1 /* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25 /** 26 * Meta operations. Some GL operations can be expressed in terms of 27 * other GL operations. For example, glBlitFramebuffer() can be done 28 * with texture mapping and glClear() can be done with polygon rendering. 29 * 30 * \author Brian Paul 31 */ 32 33 34 #include "main/glheader.h" 35 #include "main/mtypes.h" 36 #include "main/imports.h" 37 #include "main/arbprogram.h" 38 #include "main/arrayobj.h" 39 #include "main/blend.h" 40 #include "main/blit.h" 41 #include "main/bufferobj.h" 42 #include "main/buffers.h" 43 #include "main/clear.h" 44 #include "main/condrender.h" 45 #include "main/depth.h" 46 #include "main/enable.h" 47 #include "main/fbobject.h" 48 #include "main/feedback.h" 49 #include "main/formats.h" 50 #include "main/format_unpack.h" 51 #include "main/framebuffer.h" 52 #include "main/glformats.h" 53 #include "main/image.h" 54 #include "main/macros.h" 55 #include "main/matrix.h" 56 #include "main/mipmap.h" 57 #include "main/multisample.h" 58 #include "main/objectlabel.h" 59 #include "main/pipelineobj.h" 60 #include "main/pixel.h" 61 #include "main/pbo.h" 62 #include "main/polygon.h" 63 #include "main/queryobj.h" 64 #include "main/readpix.h" 65 #include "main/renderbuffer.h" 66 #include "main/scissor.h" 67 #include "main/shaderapi.h" 68 #include "main/shaderobj.h" 69 #include "main/state.h" 70 #include "main/stencil.h" 71 #include "main/texobj.h" 72 #include "main/texenv.h" 73 #include "main/texgetimage.h" 74 #include "main/teximage.h" 75 #include "main/texparam.h" 76 #include "main/texstate.h" 77 #include "main/texstore.h" 78 #include "main/transformfeedback.h" 79 #include "main/uniforms.h" 80 #include "main/varray.h" 81 #include "main/viewport.h" 82 #include "main/samplerobj.h" 83 #include "program/program.h" 84 #include "swrast/swrast.h" 85 #include "drivers/common/meta.h" 86 #include "main/enums.h" 87 #include "main/glformats.h" 88 #include "util/bitscan.h" 89 #include "util/ralloc.h" 90 91 /** Return offset in bytes of the field within a vertex struct */ 92 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD)) 93 94 static void 95 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl); 96 97 static struct blit_shader * 98 choose_blit_shader(GLenum target, struct blit_shader_table *table); 99 100 static void cleanup_temp_texture(struct temp_texture *tex); 101 static void meta_glsl_clear_cleanup(struct gl_context *ctx, 102 struct clear_state *clear); 103 static void meta_decompress_cleanup(struct gl_context *ctx, 104 struct decompress_state *decompress); 105 static void meta_drawpix_cleanup(struct gl_context *ctx, 106 struct drawpix_state *drawpix); 107 108 void 109 _mesa_meta_framebuffer_texture_image(struct gl_context *ctx, 110 struct gl_framebuffer *fb, 111 GLenum attachment, 112 struct gl_texture_image *texImage, 113 GLuint layer) 114 { 115 struct gl_texture_object *texObj = texImage->TexObject; 116 int level = texImage->Level; 117 const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP 118 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face 119 : texObj->Target; 120 121 _mesa_framebuffer_texture(ctx, fb, attachment, texObj, texTarget, 122 level, layer, false, __func__); 123 } 124 125 static struct gl_shader * 126 meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage, 127 const GLcharARB *source) 128 { 129 const GLuint name = ~0; 130 struct gl_shader *sh; 131 132 sh = _mesa_new_shader(name, stage); 133 sh->Source = strdup(source); 134 sh->CompileStatus = false; 135 _mesa_compile_shader(ctx, sh); 136 137 if (!sh->CompileStatus) { 138 if (sh->InfoLog) { 139 _mesa_problem(ctx, 140 "meta program compile failed:\n%s\nsource:\n%s\n", 141 sh->InfoLog, source); 142 } 143 144 _mesa_reference_shader(ctx, &sh, NULL); 145 } 146 147 return sh; 148 } 149 150 void 151 _mesa_meta_link_program_with_debug(struct gl_context *ctx, 152 struct gl_shader_program *sh_prog) 153 { 154 _mesa_link_program(ctx, sh_prog); 155 156 if (!sh_prog->data->LinkStatus) { 157 _mesa_problem(ctx, "meta program link failed:\n%s", 158 sh_prog->data->InfoLog); 159 } 160 } 161 162 void 163 _mesa_meta_use_program(struct gl_context *ctx, 164 struct gl_shader_program *sh_prog) 165 { 166 /* Attach shader state to the binding point */ 167 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader); 168 169 /* Update the program */ 170 _mesa_use_program(ctx, sh_prog); 171 } 172 173 void 174 _mesa_meta_compile_and_link_program(struct gl_context *ctx, 175 const char *vs_source, 176 const char *fs_source, 177 const char *name, 178 struct gl_shader_program **out_sh_prog) 179 { 180 struct gl_shader_program *sh_prog; 181 const GLuint id = ~0; 182 183 sh_prog = _mesa_new_shader_program(id); 184 sh_prog->Label = strdup(name); 185 sh_prog->NumShaders = 2; 186 sh_prog->Shaders = malloc(2 * sizeof(struct gl_shader *)); 187 sh_prog->Shaders[0] = 188 meta_compile_shader_with_debug(ctx, MESA_SHADER_VERTEX, vs_source); 189 sh_prog->Shaders[1] = 190 meta_compile_shader_with_debug(ctx, MESA_SHADER_FRAGMENT, fs_source); 191 192 _mesa_meta_link_program_with_debug(ctx, sh_prog); 193 194 _mesa_meta_use_program(ctx, sh_prog); 195 196 *out_sh_prog = sh_prog; 197 } 198 199 /** 200 * Generate a generic shader to blit from a texture to a framebuffer 201 * 202 * \param ctx Current GL context 203 * \param texTarget Texture target that will be the source of the blit 204 * 205 * \returns a handle to a shader program on success or zero on failure. 206 */ 207 void 208 _mesa_meta_setup_blit_shader(struct gl_context *ctx, 209 GLenum target, 210 bool do_depth, 211 struct blit_shader_table *table) 212 { 213 char *vs_source, *fs_source; 214 struct blit_shader *shader = choose_blit_shader(target, table); 215 const char *fs_input, *vs_preprocess, *fs_preprocess; 216 void *mem_ctx; 217 218 if (ctx->Const.GLSLVersion < 130) { 219 vs_preprocess = ""; 220 fs_preprocess = "#extension GL_EXT_texture_array : enable"; 221 fs_input = "varying"; 222 } else { 223 vs_preprocess = "#version 130"; 224 fs_preprocess = "#version 130"; 225 fs_input = "in"; 226 shader->func = "texture"; 227 } 228 229 assert(shader != NULL); 230 231 if (shader->shader_prog != NULL) { 232 _mesa_meta_use_program(ctx, shader->shader_prog); 233 return; 234 } 235 236 mem_ctx = ralloc_context(NULL); 237 238 vs_source = ralloc_asprintf(mem_ctx, 239 "%s\n" 240 "#extension GL_ARB_explicit_attrib_location: enable\n" 241 "layout(location = 0) in vec2 position;\n" 242 "layout(location = 1) in vec4 textureCoords;\n" 243 "out vec4 texCoords;\n" 244 "void main()\n" 245 "{\n" 246 " texCoords = textureCoords;\n" 247 " gl_Position = vec4(position, 0.0, 1.0);\n" 248 "}\n", 249 vs_preprocess); 250 251 fs_source = ralloc_asprintf(mem_ctx, 252 "%s\n" 253 "#extension GL_ARB_texture_cube_map_array: enable\n" 254 "uniform %s texSampler;\n" 255 "%s vec4 texCoords;\n" 256 "void main()\n" 257 "{\n" 258 " gl_FragColor = %s(texSampler, %s);\n" 259 "%s" 260 "}\n", 261 fs_preprocess, shader->type, fs_input, 262 shader->func, shader->texcoords, 263 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : ""); 264 265 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, 266 ralloc_asprintf(mem_ctx, "%s blit", 267 shader->type), 268 &shader->shader_prog); 269 ralloc_free(mem_ctx); 270 } 271 272 /** 273 * Configure vertex buffer and vertex array objects for tests 274 * 275 * Regardless of whether a new VAO is created, the object referenced by \c VAO 276 * will be bound into the GL state vector when this function terminates. The 277 * object referenced by \c VBO will \b not be bound. 278 * 279 * \param VAO Storage for vertex array object handle. If 0, a new VAO 280 * will be created. 281 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO 282 * will be created. The new VBO will have storage for 4 283 * \c vertex structures. 284 * \param use_generic_attributes Should generic attributes 0 and 1 be used, 285 * or should traditional, fixed-function color and texture 286 * coordinate be used? 287 * \param vertex_size Number of components for attribute 0 / vertex. 288 * \param texcoord_size Number of components for attribute 1 / texture 289 * coordinate. If this is 0, attribute 1 will not be set or 290 * enabled. 291 * \param color_size Number of components for attribute 1 / primary color. 292 * If this is 0, attribute 1 will not be set or enabled. 293 * 294 * \note If \c use_generic_attributes is \c true, \c color_size must be zero. 295 * Use \c texcoord_size instead. 296 */ 297 void 298 _mesa_meta_setup_vertex_objects(struct gl_context *ctx, 299 GLuint *VAO, struct gl_buffer_object **buf_obj, 300 bool use_generic_attributes, 301 unsigned vertex_size, unsigned texcoord_size, 302 unsigned color_size) 303 { 304 if (*VAO == 0) { 305 struct gl_vertex_array_object *array_obj; 306 assert(*buf_obj == NULL); 307 308 /* create vertex array object */ 309 _mesa_GenVertexArrays(1, VAO); 310 _mesa_BindVertexArray(*VAO); 311 312 array_obj = _mesa_lookup_vao(ctx, *VAO); 313 assert(array_obj != NULL); 314 315 /* create vertex array buffer */ 316 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF); 317 if (*buf_obj == NULL) 318 return; 319 320 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL, 321 GL_DYNAMIC_DRAW, __func__); 322 323 /* setup vertex arrays */ 324 if (use_generic_attributes) { 325 assert(color_size == 0); 326 327 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0), 328 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE, 329 GL_FALSE, GL_FALSE, 330 offsetof(struct vertex, x), true); 331 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0), 332 *buf_obj, 0, sizeof(struct vertex)); 333 _mesa_enable_vertex_array_attrib(ctx, array_obj, 334 VERT_ATTRIB_GENERIC(0)); 335 if (texcoord_size > 0) { 336 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1), 337 texcoord_size, GL_FLOAT, GL_RGBA, 338 GL_FALSE, GL_FALSE, GL_FALSE, 339 offsetof(struct vertex, tex), false); 340 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1), 341 *buf_obj, 0, sizeof(struct vertex)); 342 _mesa_enable_vertex_array_attrib(ctx, array_obj, 343 VERT_ATTRIB_GENERIC(1)); 344 } 345 } else { 346 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS, 347 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE, 348 GL_FALSE, GL_FALSE, 349 offsetof(struct vertex, x), true); 350 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS, 351 *buf_obj, 0, sizeof(struct vertex)); 352 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS); 353 354 if (texcoord_size > 0) { 355 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0), 356 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE, 357 GL_FALSE, GL_FALSE, 358 offsetof(struct vertex, tex), false); 359 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0), 360 *buf_obj, 0, sizeof(struct vertex)); 361 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0)); 362 } 363 364 if (color_size > 0) { 365 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0, 366 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE, 367 GL_FALSE, GL_FALSE, 368 offsetof(struct vertex, r), false); 369 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0, 370 *buf_obj, 0, sizeof(struct vertex)); 371 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0); 372 } 373 } 374 } else { 375 _mesa_BindVertexArray(*VAO); 376 } 377 } 378 379 /** 380 * Initialize meta-ops for a context. 381 * To be called once during context creation. 382 */ 383 void 384 _mesa_meta_init(struct gl_context *ctx) 385 { 386 assert(!ctx->Meta); 387 388 ctx->Meta = CALLOC_STRUCT(gl_meta_state); 389 } 390 391 /** 392 * Free context meta-op state. 393 * To be called once during context destruction. 394 */ 395 void 396 _mesa_meta_free(struct gl_context *ctx) 397 { 398 GET_CURRENT_CONTEXT(old_context); 399 _mesa_make_current(ctx, NULL, NULL); 400 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit); 401 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear); 402 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap); 403 cleanup_temp_texture(&ctx->Meta->TempTex); 404 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress); 405 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix); 406 if (old_context) 407 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer); 408 else 409 _mesa_make_current(NULL, NULL, NULL); 410 free(ctx->Meta); 411 ctx->Meta = NULL; 412 } 413 414 415 /** 416 * Enter meta state. This is like a light-weight version of glPushAttrib 417 * but it also resets most GL state back to default values. 418 * 419 * \param state bitmask of MESA_META_* flags indicating which attribute groups 420 * to save and reset to their defaults 421 */ 422 void 423 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) 424 { 425 struct save_state *save; 426 427 /* hope MAX_META_OPS_DEPTH is large enough */ 428 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH); 429 430 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++]; 431 memset(save, 0, sizeof(*save)); 432 save->SavedState = state; 433 434 /* We always push into desktop GL mode and pop out at the end. No sense in 435 * writing our shaders varying based on the user's context choice, when 436 * Mesa can handle either. 437 */ 438 save->API = ctx->API; 439 ctx->API = API_OPENGL_COMPAT; 440 441 /* Mesa's extension helper functions use the current context's API to look up 442 * the version required by an extension as a step in determining whether or 443 * not it has been advertised. Since meta aims to only be restricted by the 444 * driver capability (and not by whether or not an extension has been 445 * advertised), set the helper functions' Version variable to a value that 446 * will make the checks on the context API and version unconditionally pass. 447 */ 448 save->ExtensionsVersion = ctx->Extensions.Version; 449 ctx->Extensions.Version = ~0; 450 451 /* Pausing transform feedback needs to be done early, or else we won't be 452 * able to change other state. 453 */ 454 save->TransformFeedbackNeedsResume = 455 _mesa_is_xfb_active_and_unpaused(ctx); 456 if (save->TransformFeedbackNeedsResume) 457 _mesa_PauseTransformFeedback(); 458 459 /* After saving the current occlusion object, call EndQuery so that no 460 * occlusion querying will be active during the meta-operation. 