997 if (tex->Target == GL_TEXTURE_RECTANGLE)
2001 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2003 _mesa_GenPrograms(1, &drawpix->DepthFP);
2004 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2005 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2006 strlen(program2), (const GLubyte *) program2);
2011 * Meta implementation of ctx->Driver.DrawPixels() in terms
2012 * of texture mapping and polygon rendering.
2015 _mesa_meta_DrawPixels(struct gl_context *ctx,
2016 GLint x, GLint y, GLsizei width, GLsizei height,
2017 GLenum format, GLenum type,
2018 const struct gl_pixelstore_attrib *unpack,
2019 const GLvoid *pixels)
2021 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2022 struct temp_texture *tex = get_temp_texture(ctx);
2023 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2024 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2026 GLfloat x, y, z, s, t;
2028 struct vertex verts[4];
2029 GLenum texIntFormat;
2030 GLboolean fallback, newTex;
2031 GLbitfield metaExtraSave = 0x0;
2035 * Determine if we can do the glDrawPixels with texture mapping.
2037 fallback = GL_FALSE;
2038 if (ctx->_ImageTransferState ||
2043 if (_mesa_is_color_format(format)) {
2044 /* use more compact format when possible */
2045 /* XXX disable special case for GL_LUMINANCE for now to work around
2046 * apparent i965 driver bug (see bug #23670).
2048 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2049 texIntFormat = format;
2051 texIntFormat = GL_RGBA;
2053 /* If we're not supposed to clamp the resulting color, then just
2054 * promote our texture to fully float. We could do better by
2055 * just going for the matching set of channels, in floating
2058 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2059 ctx->Extensions.ARB_texture_float)
2060 texIntFormat = GL_RGBA32F;
2062 else if (_mesa_is_stencil_format(format)) {
2063 if (ctx->Extensions.ARB_fragment_program &&
2064 ctx->Pixel.IndexShift == 0 &&
2065 ctx->Pixel.IndexOffset == 0 &&
2066 type == GL_UNSIGNED_BYTE) {
2067 /* We'll store stencil as alpha. This only works for GLubyte
2068 * image data because of how incoming values are mapped to alpha
2071 texIntFormat = GL_ALPHA;
2072 metaExtraSave = (META_COLOR_MASK |
2081 else if (_mesa_is_depth_format(format)) {
2082 if (ctx->Extensions.ARB_depth_texture &&
2083 ctx->Extensions.ARB_fragment_program) {
2084 texIntFormat = GL_DEPTH_COMPONENT;
2085 metaExtraSave = (META_SHADER);
2096 _swrast_DrawPixels(ctx, x, y, width, height,
2097 format, type, unpack, pixels);
2102 * Check image size against max texture size, draw as tiles if needed.
2104 if (width > tex->MaxSize || height > tex->MaxSize) {
2105 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2106 format, type, unpack, pixels);
2110 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2111 * but a there's a few things we need to override:
2113 _mesa_meta_begin(ctx, (META_RASTERIZATION |
2120 META_CLAMP_FRAGMENT_COLOR |
2123 newTex = alloc_texture(tex, width, height, texIntFormat);
2125 /* vertex positions, texcoords (after texture allocation!) */
2127 const GLfloat x0 = (GLfloat) x;
2128 const GLfloat y0 = (GLfloat) y;
2129 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2130 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2131 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2141 verts[1].s = tex->Sright;
2146 verts[2].s = tex->Sright;
2147 verts[2].t = tex->Ttop;
2152 verts[3].t = tex->Ttop;
2155 if (drawpix->ArrayObj == 0) {
2156 /* one-time setup: create vertex array object */
2157 _mesa_GenVertexArrays(1, &drawpix->ArrayObj);
2159 _mesa_BindVertexArray(drawpix->ArrayObj);
2161 /* create vertex array buffer */
2162 _mesa_GenBuffersARB(1, &vbo);
2163 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
2164 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2165 verts, GL_DYNAMIC_DRAW_ARB);
2167 /* setup vertex arrays */
2168 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2169 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2170 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2171 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2173 /* set given unpack params */
2174 ctx->Unpack = *unpack;
2176 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2178 if (_mesa_is_stencil_format(format)) {
2179 /* Drawing stencil */
2182 if (!drawpix->StencilFP)
2183 init_draw_stencil_pixels(ctx);
2185 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2186 GL_ALPHA, type, pixels);
2188 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2190 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2192 /* set all stencil bits to 0 */
2193 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2194 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2195 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2197 /* set stencil bits to 1 where needed */
2198 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2200 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2201 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2203 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2204 const GLuint mask = 1 << bit;
2205 if (mask & origStencilMask) {
2206 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2207 _mesa_StencilMask(mask);
