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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/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/framebuffer.h"
52 #include "main/glformats.h"
53 #include "main/image.h"
54 #include "main/macros.h"
55 #include "main/matrix.h"
56 #include "main/mipmap.h"
57 #include "main/multisample.h"
58 #include "main/objectlabel.h"
59 #include "main/pipelineobj.h"
60 #include "main/pixel.h"
61 #include "main/pbo.h"
62 #include "main/polygon.h"
63 #include "main/queryobj.h"
64 #include "main/readpix.h"
65 #include "main/renderbuffer.h"
66 #include "main/scissor.h"
67 #include "main/shaderapi.h"
68 #include "main/shaderobj.h"
69 #include "main/state.h"
70 #include "main/stencil.h"
71 #include "main/texobj.h"
72 #include "main/texenv.h"
73 #include "main/texgetimage.h"
74 #include "main/teximage.h"
75 #include "main/texparam.h"
76 #include "main/texstate.h"
77 #include "main/texstore.h"
78 #include "main/transformfeedback.h"
79 #include "main/uniforms.h"
80 #include "main/varray.h"
81 #include "main/viewport.h"
82 #include "main/samplerobj.h"
83 #include "program/program.h"
84 #include "swrast/swrast.h"
85 #include "drivers/common/meta.h"
86 #include "main/enums.h"
87 #include "main/glformats.h"
88 #include "util/bitscan.h"
89 #include "util/ralloc.h"
90 #include "compiler/nir/nir.h"
91 
92 /** Return offset in bytes of the field within a vertex struct */
93 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
94 
95 static void
96 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
97 
98 static struct blit_shader *
99 choose_blit_shader(GLenum target, struct blit_shader_table *table);
100 
101 static void cleanup_temp_texture(struct gl_context *ctx,
102                                  struct temp_texture *tex);
103 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
104                                     struct clear_state *clear);
105 static void meta_decompress_cleanup(struct gl_context *ctx,
106                                     struct decompress_state *decompress);
107 static void meta_drawpix_cleanup(struct gl_context *ctx,
108                                  struct drawpix_state *drawpix);
109 
110 void
_mesa_meta_framebuffer_texture_image(struct gl_context * ctx,struct gl_framebuffer * fb,GLenum attachment,struct gl_texture_image * texImage,GLuint layer)111 _mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
112                                      struct gl_framebuffer *fb,
113                                      GLenum attachment,
114                                      struct gl_texture_image *texImage,
115                                      GLuint layer)
116 {
117    struct gl_texture_object *texObj = texImage->TexObject;
118    int level = texImage->Level;
119    const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP
120       ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face
121       : texObj->Target;
122 
123    struct gl_renderbuffer_attachment *att =
124       _mesa_get_and_validate_attachment(ctx, fb, attachment, __func__);
125    assert(att);
126 
127    _mesa_framebuffer_texture(ctx, fb, attachment, att, texObj, texTarget,
128                              level, layer, false);
129 }
130 
131 static struct gl_shader *
meta_compile_shader_with_debug(struct gl_context * ctx,gl_shader_stage stage,const GLcharARB * source)132 meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
133                                const GLcharARB *source)
134 {
135    const GLuint name = ~0;
136    struct gl_shader *sh;
137 
138    sh = _mesa_new_shader(name, stage);
139    sh->Source = strdup(source);
140    sh->CompileStatus = compile_failure;
141    _mesa_compile_shader(ctx, sh);
142 
143    if (!sh->CompileStatus) {
144       if (sh->InfoLog) {
145          _mesa_problem(ctx,
146                        "meta program compile failed:\n%s\nsource:\n%s\n",
147                        sh->InfoLog, source);
148       }
149 
150       _mesa_reference_shader(ctx, &sh, NULL);
151    }
152 
153    return sh;
154 }
155 
156 void
_mesa_meta_link_program_with_debug(struct gl_context * ctx,struct gl_shader_program * sh_prog)157 _mesa_meta_link_program_with_debug(struct gl_context *ctx,
158                                    struct gl_shader_program *sh_prog)
159 {
160    _mesa_link_program(ctx, sh_prog);
161 
162    if (!sh_prog->data->LinkStatus) {
163       _mesa_problem(ctx, "meta program link failed:\n%s",
164                     sh_prog->data->InfoLog);
165    }
166 }
167 
168 void
_mesa_meta_use_program(struct gl_context * ctx,struct gl_shader_program * sh_prog)169 _mesa_meta_use_program(struct gl_context *ctx,
170                        struct gl_shader_program *sh_prog)
171 {
172    /* Attach shader state to the binding point */
173    _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
174 
175    /* Update the program */
176    _mesa_use_shader_program(ctx, sh_prog);
177 }
178 
179 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)180 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
181                                     const char *vs_source,
182                                     const char *fs_source,
183                                     const char *name,
184                                     struct gl_shader_program **out_sh_prog)
185 {
186    struct gl_shader_program *sh_prog;
187    const GLuint id = ~0;
188 
189    sh_prog = _mesa_new_shader_program(id);
190    sh_prog->Label = strdup(name);
191    sh_prog->NumShaders = 2;
192    sh_prog->Shaders = malloc(2 * sizeof(struct gl_shader *));
193    sh_prog->Shaders[0] =
194       meta_compile_shader_with_debug(ctx, MESA_SHADER_VERTEX, vs_source);
195    sh_prog->Shaders[1] =
196       meta_compile_shader_with_debug(ctx, MESA_SHADER_FRAGMENT, fs_source);
197 
198    _mesa_meta_link_program_with_debug(ctx, sh_prog);
199 
200    struct gl_program *fp =
201       sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
202 
203    /* texelFetch() can break GL_SKIP_DECODE_EXT, but many meta passes want
204     * to use both together; pretend that we're not using texelFetch to hack
205     * around this bad interaction.  This is a bit fragile as it may break
206     * if you re-run the pass that gathers this info, but we probably won't...
207     */
208    fp->info.textures_used_by_txf = 0;
209    if (fp->nir)
210       fp->nir->info.textures_used_by_txf = 0;
211 
212    _mesa_meta_use_program(ctx, sh_prog);
213 
214    *out_sh_prog = sh_prog;
215 }
216 
217 /**
218  * Generate a generic shader to blit from a texture to a framebuffer
219  *
220  * \param ctx       Current GL context
221  * \param texTarget Texture target that will be the source of the blit
222  *
223  * \returns a handle to a shader program on success or zero on failure.
224  */
225 void
_mesa_meta_setup_blit_shader(struct gl_context * ctx,GLenum target,bool do_depth,struct blit_shader_table * table)226 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
227                              GLenum target,
228                              bool do_depth,
229                              struct blit_shader_table *table)
230 {
231    char *vs_source, *fs_source;
232    struct blit_shader *shader = choose_blit_shader(target, table);
233    const char *fs_input, *vs_preprocess, *fs_preprocess;
234    void *mem_ctx;
235 
236    if (ctx->Const.GLSLVersion < 130) {
237       vs_preprocess = "";
238       fs_preprocess = "#extension GL_EXT_texture_array : enable";
239       fs_input = "varying";
240    } else {
241       vs_preprocess = "#version 130";
242       fs_preprocess = "#version 130";
243       fs_input = "in";
244       shader->func = "texture";
245    }
246 
247    assert(shader != NULL);
248 
249    if (shader->shader_prog != NULL) {
250       _mesa_meta_use_program(ctx, shader->shader_prog);
251       return;
252    }
253 
254    mem_ctx = ralloc_context(NULL);
255 
256    vs_source = ralloc_asprintf(mem_ctx,
257                 "%s\n"
258                 "#extension GL_ARB_explicit_attrib_location: enable\n"
259                 "layout(location = 0) in vec2 position;\n"
260                 "layout(location = 1) in vec4 textureCoords;\n"
261                 "out vec4 texCoords;\n"
262                 "void main()\n"
263                 "{\n"
264                 "   texCoords = textureCoords;\n"
265                 "   gl_Position = vec4(position, 0.0, 1.0);\n"
266                 "}\n",
267                 vs_preprocess);
268 
269    fs_source = ralloc_asprintf(mem_ctx,
270                 "%s\n"
271                 "#extension GL_ARB_texture_cube_map_array: enable\n"
272                 "uniform %s texSampler;\n"
273                 "%s vec4 texCoords;\n"
274                 "void main()\n"
275                 "{\n"
276                 "   gl_FragColor = %s(texSampler, %s);\n"
277                 "%s"
278                 "}\n",
279                 fs_preprocess, shader->type, fs_input,
280                 shader->func, shader->texcoords,
281                 do_depth ?  "   gl_FragDepth = gl_FragColor.x;\n" : "");
282 
283    _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
284                                        ralloc_asprintf(mem_ctx, "%s blit",
285                                                        shader->type),
286                                        &shader->shader_prog);
287    ralloc_free(mem_ctx);
288 }
289 
290 /**
291  * Configure vertex buffer and vertex array objects for tests
292  *
293  * Regardless of whether a new VAO is created, the object referenced by \c VAO
294  * will be bound into the GL state vector when this function terminates.  The
295  * object referenced by \c VBO will \b not be bound.
296  *
297  * \param VAO       Storage for vertex array object handle.  If 0, a new VAO
298  *                  will be created.
299  * \param buf_obj   Storage for vertex buffer object pointer.  If \c NULL, a new VBO
300  *                  will be created.  The new VBO will have storage for 4
301  *                  \c vertex structures.
302  * \param use_generic_attributes  Should generic attributes 0 and 1 be used,
303  *                  or should traditional, fixed-function color and texture
304  *                  coordinate be used?
305  * \param vertex_size  Number of components for attribute 0 / vertex.
306  * \param texcoord_size  Number of components for attribute 1 / texture
307  *                  coordinate.  If this is 0, attribute 1 will not be set or
308  *                  enabled.
309  * \param color_size  Number of components for attribute 1 / primary color.
310  *                  If this is 0, attribute 1 will not be set or enabled.
311  *
312  * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
313  * Use \c texcoord_size instead.
314  */
315 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)316 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
317                                 GLuint *VAO, struct gl_buffer_object **buf_obj,
318                                 bool use_generic_attributes,
319                                 unsigned vertex_size, unsigned texcoord_size,
320                                 unsigned color_size)
321 {
322    if (*VAO == 0) {
323       struct gl_vertex_array_object *array_obj;
324       assert(*buf_obj == NULL);
325 
326       /* create vertex array object */
327       _mesa_GenVertexArrays(1, VAO);
328       _mesa_BindVertexArray(*VAO);
329 
330       array_obj = _mesa_lookup_vao(ctx, *VAO);
331       assert(array_obj != NULL);
332 
333       /* create vertex array buffer */
334       *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
335       if (*buf_obj == NULL)
336          return;
337 
338       _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
339                         GL_DYNAMIC_DRAW, __func__);
340 
341       /* setup vertex arrays */
342       FLUSH_VERTICES(ctx, 0);
343       if (use_generic_attributes) {
344          assert(color_size == 0);
345 
346          _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
347                                    vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
348                                    GL_FALSE, GL_FALSE,
349                                    offsetof(struct vertex, x));
350          _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
351                                   *buf_obj, 0, sizeof(struct vertex));
352          _mesa_enable_vertex_array_attrib(ctx, array_obj,
353                                           VERT_ATTRIB_GENERIC(0));
354          if (texcoord_size > 0) {
355             _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
356                                       texcoord_size, GL_FLOAT, GL_RGBA,
357                                       GL_FALSE, GL_FALSE, GL_FALSE,
358                                       offsetof(struct vertex, tex));
359             _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
360                                      *buf_obj, 0, sizeof(struct vertex));
361             _mesa_enable_vertex_array_attrib(ctx, array_obj,
362                                              VERT_ATTRIB_GENERIC(1));
363          }
364       } else {
365          _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
366                                    vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
367                                    GL_FALSE, GL_FALSE,
368                                    offsetof(struct vertex, x));
369          _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
370                                   *buf_obj, 0, sizeof(struct vertex));
371          _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
372 
373          if (texcoord_size > 0) {
374             _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
375                                       vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
376                                       GL_FALSE, GL_FALSE,
377                                       offsetof(struct vertex, tex));
378             _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
379                                      *buf_obj, 0, sizeof(struct vertex));
380             _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
381          }
382 
383          if (color_size > 0) {
384             _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
385                                       vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
386                                       GL_FALSE, GL_FALSE,
387                                       offsetof(struct vertex, r));
388             _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
389                                      *buf_obj, 0, sizeof(struct vertex));
390             _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
391          }
392       }
393    } else {
394       _mesa_BindVertexArray(*VAO);
395    }
396 }
397 
398 /**
399  * Initialize meta-ops for a context.
400  * To be called once during context creation.
401  */
402 void
_mesa_meta_init(struct gl_context * ctx)403 _mesa_meta_init(struct gl_context *ctx)
404 {
405    assert(!ctx->Meta);
406 
407    ctx->Meta = CALLOC_STRUCT(gl_meta_state);
408 }
409 
410 /**
411  * Free context meta-op state.
412  * To be called once during context destruction.
413  */
414 void
_mesa_meta_free(struct gl_context * ctx)415 _mesa_meta_free(struct gl_context *ctx)
416 {
417    GET_CURRENT_CONTEXT(old_context);
418    _mesa_make_current(ctx, NULL, NULL);
419    _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
420    meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
421    _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
422    cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
423    meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
424    meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
425    if (old_context)
426       _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
427    else
428       _mesa_make_current(NULL, NULL, NULL);
429    free(ctx->Meta);
430    ctx->Meta = NULL;
431 }
432 
433 
434 /**
435  * Enter meta state.  This is like a light-weight version of glPushAttrib
436  * but it also resets most GL state back to default values.
437  *
438  * \param state  bitmask of MESA_META_* flags indicating which attribute groups
439  *               to save and reset to their defaults
440  */
441 void
_mesa_meta_begin(struct gl_context * ctx,GLbitfield state)442 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
443 {
444    struct save_state *save;
445 
446    /* hope MAX_META_OPS_DEPTH is large enough */
447    assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
448 
449    save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
450    memset(save, 0, sizeof(*save));
451    save->SavedState = state;
452 
453    /* We always push into desktop GL mode and pop out at the end.  No sense in
454     * writing our shaders varying based on the user's context choice, when
455     * Mesa can handle either.
456     */
457    save->API = ctx->API;
458    ctx->API = API_OPENGL_COMPAT;
459 
460    /* Mesa's extension helper functions use the current context's API to look up
461     * the version required by an extension as a step in determining whether or
462     * not it has been advertised. Since meta aims to only be restricted by the
463     * driver capability (and not by whether or not an extension has been
464     * advertised), set the helper functions' Version variable to a value that
465     * will make the checks on the context API and version unconditionally pass.
466     */
467    save->ExtensionsVersion = ctx->Extensions.Version;
468    ctx->Extensions.Version = ~0;
469 
470    /* Pausing transform feedback needs to be done early, or else we won't be
471     * able to change other state.
472     */
473    save->TransformFeedbackNeedsResume =
474       _mesa_is_xfb_active_and_unpaused(ctx);
475    if (save->TransformFeedbackNeedsResume)
476       _mesa_PauseTransformFeedback();
477 
478    /* After saving the current occlusion object, call EndQuery so that no
479     * occlusion querying will be active during the meta-operation.