461 */ 462 if (state & MESA_META_OCCLUSION_QUERY) { 463 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject; 464 if (save->CurrentOcclusionObject) 465 _mesa_EndQuery(save->CurrentOcclusionObject->Target); 466 } 467 468 if (state & MESA_META_ALPHA_TEST) { 469 save->AlphaEnabled = ctx->Color.AlphaEnabled; 470 save->AlphaFunc = ctx->Color.AlphaFunc; 471 save->AlphaRef = ctx->Color.AlphaRef; 472 if (ctx->Color.AlphaEnabled) 473 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE); 474 } 475 476 if (state & MESA_META_BLEND) { 477 save->BlendEnabled = ctx->Color.BlendEnabled; 478 if (ctx->Color.BlendEnabled) { 479 if (ctx->Extensions.EXT_draw_buffers2) { 480 GLuint i; 481 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 482 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE); 483 } 484 } 485 else { 486 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE); 487 } 488 } 489 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled; 490 if (ctx->Color.ColorLogicOpEnabled) 491 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE); 492 } 493 494 if (state & MESA_META_DITHER) { 495 save->DitherFlag = ctx->Color.DitherFlag; 496 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE); 497 } 498 499 if (state & MESA_META_COLOR_MASK) { 500 memcpy(save->ColorMask, ctx->Color.ColorMask, 501 sizeof(ctx->Color.ColorMask)); 502 } 503 504 if (state & MESA_META_DEPTH_TEST) { 505 save->Depth = ctx->Depth; /* struct copy */ 506 if (ctx->Depth.Test) 507 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE); 508 } 509 510 if (state & MESA_META_FOG) { 511 save->Fog = ctx->Fog.Enabled; 512 if (ctx->Fog.Enabled) 513 _mesa_set_enable(ctx, GL_FOG, GL_FALSE); 514 } 515 516 if (state & MESA_META_PIXEL_STORE) { 517 save->Pack = ctx->Pack; 518 save->Unpack = ctx->Unpack; 519 ctx->Pack = ctx->DefaultPacking; 520 ctx->Unpack = ctx->DefaultPacking; 521 } 522 523 if (state & MESA_META_PIXEL_TRANSFER) { 524 save->RedScale = ctx->Pixel.RedScale; 525 save->RedBias = ctx->Pixel.RedBias; 526 save->GreenScale = ctx->Pixel.GreenScale; 527 save->GreenBias = ctx->Pixel.GreenBias; 528 save->BlueScale = ctx->Pixel.BlueScale; 529 save->BlueBias = ctx->Pixel.BlueBias; 530 save->AlphaScale = ctx->Pixel.AlphaScale; 531 save->AlphaBias = ctx->Pixel.AlphaBias; 532 save->MapColorFlag = ctx->Pixel.MapColorFlag; 533 ctx->Pixel.RedScale = 1.0F; 534 ctx->Pixel.RedBias = 0.0F; 535 ctx->Pixel.GreenScale = 1.0F; 536 ctx->Pixel.GreenBias = 0.0F; 537 ctx->Pixel.BlueScale = 1.0F; 538 ctx->Pixel.BlueBias = 0.0F; 539 ctx->Pixel.AlphaScale = 1.0F; 540 ctx->Pixel.AlphaBias = 0.0F; 541 ctx->Pixel.MapColorFlag = GL_FALSE; 542 /* XXX more state */ 543 ctx->NewState |=_NEW_PIXEL; 544 } 545 546 if (state & MESA_META_RASTERIZATION) { 547 save->FrontPolygonMode = ctx->Polygon.FrontMode; 548 save->BackPolygonMode = ctx->Polygon.BackMode; 549 save->PolygonOffset = ctx->Polygon.OffsetFill; 550 save->PolygonSmooth = ctx->Polygon.SmoothFlag; 551 save->PolygonStipple = ctx->Polygon.StippleFlag; 552 save->PolygonCull = ctx->Polygon.CullFlag; 553 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); 554 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE); 555 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE); 556 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE); 557 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE); 558 } 559 560 if (state & MESA_META_SCISSOR) { 561 save->Scissor = ctx->Scissor; /* struct copy */ 562 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE); 563 } 564 565 if (state & MESA_META_SHADER) { 566 int i; 567 568 if (ctx->Extensions.ARB_vertex_program) { 569 save->VertexProgramEnabled = ctx->VertexProgram.Enabled; 570 _mesa_reference_program(ctx, &save->VertexProgram, 571 ctx->VertexProgram.Current); 572 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE); 573 } 574 575 if (ctx->Extensions.ARB_fragment_program) { 576 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled; 577 _mesa_reference_program(ctx, &save->FragmentProgram, 578 ctx->FragmentProgram.Current); 579 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE); 580 } 581 582 if (ctx->Extensions.ATI_fragment_shader) { 583 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled; 584 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE); 585 } 586 587 if (ctx->Pipeline.Current) { 588 _mesa_reference_pipeline_object(ctx, &save->Pipeline, 589 ctx->Pipeline.Current); 590 _mesa_BindProgramPipeline(0); 591 } 592 593 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so 594 * that we don't have to worry about the current pipeline state. 595 */ 596 for (i = 0; i < MESA_SHADER_STAGES; i++) { 597 _mesa_reference_shader_program(ctx, &save->Shader[i], 598 ctx->Shader.CurrentProgram[i]); 599 } 600 _mesa_reference_shader_program(ctx, &save->ActiveShader, 601 ctx->Shader.ActiveProgram); 602 603 _mesa_UseProgram(0); 604 } 605 606 if (state & MESA_META_STENCIL_TEST) { 607 save->Stencil = ctx->Stencil; /* struct copy */ 608 if (ctx->Stencil.Enabled) 609 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE); 610 /* NOTE: other stencil state not reset */ 611 } 612 613 if (state & MESA_META_TEXTURE) { 614 GLuint u, tgt; 615 616 save->ActiveUnit = ctx->Texture.CurrentUnit; 617 save->EnvMode = ctx->Texture.Unit[0].EnvMode; 618 619 /* Disable all texture units */ 620 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 621 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled; 622 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled; 623 if (ctx->Texture.Unit[u].Enabled || 624 ctx->Texture.Unit[u].TexGenEnabled) { 625 _mesa_ActiveTexture(GL_TEXTURE0 + u); 626 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE); 627 if (ctx->Extensions.ARB_texture_cube_map) 628 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE); 629 630 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE); 631 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE); 632 if (ctx->Extensions.NV_texture_rectangle) 633 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE); 634 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE); 635 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE); 636 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE); 637 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE); 638 } 639 } 640 641 /* save current texture objects for unit[0] only */ 642 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 643 _mesa_reference_texobj(&save->CurrentTexture[tgt], 644 ctx->Texture.Unit[0].CurrentTex[tgt]); 645 } 646 647 /* set defaults for unit[0] */ 648 _mesa_ActiveTexture(GL_TEXTURE0); 649 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 650 } 651 652 if (state & MESA_META_TRANSFORM) { 653 GLuint activeTexture = ctx->Texture.CurrentUnit; 654 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m, 655 16 * sizeof(GLfloat)); 656 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m, 657 16 * sizeof(GLfloat)); 658 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m, 659 16 * sizeof(GLfloat)); 660 save->MatrixMode = ctx->Transform.MatrixMode; 661 /* set 1:1 vertex:pixel coordinate transform */ 662 _mesa_ActiveTexture(GL_TEXTURE0); 663 _mesa_MatrixMode(GL_TEXTURE); 664 _mesa_LoadIdentity(); 665 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture); 666 _mesa_MatrixMode(GL_MODELVIEW); 667 _mesa_LoadIdentity(); 668 _mesa_MatrixMode(GL_PROJECTION); 669 _mesa_LoadIdentity(); 670 671 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE. 672 * This can occur when there is no draw buffer. 673 */ 674 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0) 675 _mesa_Ortho(0.0, ctx->DrawBuffer->Width, 676 0.0, ctx->DrawBuffer->Height, 677 -1.0, 1.0); 678 679 if (ctx->Extensions.ARB_clip_control) { 680 save->ClipOrigin = ctx->Transform.ClipOrigin; 681 save->ClipDepthMode = ctx->Transform.ClipDepthMode; 682 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE); 683 } 684 } 685 686 if (state & MESA_META_CLIP) { 687 GLbitfield mask; 688 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled; 689 mask = ctx->Transform.ClipPlanesEnabled; 690 while (mask) { 691 const int i = u_bit_scan(&mask); 692 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); 693 } 694 } 695 696 if (state & MESA_META_VERTEX) { 697 /* save vertex array object state */ 698 _mesa_reference_vao(ctx, &save->VAO, 699 ctx->Array.VAO); 700 /* set some default state? */ 701 } 702 703 if (state & MESA_META_VIEWPORT) { 704 /* save viewport state */ 705 save->ViewportX = ctx->ViewportArray[0].X; 706 save->ViewportY = ctx->ViewportArray[0].Y; 707 save->ViewportW = ctx->ViewportArray[0].Width; 708 save->ViewportH = ctx->ViewportArray[0].Height; 709 /* set viewport to match window size */ 710 if (ctx->ViewportArray[0].X != 0 || 711 ctx->ViewportArray[0].Y != 0 || 712 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width || 713 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) { 714 _mesa_set_viewport(ctx, 0, 0, 0, 715 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height); 716 } 717 /* save depth range state */ 718 save->DepthNear = ctx->ViewportArray[0].Near; 719 save->DepthFar = ctx->ViewportArray[0].Far; 720 /* set depth range to default */ 721 _mesa_set_depth_range(ctx, 0, 0.0, 1.0); 722 } 723 724 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) { 725 save->ClampFragmentColor = ctx->Color.ClampFragmentColor; 726 727 /* Generally in here we want to do clamping according to whether 728 * it's for the pixel path (ClampFragmentColor is GL_TRUE), 729 * regardless of the internal implementation of the metaops. 730 */ 731 if (ctx->Color.ClampFragmentColor != GL_TRUE && 732 ctx->Extensions.ARB_color_buffer_float) 733 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); 734 } 735 736 if (state & MESA_META_CLAMP_VERTEX_COLOR) { 737 save->ClampVertexColor = ctx->Light.ClampVertexColor; 738 739 /* Generally in here we never want vertex color clamping -- 740 * result clamping is only dependent on fragment clamping. 741 */ 742 if (ctx->Extensions.ARB_color_buffer_float) 743 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE); 744 } 745 746 if (state & MESA_META_CONDITIONAL_RENDER) { 747 save->CondRenderQuery = ctx->Query.CondRenderQuery; 748 save->CondRenderMode = ctx->Query.CondRenderMode; 749 750 if (ctx->Query.CondRenderQuery) 751 _mesa_EndConditionalRender(); 752 } 753 754 if (state & MESA_META_SELECT_FEEDBACK) { 755 save->RenderMode = ctx->RenderMode; 756 if (ctx->RenderMode == GL_SELECT) { 757 save->Select = ctx->Select; /* struct copy */ 758 _mesa_RenderMode(GL_RENDER); 759 } else if (ctx->RenderMode == GL_FEEDBACK) { 760 save->Feedback = ctx->Feedback; /* struct copy */ 761 _mesa_RenderMode(GL_RENDER); 762 } 763 } 764 765 if (state & MESA_META_MULTISAMPLE) { 766 save->Multisample = ctx->Multisample; /* struct copy */ 767 768 if (ctx->Multisample.Enabled) 769 _mesa_set_multisample(ctx, GL_FALSE); 770 if (ctx->Multisample.SampleCoverage) 771 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE); 772 if (ctx->Multisample.SampleAlphaToCoverage) 773 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE); 774 if (ctx->Multisample.SampleAlphaToOne) 775 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE); 776 if (ctx->Multisample.SampleShading) 777 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE); 778 if (ctx->Multisample.SampleMask) 779 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE); 780 } 781 782 if (state & MESA_META_FRAMEBUFFER_SRGB) { 783 save->sRGBEnabled = ctx->Color.sRGBEnabled; 784 if (ctx->Color.sRGBEnabled) 785 _mesa_set_framebuffer_srgb(ctx, GL_FALSE); 786 } 787 788 if (state & MESA_META_DRAW_BUFFERS) { 789 struct gl_framebuffer *fb = ctx->DrawBuffer; 790 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer, 791 sizeof(save->ColorDrawBuffers)); 792 } 793 794 /* misc */ 795 { 796 save->Lighting = ctx->Light.Enabled; 797 if (ctx->Light.Enabled) 798 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE); 799 save->RasterDiscard = ctx->RasterDiscard; 800 if (ctx->RasterDiscard) 801 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE); 802 803 _mesa_reference_framebuffer(&save->DrawBuffer, ctx->DrawBuffer); 804 _mesa_reference_framebuffer(&save->ReadBuffer, ctx->ReadBuffer); 805 } 806 } 807 808 809 /** 810 * Leave meta state. This is like a light-weight version of glPopAttrib(). 