2209 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2210 255.0 / mask, 0.5, 0.0, 0.0);
2212 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2216 else if (_mesa_is_depth_format(format)) {
2218 if (!drawpix->DepthFP)
2219 init_draw_depth_pixels(ctx);
2221 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2222 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2224 /* polygon color = current raster color */
2225 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2226 ctx->Current.RasterColor);
2228 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2229 format, type, pixels);
2231 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2235 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2236 format, type, pixels);
2237 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2240 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2242 _mesa_DeleteBuffersARB(1, &vbo);
2244 /* restore unpack params */
2245 ctx->Unpack = unpackSave;
2247 _mesa_meta_end(ctx);
2251 alpha_test_raster_color(struct gl_context *ctx)
2253 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2254 GLfloat ref = ctx->Color.AlphaRef;
2256 switch (ctx->Color.AlphaFunc) {
2262 return alpha == ref;
2264 return alpha <= ref;
2268 return alpha != ref;
2270 return alpha >= ref;
2280 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2281 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2282 * tracker would improve performance a lot.
2285 _mesa_meta_Bitmap(struct gl_context *ctx,
2286 GLint x, GLint y, GLsizei width, GLsizei height,
2287 const struct gl_pixelstore_attrib *unpack,
2288 const GLubyte *bitmap1)
2290 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2291 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2292 const GLenum texIntFormat = GL_ALPHA;
2293 const struct gl_pixelstore_attrib unpackSave = *unpack;
2296 GLfloat x, y, z, s, t, r, g, b, a;
2298 struct vertex verts[4];
2303 * Check if swrast fallback is needed.
2305 if (ctx->_ImageTransferState ||
2306 ctx->FragmentProgram._Enabled ||
2308 ctx->Texture._EnabledUnits ||
2309 width > tex->MaxSize ||
2310 height > tex->MaxSize) {
2311 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2315 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2318 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2319 * but a there's a few things we need to override:
2321 _mesa_meta_begin(ctx, (META_ALPHA_TEST |
2323 META_RASTERIZATION |
2331 if (bitmap->ArrayObj == 0) {
2332 /* one-time setup */
2334 /* create vertex array object */
2335 _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj);
2336 _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj);
2338 /* create vertex array buffer */
2339 _mesa_GenBuffersARB(1, &bitmap->VBO);
2340 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2341 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2342 NULL, GL_DYNAMIC_DRAW_ARB);
2344 /* setup vertex arrays */
2345 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2346 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2347 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
2348 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2349 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2350 _mesa_EnableClientState(GL_COLOR_ARRAY);
2353 _mesa_BindVertexArray(bitmap->ArrayObj);
2354 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2357 newTex = alloc_texture(tex, width, height, texIntFormat);
2359 /* vertex positions, texcoords, colors (after texture allocation!) */
2361 const GLfloat x0 = (GLfloat) x;
2362 const GLfloat y0 = (GLfloat) y;
2363 const GLfloat x1 = (GLfloat) (x + width);
2364 const GLfloat y1 = (GLfloat) (y + height);
2365 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2376 verts[1].s = tex->Sright;
2381 verts[2].s = tex->Sright;
2382 verts[2].t = tex->Ttop;
2387 verts[3].t = tex->Ttop;
2389 for (i = 0; i < 4; i++) {
2390 verts[i].r = ctx->Current.RasterColor[0];
2391 verts[i].g = ctx->Current.RasterColor[1];
2392 verts[i].b = ctx->Current.RasterColor[2];
2393 verts[i].a = ctx->Current.RasterColor[3];
2396 /* upload new vertex data */
2397 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2400 /* choose different foreground/background alpha values */
2401 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2402 bg = (fg > 127 ? 0 : 255);
2404 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2406 _mesa_meta_end(ctx);
2410 bitmap8 = (GLubyte *) malloc(width * height);
2412 memset(bitmap8, bg, width * height);
2413 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2414 bitmap8, width, fg);
2416 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2418 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2419 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2421 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2422 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2424 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2426 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2431 _mesa_unmap_pbo_source(ctx, &unpackSave);
2433 _mesa_meta_end(ctx);
2438 * Check if the call to _mesa_meta_GenerateMipmap() will require a
2439 * software fallback. The fallback path will require that the texture
2440 * images are mapped.