480     */
481    if (state & MESA_META_OCCLUSION_QUERY) {
482       save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
483       if (save->CurrentOcclusionObject)
484          _mesa_EndQuery(save->CurrentOcclusionObject->Target);
485    }
486 
487    if (state & MESA_META_ALPHA_TEST) {
488       save->AlphaEnabled = ctx->Color.AlphaEnabled;
489       save->AlphaFunc = ctx->Color.AlphaFunc;
490       save->AlphaRef = ctx->Color.AlphaRef;
491       if (ctx->Color.AlphaEnabled)
492          _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
493    }
494 
495    if (state & MESA_META_BLEND) {
496       save->BlendEnabled = ctx->Color.BlendEnabled;
497       if (ctx->Color.BlendEnabled) {
498          if (ctx->Extensions.EXT_draw_buffers2) {
499             GLuint i;
500             for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
501                _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
502             }
503          }
504          else {
505             _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
506          }
507       }
508       save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
509       if (ctx->Color.ColorLogicOpEnabled)
510          _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
511    }
512 
513    if (state & MESA_META_DITHER) {
514       save->DitherFlag = ctx->Color.DitherFlag;
515       _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
516    }
517 
518    if (state & MESA_META_COLOR_MASK) {
519       memcpy(save->ColorMask, ctx->Color.ColorMask,
520              sizeof(ctx->Color.ColorMask));
521    }
522 
523    if (state & MESA_META_DEPTH_TEST) {
524       save->Depth = ctx->Depth; /* struct copy */
525       if (ctx->Depth.Test)
526          _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
527    }
528 
529    if (state & MESA_META_FOG) {
530       save->Fog = ctx->Fog.Enabled;
531       if (ctx->Fog.Enabled)
532          _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
533    }
534 
535    if (state & MESA_META_PIXEL_STORE) {
536       save->Pack = ctx->Pack;
537       save->Unpack = ctx->Unpack;
538       ctx->Pack = ctx->DefaultPacking;
539       ctx->Unpack = ctx->DefaultPacking;
540    }
541 
542    if (state & MESA_META_PIXEL_TRANSFER) {
543       save->RedScale = ctx->Pixel.RedScale;
544       save->RedBias = ctx->Pixel.RedBias;
545       save->GreenScale = ctx->Pixel.GreenScale;
546       save->GreenBias = ctx->Pixel.GreenBias;
547       save->BlueScale = ctx->Pixel.BlueScale;
548       save->BlueBias = ctx->Pixel.BlueBias;
549       save->AlphaScale = ctx->Pixel.AlphaScale;
550       save->AlphaBias = ctx->Pixel.AlphaBias;
551       save->MapColorFlag = ctx->Pixel.MapColorFlag;
552       ctx->Pixel.RedScale = 1.0F;
553       ctx->Pixel.RedBias = 0.0F;
554       ctx->Pixel.GreenScale = 1.0F;
555       ctx->Pixel.GreenBias = 0.0F;
556       ctx->Pixel.BlueScale = 1.0F;
557       ctx->Pixel.BlueBias = 0.0F;
558       ctx->Pixel.AlphaScale = 1.0F;
559       ctx->Pixel.AlphaBias = 0.0F;
560       ctx->Pixel.MapColorFlag = GL_FALSE;
561       /* XXX more state */
562       ctx->NewState |=_NEW_PIXEL;
563    }
564 
565    if (state & MESA_META_RASTERIZATION) {
566       save->FrontPolygonMode = ctx->Polygon.FrontMode;
567       save->BackPolygonMode = ctx->Polygon.BackMode;
568       save->PolygonOffset = ctx->Polygon.OffsetFill;
569       save->PolygonSmooth = ctx->Polygon.SmoothFlag;
570       save->PolygonStipple = ctx->Polygon.StippleFlag;
571       save->PolygonCull = ctx->Polygon.CullFlag;
572       _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
573       _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
574       _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
575       _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
576       _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
577    }
578 
579    if (state & MESA_META_SCISSOR) {
580       save->Scissor = ctx->Scissor; /* struct copy */
581       _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
582    }
583 
584    if (state & MESA_META_SHADER) {
585       int i;
586 
587       if (ctx->Extensions.ARB_vertex_program) {
588          save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
589          _mesa_reference_program(ctx, &save->VertexProgram,
590                                  ctx->VertexProgram.Current);
591          _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
592       }
593 
594       if (ctx->Extensions.ARB_fragment_program) {
595          save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
596          _mesa_reference_program(ctx, &save->FragmentProgram,
597                                  ctx->FragmentProgram.Current);
598          _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
599       }
600 
601       if (ctx->Extensions.ATI_fragment_shader) {
602          save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
603          _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
604       }
605 
606       if (ctx->Pipeline.Current) {
607          _mesa_reference_pipeline_object(ctx, &save->Pipeline,
608                                          ctx->Pipeline.Current);
609          _mesa_BindProgramPipeline(0);
610       }
611 
612       /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
613        * that we don't have to worry about the current pipeline state.
614        */
615       for (i = 0; i < MESA_SHADER_STAGES; i++) {
616          _mesa_reference_program(ctx, &save->Program[i],
617                                  ctx->Shader.CurrentProgram[i]);
618       }
619       _mesa_reference_shader_program(ctx, &save->ActiveShader,
620                                      ctx->Shader.ActiveProgram);
621 
622       _mesa_UseProgram(0);
623    }
624 
625    if (state & MESA_META_STENCIL_TEST) {
626       save->Stencil = ctx->Stencil; /* struct copy */
627       if (ctx->Stencil.Enabled)
628          _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
629       /* NOTE: other stencil state not reset */
630    }
631 
632    if (state & MESA_META_TEXTURE) {
633       GLuint u, tgt;
634 
635       save->ActiveUnit = ctx->Texture.CurrentUnit;
636       save->EnvMode = ctx->Texture.Unit[0].EnvMode;
637 
638       /* Disable all texture units */
639       for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
640          save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
641          save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
642          if (ctx->Texture.Unit[u].Enabled ||
643              ctx->Texture.Unit[u].TexGenEnabled) {
644             _mesa_ActiveTexture(GL_TEXTURE0 + u);
645             _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
646             if (ctx->Extensions.ARB_texture_cube_map)
647                _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
648 
649             _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
650             _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
651             if (ctx->Extensions.NV_texture_rectangle)
652                _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
653             _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
654             _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
655             _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
656             _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
657          }
658       }
659 
660       /* save current texture objects for unit[0] only */
661       for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
662          _mesa_reference_texobj(&save->CurrentTexture[tgt],
663                                 ctx->Texture.Unit[0].CurrentTex[tgt]);
664       }
665 
666       /* set defaults for unit[0] */
667       _mesa_ActiveTexture(GL_TEXTURE0);
668       _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
669    }
670 
671    if (state & MESA_META_TRANSFORM) {
672       GLuint activeTexture = ctx->Texture.CurrentUnit;
673       memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
674              16 * sizeof(GLfloat));
675       memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
676              16 * sizeof(GLfloat));
677       memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
678              16 * sizeof(GLfloat));
679       save->MatrixMode = ctx->Transform.MatrixMode;
680       /* set 1:1 vertex:pixel coordinate transform */
681       _mesa_ActiveTexture(GL_TEXTURE0);
682       _mesa_MatrixMode(GL_TEXTURE);
683       _mesa_LoadIdentity();
684       _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
685       _mesa_MatrixMode(GL_MODELVIEW);
686       _mesa_LoadIdentity();
687       _mesa_MatrixMode(GL_PROJECTION);
688       _mesa_LoadIdentity();
689 
690       /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
691        * This can occur when there is no draw buffer.
692        */
693       if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
694          _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
695                      0.0, ctx->DrawBuffer->Height,
696                      -1.0, 1.0);
697 
698       if (ctx->Extensions.ARB_clip_control) {
699          save->ClipOrigin = ctx->Transform.ClipOrigin;
700          save->ClipDepthMode = ctx->Transform.ClipDepthMode;
701          _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
702       }
703    }
704 
705    if (state & MESA_META_CLIP) {
706       GLbitfield mask;
707       save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
708       mask = ctx->Transform.ClipPlanesEnabled;
709       while (mask) {
710          const int i = u_bit_scan(&mask);
711          _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
712       }
713    }
714 
715    if (state & MESA_META_VERTEX) {
716       /* save vertex array object state */
717       _mesa_reference_vao(ctx, &save->VAO,
718                                    ctx->Array.VAO);
719       /* set some default state? */
720    }
721 
722    if (state & MESA_META_VIEWPORT) {
723       /* save viewport state */
724       save->ViewportX = ctx->ViewportArray[0].X;
725       save->ViewportY = ctx->ViewportArray[0].Y;
726       save->ViewportW = ctx->ViewportArray[0].Width;
727       save->ViewportH = ctx->ViewportArray[0].Height;
728       /* set viewport to match window size */
729       if (ctx->ViewportArray[0].X != 0 ||
730           ctx->ViewportArray[0].Y != 0 ||
731           ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
732           ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
733          _mesa_set_viewport(ctx, 0, 0, 0,
734                             ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
735       }
736       /* save depth range state */
737       save->DepthNear = ctx->ViewportArray[0].Near;
738       save->DepthFar = ctx->ViewportArray[0].Far;
739       /* set depth range to default */
740       _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
741    }
742 
743    if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
744       save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
745 
746       /* Generally in here we want to do clamping according to whether
747        * it's for the pixel path (ClampFragmentColor is GL_TRUE),
748        * regardless of the internal implementation of the metaops.
749        */
750       if (ctx->Color.ClampFragmentColor != GL_TRUE &&
751           ctx->Extensions.ARB_color_buffer_float)
752          _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
753    }
754 
755    if (state & MESA_META_CLAMP_VERTEX_COLOR) {
756       save->ClampVertexColor = ctx->Light.ClampVertexColor;
757 
758       /* Generally in here we never want vertex color clamping --
759        * result clamping is only dependent on fragment clamping.
760        */
761       if (ctx->Extensions.ARB_color_buffer_float)
762          _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
763    }
764 
765    if (state & MESA_META_CONDITIONAL_RENDER) {
766       save->CondRenderQuery = ctx->Query.CondRenderQuery;
767       save->CondRenderMode = ctx->Query.CondRenderMode;
768 
769       if (ctx->Query.CondRenderQuery)
770          _mesa_EndConditionalRender();
771    }
772 
773    if (state & MESA_META_SELECT_FEEDBACK) {
774       save->RenderMode = ctx->RenderMode;
775       if (ctx->RenderMode == GL_SELECT) {
776          save->Select = ctx->Select; /* struct copy */
777          _mesa_RenderMode(GL_RENDER);
778       } else if (ctx->RenderMode == GL_FEEDBACK) {
779          save->Feedback = ctx->Feedback; /* struct copy */
780          _mesa_RenderMode(GL_RENDER);
781       }
782    }
783 
784    if (state & MESA_META_MULTISAMPLE) {
785       save->Multisample = ctx->Multisample; /* struct copy */
786 
787       if (ctx->Multisample.Enabled)
788          _mesa_set_multisample(ctx, GL_FALSE);
789       if (ctx->Multisample.SampleCoverage)
790          _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
791       if (ctx->Multisample.SampleAlphaToCoverage)
792          _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
793       if (ctx->Multisample.SampleAlphaToOne)
794          _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
795       if (ctx->Multisample.SampleShading)
796          _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
797       if (ctx->Multisample.SampleMask)
798          _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
799    }
800 
801    if (state & MESA_META_FRAMEBUFFER_SRGB) {
802       save->sRGBEnabled = ctx->Color.sRGBEnabled;
803       if (ctx->Color.sRGBEnabled)
804          _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
805    }
806 
807    if (state & MESA_META_DRAW_BUFFERS) {
808       struct gl_framebuffer *fb = ctx->DrawBuffer;
809       memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
810              sizeof(save->ColorDrawBuffers));
811    }
812 
813    /* misc */
814    {
815       save->Lighting = ctx->Light.Enabled;
816       if (ctx->Light.Enabled)
817          _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
818       save->RasterDiscard = ctx->RasterDiscard;
819       if (ctx->RasterDiscard)
820          _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
821 
822       _mesa_reference_framebuffer(&save->DrawBuffer, ctx->DrawBuffer);
823       _mesa_reference_framebuffer(&save->ReadBuffer, ctx->ReadBuffer);
824    }
825 }
826 
827 
828 /**
829  * Leave meta state.  This is like a light-weight version of glPopAttrib().
830  */
831 void
_mesa_meta_end(struct gl_context * ctx)832 _mesa_meta_end(struct gl_context *ctx)
833 {
834    assert(ctx->Meta->SaveStackDepth > 0);
835 
836    struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
837    const GLbitfield state = save->SavedState;
838    int i;
839 
840    /* Grab the result of the old occlusion query before starting it again. The
841     * old result is added to the result of the new query so the driver will
842     * continue adding where it left off. */
843    if (state & MESA_META_OCCLUSION_QUERY) {
844       if (save->CurrentOcclusionObject) {
845          struct gl_query_object *q = save->CurrentOcclusionObject;
846          GLuint64EXT result;
847          if (!q->Ready)
848             ctx->Driver.WaitQuery(ctx, q);
849          result = q->Result;
850          _mesa_BeginQuery(q->Target, q->Id);
851          ctx->Query.CurrentOcclusionObject->Result += result;
852       }
853    }
854 
855    if (state & MESA_META_ALPHA_TEST) {
856       if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
857          _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
858       _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
859    }
860 
861    if (state & MESA_META_BLEND) {
862       if (ctx->Color.BlendEnabled != save->BlendEnabled) {
863          if (ctx->Extensions.EXT_draw_buffers2) {
864             GLuint i;
865             for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
866                _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
867             }
868          }
869          else {
870             _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
871          }
872       }
873       if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
874          _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
875    }
876 
877    if (state & MESA_META_DITHER)
878       _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
879 
880    if (state & MESA_META_COLOR_MASK) {
881       GLuint i;
882       for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
883          if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
884             if (i == 0) {
885                _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
886                                save->ColorMask[i][2], save->ColorMask[i][3]);
887             }
888             else {
889                _mesa_ColorMaski(i,
890                                       save->ColorMask[i][0],
891                                       save->ColorMask[i][1],
892                                       save->ColorMask[i][2],
893                                       save->ColorMask[i][3]);
894             }
895          }
896       }
897    }
898 
899    if (state & MESA_META_DEPTH_TEST) {
900       if (ctx->Depth.Test != save->Depth.Test)
901          _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
902       _mesa_DepthFunc(save->Depth.Func);
903       _mesa_DepthMask(save->Depth.Mask);
904    }
905 
906    if (state & MESA_META_FOG) {
907       _mesa_set_enable(ctx, GL_FOG, save->Fog);
908    }
909 
910    if (state & MESA_META_PIXEL_STORE) {
911       ctx->Pack = save->Pack;
912       ctx->Unpack = save->Unpack;
913    }
914 
915    if (state & MESA_META_PIXEL_TRANSFER) {
916       ctx->Pixel.RedScale = save->RedScale;
917       ctx->Pixel.RedBias = save->RedBias;
918       ctx->Pixel.GreenScale = save->GreenScale;
919       ctx->Pixel.GreenBias = save->GreenBias;
920       ctx->Pixel.BlueScale = save->BlueScale;
921       ctx->Pixel.BlueBias = save->BlueBias;
922       ctx->Pixel.AlphaScale = save->AlphaScale;
923       ctx->Pixel.AlphaBias = save->AlphaBias;
924       ctx->Pixel.MapColorFlag = save->MapColorFlag;
925       /* XXX more state */
926       ctx->NewState |=_NEW_PIXEL;
927    }
928 
929    if (state & MESA_META_RASTERIZATION) {
930       _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
931       _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
932       _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
933       _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
934       _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
935       _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
936    }
937 
938    if (state & MESA_META_SCISSOR) {
939       unsigned i;
940 
941       for (i = 0; i < ctx->Const.MaxViewports; i++) {
942          _mesa_set_scissor(ctx, i,
943                            save->Scissor.ScissorArray[i].X,
944                            save->Scissor.ScissorArray[i].Y,
945                            save->Scissor.ScissorArray[i].Width,
946                            save->Scissor.ScissorArray[i].Height);
947          _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
948                            (save->Scissor.EnableFlags >> i) & 1);
949       }
950    }
951 
952    if (state & MESA_META_SHADER) {
953       bool any_shader;
954 
955       if (ctx->Extensions.ARB_vertex_program) {
956          _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
957                           save->VertexProgramEnabled);
958          _mesa_reference_program(ctx, &ctx->VertexProgram.Current,
959                                  save->VertexProgram);
960          _mesa_reference_program(ctx, &save->VertexProgram, NULL);
961       }
962 
963       if (ctx->Extensions.ARB_fragment_program) {
964          _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
965                           save->FragmentProgramEnabled);
966          _mesa_reference_program(ctx, &ctx->FragmentProgram.Current,
967                                  save->FragmentProgram);
968          _mesa_reference_program(ctx, &save->FragmentProgram, NULL);
969       }
970 
971       if (ctx->Extensions.ATI_fragment_shader) {
972          _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
973                           save->ATIFragmentShaderEnabled);
974       }
975 
976       any_shader = false;
977       for (i = 0; i < MESA_SHADER_STAGES; i++) {
978          /* It is safe to call _mesa_use_program even if the extension
979           * necessary for that program state is not supported.  In that case,
980           * the saved program object must be NULL and the currently bound
981           * program object must be NULL.  _mesa_use_program is a no-op
982           * in that case.