811 */ 812 void 813 _mesa_meta_end(struct gl_context *ctx) 814 { 815 assert(ctx->Meta->SaveStackDepth > 0); 816 817 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1]; 818 const GLbitfield state = save->SavedState; 819 int i; 820 821 /* Grab the result of the old occlusion query before starting it again. The 822 * old result is added to the result of the new query so the driver will 823 * continue adding where it left off. */ 824 if (state & MESA_META_OCCLUSION_QUERY) { 825 if (save->CurrentOcclusionObject) { 826 struct gl_query_object *q = save->CurrentOcclusionObject; 827 GLuint64EXT result; 828 if (!q->Ready) 829 ctx->Driver.WaitQuery(ctx, q); 830 result = q->Result; 831 _mesa_BeginQuery(q->Target, q->Id); 832 ctx->Query.CurrentOcclusionObject->Result += result; 833 } 834 } 835 836 if (state & MESA_META_ALPHA_TEST) { 837 if (ctx->Color.AlphaEnabled != save->AlphaEnabled) 838 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled); 839 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef); 840 } 841 842 if (state & MESA_META_BLEND) { 843 if (ctx->Color.BlendEnabled != save->BlendEnabled) { 844 if (ctx->Extensions.EXT_draw_buffers2) { 845 GLuint i; 846 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 847 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1); 848 } 849 } 850 else { 851 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1)); 852 } 853 } 854 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled) 855 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled); 856 } 857 858 if (state & MESA_META_DITHER) 859 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag); 860 861 if (state & MESA_META_COLOR_MASK) { 862 GLuint i; 863 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 864 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) { 865 if (i == 0) { 866 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1], 867 save->ColorMask[i][2], save->ColorMask[i][3]); 868 } 869 else { 870 _mesa_ColorMaski(i, 871 save->ColorMask[i][0], 872 save->ColorMask[i][1], 873 save->ColorMask[i][2], 874 save->ColorMask[i][3]); 875 } 876 } 877 } 878 } 879 880 if (state & MESA_META_DEPTH_TEST) { 881 if (ctx->Depth.Test != save->Depth.Test) 882 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test); 883 _mesa_DepthFunc(save->Depth.Func); 884 _mesa_DepthMask(save->Depth.Mask); 885 } 886 887 if (state & MESA_META_FOG) { 888 _mesa_set_enable(ctx, GL_FOG, save->Fog); 889 } 890 891 if (state & MESA_META_PIXEL_STORE) { 892 ctx->Pack = save->Pack; 893 ctx->Unpack = save->Unpack; 894 } 895 896 if (state & MESA_META_PIXEL_TRANSFER) { 897 ctx->Pixel.RedScale = save->RedScale; 898 ctx->Pixel.RedBias = save->RedBias; 899 ctx->Pixel.GreenScale = save->GreenScale; 900 ctx->Pixel.GreenBias = save->GreenBias; 901 ctx->Pixel.BlueScale = save->BlueScale; 902 ctx->Pixel.BlueBias = save->BlueBias; 903 ctx->Pixel.AlphaScale = save->AlphaScale; 904 ctx->Pixel.AlphaBias = save->AlphaBias; 905 ctx->Pixel.MapColorFlag = save->MapColorFlag; 906 /* XXX more state */ 907 ctx->NewState |=_NEW_PIXEL; 908 } 909 910 if (state & MESA_META_RASTERIZATION) { 911 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode); 912 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode); 913 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple); 914 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth); 915 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset); 916 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull); 917 } 918 919 if (state & MESA_META_SCISSOR) { 920 unsigned i; 921 922 for (i = 0; i < ctx->Const.MaxViewports; i++) { 923 _mesa_set_scissor(ctx, i, 924 save->Scissor.ScissorArray[i].X, 925 save->Scissor.ScissorArray[i].Y, 926 save->Scissor.ScissorArray[i].Width, 927 save->Scissor.ScissorArray[i].Height); 928 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i, 929 (save->Scissor.EnableFlags >> i) & 1); 930 } 931 } 932 933 if (state & MESA_META_SHADER) { 934 static const GLenum targets[] = { 935 GL_VERTEX_SHADER, 936 GL_TESS_CONTROL_SHADER, 937 GL_TESS_EVALUATION_SHADER, 938 GL_GEOMETRY_SHADER, 939 GL_FRAGMENT_SHADER, 940 GL_COMPUTE_SHADER, 941 }; 942 STATIC_ASSERT(MESA_SHADER_STAGES == ARRAY_SIZE(targets)); 943 944 bool any_shader; 945 946 if (ctx->Extensions.ARB_vertex_program) { 947 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, 948 save->VertexProgramEnabled); 949 _mesa_reference_program(ctx, &ctx->VertexProgram.Current, 950 save->VertexProgram); 951 _mesa_reference_program(ctx, &save->VertexProgram, NULL); 952 } 953 954 if (ctx->Extensions.ARB_fragment_program) { 955 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, 956 save->FragmentProgramEnabled); 957 _mesa_reference_program(ctx, &ctx->FragmentProgram.Current, 958 save->FragmentProgram); 959 _mesa_reference_program(ctx, &save->FragmentProgram, NULL); 960 } 961 962 if (ctx->Extensions.ATI_fragment_shader) { 963 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, 964 save->ATIFragmentShaderEnabled); 965 } 966 967 any_shader = false; 968 for (i = 0; i < MESA_SHADER_STAGES; i++) { 969 /* It is safe to call _mesa_use_shader_program even if the extension 970 * necessary for that program state is not supported. In that case, 971 * the saved program object must be NULL and the currently bound 972 * program object must be NULL. _mesa_use_shader_program is a no-op 973 * in that case. 974 */ 975 _mesa_use_shader_program(ctx, targets[i], 976 save->Shader[i], 977 &ctx->Shader); 978 979 /* Do this *before* killing the reference. :) 980 */ 981 if (save->Shader[i] != NULL) 982 any_shader = true; 983 984 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL); 985 } 986 987 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, 988 save->ActiveShader); 989 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL); 990 991 /* If there were any stages set with programs, use ctx->Shader as the 992 * current shader state. Otherwise, use Pipeline.Default. The pipeline 993 * hasn't been restored yet, and that may modify ctx->_Shader further. 994 */ 995 if (any_shader) 996 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, 997 &ctx->Shader); 998 else 999 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, 1000 ctx->Pipeline.Default); 1001 1002 if (save->Pipeline) { 1003 _mesa_bind_pipeline(ctx, save->Pipeline); 1004 1005 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL); 1006 } 1007 } 1008 1009 if (state & MESA_META_STENCIL_TEST) { 1010 const struct gl_stencil_attrib *stencil = &save->Stencil; 1011 1012 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); 1013 _mesa_ClearStencil(stencil->Clear); 1014 if (ctx->Extensions.EXT_stencil_two_side) { 1015 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, 1016 stencil->TestTwoSide); 1017 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace 1018 ? GL_BACK : GL_FRONT); 1019 } 1020 /* front state */ 1021 _mesa_StencilFuncSeparate(GL_FRONT, 1022 stencil->Function[0], 1023 stencil->Ref[0], 1024 stencil->ValueMask[0]); 1025 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); 1026 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], 1027 stencil->ZFailFunc[0], 1028 stencil->ZPassFunc[0]); 1029 /* back state */ 1030 _mesa_StencilFuncSeparate(GL_BACK, 1031 stencil->Function[1], 1032 stencil->Ref[1], 1033 stencil->ValueMask[1]); 1034 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); 1035 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], 1036 stencil->ZFailFunc[1], 1037 stencil->ZPassFunc[1]); 1038 } 1039 1040 if (state & MESA_META_TEXTURE) { 1041 GLuint u, tgt; 1042 1043 assert(ctx->Texture.CurrentUnit == 0); 1044 1045 /* restore texenv for unit[0] */ 1046 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode); 1047 1048 /* restore texture objects for unit[0] only */ 1049 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 1050 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) { 1051 FLUSH_VERTICES(ctx, _NEW_TEXTURE); 1052 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt], 1053 save->CurrentTexture[tgt]); 1054 } 1055 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL); 1056 } 1057 1058 /* Restore fixed function texture enables, texgen */ 1059 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1060 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) { 1061 FLUSH_VERTICES(ctx, _NEW_TEXTURE); 1062 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u]; 1063 } 1064 1065 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) { 1066 FLUSH_VERTICES(ctx, _NEW_TEXTURE); 1067 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u]; 1068 } 1069 } 1070 1071 /* restore current unit state */ 1072 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit); 1073 } 1074 1075 if (state & MESA_META_TRANSFORM) { 1076 GLuint activeTexture = ctx->Texture.CurrentUnit; 1077 _mesa_ActiveTexture(GL_TEXTURE0); 1078 _mesa_MatrixMode(GL_TEXTURE); 1079 _mesa_LoadMatrixf(save->TextureMatrix); 1080 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture); 1081 1082 _mesa_MatrixMode(GL_MODELVIEW); 1083 _mesa_LoadMatrixf(save->ModelviewMatrix); 1084 1085 _mesa_MatrixMode(GL_PROJECTION); 1086 _mesa_LoadMatrixf(save->ProjectionMatrix); 1087 1088 _mesa_MatrixMode(save->MatrixMode); 1089 1090 if (ctx->Extensions.ARB_clip_control) 1091 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode); 1092 } 1093 1094 if (state & MESA_META_CLIP) { 1095 GLbitfield mask = save->ClipPlanesEnabled; 1096 while (mask) { 1097 const int i = u_bit_scan(&mask); 1098 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE); 1099 } 1100 } 1101 1102 if (state & MESA_META_VERTEX) { 1103 /* restore vertex array object */ 1104 _mesa_BindVertexArray(save->VAO->Name); 1105 _mesa_reference_vao(ctx, &save->VAO, NULL); 1106 } 1107 1108 if (state & MESA_META_VIEWPORT) { 1109 if (save->ViewportX != ctx->ViewportArray[0].X || 1110 save->ViewportY != ctx->ViewportArray[0].Y || 1111 save->ViewportW != ctx->ViewportArray[0].Width || 1112 save->ViewportH != ctx->ViewportArray[0].Height) { 1113 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY, 1114 save->ViewportW, save->ViewportH); 1115 } 1116 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar); 1117 } 1118 1119 if (state & MESA_META_CLAMP_FRAGMENT_COLOR && 1120 ctx->Extensions.ARB_color_buffer_float) { 1121 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor); 1122 } 1123 1124 if (state & MESA_META_CLAMP_VERTEX_COLOR && 1125 ctx->Extensions.ARB_color_buffer_float) { 1126 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor); 1127 } 1128 1129 if (state & MESA_META_CONDITIONAL_RENDER) { 1130 if (save->CondRenderQuery) 1131 _mesa_BeginConditionalRender(save->CondRenderQuery->Id, 1132 save->CondRenderMode); 1133 } 1134 1135 if (state & MESA_META_SELECT_FEEDBACK) { 1136 if (save->RenderMode == GL_SELECT) { 1137 _mesa_RenderMode(GL_SELECT); 1138 ctx->Select = save->Select; 1139 } else if (save->RenderMode == GL_FEEDBACK) { 1140 _mesa_RenderMode(GL_FEEDBACK); 1141 ctx->Feedback = save->Feedback; 1142 } 1143 } 1144 1145 if (state & MESA_META_MULTISAMPLE) { 1146 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample; 1147 struct gl_multisample_attrib *save_ms = &save->Multisample; 1148 1149 if (ctx_ms->Enabled != save_ms->Enabled) 1150 _mesa_set_multisample(ctx, save_ms->Enabled); 1151 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage) 1152 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage); 1153 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage) 1154 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage); 1155 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne) 1156 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne); 1157 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue || 1158 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) { 1159 _mesa_SampleCoverage(save_ms->SampleCoverageValue, 1160 save_ms->SampleCoverageInvert); 1161 } 1162 if (ctx_ms->SampleShading != save_ms->SampleShading) 1163 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading); 1164 if (ctx_ms->SampleMask != save_ms->SampleMask) 1165 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask); 1166 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue) 1167 _mesa_SampleMaski(0, save_ms->SampleMaskValue); 1168 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue) 1169 _mesa_MinSampleShading(save_ms->MinSampleShadingValue); 1170 } 1171 1172 if (state & MESA_META_FRAMEBUFFER_SRGB) { 1173 if (ctx->Color.sRGBEnabled != save->sRGBEnabled) 1174 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled); 1175 } 1176 1177 /* misc */ 1178 if (save->Lighting) { 1179 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE); 1180 } 1181 if (save->RasterDiscard) { 1182 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE); 1183 } 1184 if (save->TransformFeedbackNeedsResume) 1185 _mesa_ResumeTransformFeedback(); 1186 1187 _mesa_bind_framebuffers(ctx, save->DrawBuffer, save->ReadBuffer); 1188 _mesa_reference_framebuffer(&save->DrawBuffer, NULL); 1189 _mesa_reference_framebuffer(&save->ReadBuffer, NULL); 1190 1191 if (state & MESA_META_DRAW_BUFFERS) { 1192 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers, 1193 save->ColorDrawBuffers, NULL); 1194 } 1195 1196 ctx->Meta->SaveStackDepth--; 1197 1198 ctx->API = save->API; 1199 ctx->Extensions.Version = save->ExtensionsVersion; 1200 } 1201 1202 1203 /** 1204 * Convert Z from a normalized value in the range [0, 1] to an object-space 1205 * Z coordinate in [-1, +1] so that drawing at the new Z position with the 1206 * default/identity ortho projection results in the original Z value. 1207 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z 1208 * value comes from the clear value or raster position. 1209 */ 1210 static inline GLfloat 1211 invert_z(GLfloat normZ) 1212 { 1213 GLfloat objZ = 1.0f - 2.0f * normZ; 1214 return objZ; 1215 } 1216 1217 1218 /** 1219 * One-time init for a temp_texture object. 1220 * Choose tex target, compute max tex size, etc. 1221 */ 1222 static void 1223 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex) 1224 { 1225 /* prefer texture rectangle */ 1226 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) { 1227 tex->Target = GL_TEXTURE_RECTANGLE; 1228 tex->MaxSize = ctx->Const.MaxTextureRectSize; 1229 tex->NPOT = GL_TRUE; 1230 } 1231 else { 1232 /* use 2D texture, NPOT if possible */ 1233 tex->Target = GL_TEXTURE_2D; 1234 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1); 1235 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two; 1236 } 1237 tex->MinSize = 16; /* 16 x 16 at least */ 1238 assert(tex->MaxSize > 0); 1239 1240 _mesa_GenTextures(1, &tex->TexObj); 1241 } 1242 1243 static void 1244 cleanup_temp_texture(struct temp_texture *tex) 1245 { 1246 if (!tex->TexObj) 1247 return; 1248 _mesa_DeleteTextures(1, &tex->TexObj); 1249 tex->TexObj = 0; 1250 } 1251 1252 1253 /** 1254 * Return pointer to temp_texture info for non-bitmap ops. 1255 * This does some one-time init if needed. 1256 */ 1257 struct temp_texture * 1258 _mesa_meta_get_temp_texture(struct gl_context *ctx) 1259 { 1260 struct temp_texture *tex = &ctx->Meta->TempTex; 1261 1262 if (!tex->TexObj) { 1263 init_temp_texture(ctx, tex); 1264 } 1265 1266 return tex; 1267 } 1268 1269 1270 /** 1271 * Return pointer to temp_texture info for _mesa_meta_bitmap(). 1272 * We use a separate texture for bitmaps to reduce texture 1273 * allocation/deallocation. 1274 */ 1275 static struct temp_texture * 1276 get_bitmap_temp_texture(struct gl_context *ctx) 1277 { 1278 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex; 1279 1280 if (!tex->TexObj) { 1281 init_temp_texture(ctx, tex); 1282 } 1283 1284 return tex; 1285 } 1286 1287 /** 1288 * Return pointer to depth temp_texture. 1289 * This does some one-time init if needed. 