2441 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
2444 _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
2445 struct gl_texture_object *texObj)
2447 const GLuint fboSave = ctx->DrawBuffer->Name;
2448 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
2449 struct gl_texture_image *baseImage;
2453 /* check for fallbacks */
2454 if (!ctx->Extensions.EXT_framebuffer_object ||
2455 target == GL_TEXTURE_3D) {
2459 srcLevel = texObj->BaseLevel;
2460 baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
2461 if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) {
2466 * Test that we can actually render in the texture's format.
2469 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
2470 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
2472 if (target == GL_TEXTURE_1D) {
2473 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
2474 GL_COLOR_ATTACHMENT0_EXT,
2475 target, texObj->Name, srcLevel);
2478 /* other work is needed to enable 3D mipmap generation */
2479 else if (target == GL_TEXTURE_3D) {
2481 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
2482 GL_COLOR_ATTACHMENT0_EXT,
2483 target, texObj->Name, srcLevel, zoffset);
2488 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
2489 GL_COLOR_ATTACHMENT0_EXT,
2490 target, texObj->Name, srcLevel);
2493 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2495 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
2497 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2506 * Called via ctx->Driver.GenerateMipmap()
2507 * Note: texture borders and 3D texture support not yet complete.
2510 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
2511 struct gl_texture_object *texObj)
2513 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
2515 GLfloat x, y, s, t, r;
2517 struct vertex verts[4];
2518 const GLuint baseLevel = texObj->BaseLevel;
2519 const GLuint maxLevel = texObj->MaxLevel;
2520 const GLenum minFilterSave = texObj->Sampler.MinFilter;
2521 const GLenum magFilterSave = texObj->Sampler.MagFilter;
2522 const GLint maxLevelSave = texObj->MaxLevel;
2523 const GLboolean genMipmapSave = texObj->GenerateMipmap;
2524 const GLenum wrapSSave = texObj->Sampler.WrapS;
2525 const GLenum wrapTSave = texObj->Sampler.WrapT;
2526 const GLenum wrapRSave = texObj->Sampler.WrapR;
2527 const GLuint fboSave = ctx->DrawBuffer->Name;
2528 const GLuint original_active_unit = ctx->Texture.CurrentUnit;
2533 if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
2534 _mesa_generate_mipmap(ctx, target, texObj);
2538 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
2539 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
2540 faceTarget = target;
2541 target = GL_TEXTURE_CUBE_MAP;
2544 faceTarget = target;
2547 _mesa_meta_begin(ctx, META_ALL);
2549 if (original_active_unit != 0)
2550 _mesa_BindTexture(target, texObj->Name);
2552 if (mipmap->ArrayObj == 0) {
2553 /* one-time setup */
2555 /* create vertex array object */
2556 _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
2557 _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
2559 /* create vertex array buffer */
2560 _mesa_GenBuffersARB(1, &mipmap->VBO);
2561 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
2562 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2563 NULL, GL_DYNAMIC_DRAW_ARB);
2565 /* setup vertex arrays */
2566 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2567 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2568 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2569 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2572 _mesa_BindVertexArray(mipmap->ArrayObj);
2573 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
2577 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
2579 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
2581 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2582 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2583 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
2584 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2585 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2586 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2588 _mesa_set_enable(ctx, target, GL_TRUE);
2590 /* setup texcoords once (XXX what about border?) */
2591 switch (faceTarget) {
2613 static const GLfloat st[4][2] = {
2614 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2618 /* loop over quad verts */
2619 for (i = 0; i < 4; i++) {
2620 /* Compute sc = +/-scale and tc = +/-scale.
2621 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2622 * though that can still sometimes happen with this scale factor...
