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