1290 */ 1291 struct temp_texture * 1292 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx) 1293 { 1294 struct temp_texture *tex = &ctx->Meta->Blit.depthTex; 1295 1296 if (!tex->TexObj) { 1297 init_temp_texture(ctx, tex); 1298 } 1299 1300 return tex; 1301 } 1302 1303 /** 1304 * Compute the width/height of texture needed to draw an image of the 1305 * given size. Return a flag indicating whether the current texture 1306 * can be re-used (glTexSubImage2D) or if a new texture needs to be 1307 * allocated (glTexImage2D). 1308 * Also, compute s/t texcoords for drawing. 1309 * 1310 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise 1311 */ 1312 GLboolean 1313 _mesa_meta_alloc_texture(struct temp_texture *tex, 1314 GLsizei width, GLsizei height, GLenum intFormat) 1315 { 1316 GLboolean newTex = GL_FALSE; 1317 1318 assert(width <= tex->MaxSize); 1319 assert(height <= tex->MaxSize); 1320 1321 if (width > tex->Width || 1322 height > tex->Height || 1323 intFormat != tex->IntFormat) { 1324 /* alloc new texture (larger or different format) */ 1325 1326 if (tex->NPOT) { 1327 /* use non-power of two size */ 1328 tex->Width = MAX2(tex->MinSize, width); 1329 tex->Height = MAX2(tex->MinSize, height); 1330 } 1331 else { 1332 /* find power of two size */ 1333 GLsizei w, h; 1334 w = h = tex->MinSize; 1335 while (w < width) 1336 w *= 2; 1337 while (h < height) 1338 h *= 2; 1339 tex->Width = w; 1340 tex->Height = h; 1341 } 1342 1343 tex->IntFormat = intFormat; 1344 1345 newTex = GL_TRUE; 1346 } 1347 1348 /* compute texcoords */ 1349 if (tex->Target == GL_TEXTURE_RECTANGLE) { 1350 tex->Sright = (GLfloat) width; 1351 tex->Ttop = (GLfloat) height; 1352 } 1353 else { 1354 tex->Sright = (GLfloat) width / tex->Width; 1355 tex->Ttop = (GLfloat) height / tex->Height; 1356 } 1357 1358 return newTex; 1359 } 1360 1361 1362 /** 1363 * Setup/load texture for glCopyPixels or glBlitFramebuffer. 1364 */ 1365 void 1366 _mesa_meta_setup_copypix_texture(struct gl_context *ctx, 1367 struct temp_texture *tex, 1368 GLint srcX, GLint srcY, 1369 GLsizei width, GLsizei height, 1370 GLenum intFormat, 1371 GLenum filter) 1372 { 1373 bool newTex; 1374 1375 _mesa_BindTexture(tex->Target, tex->TexObj); 1376 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter); 1377 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter); 1378 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 1379 1380 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat); 1381 1382 /* copy framebuffer image to texture */ 1383 if (newTex) { 1384 /* create new tex image */ 1385 if (tex->Width == width && tex->Height == height) { 1386 /* create new tex with framebuffer data */ 1387 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat, 1388 srcX, srcY, width, height, 0); 1389 } 1390 else { 1391 /* create empty texture */ 1392 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, 1393 tex->Width, tex->Height, 0, 1394 intFormat, GL_UNSIGNED_BYTE, NULL); 1395 /* load image */ 1396 _mesa_CopyTexSubImage2D(tex->Target, 0, 1397 0, 0, srcX, srcY, width, height); 1398 } 1399 } 1400 else { 1401 /* replace existing tex image */ 1402 _mesa_CopyTexSubImage2D(tex->Target, 0, 1403 0, 0, srcX, srcY, width, height); 1404 } 1405 } 1406 1407 1408 /** 1409 * Setup/load texture for glDrawPixels. 1410 */ 1411 void 1412 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx, 1413 struct temp_texture *tex, 1414 GLboolean newTex, 1415 GLsizei width, GLsizei height, 1416 GLenum format, GLenum type, 1417 const GLvoid *pixels) 1418 { 1419 _mesa_BindTexture(tex->Target, tex->TexObj); 1420 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 1421 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1422 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 1423 1424 /* copy pixel data to texture */ 1425 if (newTex) { 1426 /* create new tex image */ 1427 if (tex->Width == width && tex->Height == height) { 1428 /* create new tex and load image data */ 1429 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, 1430 tex->Width, tex->Height, 0, format, type, pixels); 1431 } 1432 else { 1433 struct gl_buffer_object *save_unpack_obj = NULL; 1434 1435 _mesa_reference_buffer_object(ctx, &save_unpack_obj, 1436 ctx->Unpack.BufferObj); 1437 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0); 1438 /* create empty texture */ 1439 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, 1440 tex->Width, tex->Height, 0, format, type, NULL); 1441 if (save_unpack_obj != NULL) 1442 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 1443 save_unpack_obj->Name); 1444 /* load image */ 1445 _mesa_TexSubImage2D(tex->Target, 0, 1446 0, 0, width, height, format, type, pixels); 1447 } 1448 } 1449 else { 1450 /* replace existing tex image */ 1451 _mesa_TexSubImage2D(tex->Target, 0, 1452 0, 0, width, height, format, type, pixels); 1453 } 1454 } 1455 1456 void 1457 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx, 1458 GLuint *VAO, struct gl_buffer_object **buf_obj, 1459 unsigned texcoord_size) 1460 { 1461 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size, 1462 0); 1463 1464 /* setup projection matrix */ 1465 _mesa_MatrixMode(GL_PROJECTION); 1466 _mesa_LoadIdentity(); 1467 } 1468 1469 /** 1470 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering. 1471 */ 1472 void 1473 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) 1474 { 1475 meta_clear(ctx, buffers, false); 1476 } 1477 1478 void 1479 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) 1480 { 1481 meta_clear(ctx, buffers, true); 1482 } 1483 1484 static void 1485 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) 1486 { 1487 const char *vs_source = 1488 "#extension GL_AMD_vertex_shader_layer : enable\n" 1489 "#extension GL_ARB_draw_instanced : enable\n" 1490 "#extension GL_ARB_explicit_attrib_location :enable\n" 1491 "layout(location = 0) in vec4 position;\n" 1492 "void main()\n" 1493 "{\n" 1494 "#ifdef GL_AMD_vertex_shader_layer\n" 1495 " gl_Layer = gl_InstanceID;\n" 1496 "#endif\n" 1497 " gl_Position = position;\n" 1498 "}\n"; 1499 const char *fs_source = 1500 "#extension GL_ARB_explicit_attrib_location :enable\n" 1501 "#extension GL_ARB_explicit_uniform_location :enable\n" 1502 "layout(location = 0) uniform vec4 color;\n" 1503 "void main()\n" 1504 "{\n" 1505 " gl_FragColor = color;\n" 1506 "}\n"; 1507 bool has_integer_textures; 1508 1509 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true, 1510 3, 0, 0); 1511 1512 if (clear->ShaderProg != 0) 1513 return; 1514 1515 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear", 1516 &clear->ShaderProg); 1517 1518 has_integer_textures = _mesa_is_gles3(ctx) || 1519 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130); 1520 1521 if (has_integer_textures) { 1522 void *shader_source_mem_ctx = ralloc_context(NULL); 1523 const char *vs_int_source = 1524 ralloc_asprintf(shader_source_mem_ctx, 1525 "#version 130\n" 1526 "#extension GL_AMD_vertex_shader_layer : enable\n" 1527 "#extension GL_ARB_draw_instanced : enable\n" 1528 "#extension GL_ARB_explicit_attrib_location :enable\n" 1529 "layout(location = 0) in vec4 position;\n" 1530 "void main()\n" 1531 "{\n" 1532 "#ifdef GL_AMD_vertex_shader_layer\n" 1533 " gl_Layer = gl_InstanceID;\n" 1534 "#endif\n" 1535 " gl_Position = position;\n" 1536 "}\n"); 1537 const char *fs_int_source = 1538 ralloc_asprintf(shader_source_mem_ctx, 1539 "#version 130\n" 1540 "#extension GL_ARB_explicit_attrib_location :enable\n" 1541 "#extension GL_ARB_explicit_uniform_location :enable\n" 1542 "layout(location = 0) uniform ivec4 color;\n" 1543 "out ivec4 out_color;\n" 1544 "\n" 1545 "void main()\n" 1546 "{\n" 1547 " out_color = color;\n" 1548 "}\n"); 1549 1550 _mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source, 1551 "integer clear", 1552 &clear->IntegerShaderProg); 1553 ralloc_free(shader_source_mem_ctx); 1554 1555 /* Note that user-defined out attributes get automatically assigned 1556 * locations starting from 0, so we don't need to explicitly 1557 * BindFragDataLocation to 0. 1558 */ 1559 } 1560 } 1561 1562 static void 1563 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear) 1564 { 1565 if (clear->VAO == 0) 1566 return; 1567 _mesa_DeleteVertexArrays(1, &clear->VAO); 1568 clear->VAO = 0; 1569 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL); 1570 _mesa_reference_shader_program(ctx, &clear->ShaderProg, NULL); 1571 1572 if (clear->IntegerShaderProg) { 1573 _mesa_reference_shader_program(ctx, &clear->IntegerShaderProg, NULL); 1574 } 1575 } 1576 1577 /** 1578 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to 1579 * set GL to only draw to those buffers. 1580 * 1581 * Since the bitfield has no associated order, the assignment of draw buffer 1582 * indices to color attachment indices is rather arbitrary. 1583 */ 1584 void 1585 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits) 1586 { 1587 GLenum enums[MAX_DRAW_BUFFERS]; 1588 int i = 0; 1589 int n; 1590 1591 /* This function is only legal for color buffer bitfields. */ 1592 assert((bits & ~BUFFER_BITS_COLOR) == 0); 1593 1594 /* Make sure we don't overflow any arrays. */ 1595 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS); 1596 1597 enums[0] = GL_NONE; 1598 1599 if (bits & BUFFER_BIT_FRONT_LEFT) 1600 enums[i++] = GL_FRONT_LEFT; 1601 1602 if (bits & BUFFER_BIT_FRONT_RIGHT) 1603 enums[i++] = GL_FRONT_RIGHT; 1604 1605 if (bits & BUFFER_BIT_BACK_LEFT) 1606 enums[i++] = GL_BACK_LEFT; 1607 1608 if (bits & BUFFER_BIT_BACK_RIGHT) 1609 enums[i++] = GL_BACK_RIGHT; 1610 1611 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) { 1612 if (bits & (1 << (BUFFER_COLOR0 + n))) 1613 enums[i++] = GL_COLOR_ATTACHMENT0 + n; 1614 } 1615 1616 _mesa_DrawBuffers(i, enums); 1617 } 1618 1619 /** 1620 * Return if all of the color channels are masked. 1621 */ 1622 static inline GLboolean 1623 is_color_disabled(struct gl_context *ctx, int i) 1624 { 1625 return !ctx->Color.ColorMask[i][0] && 1626 !ctx->Color.ColorMask[i][1] && 1627 !ctx->Color.ColorMask[i][2] && 1628 !ctx->Color.ColorMask[i][3]; 1629 } 1630 1631 /** 1632 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to 1633 * set GL to only draw to those buffers. Also, update color masks to 1634 * reflect the new draw buffer ordering. 1635 */ 1636 static void 1637 _mesa_meta_drawbuffers_and_colormask(struct gl_context *ctx, GLbitfield mask) 1638 { 1639 GLenum enums[MAX_DRAW_BUFFERS]; 1640 GLubyte colormask[MAX_DRAW_BUFFERS][4]; 1641 int num_bufs = 0; 1642 1643 /* This function is only legal for color buffer bitfields. */ 1644 assert((mask & ~BUFFER_BITS_COLOR) == 0); 1645 1646 /* Make sure we don't overflow any arrays. */ 1647 assert(_mesa_bitcount(mask) <= MAX_DRAW_BUFFERS); 1648 1649 enums[0] = GL_NONE; 1650 1651 for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { 1652 int b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i]; 1653 int colormask_idx = ctx->Extensions.EXT_draw_buffers2 ? i : 0; 1654 1655 if (b < 0 || !(mask & (1 << b)) || is_color_disabled(ctx, colormask_idx)) 1656 continue; 1657 1658 switch (b) { 1659 case BUFFER_FRONT_LEFT: 1660 enums[num_bufs] = GL_FRONT_LEFT; 1661 break; 1662 case BUFFER_FRONT_RIGHT: 1663 enums[num_bufs] = GL_FRONT_RIGHT; 1664 break; 1665 case BUFFER_BACK_LEFT: 1666 enums[num_bufs] = GL_BACK_LEFT; 1667 break; 1668 case BUFFER_BACK_RIGHT: 1669 enums[num_bufs] = GL_BACK_RIGHT; 1670 break; 1671 default: 1672 assert(b >= BUFFER_COLOR0 && b <= BUFFER_COLOR7); 1673 enums[num_bufs] = GL_COLOR_ATTACHMENT0 + (b - BUFFER_COLOR0); 1674 break; 1675 } 1676 1677 for (int k = 0; k < 4; k++) 1678 colormask[num_bufs][k] = ctx->Color.ColorMask[colormask_idx][k]; 1679 1680 num_bufs++; 1681 } 1682 1683 _mesa_DrawBuffers(num_bufs, enums); 1684 1685 for (int i = 0; i < num_bufs; i++) { 1686 _mesa_ColorMaski(i, colormask[i][0], colormask[i][1], 1687 colormask[i][2], colormask[i][3]); 1688 } 1689 } 1690 1691 1692 /** 1693 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering. 1694 */ 1695 static void 1696 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl) 1697 { 1698 struct clear_state *clear = &ctx->Meta->Clear; 1699 GLbitfield metaSave; 1700 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; 1701 struct gl_framebuffer *fb = ctx->DrawBuffer; 1702 float x0, y0, x1, y1, z; 1703 struct vertex verts[4]; 1704 int i; 1705 1706 metaSave = (MESA_META_ALPHA_TEST | 1707 MESA_META_BLEND | 1708 MESA_META_COLOR_MASK | 1709 MESA_META_DEPTH_TEST | 1710 MESA_META_RASTERIZATION | 1711 MESA_META_SHADER | 1712 MESA_META_STENCIL_TEST | 1713 MESA_META_VERTEX | 1714 MESA_META_VIEWPORT | 1715 MESA_META_CLIP | 1716 MESA_META_CLAMP_FRAGMENT_COLOR | 1717 MESA_META_MULTISAMPLE | 1718 MESA_META_OCCLUSION_QUERY); 1719 1720 if (!glsl) { 1721 metaSave |= MESA_META_FOG | 1722 MESA_META_PIXEL_TRANSFER | 1723 MESA_META_TRANSFORM | 1724 MESA_META_TEXTURE | 1725 MESA_META_CLAMP_VERTEX_COLOR | 1726 MESA_META_SELECT_FEEDBACK; 1727 } 1728 1729 if (buffers & BUFFER_BITS_COLOR) { 1730 metaSave |= MESA_META_DRAW_BUFFERS; 1731 } 1732 1733 _mesa_meta_begin(ctx, metaSave); 1734 1735 if (glsl) { 1736 meta_glsl_clear_init(ctx, clear); 1737 1738 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f; 1739 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f; 1740 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f; 1741 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f; 1742 z = -invert_z(ctx->Depth.Clear); 1743 } else { 1744 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false, 1745 3, 0, 4); 1746 1747 x0 = (float) fb->_Xmin; 1748 y0 = (float) fb->_Ymin; 1749 x1 = (float) fb->_Xmax; 1750 y1 = (float) fb->_Ymax; 1751 z = invert_z(ctx->Depth.Clear); 1752 } 1753 1754 if (fb->_IntegerBuffers) { 1755 assert(glsl); 1756 _mesa_meta_use_program(ctx, clear->IntegerShaderProg); 1757 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i); 1758 } else if (glsl) { 1759 _mesa_meta_use_program(ctx, clear->ShaderProg); 1760 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f); 1761 } 1762 1763 /* GL_COLOR_BUFFER_BIT */ 1764 if (buffers & BUFFER_BITS_COLOR) { 1765 /* Only draw to the buffers we were asked to clear. */ 1766 _mesa_meta_drawbuffers_and_colormask(ctx, buffers & BUFFER_BITS_COLOR); 1767 1768 /* leave colormask state as-is */ 1769 1770 /* Clears never have the color clamped. */ 1771 if (ctx->Extensions.ARB_color_buffer_float) 1772 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); 1773 } 1774 else { 1775 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); 1776 } 1777 1778 /* GL_DEPTH_BUFFER_BIT */ 1779 if (buffers & BUFFER_BIT_DEPTH) { 1780 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); 1781 _mesa_DepthFunc(GL_ALWAYS); 1782 _mesa_DepthMask(GL_TRUE); 1783 } 1784 else { 1785 assert(!ctx->Depth.Test); 1786 } 1787 1788 /* GL_STENCIL_BUFFER_BIT */ 1789 if (buffers & BUFFER_BIT_STENCIL) { 1790 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE); 1791 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK, 1792 GL_REPLACE, GL_REPLACE, GL_REPLACE); 1793 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, 1794 ctx->Stencil.Clear & stencilMax, 1795 ctx->Stencil.WriteMask[0]); 1796 } 1797 else { 1798 assert(!ctx->Stencil.Enabled); 1799 } 1800 1801 /* vertex positions */ 1802 verts[0].x = x0; 1803 verts[0].y = y0; 1804 verts[0].z = z; 1805 verts[1].x = x1; 1806 verts[1].y = y0; 1807 verts[1].z = z; 1808 verts[2].x = x1; 1809 verts[2].y = y1; 1810 verts[2].z = z; 1811 verts[3].x = x0; 1812 verts[3].y = y1; 1813 verts[3].z = z; 1814 1815 if (!glsl) { 1816 for (i = 0; i < 4; i++) { 1817 verts[i].r = ctx->Color.ClearColor.f[0]; 1818 verts[i].g = ctx->Color.ClearColor.f[1]; 1819 verts[i].b = ctx->Color.ClearColor.f[2]; 1820 verts[i].a = ctx->Color.ClearColor.f[3]; 1821 } 1822 } 1823 1824 /* upload new vertex data */ 1825 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts, 1826 GL_DYNAMIC_DRAW, __func__); 1827 1828 /* draw quad(s) */ 1829 if (fb->MaxNumLayers > 0) { 1830 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers); 1831 } else { 1832 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 1833 } 1834 1835 _mesa_meta_end(ctx); 1836 } 1837 1838 /** 1839 * Meta implementation of ctx->Driver.CopyPixels() in terms 1840 * of texture mapping and polygon rendering and GLSL shaders. 