2624 const GLfloat scale = 0.9999f;
2625 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2626 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2628 switch (faceTarget) {
2629 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2634 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2639 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2644 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2649 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2654 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2666 _mesa_set_enable(ctx, target, GL_TRUE);
2668 /* setup vertex positions */
2679 /* upload new vertex data */
2680 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2683 /* setup projection matrix */
2684 _mesa_MatrixMode(GL_PROJECTION);
2685 _mesa_LoadIdentity();
2686 _mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
2688 /* texture is already locked, unlock now */
2689 _mesa_unlock_texture(ctx, texObj);
2691 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
2692 const struct gl_texture_image *srcImage;
2693 const GLuint srcLevel = dstLevel - 1;
2694 GLsizei srcWidth, srcHeight, srcDepth;
2695 GLsizei dstWidth, dstHeight, dstDepth;
2698 srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
2699 assert(srcImage->Border == 0); /* XXX we can fix this */
2701 /* src size w/out border */
2702 srcWidth = srcImage->Width - 2 * border;
2703 srcHeight = srcImage->Height - 2 * border;
2704 srcDepth = srcImage->Depth - 2 * border;
2706 /* new dst size w/ border */
2707 dstWidth = MAX2(1, srcWidth / 2) + 2 * border;
2708 dstHeight = MAX2(1, srcHeight / 2) + 2 * border;
2709 dstDepth = MAX2(1, srcDepth / 2) + 2 * border;
2711 if (dstWidth == srcImage->Width &&
2712 dstHeight == srcImage->Height &&
2713 dstDepth == srcImage->Depth) {
2718 /* Set MaxLevel large enough to hold the new level when we allocate it */
2719 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
2721 /* Create empty dest image */
2722 if (target == GL_TEXTURE_1D) {
2723 _mesa_TexImage1D(target, dstLevel, srcImage->InternalFormat,
2725 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2727 else if (target == GL_TEXTURE_3D) {
2728 _mesa_TexImage3D(target, dstLevel, srcImage->InternalFormat,
2729 dstWidth, dstHeight, dstDepth, border,
2730 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2734 _mesa_TexImage2D(faceTarget, dstLevel, srcImage->InternalFormat,
2735 dstWidth, dstHeight, border,
2736 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2738 if (target == GL_TEXTURE_CUBE_MAP) {
2739 /* If texturing from a cube, we need to make sure all src faces
2740 * have been defined (even if we're not sampling from them.)
2741 * Otherwise the texture object will be 'incomplete' and
2742 * texturing from it will not be allowed.
2745 for (face = 0; face < 6; face++) {
2746 if (!texObj->Image[face][srcLevel] ||
2747 texObj->Image[face][srcLevel]->Width != srcWidth) {
2748 _mesa_TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
2749 srcLevel, srcImage->InternalFormat,
2750 srcWidth, srcHeight, border,
2751 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2757 /* limit minification to src level */
2758 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
2760 /* Set to draw into the current dstLevel */
2761 if (target == GL_TEXTURE_1D) {
2762 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
2763 GL_COLOR_ATTACHMENT0_EXT,
2768 else if (target == GL_TEXTURE_3D) {
2769 GLint zoffset = 0; /* XXX unfinished */
2770 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
2771 GL_COLOR_ATTACHMENT0_EXT,
2778 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
2779 GL_COLOR_ATTACHMENT0_EXT,
2785 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
2788 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2789 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2794 assert(dstWidth == ctx->DrawBuffer->Width);
2795 assert(dstHeight == ctx->DrawBuffer->Height);
2797 /* setup viewport */
2798 _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight);
2800 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2803 _mesa_lock_texture(ctx, texObj); /* relock */
2805 _mesa_meta_end(ctx);
2807 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
2808 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
2809 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
2810 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
2811 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
2812 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
2813 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, wrapRSave);
2815 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
2820 * Determine the GL data type to use for the temporary image read with
2821 * ReadPixels() and passed to Tex[Sub]Image().
2824 get_temp_image_type(struct gl_context *ctx, GLenum baseFormat)
2826 switch (baseFormat) {
2831 case GL_LUMINANCE_ALPHA:
2833 if (ctx->DrawBuffer->Visual.redBits <= 8)
2834 return GL_UNSIGNED_BYTE;
2835 else if (ctx->DrawBuffer->Visual.redBits <= 8)
2836 return GL_UNSIGNED_SHORT;
2839 case GL_DEPTH_COMPONENT:
2840 return GL_UNSIGNED_INT;
2841 case GL_DEPTH_STENCIL:
2842 return GL_UNSIGNED_INT_24_8;
2844 _mesa_problem(ctx, "Unexpected format in get_temp_image_type()");
2851 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2852 * Have to be careful with locking and meta state for pixel transfer.