983           */
984          _mesa_use_program(ctx, i, NULL, save->Program[i],  &ctx->Shader);
985 
986          /* Do this *before* killing the reference. :)
987           */
988          if (save->Program[i] != NULL)
989             any_shader = true;
990 
991          _mesa_reference_program(ctx, &save->Program[i], NULL);
992       }
993 
994       _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
995                                      save->ActiveShader);
996       _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
997 
998       /* If there were any stages set with programs, use ctx->Shader as the
999        * current shader state.  Otherwise, use Pipeline.Default.  The pipeline
1000        * hasn't been restored yet, and that may modify ctx->_Shader further.
1001        */
1002       if (any_shader)
1003          _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1004                                          &ctx->Shader);
1005       else
1006          _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1007                                          ctx->Pipeline.Default);
1008 
1009       if (save->Pipeline) {
1010          _mesa_bind_pipeline(ctx, save->Pipeline);
1011 
1012          _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1013       }
1014    }
1015 
1016    if (state & MESA_META_STENCIL_TEST) {
1017       const struct gl_stencil_attrib *stencil = &save->Stencil;
1018 
1019       _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1020       _mesa_ClearStencil(stencil->Clear);
1021       if (ctx->Extensions.EXT_stencil_two_side) {
1022          _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1023                           stencil->TestTwoSide);
1024          _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1025                                     ? GL_BACK : GL_FRONT);
1026       }
1027       /* front state */
1028       _mesa_StencilFuncSeparate(GL_FRONT,
1029                                 stencil->Function[0],
1030                                 stencil->Ref[0],
1031                                 stencil->ValueMask[0]);
1032       _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1033       _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1034                               stencil->ZFailFunc[0],
1035                               stencil->ZPassFunc[0]);
1036       /* back state */
1037       _mesa_StencilFuncSeparate(GL_BACK,
1038                                 stencil->Function[1],
1039                                 stencil->Ref[1],
1040                                 stencil->ValueMask[1]);
1041       _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1042       _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1043                               stencil->ZFailFunc[1],
1044                               stencil->ZPassFunc[1]);
1045    }
1046 
1047    if (state & MESA_META_TEXTURE) {
1048       GLuint u, tgt;
1049 
1050       assert(ctx->Texture.CurrentUnit == 0);
1051 
1052       /* restore texenv for unit[0] */
1053       _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1054 
1055       /* restore texture objects for unit[0] only */
1056       for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1057          if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1058             FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1059             _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1060                                    save->CurrentTexture[tgt]);
1061          }
1062          _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1063       }
1064 
1065       /* Restore fixed function texture enables, texgen */
1066       for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1067          if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1068             FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1069             ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1070          }
1071 
1072          if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1073             FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1074             ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1075          }
1076       }
1077 
1078       /* restore current unit state */
1079       _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1080    }
1081 
1082    if (state & MESA_META_TRANSFORM) {
1083       GLuint activeTexture = ctx->Texture.CurrentUnit;
1084       _mesa_ActiveTexture(GL_TEXTURE0);
1085       _mesa_MatrixMode(GL_TEXTURE);
1086       _mesa_LoadMatrixf(save->TextureMatrix);
1087       _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1088 
1089       _mesa_MatrixMode(GL_MODELVIEW);
1090       _mesa_LoadMatrixf(save->ModelviewMatrix);
1091 
1092       _mesa_MatrixMode(GL_PROJECTION);
1093       _mesa_LoadMatrixf(save->ProjectionMatrix);
1094 
1095       _mesa_MatrixMode(save->MatrixMode);
1096 
1097       if (ctx->Extensions.ARB_clip_control)
1098          _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1099    }
1100 
1101    if (state & MESA_META_CLIP) {
1102       GLbitfield mask = save->ClipPlanesEnabled;
1103       while (mask) {
1104          const int i = u_bit_scan(&mask);
1105          _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1106       }
1107    }
1108 
1109    if (state & MESA_META_VERTEX) {
1110       /* restore vertex array object */
1111       _mesa_BindVertexArray(save->VAO->Name);
1112       _mesa_reference_vao(ctx, &save->VAO, NULL);
1113    }
1114 
1115    if (state & MESA_META_VIEWPORT) {
1116       if (save->ViewportX != ctx->ViewportArray[0].X ||
1117           save->ViewportY != ctx->ViewportArray[0].Y ||
1118           save->ViewportW != ctx->ViewportArray[0].Width ||
1119           save->ViewportH != ctx->ViewportArray[0].Height) {
1120          _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1121                             save->ViewportW, save->ViewportH);
1122       }
1123       _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1124    }
1125 
1126    if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1127        ctx->Extensions.ARB_color_buffer_float) {
1128       _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1129    }
1130 
1131    if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1132        ctx->Extensions.ARB_color_buffer_float) {
1133       _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1134    }
1135 
1136    if (state & MESA_META_CONDITIONAL_RENDER) {
1137       if (save->CondRenderQuery)
1138          _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1139                                       save->CondRenderMode);
1140    }
1141 
1142    if (state & MESA_META_SELECT_FEEDBACK) {
1143       if (save->RenderMode == GL_SELECT) {
1144          _mesa_RenderMode(GL_SELECT);
1145          ctx->Select = save->Select;
1146       } else if (save->RenderMode == GL_FEEDBACK) {
1147          _mesa_RenderMode(GL_FEEDBACK);
1148          ctx->Feedback = save->Feedback;
1149       }
1150    }
1151 
1152    if (state & MESA_META_MULTISAMPLE) {
1153       struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1154       struct gl_multisample_attrib *save_ms = &save->Multisample;
1155 
1156       if (ctx_ms->Enabled != save_ms->Enabled)
1157          _mesa_set_multisample(ctx, save_ms->Enabled);
1158       if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1159          _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1160       if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1161          _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1162       if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1163          _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1164       if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1165           ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1166          _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1167                               save_ms->SampleCoverageInvert);
1168       }
1169       if (ctx_ms->SampleShading != save_ms->SampleShading)
1170          _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1171       if (ctx_ms->SampleMask != save_ms->SampleMask)
1172          _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1173       if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1174          _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1175       if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1176          _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1177    }
1178 
1179    if (state & MESA_META_FRAMEBUFFER_SRGB) {
1180       if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1181          _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1182    }
1183 
1184    /* misc */
1185    if (save->Lighting) {
1186       _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1187    }
1188    if (save->RasterDiscard) {
1189       _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1190    }
1191    if (save->TransformFeedbackNeedsResume)
1192       _mesa_ResumeTransformFeedback();
1193 
1194    _mesa_bind_framebuffers(ctx, save->DrawBuffer, save->ReadBuffer);
1195    _mesa_reference_framebuffer(&save->DrawBuffer, NULL);
1196    _mesa_reference_framebuffer(&save->ReadBuffer, NULL);
1197 
1198    if (state & MESA_META_DRAW_BUFFERS) {
1199       _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1200                         save->ColorDrawBuffers, NULL);
1201    }
1202 
1203    ctx->Meta->SaveStackDepth--;
1204 
1205    ctx->API = save->API;
1206    ctx->Extensions.Version = save->ExtensionsVersion;
1207 }
1208 
1209 
1210 /**
1211  * Convert Z from a normalized value in the range [0, 1] to an object-space
1212  * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1213  * default/identity ortho projection results in the original Z value.
1214  * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1215  * value comes from the clear value or raster position.
1216  */
1217 static inline GLfloat
invert_z(GLfloat normZ)1218 invert_z(GLfloat normZ)
1219 {
1220    GLfloat objZ = 1.0f - 2.0f * normZ;
1221    return objZ;
1222 }
1223 
1224 
1225 /**
1226  * One-time init for a temp_texture object.
1227  * Choose tex target, compute max tex size, etc.
1228  */
1229 static void
init_temp_texture(struct gl_context * ctx,struct temp_texture * tex)1230 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1231 {
1232    /* prefer texture rectangle */
1233    if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1234       tex->Target = GL_TEXTURE_RECTANGLE;
1235       tex->MaxSize = ctx->Const.MaxTextureRectSize;
1236       tex->NPOT = GL_TRUE;
1237    }
1238    else {
1239       /* use 2D texture, NPOT if possible */
1240       tex->Target = GL_TEXTURE_2D;
1241       tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1242       tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1243    }
1244    tex->MinSize = 16;  /* 16 x 16 at least */
1245    assert(tex->MaxSize > 0);
1246 
1247    tex->tex_obj = ctx->Driver.NewTextureObject(ctx, 0xDEADBEEF, tex->Target);
1248 }
1249 
1250 static void
cleanup_temp_texture(struct gl_context * ctx,struct temp_texture * tex)1251 cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1252 {
1253    _mesa_delete_nameless_texture(ctx, tex->tex_obj);
1254    tex->tex_obj = NULL;
1255 }
1256 
1257 
1258 /**
1259  * Return pointer to temp_texture info for non-bitmap ops.
1260  * This does some one-time init if needed.
1261  */
1262 struct temp_texture *
_mesa_meta_get_temp_texture(struct gl_context * ctx)1263 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1264 {
1265    struct temp_texture *tex = &ctx->Meta->TempTex;
1266 
1267    if (tex->tex_obj == NULL) {
1268       init_temp_texture(ctx, tex);
1269    }
1270 
1271    return tex;
1272 }
1273 
1274 
1275 /**
1276  * Return pointer to temp_texture info for _mesa_meta_bitmap().
1277  * We use a separate texture for bitmaps to reduce texture
1278  * allocation/deallocation.
1279  */
1280 static struct temp_texture *
get_bitmap_temp_texture(struct gl_context * ctx)1281 get_bitmap_temp_texture(struct gl_context *ctx)
1282 {
1283    struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1284 
1285    if (tex->tex_obj == NULL) {
1286       init_temp_texture(ctx, tex);
1287    }
1288 
1289    return tex;
1290 }
1291 
1292 /**
1293  * Return pointer to depth temp_texture.
1294  * This does some one-time init if needed.
1295  */
1296 struct temp_texture *
_mesa_meta_get_temp_depth_texture(struct gl_context * ctx)1297 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1298 {
1299    struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1300 
1301    if (tex->tex_obj == NULL) {
1302       init_temp_texture(ctx, tex);
1303    }
1304 
1305    return tex;
1306 }
1307 
1308 /**
1309  * Compute the width/height of texture needed to draw an image of the
1310  * given size.  Return a flag indicating whether the current texture
1311  * can be re-used (glTexSubImage2D) or if a new texture needs to be
1312  * allocated (glTexImage2D).
1313  * Also, compute s/t texcoords for drawing.
1314  *
1315  * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1316  */
1317 GLboolean
_mesa_meta_alloc_texture(struct temp_texture * tex,GLsizei width,GLsizei height,GLenum intFormat)1318 _mesa_meta_alloc_texture(struct temp_texture *tex,
1319                          GLsizei width, GLsizei height, GLenum intFormat)
1320 {
1321    GLboolean newTex = GL_FALSE;
1322 
1323    assert(width <= tex->MaxSize);
1324    assert(height <= tex->MaxSize);
1325 
1326    if (width > tex->Width ||
1327        height > tex->Height ||
1328        intFormat != tex->IntFormat) {
1329       /* alloc new texture (larger or different format) */
1330 
1331       if (tex->NPOT) {
1332          /* use non-power of two size */
1333          tex->Width = MAX2(tex->MinSize, width);
1334          tex->Height = MAX2(tex->MinSize, height);
1335       }
1336       else {
1337          /* find power of two size */
1338          GLsizei w, h;
1339          w = h = tex->MinSize;
1340          while (w < width)
1341             w *= 2;
1342          while (h < height)
1343             h *= 2;
1344          tex->Width = w;
1345          tex->Height = h;
1346       }
1347 
1348       tex->IntFormat = intFormat;
1349 
1350       newTex = GL_TRUE;
1351    }
1352 
1353    /* compute texcoords */
1354    if (tex->Target == GL_TEXTURE_RECTANGLE) {
1355       tex->Sright = (GLfloat) width;
1356       tex->Ttop = (GLfloat) height;
1357    }
1358    else {
1359       tex->Sright = (GLfloat) width / tex->Width;
1360       tex->Ttop = (GLfloat) height / tex->Height;
1361    }
1362 
1363    return newTex;
1364 }
1365 
1366 
1367 /**
1368  * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1369  */
1370 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)1371 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1372                                  struct temp_texture *tex,
1373                                  GLint srcX, GLint srcY,
1374                                  GLsizei width, GLsizei height,
1375                                  GLenum intFormat,
1376                                  GLenum filter)
1377 {
1378    bool newTex;
1379 
1380    _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
1381    _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER,
1382                              (GLint *) &filter, false);
1383    _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER,
1384                              (GLint *) &filter, false);
1385    _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1386 
1387    newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1388 
1389    /* copy framebuffer image to texture */
1390    if (newTex) {
1391       /* create new tex image */
1392       if (tex->Width == width && tex->Height == height) {
1393          /* create new tex with framebuffer data */
1394          _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1395                               srcX, srcY, width, height, 0);
1396       }
1397       else {
1398          /* create empty texture */
1399          _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1400                           tex->Width, tex->Height, 0,
1401                           intFormat, GL_UNSIGNED_BYTE, NULL);
1402          /* load image */
1403          _mesa_CopyTexSubImage2D(tex->Target, 0,
1404                                  0, 0, srcX, srcY, width, height);
1405       }
1406    }
1407    else {
1408       /* replace existing tex image */
1409       _mesa_CopyTexSubImage2D(tex->Target, 0,
1410                               0, 0, srcX, srcY, width, height);
1411    }
1412 }
1413 
1414 
1415 /**
1416  * Setup/load texture for glDrawPixels.