1841 */ 1842 void 1843 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, 1844 GLsizei width, GLsizei height, 1845 GLint dstX, GLint dstY, GLenum type) 1846 { 1847 struct copypix_state *copypix = &ctx->Meta->CopyPix; 1848 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx); 1849 struct vertex verts[4]; 1850 1851 if (type != GL_COLOR || 1852 ctx->_ImageTransferState || 1853 ctx->Fog.Enabled || 1854 width > tex->MaxSize || 1855 height > tex->MaxSize) { 1856 /* XXX avoid this fallback */ 1857 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type); 1858 return; 1859 } 1860 1861 /* Most GL state applies to glCopyPixels, but a there's a few things 1862 * we need to override: 1863 */ 1864 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION | 1865 MESA_META_SHADER | 1866 MESA_META_TEXTURE | 1867 MESA_META_TRANSFORM | 1868 MESA_META_CLIP | 1869 MESA_META_VERTEX | 1870 MESA_META_VIEWPORT)); 1871 1872 _mesa_meta_setup_vertex_objects(ctx, ©pix->VAO, ©pix->buf_obj, false, 1873 3, 2, 0); 1874 1875 /* Silence valgrind warnings about reading uninitialized stack. */ 1876 memset(verts, 0, sizeof(verts)); 1877 1878 /* Alloc/setup texture */ 1879 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height, 1880 GL_RGBA, GL_NEAREST); 1881 1882 /* vertex positions, texcoords (after texture allocation!) */ 1883 { 1884 const GLfloat dstX0 = (GLfloat) dstX; 1885 const GLfloat dstY0 = (GLfloat) dstY; 1886 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX; 1887 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY; 1888 const GLfloat z = invert_z(ctx->Current.RasterPos[2]); 1889 1890 verts[0].x = dstX0; 1891 verts[0].y = dstY0; 1892 verts[0].z = z; 1893 verts[0].tex[0] = 0.0F; 1894 verts[0].tex[1] = 0.0F; 1895 verts[1].x = dstX1; 1896 verts[1].y = dstY0; 1897 verts[1].z = z; 1898 verts[1].tex[0] = tex->Sright; 1899 verts[1].tex[1] = 0.0F; 1900 verts[2].x = dstX1; 1901 verts[2].y = dstY1; 1902 verts[2].z = z; 1903 verts[2].tex[0] = tex->Sright; 1904 verts[2].tex[1] = tex->Ttop; 1905 verts[3].x = dstX0; 1906 verts[3].y = dstY1; 1907 verts[3].z = z; 1908 verts[3].tex[0] = 0.0F; 1909 verts[3].tex[1] = tex->Ttop; 1910 1911 /* upload new vertex data */ 1912 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts, 1913 __func__); 1914 } 1915 1916 _mesa_set_enable(ctx, tex->Target, GL_TRUE); 1917 1918 /* draw textured quad */ 1919 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 1920 1921 _mesa_set_enable(ctx, tex->Target, GL_FALSE); 1922 1923 _mesa_meta_end(ctx); 1924 } 1925 1926 static void 1927 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix) 1928 { 1929 if (drawpix->VAO != 0) { 1930 _mesa_DeleteVertexArrays(1, &drawpix->VAO); 1931 drawpix->VAO = 0; 1932 1933 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL); 1934 } 1935 1936 if (drawpix->StencilFP != 0) { 1937 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP); 1938 drawpix->StencilFP = 0; 1939 } 1940 1941 if (drawpix->DepthFP != 0) { 1942 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP); 1943 drawpix->DepthFP = 0; 1944 } 1945 } 1946 1947 /** 1948 * When the glDrawPixels() image size is greater than the max rectangle 1949 * texture size we use this function to break the glDrawPixels() image 1950 * into tiles which fit into the max texture size. 1951 */ 1952 static void 1953 tiled_draw_pixels(struct gl_context *ctx, 1954 GLint tileSize, 1955 GLint x, GLint y, GLsizei width, GLsizei height, 1956 GLenum format, GLenum type, 1957 const struct gl_pixelstore_attrib *unpack, 1958 const GLvoid *pixels) 1959 { 1960 struct gl_pixelstore_attrib tileUnpack = *unpack; 1961 GLint i, j; 1962 1963 if (tileUnpack.RowLength == 0) 1964 tileUnpack.RowLength = width; 1965 1966 for (i = 0; i < width; i += tileSize) { 1967 const GLint tileWidth = MIN2(tileSize, width - i); 1968 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX); 1969 1970 tileUnpack.SkipPixels = unpack->SkipPixels + i; 1971 1972 for (j = 0; j < height; j += tileSize) { 1973 const GLint tileHeight = MIN2(tileSize, height - j); 1974 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY); 1975 1976 tileUnpack.SkipRows = unpack->SkipRows + j; 1977 1978 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight, 1979 format, type, &tileUnpack, pixels); 1980 } 1981 } 1982 } 1983 1984 1985 /** 1986 * One-time init for drawing stencil pixels. 1987 */ 1988 static void 1989 init_draw_stencil_pixels(struct gl_context *ctx) 1990 { 1991 /* This program is run eight times, once for each stencil bit. 1992 * The stencil values to draw are found in an 8-bit alpha texture. 1993 * We read the texture/stencil value and test if bit 'b' is set. 1994 * If the bit is not set, use KIL to kill the fragment. 1995 * Finally, we use the stencil test to update the stencil buffer. 1996 * 1997 * The basic algorithm for checking if a bit is set is: 1998 * if (is_odd(value / (1 << bit))) 1999 * result is one (or non-zero). 2000 * else 2001 * result is zero. 2002 * The program parameter contains three values: 2003 * parm.x = 255 / (1 << bit) 2004 * parm.y = 0.5 2005 * parm.z = 0.0 2006 */ 2007 static const char *program = 2008 "!!ARBfp1.0\n" 2009 "PARAM parm = program.local[0]; \n" 2010 "TEMP t; \n" 2011 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */ 2012 "# t = t * 255 / bit \n" 2013 "MUL t.x, t.a, parm.x; \n" 2014 "# t = (int) t \n" 2015 "FRC t.y, t.x; \n" 2016 "SUB t.x, t.x, t.y; \n" 2017 "# t = t * 0.5 \n" 2018 "MUL t.x, t.x, parm.y; \n" 2019 "# t = fract(t.x) \n" 2020 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n" 2021 "# t.x = (t.x == 0 ? 1 : 0) \n" 2022 "SGE t.x, -t.x, parm.z; \n" 2023 "KIL -t.x; \n" 2024 "# for debug only \n" 2025 "#MOV result.color, t.x; \n" 2026 "END \n"; 2027 char program2[1000]; 2028 struct drawpix_state *drawpix = &ctx->Meta->DrawPix; 2029 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx); 2030 const char *texTarget; 2031 2032 assert(drawpix->StencilFP == 0); 2033 2034 /* replace %s with "RECT" or "2D" */ 2035 assert(strlen(program) + 4 < sizeof(program2)); 2036 if (tex->Target == GL_TEXTURE_RECTANGLE) 2037 texTarget = "RECT"; 2038 else 2039 texTarget = "2D"; 2040 _mesa_snprintf(program2, sizeof(program2), program, texTarget); 2041 2042 _mesa_GenProgramsARB(1, &drawpix->StencilFP); 2043 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); 2044 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, 2045 strlen(program2), (const GLubyte *) program2); 2046 } 2047 2048 2049 /** 2050 * One-time init for drawing depth pixels. 2051 */ 2052 static void 2053 init_draw_depth_pixels(struct gl_context *ctx) 2054 { 2055 static const char *program = 2056 "!!ARBfp1.0\n" 2057 "PARAM color = program.local[0]; \n" 2058 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n" 2059 "MOV result.color, color; \n" 2060 "END \n"; 2061 char program2[200]; 2062 struct drawpix_state *drawpix = &ctx->Meta->DrawPix; 2063 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx); 2064 const char *texTarget; 2065 2066 assert(drawpix->DepthFP == 0); 2067 2068 /* replace %s with "RECT" or "2D" */ 2069 assert(strlen(program) + 4 < sizeof(program2)); 2070 if (tex->Target == GL_TEXTURE_RECTANGLE) 2071 texTarget = "RECT"; 2072 else 2073 texTarget = "2D"; 2074 _mesa_snprintf(program2, sizeof(program2), program, texTarget); 2075 2076 _mesa_GenProgramsARB(1, &drawpix->DepthFP); 2077 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); 2078 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, 2079 strlen(program2), (const GLubyte *) program2); 2080 } 2081 2082 2083 /** 2084 * Meta implementation of ctx->Driver.DrawPixels() in terms 2085 * of texture mapping and polygon rendering. 2086 */ 2087 void 2088 _mesa_meta_DrawPixels(struct gl_context *ctx, 2089 GLint x, GLint y, GLsizei width, GLsizei height, 2090 GLenum format, GLenum type, 2091 const struct gl_pixelstore_attrib *unpack, 2092 const GLvoid *pixels) 2093 { 2094 struct drawpix_state *drawpix = &ctx->Meta->DrawPix; 2095 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx); 2096 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack; 2097 const GLuint origStencilMask = ctx->Stencil.WriteMask[0]; 2098 struct vertex verts[4]; 2099 GLenum texIntFormat; 2100 GLboolean fallback, newTex; 2101 GLbitfield metaExtraSave = 0x0; 2102 2103 /* 2104 * Determine if we can do the glDrawPixels with texture mapping. 2105 */ 2106 fallback = GL_FALSE; 2107 if (ctx->Fog.Enabled) { 2108 fallback = GL_TRUE; 2109 } 2110 2111 if (_mesa_is_color_format(format)) { 2112 /* use more compact format when possible */ 2113 /* XXX disable special case for GL_LUMINANCE for now to work around 2114 * apparent i965 driver bug (see bug #23670). 2115 */ 2116 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA) 2117 texIntFormat = format; 2118 else 2119 texIntFormat = GL_RGBA; 2120 2121 /* If we're not supposed to clamp the resulting color, then just 2122 * promote our texture to fully float. We could do better by 2123 * just going for the matching set of channels, in floating 2124 * point. 2125 */ 2126 if (ctx->Color.ClampFragmentColor != GL_TRUE && 2127 ctx->Extensions.ARB_texture_float) 2128 texIntFormat = GL_RGBA32F; 2129 } 2130 else if (_mesa_is_stencil_format(format)) { 2131 if (ctx->Extensions.ARB_fragment_program && 2132 ctx->Pixel.IndexShift == 0 && 2133 ctx->Pixel.IndexOffset == 0 && 2134 type == GL_UNSIGNED_BYTE) { 2135 /* We'll store stencil as alpha. This only works for GLubyte 2136 * image data because of how incoming values are mapped to alpha 2137 * in [0,1]. 2138 */ 2139 texIntFormat = GL_ALPHA; 2140 metaExtraSave = (MESA_META_COLOR_MASK | 2141 MESA_META_DEPTH_TEST | 2142 MESA_META_PIXEL_TRANSFER | 2143 MESA_META_SHADER | 2144 MESA_META_STENCIL_TEST); 2145 } 2146 else { 2147 fallback = GL_TRUE; 2148 } 2149 } 2150 else if (_mesa_is_depth_format(format)) { 2151 if (ctx->Extensions.ARB_depth_texture && 2152 ctx->Extensions.ARB_fragment_program) { 2153 texIntFormat = GL_DEPTH_COMPONENT; 2154 metaExtraSave = (MESA_META_SHADER); 2155 } 2156 else { 2157 fallback = GL_TRUE; 2158 } 2159 } 2160 else { 2161 fallback = GL_TRUE; 2162 } 2163 2164 if (fallback) { 2165 _swrast_DrawPixels(ctx, x, y, width, height, 2166 format, type, unpack, pixels); 2167 return; 2168 } 2169 2170 /* 2171 * Check image size against max texture size, draw as tiles if needed. 