1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/glformats.h"
50 #include "main/image.h"
51 #include "main/macros.h"
52 #include "main/matrix.h"
53 #include "main/mipmap.h"
54 #include "main/pixel.h"
55 #include "main/pbo.h"
56 #include "main/polygon.h"
57 #include "main/readpix.h"
58 #include "main/scissor.h"
59 #include "main/shaderapi.h"
60 #include "main/shaderobj.h"
61 #include "main/state.h"
62 #include "main/stencil.h"
63 #include "main/texobj.h"
64 #include "main/texenv.h"
65 #include "main/texgetimage.h"
66 #include "main/teximage.h"
67 #include "main/texparam.h"
68 #include "main/texstate.h"
69 #include "main/transformfeedback.h"
70 #include "main/uniforms.h"
71 #include "main/varray.h"
72 #include "main/viewport.h"
73 #include "main/samplerobj.h"
74 #include "program/program.h"
75 #include "swrast/swrast.h"
76 #include "drivers/common/meta.h"
77 #include "main/enums.h"
78 #include "main/glformats.h"
79 #include "../glsl/ralloc.h"
80
81 /** Return offset in bytes of the field within a vertex struct */
82 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
83
84 /**
85 * State which we may save/restore across meta ops.
86 * XXX this may be incomplete...
87 */
88 struct save_state
89 {
90 GLbitfield SavedState; /**< bitmask of MESA_META_* flags */
91
92 /** MESA_META_ALPHA_TEST */
93 GLboolean AlphaEnabled;
94 GLenum AlphaFunc;
95 GLclampf AlphaRef;
96
97 /** MESA_META_BLEND */
98 GLbitfield BlendEnabled;
99 GLboolean ColorLogicOpEnabled;
100
101 /** MESA_META_COLOR_MASK */
102 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
103
104 /** MESA_META_DEPTH_TEST */
105 struct gl_depthbuffer_attrib Depth;
106
107 /** MESA_META_FOG */
108 GLboolean Fog;
109
110 /** MESA_META_PIXEL_STORE */
111 struct gl_pixelstore_attrib Pack, Unpack;
112
113 /** MESA_META_PIXEL_TRANSFER */
114 GLfloat RedBias, RedScale;
115 GLfloat GreenBias, GreenScale;
116 GLfloat BlueBias, BlueScale;
117 GLfloat AlphaBias, AlphaScale;
118 GLfloat DepthBias, DepthScale;
119 GLboolean MapColorFlag;
120
121 /** MESA_META_RASTERIZATION */
122 GLenum FrontPolygonMode, BackPolygonMode;
123 GLboolean PolygonOffset;
124 GLboolean PolygonSmooth;
125 GLboolean PolygonStipple;
126 GLboolean PolygonCull;
127
128 /** MESA_META_SCISSOR */
129 struct gl_scissor_attrib Scissor;
130
131 /** MESA_META_SHADER */
132 GLboolean VertexProgramEnabled;
133 struct gl_vertex_program *VertexProgram;
134 GLboolean FragmentProgramEnabled;
135 struct gl_fragment_program *FragmentProgram;
136 GLboolean ATIFragmentShaderEnabled;
137 struct gl_shader_program *VertexShader;
138 struct gl_shader_program *GeometryShader;
139 struct gl_shader_program *FragmentShader;
140 struct gl_shader_program *ActiveShader;
141
142 /** MESA_META_STENCIL_TEST */
143 struct gl_stencil_attrib Stencil;
144
145 /** MESA_META_TRANSFORM */
146 GLenum MatrixMode;
147 GLfloat ModelviewMatrix[16];
148 GLfloat ProjectionMatrix[16];
149 GLfloat TextureMatrix[16];
150
151 /** MESA_META_CLIP */
152 GLbitfield ClipPlanesEnabled;
153
154 /** MESA_META_TEXTURE */
155 GLuint ActiveUnit;
156 GLuint ClientActiveUnit;
157 /** for unit[0] only */
158 struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS];
159 /** mask of TEXTURE_2D_BIT, etc */
160 GLbitfield TexEnabled[MAX_TEXTURE_UNITS];
161 GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS];
162 GLuint EnvMode; /* unit[0] only */
163
164 /** MESA_META_VERTEX */
165 struct gl_array_object *ArrayObj;
166 struct gl_buffer_object *ArrayBufferObj;
167
168 /** MESA_META_VIEWPORT */
169 GLint ViewportX, ViewportY, ViewportW, ViewportH;
170 GLclampd DepthNear, DepthFar;
171
172 /** MESA_META_CLAMP_FRAGMENT_COLOR */
173 GLenum ClampFragmentColor;
174
175 /** MESA_META_CLAMP_VERTEX_COLOR */
176 GLenum ClampVertexColor;
177
178 /** MESA_META_CONDITIONAL_RENDER */
179 struct gl_query_object *CondRenderQuery;
180 GLenum CondRenderMode;
181
182 #if FEATURE_feedback
183 /** MESA_META_SELECT_FEEDBACK */
184 GLenum RenderMode;
185 struct gl_selection Select;
186 struct gl_feedback Feedback;
187 #endif
188
189 /** MESA_META_MULTISAMPLE */
190 GLboolean MultisampleEnabled;
191
192 /** Miscellaneous (always disabled) */
193 GLboolean Lighting;
194 GLboolean RasterDiscard;
195 #if FEATURE_EXT_transform_feedback
196 GLboolean TransformFeedbackNeedsResume;
197 #endif
198 };
199
200 /**
201 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
202 * This is currently shared by all the meta ops. But we could create a
203 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
204 */
205 struct temp_texture
206 {
207 GLuint TexObj;
208 GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
209 GLsizei MinSize; /**< Min texture size to allocate */
210 GLsizei MaxSize; /**< Max possible texture size */
211 GLboolean NPOT; /**< Non-power of two size OK? */
212 GLsizei Width, Height; /**< Current texture size */