1417  */
1418 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)1419 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1420                                  struct temp_texture *tex,
1421                                  GLboolean newTex,
1422                                  GLsizei width, GLsizei height,
1423                                  GLenum format, GLenum type,
1424                                  const GLvoid *pixels)
1425 {
1426    /* GLint so the compiler won't complain about type signedness mismatch in
1427     * the call to _mesa_texture_parameteriv below.
1428     */
1429    static const GLint filter = GL_NEAREST;
1430 
1431    _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
1432    _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER, &filter,
1433                              false);
1434    _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER, &filter,
1435                              false);
1436    _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1437 
1438    /* copy pixel data to texture */
1439    if (newTex) {
1440       /* create new tex image */
1441       if (tex->Width == width && tex->Height == height) {
1442          /* create new tex and load image data */
1443          _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1444                           tex->Width, tex->Height, 0, format, type, pixels);
1445       }
1446       else {
1447          struct gl_buffer_object *save_unpack_obj = NULL;
1448 
1449          _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1450                                        ctx->Unpack.BufferObj);
1451          _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1452          /* create empty texture */
1453          _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1454                           tex->Width, tex->Height, 0, format, type, NULL);
1455          if (save_unpack_obj != NULL)
1456             _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1457                              save_unpack_obj->Name);
1458          /* load image */
1459          _mesa_TexSubImage2D(tex->Target, 0,
1460                              0, 0, width, height, format, type, pixels);
1461       }
1462    }
1463    else {
1464       /* replace existing tex image */
1465       _mesa_TexSubImage2D(tex->Target, 0,
1466                           0, 0, width, height, format, type, pixels);
1467    }
1468 }
1469 
1470 void
_mesa_meta_setup_ff_tnl_for_blit(struct gl_context * ctx,GLuint * VAO,struct gl_buffer_object ** buf_obj,unsigned texcoord_size)1471 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1472                                  GLuint *VAO, struct gl_buffer_object **buf_obj,
1473                                  unsigned texcoord_size)
1474 {
1475    _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1476                                    0);
1477 
1478    /* setup projection matrix */
1479    _mesa_MatrixMode(GL_PROJECTION);
1480    _mesa_LoadIdentity();
1481 }
1482 
1483 /**
1484  * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1485  */
1486 void
_mesa_meta_Clear(struct gl_context * ctx,GLbitfield buffers)1487 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1488 {
1489    meta_clear(ctx, buffers, false);
1490 }
1491 
1492 void
_mesa_meta_glsl_Clear(struct gl_context * ctx,GLbitfield buffers)1493 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1494 {
1495    meta_clear(ctx, buffers, true);
1496 }
1497 
1498 static void
meta_glsl_clear_init(struct gl_context * ctx,struct clear_state * clear)1499 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1500 {
1501    const char *vs_source =
1502       "#extension GL_AMD_vertex_shader_layer : enable\n"
1503       "#extension GL_ARB_draw_instanced : enable\n"
1504       "#extension GL_ARB_explicit_attrib_location :enable\n"
1505       "layout(location = 0) in vec4 position;\n"
1506       "void main()\n"
1507       "{\n"
1508       "#ifdef GL_AMD_vertex_shader_layer\n"
1509       "   gl_Layer = gl_InstanceID;\n"
1510       "#endif\n"
1511       "   gl_Position = position;\n"
1512       "}\n";
1513    const char *fs_source =
1514       "#extension GL_ARB_explicit_attrib_location :enable\n"
1515       "#extension GL_ARB_explicit_uniform_location :enable\n"
1516       "layout(location = 0) uniform vec4 color;\n"
1517       "void main()\n"
1518       "{\n"
1519       "   gl_FragColor = color;\n"
1520       "}\n";
1521    bool has_integer_textures;
1522 
1523    _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1524                                    3, 0, 0);
1525 
1526    if (clear->ShaderProg != 0)
1527       return;
1528 
1529    _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear",
1530                                        &clear->ShaderProg);
1531 
1532    has_integer_textures = _mesa_is_gles3(ctx) ||
1533       (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1534 
1535    if (has_integer_textures) {
1536       void *shader_source_mem_ctx = ralloc_context(NULL);
1537       const char *vs_int_source =
1538          ralloc_asprintf(shader_source_mem_ctx,
1539                          "#version 130\n"
1540                          "#extension GL_AMD_vertex_shader_layer : enable\n"
1541                          "#extension GL_ARB_draw_instanced : enable\n"
1542                          "#extension GL_ARB_explicit_attrib_location :enable\n"
1543                          "layout(location = 0) in vec4 position;\n"
1544                          "void main()\n"
1545                          "{\n"
1546                          "#ifdef GL_AMD_vertex_shader_layer\n"
1547                          "   gl_Layer = gl_InstanceID;\n"
1548                          "#endif\n"
1549                          "   gl_Position = position;\n"
1550                          "}\n");
1551       const char *fs_int_source =
1552          ralloc_asprintf(shader_source_mem_ctx,
1553                          "#version 130\n"
1554                          "#extension GL_ARB_explicit_attrib_location :enable\n"
1555                          "#extension GL_ARB_explicit_uniform_location :enable\n"
1556                          "layout(location = 0) uniform ivec4 color;\n"
1557                          "out ivec4 out_color;\n"
1558                          "\n"
1559                          "void main()\n"
1560                          "{\n"
1561                          "   out_color = color;\n"
1562                          "}\n");
1563 
1564       _mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source,
1565                                           "integer clear",
1566                                           &clear->IntegerShaderProg);
1567       ralloc_free(shader_source_mem_ctx);
1568 
1569       /* Note that user-defined out attributes get automatically assigned
1570        * locations starting from 0, so we don't need to explicitly
1571        * BindFragDataLocation to 0.
1572        */
1573    }
1574 }
1575 
1576 static void
meta_glsl_clear_cleanup(struct gl_context * ctx,struct clear_state * clear)1577 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1578 {
1579    if (clear->VAO == 0)
1580       return;
1581    _mesa_DeleteVertexArrays(1, &clear->VAO);
1582    clear->VAO = 0;
1583    _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1584    _mesa_reference_shader_program(ctx, &clear->ShaderProg, NULL);
1585 
1586    if (clear->IntegerShaderProg) {
1587       _mesa_reference_shader_program(ctx, &clear->IntegerShaderProg, NULL);
1588    }
1589 }
1590 
1591 /**
1592  * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1593  * set GL to only draw to those buffers.
1594  *
1595  * Since the bitfield has no associated order, the assignment of draw buffer
1596  * indices to color attachment indices is rather arbitrary.
1597  */
1598 void
_mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)1599 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1600 {
1601    GLenum enums[MAX_DRAW_BUFFERS];
1602    int i = 0;
1603    int n;
1604 
1605    /* This function is only legal for color buffer bitfields. */
1606    assert((bits & ~BUFFER_BITS_COLOR) == 0);
1607 
1608    /* Make sure we don't overflow any arrays. */
1609    assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1610 
1611    enums[0] = GL_NONE;
1612 
1613    if (bits & BUFFER_BIT_FRONT_LEFT)
1614       enums[i++] = GL_FRONT_LEFT;
1615 
1616    if (bits & BUFFER_BIT_FRONT_RIGHT)
1617       enums[i++] = GL_FRONT_RIGHT;
1618 
1619    if (bits & BUFFER_BIT_BACK_LEFT)
1620       enums[i++] = GL_BACK_LEFT;
1621 
1622    if (bits & BUFFER_BIT_BACK_RIGHT)
1623       enums[i++] = GL_BACK_RIGHT;
1624 
1625    for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1626       if (bits & (1 << (BUFFER_COLOR0 + n)))
1627          enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1628    }
1629 
1630    _mesa_DrawBuffers(i, enums);
1631 }
1632 
1633 /**
1634  * Return if all of the color channels are masked.
1635  */
1636 static inline GLboolean
is_color_disabled(struct gl_context * ctx,int i)1637 is_color_disabled(struct gl_context *ctx, int i)
1638 {
1639    return !ctx->Color.ColorMask[i][0] &&
1640           !ctx->Color.ColorMask[i][1] &&
1641           !ctx->Color.ColorMask[i][2] &&
1642           !ctx->Color.ColorMask[i][3];
1643 }
1644 
1645 /**
1646  * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1647  * set GL to only draw to those buffers.  Also, update color masks to
1648  * reflect the new draw buffer ordering.
1649  */
1650 static void
_mesa_meta_drawbuffers_and_colormask(struct gl_context * ctx,GLbitfield mask)1651 _mesa_meta_drawbuffers_and_colormask(struct gl_context *ctx, GLbitfield mask)
1652 {
1653    GLenum enums[MAX_DRAW_BUFFERS];
1654    GLubyte colormask[MAX_DRAW_BUFFERS][4];
1655    int num_bufs = 0;
1656 
1657    /* This function is only legal for color buffer bitfields. */
1658    assert((mask & ~BUFFER_BITS_COLOR) == 0);
1659 
1660    /* Make sure we don't overflow any arrays. */
1661    assert(_mesa_bitcount(mask) <= MAX_DRAW_BUFFERS);
1662 
1663    enums[0] = GL_NONE;
1664 
1665    for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
1666       gl_buffer_index b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
1667       int colormask_idx = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
1668 
1669       if (b < 0 || !(mask & (1 << b)) || is_color_disabled(ctx, colormask_idx))
1670          continue;
1671 
1672       switch (b) {
1673       case BUFFER_FRONT_LEFT:
1674          enums[num_bufs] = GL_FRONT_LEFT;
1675          break;
1676       case BUFFER_FRONT_RIGHT:
1677          enums[num_bufs] = GL_FRONT_RIGHT;
1678          break;
1679       case BUFFER_BACK_LEFT:
1680          enums[num_bufs] = GL_BACK_LEFT;
1681          break;
1682       case BUFFER_BACK_RIGHT:
1683          enums[num_bufs] = GL_BACK_RIGHT;
1684          break;
1685       default:
1686          assert(b >= BUFFER_COLOR0 && b <= BUFFER_COLOR7);
1687          enums[num_bufs] = GL_COLOR_ATTACHMENT0 + (b - BUFFER_COLOR0);
1688          break;
1689       }
1690 
1691       for (int k = 0; k < 4; k++)
1692          colormask[num_bufs][k] = ctx->Color.ColorMask[colormask_idx][k];
1693 
1694       num_bufs++;
1695    }
1696 
1697    _mesa_DrawBuffers(num_bufs, enums);
1698 
1699    for (int i = 0; i < num_bufs; i++) {
1700       _mesa_ColorMaski(i, colormask[i][0], colormask[i][1],
1701                           colormask[i][2], colormask[i][3]);
1702    }
1703 }
1704 
1705 
1706 /**
1707  * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1708  */
1709 static void
meta_clear(struct gl_context * ctx,GLbitfield buffers,bool glsl)1710 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1711 {
1712    struct clear_state *clear = &ctx->Meta->Clear;
1713    GLbitfield metaSave;
1714    const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1715    struct gl_framebuffer *fb = ctx->DrawBuffer;
1716    float x0, y0, x1, y1, z;
1717    struct vertex verts[4];
1718    int i;
1719 
1720    metaSave = (MESA_META_ALPHA_TEST |
1721                MESA_META_BLEND |
1722                MESA_META_COLOR_MASK |
1723                MESA_META_DEPTH_TEST |
1724                MESA_META_RASTERIZATION |
1725                MESA_META_SHADER |
1726                MESA_META_STENCIL_TEST |
1727                MESA_META_VERTEX |
1728                MESA_META_VIEWPORT |
1729                MESA_META_CLIP |
1730                MESA_META_CLAMP_FRAGMENT_COLOR |
1731                MESA_META_MULTISAMPLE |
1732                MESA_META_OCCLUSION_QUERY);
1733 
1734    if (!glsl) {
1735       metaSave |= MESA_META_FOG |
1736                   MESA_META_PIXEL_TRANSFER |
1737                   MESA_META_TRANSFORM |
1738                   MESA_META_TEXTURE |
1739                   MESA_META_CLAMP_VERTEX_COLOR |
1740                   MESA_META_SELECT_FEEDBACK;
1741    }
1742 
1743    if (buffers & BUFFER_BITS_COLOR) {
1744       metaSave |= MESA_META_DRAW_BUFFERS;
1745    }
1746 
1747    _mesa_meta_begin(ctx, metaSave);
1748 
1749    if (glsl) {
1750       meta_glsl_clear_init(ctx, clear);
1751 
1752       x0 = ((float) fb->_Xmin / fb->Width)  * 2.0f - 1.0f;
1753       y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1754       x1 = ((float) fb->_Xmax / fb->Width)  * 2.0f - 1.0f;
1755       y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1756       z = -invert_z(ctx->Depth.Clear);
1757    } else {
1758       _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1759                                       3, 0, 4);
1760 
1761       x0 = (float) fb->_Xmin;
1762       y0 = (float) fb->_Ymin;
1763       x1 = (float) fb->_Xmax;
1764       y1 = (float) fb->_Ymax;
1765       z = invert_z(ctx->Depth.Clear);
1766    }
1767 
1768    if (fb->_IntegerBuffers) {
1769       assert(glsl);
1770       _mesa_meta_use_program(ctx, clear->IntegerShaderProg);
1771       _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1772    } else if (glsl) {
1773       _mesa_meta_use_program(ctx, clear->ShaderProg);
1774       _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1775    }
1776 
1777    /* GL_COLOR_BUFFER_BIT */
1778    if (buffers & BUFFER_BITS_COLOR) {
1779       /* Only draw to the buffers we were asked to clear. */
1780       _mesa_meta_drawbuffers_and_colormask(ctx, buffers & BUFFER_BITS_COLOR);
1781 
1782       /* leave colormask state as-is */
1783 
1784       /* Clears never have the color clamped. */
1785       if (ctx->Extensions.ARB_color_buffer_float)
1786          _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1787    }
1788    else {
1789       _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1790    }
1791 
1792    /* GL_DEPTH_BUFFER_BIT */
1793    if (buffers & BUFFER_BIT_DEPTH) {
1794       _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1795       _mesa_DepthFunc(GL_ALWAYS);
1796       _mesa_DepthMask(GL_TRUE);
1797    }
1798    else {
1799       assert(!ctx->Depth.Test);
1800    }
1801 
1802    /* GL_STENCIL_BUFFER_BIT */
1803    if (buffers & BUFFER_BIT_STENCIL) {
1804       _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1805       _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1806                               GL_REPLACE, GL_REPLACE, GL_REPLACE);
1807       _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1808                                 ctx->Stencil.Clear & stencilMax,
1809                                 ctx->Stencil.WriteMask[0]);
1810    }
1811    else {
1812       assert(!ctx->Stencil.Enabled);
1813    }
1814 
1815    /* vertex positions */
1816    verts[0].x = x0;
1817    verts[0].y = y0;
1818    verts[0].z = z;
1819    verts[1].x = x1;
1820    verts[1].y = y0;
1821    verts[1].z = z;
1822    verts[2].x = x1;
1823    verts[2].y = y1;
1824    verts[2].z = z;
1825    verts[3].x = x0;
1826    verts[3].y = y1;
1827    verts[3].z = z;
1828 
1829    if (!glsl) {
1830       for (i = 0; i < 4; i++) {
1831          verts[i].r = ctx->Color.ClearColor.f[0];
1832          verts[i].g = ctx->Color.ClearColor.f[1];
1833          verts[i].b = ctx->Color.ClearColor.f[2];
1834          verts[i].a = ctx->Color.ClearColor.f[3];
1835       }
1836    }
1837 
1838    /* upload new vertex data */
1839    _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1840                      GL_DYNAMIC_DRAW, __func__);
1841 
1842    /* draw quad(s) */
1843    if (fb->MaxNumLayers > 0) {
1844       _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1845    } else {
1846       _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1847    }
1848 
1849    _mesa_meta_end(ctx);
1850 }
1851 
1852 /**
1853  * Meta implementation of ctx->Driver.CopyPixels() in terms
1854  * of texture mapping and polygon rendering and GLSL shaders.