2855 copy_tex_sub_image(struct gl_context *ctx,
2856 GLuint dims, GLenum target, GLint level,
2857 GLint xoffset, GLint yoffset, GLint zoffset,
2859 GLsizei width, GLsizei height)
2861 struct gl_texture_object *texObj;
2862 struct gl_texture_image *texImage;
2863 GLenum format, type;
2867 texObj = _mesa_get_current_tex_object(ctx, target);
2868 texImage = _mesa_select_tex_image(ctx, texObj, target, level);
2870 /* Choose format/type for temporary image buffer */
2871 format = _mesa_get_format_base_format(texImage->TexFormat);
2872 if (format == GL_LUMINANCE ||
2873 format == GL_LUMINANCE_ALPHA ||
2874 format == GL_INTENSITY) {
2875 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2876 * temp image buffer because glReadPixels will do L=R+G+B which is
2877 * not what we want (should be L=R).
2882 type = get_temp_image_type(ctx, format);
2883 bpp = _mesa_bytes_per_pixel(format, type);
2885 _mesa_problem(ctx, "Bad bpp in meta copy_tex_sub_image()");
2890 * Alloc image buffer (XXX could use a PBO)
2892 buf = malloc(width * height * bpp);
2894 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2898 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
2901 * Read image from framebuffer (disable pixel transfer ops)
2903 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2904 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2905 format, type, &ctx->Pack, buf);
2906 _mesa_meta_end(ctx);
2908 _mesa_update_state(ctx); /* to update pixel transfer state */
2911 * Store texture data (with pixel transfer ops)
2913 _mesa_meta_begin(ctx, META_PIXEL_STORE);
2914 if (target == GL_TEXTURE_1D) {
2915 ctx->Driver.TexSubImage1D(ctx, target, level, xoffset,
2916 width, format, type, buf,
2917 &ctx->Unpack, texObj, texImage);
2919 else if (target == GL_TEXTURE_3D) {
2920 ctx->Driver.TexSubImage3D(ctx, target, level, xoffset, yoffset, zoffset,
2921 width, height, 1, format, type, buf,
2922 &ctx->Unpack, texObj, texImage);
2925 ctx->Driver.TexSubImage2D(ctx, target, level, xoffset, yoffset,
2926 width, height, format, type, buf,
2927 &ctx->Unpack, texObj, texImage);
2929 _mesa_meta_end(ctx);
2931 _mesa_lock_texture(ctx, texObj); /* re-lock */
2938 _mesa_meta_CopyTexSubImage1D(struct gl_context *ctx, GLenum target, GLint level,
2940 GLint x, GLint y, GLsizei width)
2942 copy_tex_sub_image(ctx, 1, target, level, xoffset, 0, 0,
2948 _mesa_meta_CopyTexSubImage2D(struct gl_context *ctx, GLenum target, GLint level,
2949 GLint xoffset, GLint yoffset,
2951 GLsizei width, GLsizei height)
2953 copy_tex_sub_image(ctx, 2, target, level, xoffset, yoffset, 0,
2954 x, y, width, height);
2959 _mesa_meta_CopyTexSubImage3D(struct gl_context *ctx, GLenum target, GLint level,
2960 GLint xoffset, GLint yoffset, GLint zoffset,
2962 GLsizei width, GLsizei height)
2964 copy_tex_sub_image(ctx, 3, target, level, xoffset, yoffset, zoffset,
2965 x, y, width, height);
2970 _mesa_meta_CopyColorTable(struct gl_context *ctx,
2971 GLenum target, GLenum internalformat,
2972 GLint x, GLint y, GLsizei width)
2976 buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat));
2978 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyColorTable");
2983 * Read image from framebuffer (disable pixel transfer ops)
2985 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2986 ctx->Driver.ReadPixels(ctx, x, y, width, 1,
2987 GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
2989 _mesa_ColorTable(target, internalformat, width, GL_RGBA, GL_FLOAT, buf);
2991 _mesa_meta_end(ctx);
2998 _mesa_meta_CopyColorSubTable(struct gl_context *ctx,GLenum target, GLsizei start,
2999 GLint x, GLint y, GLsizei width)
3003 buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat));
3005 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyColorSubTable");
3010 * Read image from framebuffer (disable pixel transfer ops)
3012 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
3013 ctx->Driver.ReadPixels(ctx, x, y, width, 1,
3014 GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
3016 _mesa_ColorSubTable(target, start, width, GL_RGBA, GL_FLOAT, buf);
3018 _mesa_meta_end(ctx);