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, ©pix->VAO, ©pix->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