2172 */ 2173 if (width > tex->MaxSize || height > tex->MaxSize) { 2174 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height, 2175 format, type, unpack, pixels); 2176 return; 2177 } 2178 2179 /* Most GL state applies to glDrawPixels (like blending, stencil, etc), 2180 * but a there's a few things we need to override: 2181 */ 2182 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION | 2183 MESA_META_SHADER | 2184 MESA_META_TEXTURE | 2185 MESA_META_TRANSFORM | 2186 MESA_META_CLIP | 2187 MESA_META_VERTEX | 2188 MESA_META_VIEWPORT | 2189 metaExtraSave)); 2190 2191 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat); 2192 2193 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false, 2194 3, 2, 0); 2195 2196 /* Silence valgrind warnings about reading uninitialized stack. */ 2197 memset(verts, 0, sizeof(verts)); 2198 2199 /* vertex positions, texcoords (after texture allocation!) */ 2200 { 2201 const GLfloat x0 = (GLfloat) x; 2202 const GLfloat y0 = (GLfloat) y; 2203 const GLfloat x1 = x + width * ctx->Pixel.ZoomX; 2204 const GLfloat y1 = y + height * ctx->Pixel.ZoomY; 2205 const GLfloat z = invert_z(ctx->Current.RasterPos[2]); 2206 2207 verts[0].x = x0; 2208 verts[0].y = y0; 2209 verts[0].z = z; 2210 verts[0].tex[0] = 0.0F; 2211 verts[0].tex[1] = 0.0F; 2212 verts[1].x = x1; 2213 verts[1].y = y0; 2214 verts[1].z = z; 2215 verts[1].tex[0] = tex->Sright; 2216 verts[1].tex[1] = 0.0F; 2217 verts[2].x = x1; 2218 verts[2].y = y1; 2219 verts[2].z = z; 2220 verts[2].tex[0] = tex->Sright; 2221 verts[2].tex[1] = tex->Ttop; 2222 verts[3].x = x0; 2223 verts[3].y = y1; 2224 verts[3].z = z; 2225 verts[3].tex[0] = 0.0F; 2226 verts[3].tex[1] = tex->Ttop; 2227 } 2228 2229 /* upload new vertex data */ 2230 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts, 2231 GL_DYNAMIC_DRAW, __func__); 2232 2233 /* set given unpack params */ 2234 ctx->Unpack = *unpack; 2235 2236 _mesa_set_enable(ctx, tex->Target, GL_TRUE); 2237 2238 if (_mesa_is_stencil_format(format)) { 2239 /* Drawing stencil */ 2240 GLint bit; 2241 2242 if (!drawpix->StencilFP) 2243 init_draw_stencil_pixels(ctx); 2244 2245 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height, 2246 GL_ALPHA, type, pixels); 2247 2248 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); 2249 2250 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE); 2251 2252 /* set all stencil bits to 0 */ 2253 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); 2254 _mesa_StencilFunc(GL_ALWAYS, 0, 255); 2255 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 2256 2257 /* set stencil bits to 1 where needed */ 2258 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); 2259 2260 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); 2261 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); 2262 2263 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) { 2264 const GLuint mask = 1 << bit; 2265 if (mask & origStencilMask) { 2266 _mesa_StencilFunc(GL_ALWAYS, mask, mask); 2267 _mesa_StencilMask(mask); 2268 2269 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 2270 255.0f / mask, 0.5f, 0.0f, 0.0f); 2271 2272 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 2273 } 2274 } 2275 } 2276 else if (_mesa_is_depth_format(format)) { 2277 /* Drawing depth */ 2278 if (!drawpix->DepthFP) 2279 init_draw_depth_pixels(ctx); 2280 2281 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); 2282 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); 2283 2284 /* polygon color = current raster color */ 2285 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, 2286 ctx->Current.RasterColor); 2287 2288 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height, 2289 format, type, pixels); 2290 2291 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 2292 } 2293 else { 2294 /* Drawing RGBA */ 2295 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height, 2296 format, type, pixels); 2297 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 2298 } 2299 2300 _mesa_set_enable(ctx, tex->Target, GL_FALSE); 2301 2302 /* restore unpack params */ 2303 ctx->Unpack = unpackSave; 2304 2305 _mesa_meta_end(ctx); 2306 } 2307 2308 static GLboolean 2309 alpha_test_raster_color(struct gl_context *ctx) 2310 { 2311 GLfloat alpha = ctx->Current.RasterColor[ACOMP]; 2312 GLfloat ref = ctx->Color.AlphaRef; 2313 2314 switch (ctx->Color.AlphaFunc) { 2315 case GL_NEVER: 2316 return GL_FALSE; 2317 case GL_LESS: 2318 return alpha < ref; 2319 case GL_EQUAL: 2320 return alpha == ref; 2321 case GL_LEQUAL: 2322 return alpha <= ref; 2323 case GL_GREATER: 2324 return alpha > ref; 2325 case GL_NOTEQUAL: 2326 return alpha != ref; 2327 case GL_GEQUAL: 2328 return alpha >= ref; 2329 case GL_ALWAYS: 2330 return GL_TRUE; 2331 default: 2332 assert(0); 2333 return GL_FALSE; 2334 } 2335 } 2336 2337 /** 2338 * Do glBitmap with a alpha texture quad. Use the alpha test to cull 2339 * the 'off' bits. A bitmap cache as in the gallium/mesa state 2340 * tracker would improve performance a lot. 2341 */ 2342 void 2343 _mesa_meta_Bitmap(struct gl_context *ctx, 2344 GLint x, GLint y, GLsizei width, GLsizei height, 2345 const struct gl_pixelstore_attrib *unpack, 2346 const GLubyte *bitmap1) 2347 { 2348 struct bitmap_state *bitmap = &ctx->Meta->Bitmap; 2349 struct temp_texture *tex = get_bitmap_temp_texture(ctx); 2350 const GLenum texIntFormat = GL_ALPHA; 2351 const struct gl_pixelstore_attrib unpackSave = *unpack; 2352 GLubyte fg, bg; 2353 struct vertex verts[4]; 2354 GLboolean newTex; 2355 GLubyte *bitmap8; 2356 2357 /* 2358 * Check if swrast fallback is needed. 2359 */ 2360 if (ctx->_ImageTransferState || 2361 ctx->FragmentProgram._Enabled || 2362 ctx->Fog.Enabled || 2363 ctx->Texture._MaxEnabledTexImageUnit != -1 || 2364 width > tex->MaxSize || 2365 height > tex->MaxSize) { 2366 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1); 2367 return; 2368 } 2369 2370 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx)) 2371 return; 2372 2373 /* Most GL state applies to glBitmap (like blending, stencil, etc), 2374 * but a there's a few things we need to override: 2375 */ 2376 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST | 2377 MESA_META_PIXEL_STORE | 2378 MESA_META_RASTERIZATION | 2379 MESA_META_SHADER | 2380 MESA_META_TEXTURE | 2381 MESA_META_TRANSFORM | 2382 MESA_META_CLIP | 2383 MESA_META_VERTEX | 2384 MESA_META_VIEWPORT)); 2385 2386 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false, 2387 3, 2, 4); 2388 2389 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat); 2390 2391 /* Silence valgrind warnings about reading uninitialized stack. */ 2392 memset(verts, 0, sizeof(verts)); 2393 2394 /* vertex positions, texcoords, colors (after texture allocation!) */ 2395 { 2396 const GLfloat x0 = (GLfloat) x; 2397 const GLfloat y0 = (GLfloat) y; 2398 const GLfloat x1 = (GLfloat) (x + width); 2399 const GLfloat y1 = (GLfloat) (y + height); 2400 const GLfloat z = invert_z(ctx->Current.RasterPos[2]); 2401 GLuint i; 2402 2403 verts[0].x = x0; 2404 verts[0].y = y0; 2405 verts[0].z = z; 2406 verts[0].tex[0] = 0.0F; 2407 verts[0].tex[1] = 0.0F; 2408 verts[1].x = x1; 2409 verts[1].y = y0; 2410 verts[1].z = z; 2411 verts[1].tex[0] = tex->Sright; 2412 verts[1].tex[1] = 0.0F; 2413 verts[2].x = x1; 2414 verts[2].y = y1; 2415 verts[2].z = z; 2416 verts[2].tex[0] = tex->Sright; 2417 verts[2].tex[1] = tex->Ttop; 2418 verts[3].x = x0; 2419 verts[3].y = y1; 2420 verts[3].z = z; 2421 verts[3].tex[0] = 0.0F; 2422 verts[3].tex[1] = tex->Ttop; 2423 2424 for (i = 0; i < 4; i++) { 2425 verts[i].r = ctx->Current.RasterColor[0]; 2426 verts[i].g = ctx->Current.RasterColor[1]; 2427 verts[i].b = ctx->Current.RasterColor[2]; 2428 verts[i].a = ctx->Current.RasterColor[3]; 2429 } 2430 2431 /* upload new vertex data */ 2432 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts, 2433 __func__); 2434 } 2435 2436 /* choose different foreground/background alpha values */ 2437 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]); 2438 bg = (fg > 127 ? 0 : 255); 2439 2440 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1); 2441 if (!bitmap1) { 2442 _mesa_meta_end(ctx); 2443 return; 2444 } 2445 2446 bitmap8 = malloc(width * height); 2447 if (bitmap8) { 2448 memset(bitmap8, bg, width * height); 2449 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1, 2450 bitmap8, width, fg); 2451 2452 _mesa_set_enable(ctx, tex->Target, GL_TRUE); 2453 2454 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE); 2455 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg)); 2456 2457 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height, 2458 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8); 2459 2460 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 2461 2462 _mesa_set_enable(ctx, tex->Target, GL_FALSE); 2463 2464 free(bitmap8); 2465 } 2466 2467 _mesa_unmap_pbo_source(ctx, &unpackSave); 2468 2469 _mesa_meta_end(ctx); 2470 } 2471 2472 /** 2473 * Compute the texture coordinates for the four vertices of a quad for 2474 * drawing a 2D texture image or slice of a cube/3D texture. The offset 2475 * and width, height specify a sub-region of the 2D image. 2476 * 2477 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name 2478 * \param slice slice of a 1D/2D array texture or 3D texture 2479 * \param xoffset X position of sub texture 2480 * \param yoffset Y position of sub texture 2481 * \param width width of the sub texture image 2482 * \param height height of the sub texture image 2483 * \param total_width total width of the texture image 2484 * \param total_height total height of the texture image 2485 * \param total_depth total depth of the texture image 2486 * \param coords0/1/2/3 returns the computed texcoords 2487 */ 2488 void 2489 _mesa_meta_setup_texture_coords(GLenum faceTarget, 2490 GLint slice, 2491 GLint xoffset, 2492 GLint yoffset, 2493 GLint width, 2494 GLint height, 2495 GLint total_width, 2496 GLint total_height, 2497 GLint total_depth, 2498 GLfloat coords0[4], 2499 GLfloat coords1[4], 2500 GLfloat coords2[4], 2501 GLfloat coords3[4]) 2502 { 2503 float st[4][2]; 2504 GLuint i; 2505 const float s0 = (float) xoffset / (float) total_width; 2506 const float s1 = (float) (xoffset + width) / (float) total_width; 2507 const float t0 = (float) yoffset / (float) total_height; 2508 const float t1 = (float) (yoffset + height) / (float) total_height; 2509 GLfloat r; 2510 2511 /* setup the reference texcoords */ 2512 st[0][0] = s0; 2513 st[0][1] = t0; 2514 st[1][0] = s1; 2515 st[1][1] = t0; 2516 st[2][0] = s1; 2517 st[2][1] = t1; 2518 st[3][0] = s0; 2519 st[3][1] = t1; 2520 2521 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY) 2522 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6; 2523 2524 /* Currently all texture targets want the W component to be 1.0. 2525 */ 2526 coords0[3] = 1.0F; 2527 coords1[3] = 1.0F; 2528 coords2[3] = 1.0F; 2529 coords3[3] = 1.0F; 2530 2531 switch (faceTarget) { 2532 case GL_TEXTURE_1D: 2533 case GL_TEXTURE_2D: 2534 case GL_TEXTURE_3D: 2535 case GL_TEXTURE_2D_ARRAY: 2536 if (faceTarget == GL_TEXTURE_3D) { 2537 assert(slice < total_depth); 2538 assert(total_depth >= 1); 2539 r = (slice + 0.5f) / total_depth; 2540 } 2541 else if (faceTarget == GL_TEXTURE_2D_ARRAY) 2542 r = (float) slice; 2543 else 2544 r = 0.0F; 2545 coords0[0] = st[0][0]; /* s */ 2546 coords0[1] = st[0][1]; /* t */ 2547 coords0[2] = r; /* r */ 2548 coords1[0] = st[1][0]; 2549 coords1[1] = st[1][1]; 2550 coords1[2] = r; 2551 coords2[0] = st[2][0]; 2552 coords2[1] = st[2][1]; 2553 coords2[2] = r; 2554 coords3[0] = st[3][0]; 2555 coords3[1] = st[3][1]; 2556 coords3[2] = r; 2557 break; 2558 case GL_TEXTURE_RECTANGLE_ARB: 2559 coords0[0] = (float) xoffset; /* s */ 2560 coords0[1] = (float) yoffset; /* t */ 2561 coords0[2] = 0.0F; /* r */ 2562 coords1[0] = (float) (xoffset + width); 2563 coords1[1] = (float) yoffset; 2564 coords1[2] = 0.0F; 2565 coords2[0] = (float) (xoffset + width); 2566 coords2[1] = (float) (yoffset + height); 2567 coords2[2] = 0.0F; 2568 coords3[0] = (float) xoffset; 2569 coords3[1] = (float) (yoffset + height); 2570 coords3[2] = 0.0F; 2571 break; 2572 case GL_TEXTURE_1D_ARRAY: 2573 coords0[0] = st[0][0]; /* s */ 2574 coords0[1] = (float) slice; /* t */ 2575 coords0[2] = 0.0F; /* r */ 2576 coords1[0] = st[1][0]; 2577 coords1[1] = (float) slice; 2578 coords1[2] = 0.0F; 2579 coords2[0] = st[2][0]; 2580 coords2[1] = (float) slice; 2581 coords2[2] = 0.0F; 2582 coords3[0] = st[3][0]; 2583 coords3[1] = (float) slice; 2584 coords3[2] = 0.0F; 2585 break; 2586 2587 case GL_TEXTURE_CUBE_MAP_POSITIVE_X: 2588 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: 2589 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: 2590 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: 2591 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: 2592 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: 2593 /* loop over quad verts */ 2594 for (i = 0; i < 4; i++) { 2595 /* Compute sc = +/-scale and tc = +/-scale. 2596 * Not +/-1 to avoid cube face selection ambiguity near the edges, 2597 * though that can still sometimes happen with this scale factor... 2598 */ 2599 const GLfloat scale = 0.9999f; 2600 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale; 2601 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale; 2602 GLfloat *coord; 2603 2604 switch (i) { 2605 case 0: 2606 coord = coords0; 2607 break; 2608 case 1: 2609 coord = coords1; 2610 break; 2611 case 2: 2612 coord = coords2; 2613 break; 2614 case 3: 2615 coord = coords3; 2616 break; 2617 default: 2618 unreachable("not reached"); 2619 } 2620 2621 coord[3] = (float) (slice / 6); 2622 2623 switch (faceTarget) { 2624 case GL_TEXTURE_CUBE_MAP_POSITIVE_X: 2625 coord[0] = 1.0f; 2626 coord[1] = -tc; 2627 coord[2] = -sc; 2628 break; 2629 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: 2630 coord[0] = -1.0f; 2631 coord[1] = -tc; 2632 coord[2] = sc; 2633 break; 2634 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: 2635 coord[0] = sc; 2636 coord[1] = 1.0f; 2637 coord[2] = tc; 2638 break; 2639 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: 2640 coord[0] = sc; 2641 coord[1] = -1.0f; 2642 coord[2] = -tc; 2643 break; 2644 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: 2645 coord[0] = sc; 2646 coord[1] = -tc; 2647 coord[2] = 1.0f; 2648 break; 2649 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: 2650 coord[0] = -sc; 2651 coord[1] = -tc; 2652 coord[2] = -1.0f; 2653 break; 2654 default: 2655 assert(0); 2656 } 2657 } 2658 break; 2659 default: 2660 assert(!"unexpected target in _mesa_meta_setup_texture_coords()"); 2661 } 2662 } 2663 2664 static struct blit_shader * 2665 choose_blit_shader(GLenum target, struct blit_shader_table *table) 2666 { 2667 switch(target) { 2668 case GL_TEXTURE_1D: 2669 table->sampler_1d.type = "sampler1D"; 2670 table->sampler_1d.func = "texture1D"; 2671 table->sampler_1d.texcoords = "texCoords.x"; 2672 return &table->sampler_1d; 2673 case GL_TEXTURE_2D: 2674 table->sampler_2d.type = "sampler2D"; 2675 table->sampler_2d.func = "texture2D"; 2676 table->sampler_2d.texcoords = "texCoords.xy"; 2677 return &table->sampler_2d; 2678 case GL_TEXTURE_RECTANGLE: 2679 table->sampler_rect.type = "sampler2DRect"; 2680 table->sampler_rect.func = "texture2DRect"; 2681 table->sampler_rect.texcoords = "texCoords.xy"; 2682 return &table->sampler_rect; 2683 case GL_TEXTURE_3D: 2684 /* Code for mipmap generation with 3D textures is not used yet. 2685 * It's a sw fallback. 