1855  */
1856 void
_mesa_meta_CopyPixels(struct gl_context * ctx,GLint srcX,GLint srcY,GLsizei width,GLsizei height,GLint dstX,GLint dstY,GLenum type)1857 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1858                       GLsizei width, GLsizei height,
1859                       GLint dstX, GLint dstY, GLenum type)
1860 {
1861    struct copypix_state *copypix = &ctx->Meta->CopyPix;
1862    struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1863    struct vertex verts[4];
1864 
1865    if (type != GL_COLOR ||
1866        ctx->_ImageTransferState ||
1867        ctx->Fog.Enabled ||
1868        width > tex->MaxSize ||
1869        height > tex->MaxSize) {
1870       /* XXX avoid this fallback */
1871       _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1872       return;
1873    }
1874 
1875    /* Most GL state applies to glCopyPixels, but a there's a few things
1876     * we need to override:
1877     */
1878    _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1879                           MESA_META_SHADER |
1880                           MESA_META_TEXTURE |
1881                           MESA_META_TRANSFORM |
1882                           MESA_META_CLIP |
1883                           MESA_META_VERTEX |
1884                           MESA_META_VIEWPORT));
1885 
1886    _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1887                                    3, 2, 0);
1888 
1889    /* Silence valgrind warnings about reading uninitialized stack. */
1890    memset(verts, 0, sizeof(verts));
1891 
1892    /* Alloc/setup texture */
1893    _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1894                                     GL_RGBA, GL_NEAREST);
1895 
1896    /* vertex positions, texcoords (after texture allocation!) */
1897    {
1898       const GLfloat dstX0 = (GLfloat) dstX;
1899       const GLfloat dstY0 = (GLfloat) dstY;
1900       const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1901       const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1902       const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1903 
1904       verts[0].x = dstX0;
1905       verts[0].y = dstY0;
1906       verts[0].z = z;
1907       verts[0].tex[0] = 0.0F;
1908       verts[0].tex[1] = 0.0F;
1909       verts[1].x = dstX1;
1910       verts[1].y = dstY0;
1911       verts[1].z = z;
1912       verts[1].tex[0] = tex->Sright;
1913       verts[1].tex[1] = 0.0F;
1914       verts[2].x = dstX1;
1915       verts[2].y = dstY1;
1916       verts[2].z = z;
1917       verts[2].tex[0] = tex->Sright;
1918       verts[2].tex[1] = tex->Ttop;
1919       verts[3].x = dstX0;
1920       verts[3].y = dstY1;
1921       verts[3].z = z;
1922       verts[3].tex[0] = 0.0F;
1923       verts[3].tex[1] = tex->Ttop;
1924 
1925       /* upload new vertex data */
1926       _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts);
1927    }
1928 
1929    _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1930 
1931    /* draw textured quad */
1932    _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1933 
1934    _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1935 
1936    _mesa_meta_end(ctx);
1937 }
1938 
1939 static void
meta_drawpix_cleanup(struct gl_context * ctx,struct drawpix_state * drawpix)1940 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1941 {
1942    if (drawpix->VAO != 0) {
1943       _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1944       drawpix->VAO = 0;
1945 
1946       _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1947    }
1948 
1949    if (drawpix->StencilFP != 0) {
1950       _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1951       drawpix->StencilFP = 0;
1952    }
1953 
1954    if (drawpix->DepthFP != 0) {
1955       _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1956       drawpix->DepthFP = 0;
1957    }
1958 }
1959 
1960 /**
1961  * When the glDrawPixels() image size is greater than the max rectangle
1962  * texture size we use this function to break the glDrawPixels() image
1963  * into tiles which fit into the max texture size.
1964  */
1965 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)1966 tiled_draw_pixels(struct gl_context *ctx,
1967                   GLint tileSize,
1968                   GLint x, GLint y, GLsizei width, GLsizei height,
1969                   GLenum format, GLenum type,
1970                   const struct gl_pixelstore_attrib *unpack,
1971                   const GLvoid *pixels)
1972 {
1973    struct gl_pixelstore_attrib tileUnpack = *unpack;
1974    GLint i, j;
1975 
1976    if (tileUnpack.RowLength == 0)
1977       tileUnpack.RowLength = width;
1978 
1979    for (i = 0; i < width; i += tileSize) {
1980       const GLint tileWidth = MIN2(tileSize, width - i);
1981       const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1982 
1983       tileUnpack.SkipPixels = unpack->SkipPixels + i;
1984 
1985       for (j = 0; j < height; j += tileSize) {
1986          const GLint tileHeight = MIN2(tileSize, height - j);
1987          const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1988 
1989          tileUnpack.SkipRows = unpack->SkipRows + j;
1990 
1991          _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1992                                format, type, &tileUnpack, pixels);
1993       }
1994    }
1995 }
1996 
1997 
1998 /**
1999  * One-time init for drawing stencil pixels.
2000  */
2001 static void
init_draw_stencil_pixels(struct gl_context * ctx)2002 init_draw_stencil_pixels(struct gl_context *ctx)
2003 {
2004    /* This program is run eight times, once for each stencil bit.
2005     * The stencil values to draw are found in an 8-bit alpha texture.
2006     * We read the texture/stencil value and test if bit 'b' is set.
2007     * If the bit is not set, use KIL to kill the fragment.
2008     * Finally, we use the stencil test to update the stencil buffer.
2009     *
2010     * The basic algorithm for checking if a bit is set is:
2011     *   if (is_odd(value / (1 << bit)))
2012     *      result is one (or non-zero).
2013     *   else
2014     *      result is zero.
2015     * The program parameter contains three values:
2016     *   parm.x = 255 / (1 << bit)
2017     *   parm.y = 0.5
2018     *   parm.z = 0.0
2019     */
2020    static const char *program =
2021       "!!ARBfp1.0\n"
2022       "PARAM parm = program.local[0]; \n"
2023       "TEMP t; \n"
2024       "TEX t, fragment.texcoord[0], texture[0], %s; \n"   /* NOTE %s here! */
2025       "# t = t * 255 / bit \n"
2026       "MUL t.x, t.a, parm.x; \n"
2027       "# t = (int) t \n"
2028       "FRC t.y, t.x; \n"
2029       "SUB t.x, t.x, t.y; \n"
2030       "# t = t * 0.5 \n"
2031       "MUL t.x, t.x, parm.y; \n"
2032       "# t = fract(t.x) \n"
2033       "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2034       "# t.x = (t.x == 0 ? 1 : 0) \n"
2035       "SGE t.x, -t.x, parm.z; \n"
2036       "KIL -t.x; \n"
2037       "# for debug only \n"
2038       "#MOV result.color, t.x; \n"
2039       "END \n";
2040    char program2[1000];
2041    struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2042    struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2043    const char *texTarget;
2044 
2045    assert(drawpix->StencilFP == 0);
2046 
2047    /* replace %s with "RECT" or "2D" */
2048    assert(strlen(program) + 4 < sizeof(program2));
2049    if (tex->Target == GL_TEXTURE_RECTANGLE)
2050       texTarget = "RECT";
2051    else
2052       texTarget = "2D";
2053    _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2054 
2055    _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2056    _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2057    _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2058                           strlen(program2), (const GLubyte *) program2);
2059 }
2060 
2061 
2062 /**
2063  * One-time init for drawing depth pixels.
2064  */
2065 static void
init_draw_depth_pixels(struct gl_context * ctx)2066 init_draw_depth_pixels(struct gl_context *ctx)
2067 {
2068    static const char *program =
2069       "!!ARBfp1.0\n"
2070       "PARAM color = program.local[0]; \n"
2071       "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2072       "MOV result.color, color; \n"
2073       "END \n";
2074    char program2[200];
2075    struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2076    struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2077    const char *texTarget;
2078 
2079    assert(drawpix->DepthFP == 0);
2080 
2081    /* replace %s with "RECT" or "2D" */
2082    assert(strlen(program) + 4 < sizeof(program2));
2083    if (tex->Target == GL_TEXTURE_RECTANGLE)
2084       texTarget = "RECT";
2085    else
2086       texTarget = "2D";
2087    _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2088 
2089    _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2090    _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2091    _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2092                           strlen(program2), (const GLubyte *) program2);
2093 }
2094 
2095 
2096 /**
2097  * Meta implementation of ctx->Driver.DrawPixels() in terms
2098  * of texture mapping and polygon rendering.
2099  */
2100 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)2101 _mesa_meta_DrawPixels(struct gl_context *ctx,
2102                       GLint x, GLint y, GLsizei width, GLsizei height,
2103                       GLenum format, GLenum type,
2104                       const struct gl_pixelstore_attrib *unpack,
2105                       const GLvoid *pixels)
2106 {
2107    struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2108    struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2109    const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2110    const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2111    struct vertex verts[4];
2112    GLenum texIntFormat;
2113    GLboolean fallback, newTex;
2114    GLbitfield metaExtraSave = 0x0;
2115 
2116    /*
2117     * Determine if we can do the glDrawPixels with texture mapping.
2118     */
2119    fallback = GL_FALSE;
2120    if (ctx->Fog.Enabled) {
2121       fallback = GL_TRUE;
2122    }
2123 
2124    if (_mesa_is_color_format(format)) {
2125       /* use more compact format when possible */
2126       /* XXX disable special case for GL_LUMINANCE for now to work around
2127        * apparent i965 driver bug (see bug #23670).
2128        */
2129       if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2130          texIntFormat = format;
2131       else
2132          texIntFormat = GL_RGBA;
2133 
2134       /* If we're not supposed to clamp the resulting color, then just
2135        * promote our texture to fully float.  We could do better by
2136        * just going for the matching set of channels, in floating
2137        * point.
2138        */
2139       if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2140           ctx->Extensions.ARB_texture_float)
2141          texIntFormat = GL_RGBA32F;
2142    }
2143    else if (_mesa_is_stencil_format(format)) {
2144       if (ctx->Extensions.ARB_fragment_program &&
2145           ctx->Pixel.IndexShift == 0 &&
2146           ctx->Pixel.IndexOffset == 0 &&
2147           type == GL_UNSIGNED_BYTE) {
2148          /* We'll store stencil as alpha.  This only works for GLubyte
2149           * image data because of how incoming values are mapped to alpha
2150           * in [0,1].
2151           */
2152          texIntFormat = GL_ALPHA;
2153          metaExtraSave = (MESA_META_COLOR_MASK |
2154                           MESA_META_DEPTH_TEST |
2155                           MESA_META_PIXEL_TRANSFER |
2156                           MESA_META_SHADER |
2157                           MESA_META_STENCIL_TEST);
2158       }
2159       else {
2160          fallback = GL_TRUE;
2161       }
2162    }
2163    else if (_mesa_is_depth_format(format)) {
2164       if (ctx->Extensions.ARB_depth_texture &&
2165           ctx->Extensions.ARB_fragment_program) {
2166          texIntFormat = GL_DEPTH_COMPONENT;
2167          metaExtraSave = (MESA_META_SHADER);
2168       }
2169       else {
2170          fallback = GL_TRUE;
2171       }
2172    }
2173    else {
2174       fallback = GL_TRUE;
2175    }
2176 
2177    if (fallback) {
2178       _swrast_DrawPixels(ctx, x, y, width, height,
2179                          format, type, unpack, pixels);
2180       return;
2181    }
2182 
2183    /*
2184     * Check image size against max texture size, draw as tiles if needed.