213 GLenum IntFormat;
214 GLfloat Sright, Ttop; /**< right, top texcoords */
215 };
216
217
218 /**
219 * State for glBlitFramebufer()
220 */
221 struct blit_state
222 {
223 GLuint ArrayObj;
224 GLuint VBO;
225 GLuint DepthFP;
226 };
227
228
229 /**
230 * State for glClear()
231 */
232 struct clear_state
233 {
234 GLuint ArrayObj;
235 GLuint VBO;
236 GLuint ShaderProg;
237 GLint ColorLocation;
238
239 GLuint IntegerShaderProg;
240 GLint IntegerColorLocation;
241 };
242
243
244 /**
245 * State for glCopyPixels()
246 */
247 struct copypix_state
248 {
249 GLuint ArrayObj;
250 GLuint VBO;
251 };
252
253
254 /**
255 * State for glDrawPixels()
256 */
257 struct drawpix_state
258 {
259 GLuint ArrayObj;
260
261 GLuint StencilFP; /**< Fragment program for drawing stencil images */
262 GLuint DepthFP; /**< Fragment program for drawing depth images */
263 };
264
265
266 /**
267 * State for glBitmap()
268 */
269 struct bitmap_state
270 {
271 GLuint ArrayObj;
272 GLuint VBO;
273 struct temp_texture Tex; /**< separate texture from other meta ops */
274 };
275
276 /**
277 * State for GLSL texture sampler which is used to generate fragment
278 * shader in _mesa_meta_generate_mipmap().
279 */
280 struct glsl_sampler {
281 const char *type;
282 const char *func;
283 const char *texcoords;
284 GLuint shader_prog;
285 };
286
287 /**
288 * State for _mesa_meta_generate_mipmap()
289 */
290 struct gen_mipmap_state
291 {
292 GLuint ArrayObj;
293 GLuint VBO;
294 GLuint FBO;
295 GLuint Sampler;
296 GLuint ShaderProg;
297 struct glsl_sampler sampler_1d;
298 struct glsl_sampler sampler_2d;
299 struct glsl_sampler sampler_3d;
300 struct glsl_sampler sampler_cubemap;
301 struct glsl_sampler sampler_1d_array;
302 struct glsl_sampler sampler_2d_array;
303 };
304
305 /**
306 * State for texture decompression
307 */
308 struct decompress_state
309 {
310 GLuint ArrayObj;
311 GLuint VBO, FBO, RBO, Sampler;
312 GLint Width, Height;
313 };
314
315 /**
316 * State for glDrawTex()
317 */
318 struct drawtex_state
319 {
320 GLuint ArrayObj;
321 GLuint VBO;
322 };
323
324 #define MAX_META_OPS_DEPTH 8
325 /**
326 * All per-context meta state.
327 */
328 struct gl_meta_state
329 {
330 /** Stack of state saved during meta-ops */
331 struct save_state Save[MAX_META_OPS_DEPTH];
332 /** Save stack depth */
333 GLuint SaveStackDepth;
334
335 struct temp_texture TempTex;
336
337 struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */
338 struct clear_state Clear; /**< For _mesa_meta_Clear() */
339 struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */
340 struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */
341 struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */
342 struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */
343 struct decompress_state Decompress; /**< For texture decompression */
344 struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */
345 };
346
347 static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
348 static void cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex);
349 static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
350 static void meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
351 struct gen_mipmap_state *mipmap);
352
353 static GLuint
compile_shader_with_debug(struct gl_context * ctx,GLenum target,const GLcharARB * source)354 compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
355 {
356 GLuint shader;
357 GLint ok, size;
358 GLchar *info;
359
360 shader = _mesa_CreateShaderObjectARB(target);
361 _mesa_ShaderSourceARB(shader, 1, &source, NULL);
362 _mesa_CompileShaderARB(shader);
363
364 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
365 if (ok)
366 return shader;
367
368 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
369 if (size == 0) {
370 _mesa_DeleteObjectARB(shader);
371 return 0;
372 }
373
374 info = malloc(size);
375 if (!info) {
376 _mesa_DeleteObjectARB(shader);
377 return 0;
378 }
379
380 _mesa_GetProgramInfoLog(shader, size, NULL, info);
381 _mesa_problem(ctx,
382 "meta program compile failed:\n%s\n"
383 "source:\n%s\n",
384 info, source);
385
386 free(info);
387 _mesa_DeleteObjectARB(shader);
388
389 return 0;
390 }
391
392 static GLuint
link_program_with_debug(struct gl_context * ctx,GLuint program)393 link_program_with_debug(struct gl_context *ctx, GLuint program)
394 {
395 GLint ok, size;
396 GLchar *info;
397
398 _mesa_LinkProgramARB(program);
399
400 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
401 if (ok)
402 return program;
403
404 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
405 if (size == 0)
406 return 0;
407
408 info = malloc(size);
409 if (!info)
410 return 0;
411
412 _mesa_GetProgramInfoLog(program, size, NULL, info);
413 _mesa_problem(ctx, "meta program link failed:\n%s", info);
414
415 free(info);
416
417 return 0;
418 }
419
420 /**
421 * Initialize meta-ops for a context.