2686 */ 2687 table->sampler_3d.type = "sampler3D"; 2688 table->sampler_3d.func = "texture3D"; 2689 table->sampler_3d.texcoords = "texCoords.xyz"; 2690 return &table->sampler_3d; 2691 case GL_TEXTURE_CUBE_MAP: 2692 table->sampler_cubemap.type = "samplerCube"; 2693 table->sampler_cubemap.func = "textureCube"; 2694 table->sampler_cubemap.texcoords = "texCoords.xyz"; 2695 return &table->sampler_cubemap; 2696 case GL_TEXTURE_1D_ARRAY: 2697 table->sampler_1d_array.type = "sampler1DArray"; 2698 table->sampler_1d_array.func = "texture1DArray"; 2699 table->sampler_1d_array.texcoords = "texCoords.xy"; 2700 return &table->sampler_1d_array; 2701 case GL_TEXTURE_2D_ARRAY: 2702 table->sampler_2d_array.type = "sampler2DArray"; 2703 table->sampler_2d_array.func = "texture2DArray"; 2704 table->sampler_2d_array.texcoords = "texCoords.xyz"; 2705 return &table->sampler_2d_array; 2706 case GL_TEXTURE_CUBE_MAP_ARRAY: 2707 table->sampler_cubemap_array.type = "samplerCubeArray"; 2708 table->sampler_cubemap_array.func = "textureCubeArray"; 2709 table->sampler_cubemap_array.texcoords = "texCoords.xyzw"; 2710 return &table->sampler_cubemap_array; 2711 default: 2712 _mesa_problem(NULL, "Unexpected texture target 0x%x in" 2713 " setup_texture_sampler()\n", target); 2714 return NULL; 2715 } 2716 } 2717 2718 void 2719 _mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx, 2720 struct blit_shader_table *table) 2721 { 2722 _mesa_reference_shader_program(ctx, &table->sampler_1d.shader_prog, NULL); 2723 _mesa_reference_shader_program(ctx, &table->sampler_2d.shader_prog, NULL); 2724 _mesa_reference_shader_program(ctx, &table->sampler_3d.shader_prog, NULL); 2725 _mesa_reference_shader_program(ctx, &table->sampler_rect.shader_prog, NULL); 2726 _mesa_reference_shader_program(ctx, &table->sampler_cubemap.shader_prog, NULL); 2727 _mesa_reference_shader_program(ctx, &table->sampler_1d_array.shader_prog, NULL); 2728 _mesa_reference_shader_program(ctx, &table->sampler_2d_array.shader_prog, NULL); 2729 _mesa_reference_shader_program(ctx, &table->sampler_cubemap_array.shader_prog, NULL); 2730 } 2731 2732 /** 2733 * Determine the GL data type to use for the temporary image read with 2734 * ReadPixels() and passed to Tex[Sub]Image(). 2735 */ 2736 static GLenum 2737 get_temp_image_type(struct gl_context *ctx, mesa_format format) 2738 { 2739 const GLenum baseFormat = _mesa_get_format_base_format(format); 2740 const GLenum datatype = _mesa_get_format_datatype(format); 2741 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS); 2742 2743 switch (baseFormat) { 2744 case GL_RGBA: 2745 case GL_RGB: 2746 case GL_RG: 2747 case GL_RED: 2748 case GL_ALPHA: 2749 case GL_LUMINANCE: 2750 case GL_LUMINANCE_ALPHA: 2751 case GL_INTENSITY: 2752 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) { 2753 return datatype; 2754 } else if (format_red_bits <= 8) { 2755 return GL_UNSIGNED_BYTE; 2756 } else if (format_red_bits <= 16) { 2757 return GL_UNSIGNED_SHORT; 2758 } 2759 return GL_FLOAT; 2760 case GL_DEPTH_COMPONENT: 2761 if (datatype == GL_FLOAT) 2762 return GL_FLOAT; 2763 else 2764 return GL_UNSIGNED_INT; 2765 case GL_DEPTH_STENCIL: 2766 if (datatype == GL_FLOAT) 2767 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV; 2768 else 2769 return GL_UNSIGNED_INT_24_8; 2770 default: 2771 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()", 2772 baseFormat); 2773 return 0; 2774 } 2775 } 2776 2777 /** 2778 * Attempts to wrap the destination texture in an FBO and use 2779 * glBlitFramebuffer() to implement glCopyTexSubImage(). 2780 */ 2781 static bool 2782 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims, 2783 struct gl_texture_image *texImage, 2784 GLint xoffset, 2785 GLint yoffset, 2786 GLint zoffset, 2787 struct gl_renderbuffer *rb, 2788 GLint x, GLint y, 2789 GLsizei width, GLsizei height) 2790 { 2791 struct gl_framebuffer *drawFb; 2792 bool success = false; 2793 GLbitfield mask; 2794 GLenum status; 2795 2796 if (!ctx->Extensions.ARB_framebuffer_object) 2797 return false; 2798 2799 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF); 2800 if (drawFb == NULL) 2801 return false; 2802 2803 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS); 2804 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer); 2805 2806 if (rb->_BaseFormat == GL_DEPTH_STENCIL || 2807 rb->_BaseFormat == GL_DEPTH_COMPONENT) { 2808 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer, 2809 GL_DEPTH_ATTACHMENT, 2810 texImage, zoffset); 2811 mask = GL_DEPTH_BUFFER_BIT; 2812 2813 if (rb->_BaseFormat == GL_DEPTH_STENCIL && 2814 texImage->_BaseFormat == GL_DEPTH_STENCIL) { 2815 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer, 2816 GL_STENCIL_ATTACHMENT, 2817 texImage, zoffset); 2818 mask |= GL_STENCIL_BUFFER_BIT; 2819 } 2820 _mesa_DrawBuffer(GL_NONE); 2821 } else { 2822 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer, 2823 GL_COLOR_ATTACHMENT0, 2824 texImage, zoffset); 2825 mask = GL_COLOR_BUFFER_BIT; 2826 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0); 2827 } 2828 2829 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer); 2830 if (status != GL_FRAMEBUFFER_COMPLETE) 2831 goto out; 2832 2833 ctx->Meta->Blit.no_ctsi_fallback = true; 2834 2835 /* Since we've bound a new draw framebuffer, we need to update 2836 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to 2837 * be correct. 2838 */ 2839 _mesa_update_state(ctx); 2840 2841 /* We skip the core BlitFramebuffer checks for format consistency, which 2842 * are too strict for CopyTexImage. We know meta will be fine with format 2843 * changes. 2844 */ 2845 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer, 2846 x, y, 2847 x + width, y + height, 2848 xoffset, yoffset, 2849 xoffset + width, yoffset + height, 2850 mask, GL_NEAREST); 2851 ctx->Meta->Blit.no_ctsi_fallback = false; 2852 success = mask == 0x0; 2853 2854 out: 2855 _mesa_reference_framebuffer(&drawFb, NULL); 2856 _mesa_meta_end(ctx); 2857 return success; 2858 } 2859 2860 /** 2861 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions. 2862 * Have to be careful with locking and meta state for pixel transfer. 2863 */ 2864 void 2865 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims, 2866 struct gl_texture_image *texImage, 2867 GLint xoffset, GLint yoffset, GLint zoffset, 2868 struct gl_renderbuffer *rb, 2869 GLint x, GLint y, 2870 GLsizei width, GLsizei height) 2871 { 2872 GLenum format, type; 2873 GLint bpp; 2874 void *buf; 2875 2876 if (copytexsubimage_using_blit_framebuffer(ctx, dims, 2877 texImage, 2878 xoffset, yoffset, zoffset, 2879 rb, 2880 x, y, 2881 width, height)) { 2882 return; 2883 } 2884 2885 /* Choose format/type for temporary image buffer */ 2886 format = _mesa_get_format_base_format(texImage->TexFormat); 2887 if (format == GL_LUMINANCE || 2888 format == GL_LUMINANCE_ALPHA || 2889 format == GL_INTENSITY) { 2890 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the 2891 * temp image buffer because glReadPixels will do L=R+G+B which is 2892 * not what we want (should be L=R). 2893 */ 2894 format = GL_RGBA; 2895 } 2896 2897 type = get_temp_image_type(ctx, texImage->TexFormat); 2898 if (_mesa_is_format_integer_color(texImage->TexFormat)) { 2899 format = _mesa_base_format_to_integer_format(format); 2900 } 2901 bpp = _mesa_bytes_per_pixel(format, type); 2902 if (bpp <= 0) { 2903 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()"); 2904 return; 2905 } 2906 2907 /* 2908 * Alloc image buffer (XXX could use a PBO) 2909 */ 2910 buf = malloc(width * height * bpp); 2911 if (!buf) { 2912 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims); 2913 return; 2914 } 2915 2916 /* 2917 * Read image from framebuffer (disable pixel transfer ops) 2918 */ 2919 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER); 2920 ctx->Driver.ReadPixels(ctx, x, y, width, height, 2921 format, type, &ctx->Pack, buf); 2922 _mesa_meta_end(ctx); 2923 2924 _mesa_update_state(ctx); /* to update pixel transfer state */ 2925 2926 /* 2927 * Store texture data (with pixel transfer ops) 2928 */ 2929 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE); 2930 2931 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) { 2932 assert(yoffset == 0); 2933 ctx->Driver.TexSubImage(ctx, dims, texImage, 2934 xoffset, zoffset, 0, width, 1, 1, 2935 format, type, buf, &ctx->Unpack); 2936 } else { 2937 ctx->Driver.TexSubImage(ctx, dims, texImage, 2938 xoffset, yoffset, zoffset, width, height, 1, 2939 format, type, buf, &ctx->Unpack); 2940 } 2941 2942 _mesa_meta_end(ctx); 2943 2944 free(buf); 2945 } 2946 2947 static void 2948 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo) 2949 { 2950 if (decompress_fbo->fb != NULL) { 2951 _mesa_reference_framebuffer(&decompress_fbo->fb, NULL); 2952 _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL); 2953 } 2954 2955 memset(decompress_fbo, 0, sizeof(*decompress_fbo)); 2956 } 2957 2958 static void 2959 meta_decompress_cleanup(struct gl_context *ctx, 2960 struct decompress_state *decompress) 2961 { 2962 meta_decompress_fbo_cleanup(&decompress->byteFBO); 2963 meta_decompress_fbo_cleanup(&decompress->floatFBO); 2964 2965 if (decompress->VAO != 0) { 2966 _mesa_DeleteVertexArrays(1, &decompress->VAO); 2967 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL); 2968 } 2969 2970 _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL); 2971 2972 memset(decompress, 0, sizeof(*decompress)); 2973 } 2974 2975 /** 2976 * Decompress a texture image by drawing a quad with the compressed 2977 * texture and reading the pixels out of the color buffer. 2978 * \param slice which slice of a 3D texture or layer of a 1D/2D texture 2979 * \param destFormat format, ala glReadPixels 2980 * \param destType type, ala glReadPixels 2981 * \param dest destination buffer 2982 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH) 2983 */ 2984 static bool 2985 decompress_texture_image(struct gl_context *ctx, 2986 struct gl_texture_image *texImage, 2987 GLuint slice, 2988 GLint xoffset, GLint yoffset, 2989 GLsizei width, GLsizei height, 2990 GLenum destFormat, GLenum destType, 2991 GLvoid *dest) 2992 { 2993 struct decompress_state *decompress = &ctx->Meta->Decompress; 2994 struct decompress_fbo_state *decompress_fbo; 2995 struct gl_texture_object *texObj = texImage->TexObject; 2996 const GLenum target = texObj->Target; 2997 GLenum rbFormat; 2998 GLenum faceTarget; 2999 struct vertex verts[4]; 3000 struct gl_sampler_object *samp_obj_save = NULL; 3001 GLenum status; 3002 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader && 3003 ctx->Extensions.ARB_fragment_shader; 3004 3005 switch (_mesa_get_format_datatype(texImage->TexFormat)) { 3006 case GL_FLOAT: 3007 decompress_fbo = &decompress->floatFBO; 3008 rbFormat = GL_RGBA32F; 3009 break; 3010 case GL_UNSIGNED_NORMALIZED: 3011 decompress_fbo = &decompress->byteFBO; 3012 rbFormat = GL_RGBA; 3013 break; 3014 default: 3015 return false; 3016 } 3017 3018 if (slice > 0) { 3019 assert(target == GL_TEXTURE_3D || 3020 target == GL_TEXTURE_2D_ARRAY || 3021 target == GL_TEXTURE_CUBE_MAP_ARRAY); 3022 } 3023 3024 switch (target) { 3025 case GL_TEXTURE_1D: 3026 case GL_TEXTURE_1D_ARRAY: 3027 assert(!"No compressed 1D textures."); 3028 return false; 3029 3030 case GL_TEXTURE_CUBE_MAP_ARRAY: 3031 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6); 3032 break; 3033 3034 case GL_TEXTURE_CUBE_MAP: 3035 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face; 3036 break; 3037 3038 default: 3039 faceTarget = target; 3040 break; 3041 } 3042 3043 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE | 3044 MESA_META_DRAW_BUFFERS)); 3045 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); 3046 3047 _mesa_reference_sampler_object(ctx, &samp_obj_save, 3048 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler); 3049 3050 /* Create/bind FBO/renderbuffer */ 3051 if (decompress_fbo->fb == NULL) { 3052 decompress_fbo->rb = ctx->Driver.NewRenderbuffer(ctx, 0xDEADBEEF); 3053 if (decompress_fbo->rb == NULL) { 3054 _mesa_meta_end(ctx); 3055 return false; 3056 } 3057 3058 decompress_fbo->rb->RefCount = 1; 3059 3060 decompress_fbo->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF); 3061 if (decompress_fbo->fb == NULL) { 3062 _mesa_meta_end(ctx); 3063 return false; 3064 } 3065 3066 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb); 3067 _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0, 3068 decompress_fbo->rb); 3069 } 3070 else { 3071 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb); 3072 } 3073 3074 /* alloc dest surface */ 3075 if (width > decompress_fbo->Width || height > decompress_fbo->Height) { 3076 _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat, 3077 width, height, 0); 3078 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer); 3079 if (status != GL_FRAMEBUFFER_COMPLETE) { 3080 /* If the framebuffer isn't complete then we'll leave 3081 * decompress_fbo->Width as zero so that it will fail again next time 3082 * too */ 3083 _mesa_meta_end(ctx); 3084 return false; 3085 } 3086 decompress_fbo->Width = width; 3087 decompress_fbo->Height = height; 3088 } 3089 3090 if (use_glsl_version) { 3091 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO, 3092 &decompress->buf_obj, true, 3093 2, 4, 0); 3094 3095 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders); 3096 } else { 3097 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO, 3098 &decompress->buf_obj, 3); 3099 } 3100 3101 if (decompress->samp_obj == NULL) { 3102 decompress->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF); 3103 if (decompress->samp_obj == NULL) { 3104 _mesa_meta_end(ctx); 3105 3106 /* This is a bit lazy. Flag out of memory, and then don't bother to 3107 * clean up. Once out of memory is flagged, the only realistic next 3108 * move is to destroy the context. That will trigger all the right 3109 * clean up. 3110 * 3111 * Returning true prevents other GetTexImage methods from attempting 3112 * anything since they will likely fail too. 3113 */ 3114 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage"); 3115 return true; 3116 } 3117 3118 /* nearest filtering */ 3119 _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST); 3120 3121 /* We don't want to encode or decode sRGB values; treat them as linear. */ 3122 _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT); 3123 } 3124 3125 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj); 3126 3127 /* Silence valgrind warnings about reading uninitialized stack. */ 3128 memset(verts, 0, sizeof(verts)); 3129 3130 _mesa_meta_setup_texture_coords(faceTarget, slice, 3131 xoffset, yoffset, width, height, 3132 texImage->Width, texImage->Height, 3133 texImage->Depth, 3134 verts[0].tex, 3135 verts[1].tex, 3136 verts[2].tex, 3137 verts[3].tex); 3138 3139 /* setup vertex positions */ 3140 verts[0].x = -1.0F; 3141 verts[0].y = -1.0F; 3142 verts[1].x = 1.0F; 3143 verts[1].y = -1.0F; 3144 verts[2].x = 1.0F; 3145 verts[2].y = 1.0F; 3146 verts[3].x = -1.0F; 3147 verts[3].y = 1.0F; 3148 3149 _mesa_set_viewport(ctx, 0, 0, 0, width, height); 3150 3151 /* upload new vertex data */ 3152 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts, 3153 __func__); 3154 3155 /* setup texture state */ 3156 _mesa_BindTexture(target, texObj->Name); 3157 3158 if (!use_glsl_version) 3159 _mesa_set_enable(ctx, target, GL_TRUE); 3160 3161 { 3162 /* save texture object state */ 3163 const GLint baseLevelSave = texObj->BaseLevel; 3164 const GLint maxLevelSave = texObj->MaxLevel; 3165 3166 /* restrict sampling to the texture level of interest */ 3167 if (target != GL_TEXTURE_RECTANGLE_ARB) { 3168 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL, 3169 (GLint *) &texImage->Level, false); 3170 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, 3171 (GLint *) &texImage->Level, false); 3172 } 3173 3174 /* render quad w/ texture into renderbuffer */ 3175 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 3176 3177 /* Restore texture object state, the texture binding will 3178 * be restored by _mesa_meta_end(). 