2185     */
2186    if (width > tex->MaxSize || height > tex->MaxSize) {
2187       tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2188                         format, type, unpack, pixels);
2189       return;
2190    }
2191 
2192    /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2193     * but a there's a few things we need to override:
2194     */
2195    _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2196                           MESA_META_SHADER |
2197                           MESA_META_TEXTURE |
2198                           MESA_META_TRANSFORM |
2199                           MESA_META_CLIP |
2200                           MESA_META_VERTEX |
2201                           MESA_META_VIEWPORT |
2202                           metaExtraSave));
2203 
2204    newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2205 
2206    _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2207                                    3, 2, 0);
2208 
2209    /* Silence valgrind warnings about reading uninitialized stack. */
2210    memset(verts, 0, sizeof(verts));
2211 
2212    /* vertex positions, texcoords (after texture allocation!) */
2213    {
2214       const GLfloat x0 = (GLfloat) x;
2215       const GLfloat y0 = (GLfloat) y;
2216       const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2217       const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2218       const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2219 
2220       verts[0].x = x0;
2221       verts[0].y = y0;
2222       verts[0].z = z;
2223       verts[0].tex[0] = 0.0F;
2224       verts[0].tex[1] = 0.0F;
2225       verts[1].x = x1;
2226       verts[1].y = y0;
2227       verts[1].z = z;
2228       verts[1].tex[0] = tex->Sright;
2229       verts[1].tex[1] = 0.0F;
2230       verts[2].x = x1;
2231       verts[2].y = y1;
2232       verts[2].z = z;
2233       verts[2].tex[0] = tex->Sright;
2234       verts[2].tex[1] = tex->Ttop;
2235       verts[3].x = x0;
2236       verts[3].y = y1;
2237       verts[3].z = z;
2238       verts[3].tex[0] = 0.0F;
2239       verts[3].tex[1] = tex->Ttop;
2240    }
2241 
2242    /* upload new vertex data */
2243    _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2244                      GL_DYNAMIC_DRAW, __func__);
2245 
2246    /* set given unpack params */
2247    ctx->Unpack = *unpack;
2248 
2249    _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2250 
2251    if (_mesa_is_stencil_format(format)) {
2252       /* Drawing stencil */
2253       GLint bit;
2254 
2255       if (!drawpix->StencilFP)
2256          init_draw_stencil_pixels(ctx);
2257 
2258       _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2259                                        GL_ALPHA, type, pixels);
2260 
2261       _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2262 
2263       _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2264 
2265       /* set all stencil bits to 0 */
2266       _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2267       _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2268       _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2269 
2270       /* set stencil bits to 1 where needed */
2271       _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2272 
2273       _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2274       _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2275 
2276       for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2277          const GLuint mask = 1 << bit;
2278          if (mask & origStencilMask) {
2279             _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2280             _mesa_StencilMask(mask);
2281 
2282             _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2283                                              255.0f / mask, 0.5f, 0.0f, 0.0f);
2284 
2285             _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2286          }
2287       }
2288    }
2289    else if (_mesa_is_depth_format(format)) {
2290       /* Drawing depth */
2291       if (!drawpix->DepthFP)
2292          init_draw_depth_pixels(ctx);
2293 
2294       _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2295       _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2296 
2297       /* polygon color = current raster color */
2298       _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2299                                         ctx->Current.RasterColor);
2300 
2301       _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2302                                        format, type, pixels);
2303 
2304       _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2305    }
2306    else {
2307       /* Drawing RGBA */
2308       _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2309                                        format, type, pixels);
2310       _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2311    }
2312 
2313    _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2314 
2315    /* restore unpack params */
2316    ctx->Unpack = unpackSave;
2317 
2318    _mesa_meta_end(ctx);
2319 }
2320 
2321 static GLboolean
alpha_test_raster_color(struct gl_context * ctx)2322 alpha_test_raster_color(struct gl_context *ctx)
2323 {
2324    GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2325    GLfloat ref = ctx->Color.AlphaRef;
2326 
2327    switch (ctx->Color.AlphaFunc) {
2328       case GL_NEVER:
2329          return GL_FALSE;
2330       case GL_LESS:
2331          return alpha < ref;
2332       case GL_EQUAL:
2333          return alpha == ref;
2334       case GL_LEQUAL:
2335          return alpha <= ref;
2336       case GL_GREATER:
2337          return alpha > ref;
2338       case GL_NOTEQUAL:
2339          return alpha != ref;
2340       case GL_GEQUAL:
2341          return alpha >= ref;
2342       case GL_ALWAYS:
2343          return GL_TRUE;
2344       default:
2345          assert(0);
2346          return GL_FALSE;
2347    }
2348 }
2349 
2350 /**
2351  * Do glBitmap with a alpha texture quad.  Use the alpha test to cull
2352  * the 'off' bits.  A bitmap cache as in the gallium/mesa state
2353  * tracker would improve performance a lot.
2354  */
2355 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)2356 _mesa_meta_Bitmap(struct gl_context *ctx,
2357                   GLint x, GLint y, GLsizei width, GLsizei height,
2358                   const struct gl_pixelstore_attrib *unpack,
2359                   const GLubyte *bitmap1)
2360 {
2361    struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2362    struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2363    const GLenum texIntFormat = GL_ALPHA;
2364    const struct gl_pixelstore_attrib unpackSave = *unpack;
2365    GLubyte fg, bg;
2366    struct vertex verts[4];
2367    GLboolean newTex;
2368    GLubyte *bitmap8;
2369 
2370    /*
2371     * Check if swrast fallback is needed.
2372     */
2373    if (ctx->_ImageTransferState ||
2374        _mesa_arb_fragment_program_enabled(ctx) ||
2375        ctx->Fog.Enabled ||
2376        ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2377        width > tex->MaxSize ||
2378        height > tex->MaxSize) {
2379       _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2380       return;
2381    }
2382 
2383    if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2384       return;
2385 
2386    /* Most GL state applies to glBitmap (like blending, stencil, etc),
2387     * but a there's a few things we need to override:
2388     */
2389    _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2390                           MESA_META_PIXEL_STORE |
2391                           MESA_META_RASTERIZATION |
2392                           MESA_META_SHADER |
2393                           MESA_META_TEXTURE |
2394                           MESA_META_TRANSFORM |
2395                           MESA_META_CLIP |
2396                           MESA_META_VERTEX |
2397                           MESA_META_VIEWPORT));
2398 
2399    _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2400                                    3, 2, 4);
2401 
2402    newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2403 
2404    /* Silence valgrind warnings about reading uninitialized stack. */
2405    memset(verts, 0, sizeof(verts));
2406 
2407    /* vertex positions, texcoords, colors (after texture allocation!) */
2408    {
2409       const GLfloat x0 = (GLfloat) x;
2410       const GLfloat y0 = (GLfloat) y;
2411       const GLfloat x1 = (GLfloat) (x + width);
2412       const GLfloat y1 = (GLfloat) (y + height);
2413       const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2414       GLuint i;
2415 
2416       verts[0].x = x0;
2417       verts[0].y = y0;
2418       verts[0].z = z;
2419       verts[0].tex[0] = 0.0F;
2420       verts[0].tex[1] = 0.0F;
2421       verts[1].x = x1;
2422       verts[1].y = y0;
2423       verts[1].z = z;
2424       verts[1].tex[0] = tex->Sright;
2425       verts[1].tex[1] = 0.0F;
2426       verts[2].x = x1;
2427       verts[2].y = y1;
2428       verts[2].z = z;
2429       verts[2].tex[0] = tex->Sright;
2430       verts[2].tex[1] = tex->Ttop;
2431       verts[3].x = x0;
2432       verts[3].y = y1;
2433       verts[3].z = z;
2434       verts[3].tex[0] = 0.0F;
2435       verts[3].tex[1] = tex->Ttop;
2436 
2437       for (i = 0; i < 4; i++) {
2438          verts[i].r = ctx->Current.RasterColor[0];
2439          verts[i].g = ctx->Current.RasterColor[1];
2440          verts[i].b = ctx->Current.RasterColor[2];
2441          verts[i].a = ctx->Current.RasterColor[3];
2442       }
2443 
2444       /* upload new vertex data */
2445       _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts);
2446    }
2447 
2448    /* choose different foreground/background alpha values */
2449    CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2450    bg = (fg > 127 ? 0 : 255);
2451 
2452    bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2453    if (!bitmap1) {
2454       _mesa_meta_end(ctx);
2455       return;
2456    }
2457 
2458    bitmap8 = malloc(width * height);
2459    if (bitmap8) {
2460       memset(bitmap8, bg, width * height);
2461       _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2462                           bitmap8, width, fg);
2463 
2464       _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2465 
2466       _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2467       _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2468 
2469       _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2470                                        GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2471 
2472       _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2473 
2474       _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2475 
2476       free(bitmap8);
2477    }
2478 
2479    _mesa_unmap_pbo_source(ctx, &unpackSave);
2480 
2481    _mesa_meta_end(ctx);
2482 }
2483 
2484 /**
2485  * Compute the texture coordinates for the four vertices of a quad for
2486  * drawing a 2D texture image or slice of a cube/3D texture.  The offset
2487  * and width, height specify a sub-region of the 2D image.
2488  *
2489  * \param faceTarget  GL_TEXTURE_1D/2D/3D or cube face name
2490  * \param slice  slice of a 1D/2D array texture or 3D texture
2491  * \param xoffset  X position of sub texture
2492  * \param yoffset  Y position of sub texture
2493  * \param width  width of the sub texture image
2494  * \param height  height of the sub texture image
2495  * \param total_width  total width of the texture image
2496  * \param total_height  total height of the texture image
2497  * \param total_depth  total depth of the texture image
2498  * \param coords0/1/2/3  returns the computed texcoords
2499  */
2500 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])2501 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2502                                 GLint slice,
2503                                 GLint xoffset,
2504                                 GLint yoffset,
2505                                 GLint width,
2506                                 GLint height,
2507                                 GLint total_width,
2508                                 GLint total_height,
2509                                 GLint total_depth,
2510                                 GLfloat coords0[4],
2511                                 GLfloat coords1[4],
2512                                 GLfloat coords2[4],
2513                                 GLfloat coords3[4])
2514 {
2515    float st[4][2];
2516    GLuint i;
2517    const float s0 = (float) xoffset / (float) total_width;
2518    const float s1 = (float) (xoffset + width) / (float) total_width;
2519    const float t0 = (float) yoffset / (float) total_height;
2520    const float t1 = (float) (yoffset + height) / (float) total_height;
2521    GLfloat r;
2522 
2523    /* setup the reference texcoords */
2524    st[0][0] = s0;
2525    st[0][1] = t0;
2526    st[1][0] = s1;
2527    st[1][1] = t0;
2528    st[2][0] = s1;
2529    st[2][1] = t1;
2530    st[3][0] = s0;
2531    st[3][1] = t1;
2532 
2533    if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2534       faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2535 
2536    /* Currently all texture targets want the W component to be 1.0.
2537     */
2538    coords0[3] = 1.0F;
2539    coords1[3] = 1.0F;
2540    coords2[3] = 1.0F;
2541    coords3[3] = 1.0F;
2542 
2543    switch (faceTarget) {
2544    case GL_TEXTURE_1D:
2545    case GL_TEXTURE_2D:
2546    case GL_TEXTURE_3D:
2547    case GL_TEXTURE_2D_ARRAY:
2548       if (faceTarget == GL_TEXTURE_3D) {
2549          assert(slice < total_depth);
2550          assert(total_depth >= 1);
2551          r = (slice + 0.5f) / total_depth;
2552       }
2553       else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2554          r = (float) slice;
2555       else
2556          r = 0.0F;
2557       coords0[0] = st[0][0]; /* s */
2558       coords0[1] = st[0][1]; /* t */
2559       coords0[2] = r; /* r */
2560       coords1[0] = st[1][0];
2561       coords1[1] = st[1][1];
2562       coords1[2] = r;
2563       coords2[0] = st[2][0];
2564       coords2[1] = st[2][1];
2565       coords2[2] = r;
2566       coords3[0] = st[3][0];
2567       coords3[1] = st[3][1];
2568       coords3[2] = r;
2569       break;
2570    case GL_TEXTURE_RECTANGLE_ARB:
2571       coords0[0] = (float) xoffset; /* s */
2572       coords0[1] = (float) yoffset; /* t */
2573       coords0[2] = 0.0F; /* r */
2574       coords1[0] = (float) (xoffset + width);
2575       coords1[1] = (float) yoffset;
2576       coords1[2] = 0.0F;
2577       coords2[0] = (float) (xoffset + width);
2578       coords2[1] = (float) (yoffset + height);
2579       coords2[2] = 0.0F;
2580       coords3[0] = (float) xoffset;
2581       coords3[1] = (float) (yoffset + height);
2582       coords3[2] = 0.0F;
2583       break;
2584    case GL_TEXTURE_1D_ARRAY:
2585       coords0[0] = st[0][0]; /* s */
2586       coords0[1] = (float) slice; /* t */
2587       coords0[2] = 0.0F; /* r */
2588       coords1[0] = st[1][0];
2589       coords1[1] = (float) slice;
2590       coords1[2] = 0.0F;
2591       coords2[0] = st[2][0];
2592       coords2[1] = (float) slice;
2593       coords2[2] = 0.0F;
2594       coords3[0] = st[3][0];
2595       coords3[1] = (float) slice;
2596       coords3[2] = 0.0F;
2597       break;
2598 
2599    case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2600    case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2601    case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2602    case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2603    case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2604    case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2605       /* loop over quad verts */
2606       for (i = 0; i < 4; i++) {
2607          /* Compute sc = +/-scale and tc = +/-scale.
2608           * Not +/-1 to avoid cube face selection ambiguity near the edges,
2609           * though that can still sometimes happen with this scale factor...
2610           */
2611          const GLfloat scale = 0.9999f;
2612          const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2613          const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2614          GLfloat *coord;
2615 
2616          switch (i) {
2617          case 0:
2618             coord = coords0;
2619             break;
2620          case 1:
2621             coord = coords1;
2622             break;
2623          case 2:
2624             coord = coords2;
2625             break;
2626          case 3:
2627             coord = coords3;
2628             break;
2629          default:
2630             unreachable("not reached");
2631          }
2632 
2633          coord[3] = (float) (slice / 6);
2634 
2635          switch (faceTarget) {
2636          case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2637             coord[0] = 1.0f;
2638             coord[1] = -tc;
2639             coord[2] = -sc;
2640             break;
2641          case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2642             coord[0] = -1.0f;
2643             coord[1] = -tc;
2644             coord[2] = sc;
2645             break;
2646          case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2647             coord[0] = sc;
2648             coord[1] = 1.0f;
2649             coord[2] = tc;
2650             break;
2651          case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2652             coord[0] = sc;
2653             coord[1] = -1.0f;
2654             coord[2] = -tc;
2655             break;
2656          case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2657             coord[0] = sc;
2658             coord[1] = -tc;
2659             coord[2] = 1.0f;
2660             break;
2661          case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2662             coord[0] = -sc;
2663             coord[1] = -tc;
2664             coord[2] = -1.0f;
2665             break;
2666          default:
2667             assert(0);
2668          }
2669       }
2670       break;
2671    default:
2672       assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2673    }
2674 }
2675 
2676 static struct blit_shader *
choose_blit_shader(GLenum target,struct blit_shader_table * table)2677 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2678 {
2679    switch(target) {
2680    case GL_TEXTURE_1D:
2681       table->sampler_1d.type = "sampler1D";
2682       table->sampler_1d.func = "texture1D";
2683       table->sampler_1d.texcoords = "texCoords.x";
2684       return &table->sampler_1d;
2685    case GL_TEXTURE_2D:
2686       table->sampler_2d.type = "sampler2D";
2687       table->sampler_2d.func = "texture2D";
2688       table->sampler_2d.texcoords = "texCoords.xy";
2689       return &table->sampler_2d;
2690    case GL_TEXTURE_RECTANGLE:
2691       table->sampler_rect.type = "sampler2DRect";
2692       table->sampler_rect.func = "texture2DRect";
2693       table->sampler_rect.texcoords = "texCoords.xy";
2694       return &table->sampler_rect;
2695    case GL_TEXTURE_3D:
2696       /* Code for mipmap generation with 3D textures is not used yet.
2697        * It's a sw fallback.
