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