3179 */ 3180 if (target != GL_TEXTURE_RECTANGLE_ARB) { 3181 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL, 3182 &baseLevelSave, false); 3183 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, 3184 &maxLevelSave, false); 3185 } 3186 3187 } 3188 3189 /* read pixels from renderbuffer */ 3190 { 3191 GLenum baseTexFormat = texImage->_BaseFormat; 3192 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat); 3193 3194 /* The pixel transfer state will be set to default values at this point 3195 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively 3196 * turned off (as required by glGetTexImage) but we need to handle some 3197 * special cases. In particular, single-channel texture values are 3198 * returned as red and two-channel texture values are returned as 3199 * red/alpha. 3200 */ 3201 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat, 3202 destBaseFormat) || 3203 /* If we're reading back an RGB(A) texture (using glGetTexImage) as 3204 * luminance then we need to return L=tex(R). 3205 */ 3206 _mesa_need_rgb_to_luminance_conversion(baseTexFormat, 3207 destBaseFormat)) { 3208 /* Green and blue must be zero */ 3209 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f); 3210 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f); 3211 } 3212 3213 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest); 3214 } 3215 3216 /* disable texture unit */ 3217 if (!use_glsl_version) 3218 _mesa_set_enable(ctx, target, GL_FALSE); 3219 3220 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save); 3221 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL); 3222 3223 _mesa_meta_end(ctx); 3224 3225 return true; 3226 } 3227 3228 3229 /** 3230 * This is just a wrapper around _mesa_get_tex_image() and 3231 * decompress_texture_image(). Meta functions should not be directly called 3232 * from core Mesa. 3233 */ 3234 void 3235 _mesa_meta_GetTexSubImage(struct gl_context *ctx, 3236 GLint xoffset, GLint yoffset, GLint zoffset, 3237 GLsizei width, GLsizei height, GLsizei depth, 3238 GLenum format, GLenum type, GLvoid *pixels, 3239 struct gl_texture_image *texImage) 3240 { 3241 if (_mesa_is_format_compressed(texImage->TexFormat)) { 3242 GLuint slice; 3243 bool result = true; 3244 3245 for (slice = 0; slice < depth; slice++) { 3246 void *dst; 3247 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says: 3248 * 3249 * "For three-dimensional, two-dimensional array, cube map array, 3250 * and cube map textures pixel storage operations are applied as 3251 * if the image were two-dimensional, except that the additional 3252 * pixel storage state values PACK_IMAGE_HEIGHT and 3253 * PACK_SKIP_IMAGES are applied. The correspondence of texels to 3254 * memory locations is as defined for TexImage3D in section 8.5." 3255 */ 3256 switch (texImage->TexObject->Target) { 3257 case GL_TEXTURE_3D: 3258 case GL_TEXTURE_2D_ARRAY: 3259 case GL_TEXTURE_CUBE_MAP: 3260 case GL_TEXTURE_CUBE_MAP_ARRAY: { 3261 /* Setup pixel packing. SkipPixels and SkipRows will be applied 3262 * in the decompress_texture_image() function's call to 3263 * glReadPixels but we need to compute the dest slice's address 3264 * here (according to SkipImages and ImageHeight). 3265 */ 3266 struct gl_pixelstore_attrib packing = ctx->Pack; 3267 packing.SkipPixels = 0; 3268 packing.SkipRows = 0; 3269 dst = _mesa_image_address3d(&packing, pixels, width, height, 3270 format, type, slice, 0, 0); 3271 break; 3272 } 3273 default: 3274 dst = pixels; 3275 break; 3276 } 3277 result = decompress_texture_image(ctx, texImage, slice, 3278 xoffset, yoffset, width, height, 3279 format, type, dst); 3280 if (!result) 3281 break; 3282 } 3283 3284 if (result) 3285 return; 3286 } 3287 3288 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset, 3289 width, height, depth, format, type, pixels, texImage); 3290 } 3291 3292 3293 /** 3294 * Meta implementation of ctx->Driver.DrawTex() in terms 3295 * of polygon rendering. 3296 */ 3297 void 3298 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, 3299 GLfloat width, GLfloat height) 3300 { 3301 struct drawtex_state *drawtex = &ctx->Meta->DrawTex; 3302 struct vertex { 3303 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2]; 3304 }; 3305 struct vertex verts[4]; 3306 GLuint i; 3307 3308 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION | 3309 MESA_META_SHADER | 3310 MESA_META_TRANSFORM | 3311 MESA_META_VERTEX | 3312 MESA_META_VIEWPORT)); 3313 3314 if (drawtex->VAO == 0) { 3315 /* one-time setup */ 3316 struct gl_vertex_array_object *array_obj; 3317 3318 /* create vertex array object */ 3319 _mesa_GenVertexArrays(1, &drawtex->VAO); 3320 _mesa_BindVertexArray(drawtex->VAO); 3321 3322 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO); 3323 assert(array_obj != NULL); 3324 3325 /* create vertex array buffer */ 3326 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF); 3327 if (drawtex->buf_obj == NULL) 3328 return; 3329 3330 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts, 3331 GL_DYNAMIC_DRAW, __func__); 3332 3333 /* setup vertex arrays */ 3334 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS, 3335 3, GL_FLOAT, GL_RGBA, GL_FALSE, 3336 GL_FALSE, GL_FALSE, 3337 offsetof(struct vertex, x), true); 3338 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS, 3339 drawtex->buf_obj, 0, sizeof(struct vertex)); 3340 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS); 3341 3342 3343 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 3344 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i), 3345 2, GL_FLOAT, GL_RGBA, GL_FALSE, 3346 GL_FALSE, GL_FALSE, 3347 offsetof(struct vertex, st[i]), true); 3348 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i), 3349 drawtex->buf_obj, 0, sizeof(struct vertex)); 3350 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i)); 3351 } 3352 } 3353 else { 3354 _mesa_BindVertexArray(drawtex->VAO); 3355 } 3356 3357 /* vertex positions, texcoords */ 3358 { 3359 const GLfloat x1 = x + width; 3360 const GLfloat y1 = y + height; 3361 3362 z = CLAMP(z, 0.0f, 1.0f); 3363 z = invert_z(z); 3364 3365 verts[0].x = x; 3366 verts[0].y = y; 3367 verts[0].z = z; 3368 3369 verts[1].x = x1; 3370 verts[1].y = y; 3371 verts[1].z = z; 3372 3373 verts[2].x = x1; 3374 verts[2].y = y1; 3375 verts[2].z = z; 3376 3377 verts[3].x = x; 3378 verts[3].y = y1; 3379 verts[3].z = z; 3380 3381 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 3382 const struct gl_texture_object *texObj; 3383 const struct gl_texture_image *texImage; 3384 GLfloat s, t, s1, t1; 3385 GLuint tw, th; 3386 3387 if (!ctx->Texture.Unit[i]._Current) { 3388 GLuint j; 3389 for (j = 0; j < 4; j++) { 3390 verts[j].st[i][0] = 0.0f; 3391 verts[j].st[i][1] = 0.0f; 3392 } 3393 continue; 3394 } 3395 3396 texObj = ctx->Texture.Unit[i]._Current; 3397 texImage = texObj->Image[0][texObj->BaseLevel]; 3398 tw = texImage->Width2; 3399 th = texImage->Height2; 3400 3401 s = (GLfloat) texObj->CropRect[0] / tw; 3402 t = (GLfloat) texObj->CropRect[1] / th; 3403 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw; 3404 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th; 3405 3406 verts[0].st[i][0] = s; 3407 verts[0].st[i][1] = t; 3408 3409 verts[1].st[i][0] = s1; 3410 verts[1].st[i][1] = t; 3411 3412 verts[2].st[i][0] = s1; 3413 verts[2].st[i][1] = t1; 3414 3415 verts[3].st[i][0] = s; 3416 verts[3].st[i][1] = t1; 3417 } 3418 3419 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts, 3420 __func__); 3421 } 3422 3423 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 3424 3425 _mesa_meta_end(ctx); 3426 } 3427 3428 static bool 3429 cleartexsubimage_color(struct gl_context *ctx, 3430 struct gl_texture_image *texImage, 3431 const GLvoid *clearValue, 3432 GLint zoffset) 3433 { 3434 mesa_format format; 3435 union gl_color_union colorValue; 3436 GLenum datatype; 3437 GLenum status; 3438 3439 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer, 3440 GL_COLOR_ATTACHMENT0, 3441 texImage, zoffset); 3442 3443 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer); 3444 if (status != GL_FRAMEBUFFER_COMPLETE) 3445 return false; 3446 3447 /* We don't want to apply an sRGB conversion so override the format */ 3448 format = _mesa_get_srgb_format_linear(texImage->TexFormat); 3449 datatype = _mesa_get_format_datatype(format); 3450 3451 switch (datatype) { 3452 case GL_UNSIGNED_INT: 3453 case GL_INT: 3454 if (clearValue) 3455 _mesa_unpack_uint_rgba_row(format, 1, clearValue, 3456 (GLuint (*)[4]) colorValue.ui); 3457 else 3458 memset(&colorValue, 0, sizeof colorValue); 3459 if (datatype == GL_INT) 3460 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i); 3461 else 3462 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui); 3463 break; 3464 default: 3465 if (clearValue) 3466 _mesa_unpack_rgba_row(format, 1, clearValue, 3467 (GLfloat (*)[4]) colorValue.f); 3468 else 3469 memset(&colorValue, 0, sizeof colorValue); 3470 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f); 3471 break; 3472 } 3473 3474 return true; 3475 } 3476 3477 static bool 3478 cleartexsubimage_depth_stencil(struct gl_context *ctx, 3479 struct gl_texture_image *texImage, 3480 const GLvoid *clearValue, 3481 GLint zoffset) 3482 { 3483 GLint stencilValue; 3484 GLfloat depthValue; 3485 GLenum status; 3486 3487 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer, 3488 GL_DEPTH_ATTACHMENT, 3489 texImage, zoffset); 3490 3491 if (texImage->_BaseFormat == GL_DEPTH_STENCIL) 3492 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer, 3493 GL_STENCIL_ATTACHMENT, 3494 texImage, zoffset); 3495 3496 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer); 3497 if (status != GL_FRAMEBUFFER_COMPLETE) 3498 return false; 3499 3500 if (clearValue) { 3501 GLuint depthStencilValue[2]; 3502 3503 /* Convert the clearValue from whatever format it's in to a floating 3504 * point value for the depth and an integer value for the stencil index 3505 */ 3506 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat, 3507 1, /* n */ 3508 clearValue, 3509 depthStencilValue); 3510 /* We need a memcpy here instead of a cast because we need to 3511 * reinterpret the bytes as a float rather than converting it 3512 */ 3513 memcpy(&depthValue, depthStencilValue, sizeof depthValue); 3514 stencilValue = depthStencilValue[1] & 0xff; 3515 } else { 3516 depthValue = 0.0f; 3517 stencilValue = 0; 3518 } 3519 3520 if (texImage->_BaseFormat == GL_DEPTH_STENCIL) 3521 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue); 3522 else 3523 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue); 3524 3525 return true; 3526 } 3527 3528 static bool 3529 cleartexsubimage_for_zoffset(struct gl_context *ctx, 3530 struct gl_texture_image *texImage, 3531 GLint zoffset, 3532 const GLvoid *clearValue) 3533 { 3534 struct gl_framebuffer *drawFb; 3535 bool success; 3536 3537 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF); 3538 if (drawFb == NULL) 3539 return false; 3540 3541 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer); 3542 3543 switch(texImage->_BaseFormat) { 3544 case GL_DEPTH_STENCIL: 3545 case GL_DEPTH_COMPONENT: 3546 success = cleartexsubimage_depth_stencil(ctx, texImage, 3547 clearValue, zoffset); 3548 break; 3549 default: 3550 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset); 3551 break; 3552 } 3553 3554 _mesa_reference_framebuffer(&drawFb, NULL); 3555 3556 return success; 3557 } 3558 3559 static bool 3560 cleartexsubimage_using_fbo(struct gl_context *ctx, 3561 struct gl_texture_image *texImage, 3562 GLint xoffset, GLint yoffset, GLint zoffset, 3563 GLsizei width, GLsizei height, GLsizei depth, 3564 const GLvoid *clearValue) 3565 { 3566 bool success = true; 3567 GLint z; 3568 3569 _mesa_meta_begin(ctx, 3570 MESA_META_SCISSOR | 3571 MESA_META_COLOR_MASK | 3572 MESA_META_DITHER | 3573 MESA_META_FRAMEBUFFER_SRGB); 3574 3575 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); 3576 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE); 3577 3578 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE); 3579 _mesa_Scissor(xoffset, yoffset, width, height); 3580 3581 for (z = zoffset; z < zoffset + depth; z++) { 3582 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) { 3583 success = false; 3584 break; 3585 } 3586 } 3587 3588 _mesa_meta_end(ctx); 3589 3590 return success; 3591 } 3592 3593 extern void 3594 _mesa_meta_ClearTexSubImage(struct gl_context *ctx, 3595 struct gl_texture_image *texImage, 3596 GLint xoffset, GLint yoffset, GLint zoffset, 3597 GLsizei width, GLsizei height, GLsizei depth, 3598 const GLvoid *clearValue) 3599 { 3600 bool res; 3601 3602 res = cleartexsubimage_using_fbo(ctx, texImage, 3603 xoffset, yoffset, zoffset, 3604 width, height, depth, 3605 clearValue); 3606 3607 if (res) 3608 return; 3609 3610 _mesa_warning(ctx, 3611 "Falling back to mapping the texture in " 3612 "glClearTexSubImage\n"); 3613 3614 _mesa_store_cleartexsubimage(ctx, texImage, 3615 xoffset, yoffset, zoffset, 3616 width, height, depth, 3617 clearValue); 3618 } 3619