2698        */
2699       table->sampler_3d.type = "sampler3D";
2700       table->sampler_3d.func = "texture3D";
2701       table->sampler_3d.texcoords = "texCoords.xyz";
2702       return &table->sampler_3d;
2703    case GL_TEXTURE_CUBE_MAP:
2704       table->sampler_cubemap.type = "samplerCube";
2705       table->sampler_cubemap.func = "textureCube";
2706       table->sampler_cubemap.texcoords = "texCoords.xyz";
2707       return &table->sampler_cubemap;
2708    case GL_TEXTURE_1D_ARRAY:
2709       table->sampler_1d_array.type = "sampler1DArray";
2710       table->sampler_1d_array.func = "texture1DArray";
2711       table->sampler_1d_array.texcoords = "texCoords.xy";
2712       return &table->sampler_1d_array;
2713    case GL_TEXTURE_2D_ARRAY:
2714       table->sampler_2d_array.type = "sampler2DArray";
2715       table->sampler_2d_array.func = "texture2DArray";
2716       table->sampler_2d_array.texcoords = "texCoords.xyz";
2717       return &table->sampler_2d_array;
2718    case GL_TEXTURE_CUBE_MAP_ARRAY:
2719       table->sampler_cubemap_array.type = "samplerCubeArray";
2720       table->sampler_cubemap_array.func = "textureCubeArray";
2721       table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2722       return &table->sampler_cubemap_array;
2723    default:
2724       _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2725                     " setup_texture_sampler()\n", target);
2726       return NULL;
2727    }
2728 }
2729 
2730 void
_mesa_meta_blit_shader_table_cleanup(struct gl_context * ctx,struct blit_shader_table * table)2731 _mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx,
2732                                      struct blit_shader_table *table)
2733 {
2734    _mesa_reference_shader_program(ctx, &table->sampler_1d.shader_prog, NULL);
2735    _mesa_reference_shader_program(ctx, &table->sampler_2d.shader_prog, NULL);
2736    _mesa_reference_shader_program(ctx, &table->sampler_3d.shader_prog, NULL);
2737    _mesa_reference_shader_program(ctx, &table->sampler_rect.shader_prog, NULL);
2738    _mesa_reference_shader_program(ctx, &table->sampler_cubemap.shader_prog, NULL);
2739    _mesa_reference_shader_program(ctx, &table->sampler_1d_array.shader_prog, NULL);
2740    _mesa_reference_shader_program(ctx, &table->sampler_2d_array.shader_prog, NULL);
2741    _mesa_reference_shader_program(ctx, &table->sampler_cubemap_array.shader_prog, NULL);
2742 }
2743 
2744 /**
2745  * Determine the GL data type to use for the temporary image read with
2746  * ReadPixels() and passed to Tex[Sub]Image().
2747  */
2748 static GLenum
get_temp_image_type(struct gl_context * ctx,mesa_format format)2749 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2750 {
2751    const GLenum baseFormat = _mesa_get_format_base_format(format);
2752    const GLenum datatype = _mesa_get_format_datatype(format);
2753    const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2754 
2755    switch (baseFormat) {
2756    case GL_RGBA:
2757    case GL_RGB:
2758    case GL_RG:
2759    case GL_RED:
2760    case GL_ALPHA:
2761    case GL_LUMINANCE:
2762    case GL_LUMINANCE_ALPHA:
2763    case GL_INTENSITY:
2764       if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2765          return datatype;
2766       } else if (format_red_bits <= 8) {
2767          return GL_UNSIGNED_BYTE;
2768       } else if (format_red_bits <= 16) {
2769          return GL_UNSIGNED_SHORT;
2770       }
2771       return GL_FLOAT;
2772    case GL_DEPTH_COMPONENT:
2773       if (datatype == GL_FLOAT)
2774          return GL_FLOAT;
2775       else
2776          return GL_UNSIGNED_INT;
2777    case GL_DEPTH_STENCIL:
2778       if (datatype == GL_FLOAT)
2779          return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2780       else
2781          return GL_UNSIGNED_INT_24_8;
2782    default:
2783       _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2784                     baseFormat);
2785       return 0;
2786    }
2787 }
2788 
2789 /**
2790  * Attempts to wrap the destination texture in an FBO and use
2791  * glBlitFramebuffer() to implement glCopyTexSubImage().
2792  */
2793 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)2794 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx,
2795                                        struct gl_texture_image *texImage,
2796                                        GLint xoffset,
2797                                        GLint yoffset,
2798                                        GLint zoffset,
2799                                        struct gl_renderbuffer *rb,
2800                                        GLint x, GLint y,
2801                                        GLsizei width, GLsizei height)
2802 {
2803    struct gl_framebuffer *drawFb;
2804    bool success = false;
2805    GLbitfield mask;
2806    GLenum status;
2807 
2808    if (!ctx->Extensions.ARB_framebuffer_object)
2809       return false;
2810 
2811    drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
2812    if (drawFb == NULL)
2813       return false;
2814 
2815    _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2816    _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
2817 
2818    if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2819        rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2820       _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2821                                            GL_DEPTH_ATTACHMENT,
2822                                            texImage, zoffset);
2823       mask = GL_DEPTH_BUFFER_BIT;
2824 
2825       if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2826           texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2827          _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2828                                               GL_STENCIL_ATTACHMENT,
2829                                               texImage, zoffset);
2830          mask |= GL_STENCIL_BUFFER_BIT;
2831       }
2832       _mesa_DrawBuffer(GL_NONE);
2833    } else {
2834       _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2835                                            GL_COLOR_ATTACHMENT0,
2836                                            texImage, zoffset);
2837       mask = GL_COLOR_BUFFER_BIT;
2838       _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2839    }
2840 
2841    status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
2842    if (status != GL_FRAMEBUFFER_COMPLETE)
2843       goto out;
2844 
2845    ctx->Meta->Blit.no_ctsi_fallback = true;
2846 
2847    /* Since we've bound a new draw framebuffer, we need to update
2848     * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2849     * be correct.
2850     */
2851    _mesa_update_state(ctx);
2852 
2853    /* We skip the core BlitFramebuffer checks for format consistency, which
2854     * are too strict for CopyTexImage.  We know meta will be fine with format
2855     * changes.
2856     */
2857    mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2858                                      x, y,
2859                                      x + width, y + height,
2860                                      xoffset, yoffset,
2861                                      xoffset + width, yoffset + height,
2862                                      mask, GL_NEAREST);
2863    ctx->Meta->Blit.no_ctsi_fallback = false;
2864    success = mask == 0x0;
2865 
2866  out:
2867    _mesa_reference_framebuffer(&drawFb, NULL);
2868    _mesa_meta_end(ctx);
2869    return success;
2870 }
2871 
2872 /**
2873  * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2874  * Have to be careful with locking and meta state for pixel transfer.
2875  */
2876 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)2877 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2878                            struct gl_texture_image *texImage,
2879                            GLint xoffset, GLint yoffset, GLint zoffset,
2880                            struct gl_renderbuffer *rb,
2881                            GLint x, GLint y,
2882                            GLsizei width, GLsizei height)
2883 {
2884    GLenum format, type;
2885    GLint bpp;
2886    void *buf;
2887 
2888    if (copytexsubimage_using_blit_framebuffer(ctx,
2889                                               texImage,
2890                                               xoffset, yoffset, zoffset,
2891                                               rb,
2892                                               x, y,
2893                                               width, height)) {
2894       return;
2895    }
2896 
2897    /* Choose format/type for temporary image buffer */
2898    format = _mesa_get_format_base_format(texImage->TexFormat);
2899    if (format == GL_LUMINANCE ||
2900        format == GL_LUMINANCE_ALPHA ||
2901        format == GL_INTENSITY) {
2902       /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2903        * temp image buffer because glReadPixels will do L=R+G+B which is
2904        * not what we want (should be L=R).
2905        */
2906       format = GL_RGBA;
2907    }
2908 
2909    type = get_temp_image_type(ctx, texImage->TexFormat);
2910    if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2911       format = _mesa_base_format_to_integer_format(format);
2912    }
2913    bpp = _mesa_bytes_per_pixel(format, type);
2914    if (bpp <= 0) {
2915       _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2916       return;
2917    }
2918 
2919    /*
2920     * Alloc image buffer (XXX could use a PBO)
2921     */
2922    buf = malloc(width * height * bpp);
2923    if (!buf) {
2924       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2925       return;
2926    }
2927 
2928    /*
2929     * Read image from framebuffer (disable pixel transfer ops)
2930     */
2931    _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2932    ctx->Driver.ReadPixels(ctx, x, y, width, height,
2933                           format, type, &ctx->Pack, buf);
2934    _mesa_meta_end(ctx);
2935 
2936    _mesa_update_state(ctx); /* to update pixel transfer state */
2937 
2938    /*
2939     * Store texture data (with pixel transfer ops)
2940     */
2941    _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2942 
2943    if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2944       assert(yoffset == 0);
2945       ctx->Driver.TexSubImage(ctx, dims, texImage,
2946                               xoffset, zoffset, 0, width, 1, 1,
2947                               format, type, buf, &ctx->Unpack);
2948    } else {
2949       ctx->Driver.TexSubImage(ctx, dims, texImage,
2950                               xoffset, yoffset, zoffset, width, height, 1,
2951                               format, type, buf, &ctx->Unpack);
2952    }
2953 
2954    _mesa_meta_end(ctx);
2955 
2956    free(buf);
2957 }
2958 
2959 static void
meta_decompress_fbo_cleanup(struct decompress_fbo_state * decompress_fbo)2960 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2961 {
2962    if (decompress_fbo->fb != NULL) {
2963       _mesa_reference_framebuffer(&decompress_fbo->fb, NULL);
2964       _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL);
2965    }
2966 
2967    memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2968 }
2969 
2970 static void
meta_decompress_cleanup(struct gl_context * ctx,struct decompress_state * decompress)2971 meta_decompress_cleanup(struct gl_context *ctx,
2972                         struct decompress_state *decompress)
2973 {
2974    meta_decompress_fbo_cleanup(&decompress->byteFBO);
2975    meta_decompress_fbo_cleanup(&decompress->floatFBO);
2976 
2977    if (decompress->VAO != 0) {
2978       _mesa_DeleteVertexArrays(1, &decompress->VAO);
2979       _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2980    }
2981 
2982    _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
2983 
2984    memset(decompress, 0, sizeof(*decompress));
2985 }
2986 
2987 /**
2988  * Decompress a texture image by drawing a quad with the compressed
2989  * texture and reading the pixels out of the color buffer.
2990  * \param slice  which slice of a 3D texture or layer of a 1D/2D texture
2991  * \param destFormat  format, ala glReadPixels
2992  * \param destType  type, ala glReadPixels
2993  * \param dest  destination buffer
2994  * \param destRowLength  dest image rowLength (ala GL_PACK_ROW_LENGTH)
2995  */
2996 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)2997 decompress_texture_image(struct gl_context *ctx,
2998                          struct gl_texture_image *texImage,
2999                          GLuint slice,
3000                          GLint xoffset, GLint yoffset,
3001                          GLsizei width, GLsizei height,
3002                          GLenum destFormat, GLenum destType,
3003                          GLvoid *dest)
3004 {
3005    struct decompress_state *decompress = &ctx->Meta->Decompress;
3006    struct decompress_fbo_state *decompress_fbo;
3007    struct gl_texture_object *texObj = texImage->TexObject;
3008    const GLenum target = texObj->Target;
3009    GLenum rbFormat;
3010    GLenum faceTarget;
3011    struct vertex verts[4];
3012    struct gl_sampler_object *samp_obj_save = NULL;
3013    GLenum status;
3014    const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3015                                       ctx->Extensions.ARB_fragment_shader;
3016 
3017    switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3018    case GL_FLOAT:
3019       decompress_fbo = &decompress->floatFBO;
3020       rbFormat = GL_RGBA32F;
3021       break;
3022    case GL_UNSIGNED_NORMALIZED:
3023       decompress_fbo = &decompress->byteFBO;
3024       rbFormat = GL_RGBA;
3025       break;
3026    default:
3027       return false;
3028    }
3029 
3030    if (slice > 0) {
3031       assert(target == GL_TEXTURE_3D ||
3032              target == GL_TEXTURE_2D_ARRAY ||
3033              target == GL_TEXTURE_CUBE_MAP_ARRAY);
3034    }
3035 
3036    switch (target) {
3037    case GL_TEXTURE_1D:
3038    case GL_TEXTURE_1D_ARRAY:
3039       assert(!"No compressed 1D textures.");
3040       return false;
3041 
3042    case GL_TEXTURE_CUBE_MAP_ARRAY:
3043       faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3044       break;
3045 
3046    case GL_TEXTURE_CUBE_MAP:
3047       faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3048       break;
3049 
3050    default:
3051       faceTarget = target;
3052       break;
3053    }
3054 
3055    _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3056                                            MESA_META_DRAW_BUFFERS));
3057    _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3058 
3059    _mesa_reference_sampler_object(ctx, &samp_obj_save,
3060                                   ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
3061 
3062    /* Create/bind FBO/renderbuffer */
3063    if (decompress_fbo->fb == NULL) {
3064       decompress_fbo->rb = ctx->Driver.NewRenderbuffer(ctx, 0xDEADBEEF);
3065       if (decompress_fbo->rb == NULL) {
3066          _mesa_meta_end(ctx);
3067          return false;
3068       }
3069 
3070       decompress_fbo->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3071       if (decompress_fbo->fb == NULL) {
3072          _mesa_meta_end(ctx);
3073          return false;
3074       }
3075 
3076       _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3077       _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
3078                                      decompress_fbo->rb);
3079    }
3080    else {
3081       _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3082    }
3083 
3084    /* alloc dest surface */
3085    if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3086       _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
3087                                  width, height, 0);
3088 
3089       /* Do the full completeness check to recompute
3090        * ctx->DrawBuffer->Width/Height.
3091        */
3092       ctx->DrawBuffer->_Status = GL_FRAMEBUFFER_UNDEFINED;
3093       status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3094       if (status != GL_FRAMEBUFFER_COMPLETE) {
3095          /* If the framebuffer isn't complete then we'll leave
3096           * decompress_fbo->Width as zero so that it will fail again next time
3097           * too */
3098          _mesa_meta_end(ctx);
3099          return false;
3100       }
3101       decompress_fbo->Width = width;
3102       decompress_fbo->Height = height;
3103    }
3104 
3105    if (use_glsl_version) {
3106       _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3107                                       &decompress->buf_obj, true,
3108                                       2, 4, 0);
3109 
3110       _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3111    } else {
3112       _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3113                                        &decompress->buf_obj, 3);
3114    }
3115 
3116    if (decompress->samp_obj == NULL) {
3117       decompress->samp_obj =  ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
3118       if (decompress->samp_obj == NULL) {
3119          _mesa_meta_end(ctx);
3120 
3121          /* This is a bit lazy.  Flag out of memory, and then don't bother to
3122           * clean up.  Once out of memory is flagged, the only realistic next
3123           * move is to destroy the context.  That will trigger all the right
3124           * clean up.
3125           *
3126           * Returning true prevents other GetTexImage methods from attempting
3127           * anything since they will likely fail too.
3128           */
3129          _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
3130          return true;
3131       }
3132 
3133       /* nearest filtering */
3134       _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
3135 
3136       /* We don't want to encode or decode sRGB values; treat them as linear. */
3137       _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT);
3138    }
3139 
3140    _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
3141 
3142    /* Silence valgrind warnings about reading uninitialized stack. */
3143    memset(verts, 0, sizeof(verts));
3144 
3145    _mesa_meta_setup_texture_coords(faceTarget, slice,
3146                                    xoffset, yoffset, width, height,
3147                                    texImage->Width, texImage->Height,
3148                                    texImage->Depth,
3149                                    verts[0].tex,
3150                                    verts[1].tex,
3151                                    verts[2].tex,
3152                                    verts[3].tex);
3153 
3154    /* setup vertex positions */
3155    verts[0].x = -1.0F;
3156    verts[0].y = -1.0F;
3157    verts[1].x =  1.0F;
3158    verts[1].y = -1.0F;
3159    verts[2].x =  1.0F;
3160    verts[2].y =  1.0F;
3161    verts[3].x = -1.0F;
3162    verts[3].y =  1.0F;
3163 
3164    _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3165 
3166    /* upload new vertex data */
3167    _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts);
3168 
3169    /* setup texture state */
3170    _mesa_bind_texture(ctx, target, texObj);
3171 
3172    if (!use_glsl_version)
3173       _mesa_set_enable(ctx, target, GL_TRUE);
3174 
3175    {
3176       /* save texture object state */
3177       const GLint baseLevelSave = texObj->BaseLevel;
3178       const GLint maxLevelSave = texObj->MaxLevel;
3179 
3180       /* restrict sampling to the texture level of interest */
3181       if (target != GL_TEXTURE_RECTANGLE_ARB) {
3182          _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3183                                    (GLint *) &texImage->Level, false);
3184          _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3185                                    (GLint *) &texImage->Level, false);
3186       }
3187 
3188       /* render quad w/ texture into renderbuffer */
3189       _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3190 
3191       /* Restore texture object state, the texture binding will
3192        * be restored by _mesa_meta_end().
3193        */
3194       if (target != GL_TEXTURE_RECTANGLE_ARB) {
3195          _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3196                                    &baseLevelSave, false);
3197          _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3198                                    &maxLevelSave, false);
3199       }
3200 
3201    }
3202 
3203    /* read pixels from renderbuffer */
3204    {
3205       GLenum baseTexFormat = texImage->_BaseFormat;
3206       GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3207 
3208       /* The pixel transfer state will be set to default values at this point
3209        * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3210        * turned off (as required by glGetTexImage) but we need to handle some
3211        * special cases.  In particular, single-channel texture values are
3212        * returned as red and two-channel texture values are returned as
3213        * red/alpha.
3214        */
3215       if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3216                                                  destBaseFormat) ||
3217           /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3218            * luminance then we need to return L=tex(R).
3219            */
3220           _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3221                                                  destBaseFormat)) {
3222          /* Green and blue must be zero */
3223          _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3224          _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3225       }
3226 
3227       _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3228    }
3229 
3230    /* disable texture unit */
3231    if (!use_glsl_version)
3232       _mesa_set_enable(ctx, target, GL_FALSE);
3233 
3234    _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
3235    _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
3236 
3237    _mesa_meta_end(ctx);
3238 
3239    return true;
3240 }
3241 
3242 
3243 /**
3244  * This is just a wrapper around _mesa_get_tex_image() and
3245  * decompress_texture_image().  Meta functions should not be directly called
3246  * from core Mesa.
3247  */
3248 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)3249 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3250                           GLint xoffset, GLint yoffset, GLint zoffset,
3251                           GLsizei width, GLsizei height, GLsizei depth,
3252                           GLenum format, GLenum type, GLvoid *pixels,
3253                           struct gl_texture_image *texImage)
3254 {
3255    if (_mesa_is_format_compressed(texImage->TexFormat)) {
3256       GLuint slice;
3257       bool result = true;
3258 
3259       for (slice = 0; slice < depth; slice++) {
3260          void *dst;
3261          /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
3262           *
3263           *    "For three-dimensional, two-dimensional array, cube map array,
3264           *     and cube map textures pixel storage operations are applied as
3265           *     if the image were two-dimensional, except that the additional
3266           *     pixel storage state values PACK_IMAGE_HEIGHT and
3267           *     PACK_SKIP_IMAGES are applied. The correspondence of texels to
3268           *     memory locations is as defined for TexImage3D in section 8.5."
3269           */
3270          switch (texImage->TexObject->Target) {
3271          case GL_TEXTURE_3D:
3272          case GL_TEXTURE_2D_ARRAY:
3273          case GL_TEXTURE_CUBE_MAP:
3274          case GL_TEXTURE_CUBE_MAP_ARRAY: {
3275             /* Setup pixel packing.  SkipPixels and SkipRows will be applied
3276              * in the decompress_texture_image() function's call to
3277              * glReadPixels but we need to compute the dest slice's address
3278              * here (according to SkipImages and ImageHeight).
3279              */
3280             struct gl_pixelstore_attrib packing = ctx->Pack;
3281             packing.SkipPixels = 0;
3282             packing.SkipRows = 0;
3283             dst = _mesa_image_address3d(&packing, pixels, width, height,
3284                                         format, type, slice, 0, 0);
3285             break;
3286          }
3287          default:
3288             dst = pixels;
3289             break;
3290          }
3291          result = decompress_texture_image(ctx, texImage, slice,
3292                                            xoffset, yoffset, width, height,
3293                                            format, type, dst);
3294          if (!result)
3295             break;
3296       }
3297 
3298       if (result)
3299          return;
3300    }
3301 
3302    _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3303                            width, height, depth, format, type, pixels, texImage);
3304 }
3305 
3306 
3307 /**
3308  * Meta implementation of ctx->Driver.DrawTex() in terms
3309  * of polygon rendering.
3310  */
3311 void
_mesa_meta_DrawTex(struct gl_context * ctx,GLfloat x,GLfloat y,GLfloat z,GLfloat width,GLfloat height)3312 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3313                    GLfloat width, GLfloat height)
3314 {
3315    struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3316    struct vertex {
3317       GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3318    };
3319    struct vertex verts[4];
3320    GLuint i;
3321 
3322    _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3323                           MESA_META_SHADER |
3324                           MESA_META_TRANSFORM |
3325                           MESA_META_VERTEX |
3326                           MESA_META_VIEWPORT));
3327 
3328    if (drawtex->VAO == 0) {
3329       /* one-time setup */
3330       struct gl_vertex_array_object *array_obj;
3331 
3332       /* create vertex array object */
3333       _mesa_GenVertexArrays(1, &drawtex->VAO);
3334       _mesa_BindVertexArray(drawtex->VAO);
3335 
3336       array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3337       assert(array_obj != NULL);
3338 
3339       /* create vertex array buffer */
3340       drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3341       if (drawtex->buf_obj == NULL)
3342          return;
3343 
3344       _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3345                         GL_DYNAMIC_DRAW, __func__);
3346 
3347       /* setup vertex arrays */
3348       FLUSH_VERTICES(ctx, 0);
3349       _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3350                                 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3351                                 GL_FALSE, GL_FALSE,
3352                                 offsetof(struct vertex, x));
3353       _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3354                                drawtex->buf_obj, 0, sizeof(struct vertex));
3355       _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
3356 
3357 
3358       for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3359          FLUSH_VERTICES(ctx, 0);
3360          _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3361                                    2, GL_FLOAT, GL_RGBA, GL_FALSE,
3362                                    GL_FALSE, GL_FALSE,
3363                                    offsetof(struct vertex, st[i]));
3364          _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3365                                   drawtex->buf_obj, 0, sizeof(struct vertex));
3366          _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
3367       }
3368    }
3369    else {
3370       _mesa_BindVertexArray(drawtex->VAO);
3371    }
3372 
3373    /* vertex positions, texcoords */
3374    {
3375       const GLfloat x1 = x + width;
3376       const GLfloat y1 = y + height;
3377 
3378       z = CLAMP(z, 0.0f, 1.0f);
3379       z = invert_z(z);
3380 
3381       verts[0].x = x;
3382       verts[0].y = y;
3383       verts[0].z = z;
3384 
3385       verts[1].x = x1;
3386       verts[1].y = y;
3387       verts[1].z = z;
3388 
3389       verts[2].x = x1;
3390       verts[2].y = y1;
3391       verts[2].z = z;
3392 
3393       verts[3].x = x;
3394       verts[3].y = y1;
3395       verts[3].z = z;
3396 
3397       for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3398          const struct gl_texture_object *texObj;
3399          const struct gl_texture_image *texImage;
3400          GLfloat s, t, s1, t1;
3401          GLuint tw, th;
3402 
3403          if (!ctx->Texture.Unit[i]._Current) {
3404             GLuint j;
3405             for (j = 0; j < 4; j++) {
3406                verts[j].st[i][0] = 0.0f;
3407                verts[j].st[i][1] = 0.0f;
3408             }
3409             continue;
3410          }
3411 
3412          texObj = ctx->Texture.Unit[i]._Current;
3413          texImage = texObj->Image[0][texObj->BaseLevel];
3414          tw = texImage->Width2;
3415          th = texImage->Height2;
3416 
3417          s = (GLfloat) texObj->CropRect[0] / tw;
3418          t = (GLfloat) texObj->CropRect[1] / th;
3419          s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3420          t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3421 
3422          verts[0].st[i][0] = s;
3423          verts[0].st[i][1] = t;
3424 
3425          verts[1].st[i][0] = s1;
3426          verts[1].st[i][1] = t;
3427 
3428          verts[2].st[i][0] = s1;
3429          verts[2].st[i][1] = t1;
3430 
3431          verts[3].st[i][0] = s;
3432          verts[3].st[i][1] = t1;
3433       }
3434 
3435       _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts);
3436    }
3437 
3438    _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3439 
3440    _mesa_meta_end(ctx);
3441 }
3442 
3443 static bool
cleartexsubimage_color(struct gl_context * ctx,struct gl_texture_image * texImage,const GLvoid * clearValue,GLint zoffset)3444 cleartexsubimage_color(struct gl_context *ctx,
3445                        struct gl_texture_image *texImage,
3446                        const GLvoid *clearValue,
3447                        GLint zoffset)
3448 {
3449    mesa_format format;
3450    union gl_color_union colorValue;
3451    GLenum datatype;
3452    GLenum status;
3453 
3454    _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3455                                         GL_COLOR_ATTACHMENT0,
3456                                         texImage, zoffset);
3457 
3458    status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3459    if (status != GL_FRAMEBUFFER_COMPLETE)
3460       return false;
3461 
3462    /* We don't want to apply an sRGB conversion so override the format */
3463    format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3464    datatype = _mesa_get_format_datatype(format);
3465 
3466    switch (datatype) {
3467    case GL_UNSIGNED_INT:
3468    case GL_INT:
3469       if (clearValue)
3470          _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3471                                     (GLuint (*)[4]) colorValue.ui);
3472       else
3473          memset(&colorValue, 0, sizeof colorValue);
3474       if (datatype == GL_INT)
3475          _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3476       else
3477          _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3478       break;
3479    default:
3480       if (clearValue)
3481          _mesa_unpack_rgba_row(format, 1, clearValue,
3482                                (GLfloat (*)[4]) colorValue.f);
3483       else
3484          memset(&colorValue, 0, sizeof colorValue);
3485       _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3486       break;
3487    }
3488 
3489    return true;
3490 }
3491 
3492 static bool
cleartexsubimage_depth_stencil(struct gl_context * ctx,struct gl_texture_image * texImage,const GLvoid * clearValue,GLint zoffset)3493 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3494                                struct gl_texture_image *texImage,
3495                                const GLvoid *clearValue,
3496                                GLint zoffset)
3497 {
3498    GLint stencilValue = 0;
3499    GLfloat depthValue = 0.0f;
3500    GLenum status;
3501 
3502    _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3503                                         GL_DEPTH_ATTACHMENT,
3504                                         texImage, zoffset);
3505 
3506    if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3507       _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3508                                            GL_STENCIL_ATTACHMENT,
3509                                            texImage, zoffset);
3510 
3511    status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3512    if (status != GL_FRAMEBUFFER_COMPLETE)
3513       return false;
3514 
3515    if (clearValue) {
3516       GLuint depthStencilValue[2];
3517 
3518       /* Convert the clearValue from whatever format it's in to a floating
3519        * point value for the depth and an integer value for the stencil index
3520        */
3521       if (texImage->_BaseFormat == GL_DEPTH_STENCIL) {
3522          _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3523                                                            1, /* n */
3524                                                            clearValue,
3525                                                            depthStencilValue);
3526          /* We need a memcpy here instead of a cast because we need to
3527           * reinterpret the bytes as a float rather than converting it
3528           */
3529          memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3530          stencilValue = depthStencilValue[1] & 0xff;
3531       } else {
3532          _mesa_unpack_float_z_row(texImage->TexFormat, 1 /* n */,
3533                                   clearValue, &depthValue);
3534       }
3535    }
3536 
3537    if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3538       _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3539    else
3540       _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3541 
3542    return true;
3543 }
3544 
3545 static bool
cleartexsubimage_for_zoffset(struct gl_context * ctx,struct gl_texture_image * texImage,GLint zoffset,const GLvoid * clearValue)3546 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3547                              struct gl_texture_image *texImage,
3548                              GLint zoffset,
3549                              const GLvoid *clearValue)
3550 {
3551    struct gl_framebuffer *drawFb;
3552    bool success;
3553 
3554    drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3555    if (drawFb == NULL)
3556       return false;
3557 
3558    _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
3559 
3560    switch(texImage->_BaseFormat) {
3561    case GL_DEPTH_STENCIL:
3562    case GL_DEPTH_COMPONENT:
3563       success = cleartexsubimage_depth_stencil(ctx, texImage,
3564                                                clearValue, zoffset);
3565       break;
3566    default:
3567       success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3568       break;
3569    }
3570 
3571    _mesa_reference_framebuffer(&drawFb, NULL);
3572 
3573    return success;
3574 }
3575 
3576 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)3577 cleartexsubimage_using_fbo(struct gl_context *ctx,
3578                            struct gl_texture_image *texImage,
3579                            GLint xoffset, GLint yoffset, GLint zoffset,
3580                            GLsizei width, GLsizei height, GLsizei depth,
3581                            const GLvoid *clearValue)
3582 {
3583    bool success = true;
3584    GLint z;
3585 
3586    _mesa_meta_begin(ctx,
3587                     MESA_META_SCISSOR |
3588                     MESA_META_COLOR_MASK |
3589                     MESA_META_DITHER |
3590                     MESA_META_FRAMEBUFFER_SRGB);
3591 
3592    _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3593    _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3594 
3595    _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3596    _mesa_Scissor(xoffset, yoffset, width, height);
3597 
3598    for (z = zoffset; z < zoffset + depth; z++) {
3599       if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3600          success = false;
3601          break;
3602       }
3603    }
3604 
3605    _mesa_meta_end(ctx);
3606 
3607    return success;
3608 }
3609 
3610 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)3611 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3612                             struct gl_texture_image *texImage,
3613                             GLint xoffset, GLint yoffset, GLint zoffset,
3614                             GLsizei width, GLsizei height, GLsizei depth,
3615                             const GLvoid *clearValue)
3616 {
3617    bool res;
3618 
3619    res = cleartexsubimage_using_fbo(ctx, texImage,
3620                                     xoffset, yoffset, zoffset,
3621                                     width, height, depth,
3622                                     clearValue);
3623 
3624    if (res)
3625       return;
3626 
3627    _mesa_warning(ctx,
3628                  "Falling back to mapping the texture in "
3629                  "glClearTexSubImage\n");
3630 
3631    _mesa_store_cleartexsubimage(ctx, texImage,
3632                                 xoffset, yoffset, zoffset,
3633                                 width, height, depth,
3634                                 clearValue);
3635 }
3636