422 * To be called once during context creation.
423 */
424 void
_mesa_meta_init(struct gl_context * ctx)425 _mesa_meta_init(struct gl_context *ctx)
426 {
427 ASSERT(!ctx->Meta);
428
429 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
430 }
431
432
433 /**
434 * Free context meta-op state.
435 * To be called once during context destruction.
436 */
437 void
_mesa_meta_free(struct gl_context * ctx)438 _mesa_meta_free(struct gl_context *ctx)
439 {
440 GET_CURRENT_CONTEXT(old_context);
441 _mesa_make_current(ctx, NULL, NULL);
442 meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
443 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
444 meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
445 cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
446 if (old_context)
447 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
448 else
449 _mesa_make_current(NULL, NULL, NULL);
450 free(ctx->Meta);
451 ctx->Meta = NULL;
452 }
453
454
455 /**
456 * This is an alternative to _mesa_set_enable() to handle some special cases.
457 * See comments inside.
458 */
459 static void
meta_set_enable(struct gl_context * ctx,GLenum cap,GLboolean state)460 meta_set_enable(struct gl_context *ctx, GLenum cap, GLboolean state)
461 {
462 switch (cap) {
463 case GL_MULTISAMPLE:
464 /* We need to enable/disable multisample when using GLES but this enum
465 * is not supported there.
466 */
467 if (ctx->Multisample.Enabled == state)
468 return;
469 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
470 ctx->Multisample.Enabled = state;
471 break;
472 default:
473 _mesa_problem(ctx, "Unexpected cap in _meta_set_enable()");
474 return;
475 }
476
477 if (ctx->Driver.Enable) {
478 ctx->Driver.Enable(ctx, cap, state);
479 }
480 }
481
482
483
484 /**
485 * Enter meta state. This is like a light-weight version of glPushAttrib
486 * but it also resets most GL state back to default values.
487 *
488 * \param state bitmask of MESA_META_* flags indicating which attribute groups
489 * to save and reset to their defaults
490 */
491 void
_mesa_meta_begin(struct gl_context * ctx,GLbitfield state)492 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
493 {
494 struct save_state *save;
495
496 /* hope MAX_META_OPS_DEPTH is large enough */
497 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
498
499 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
500 memset(save, 0, sizeof(*save));
501 save->SavedState = state;
502
503 #if FEATURE_EXT_transform_feedback
504 /* Pausing transform feedback needs to be done early, or else we won't be
505 * able to change other state.
506 */
507 save->TransformFeedbackNeedsResume =
508 ctx->TransformFeedback.CurrentObject->Active &&
509 !ctx->TransformFeedback.CurrentObject->Paused;
510 if (save->TransformFeedbackNeedsResume)
511 _mesa_PauseTransformFeedback();
512 #endif
513
514 if (state & MESA_META_ALPHA_TEST) {
515 save->AlphaEnabled = ctx->Color.AlphaEnabled;
516 save->AlphaFunc = ctx->Color.AlphaFunc;
517 save->AlphaRef = ctx->Color.AlphaRef;
518 if (ctx->Color.AlphaEnabled)
519 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
520 }
521
522 if (state & MESA_META_BLEND) {
523 save->BlendEnabled = ctx->Color.BlendEnabled;
524 if (ctx->Color.BlendEnabled) {
525 if (ctx->Extensions.EXT_draw_buffers2) {
526 GLuint i;
527 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
528 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
529 }
530 }
531 else {
532 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
533 }
534 }
535 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
536 if (ctx->Color.ColorLogicOpEnabled)
537 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
538 }
539
540 if (state & MESA_META_COLOR_MASK) {
541 memcpy(save->ColorMask, ctx->Color.ColorMask,
542 sizeof(ctx->Color.ColorMask));
543 if (!ctx->Color.ColorMask[0][0] ||
544 !ctx->Color.ColorMask[0][1] ||
545 !ctx->Color.ColorMask[0][2] ||
546 !ctx->Color.ColorMask[0][3])
547 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
548 }
549
550 if (state & MESA_META_DEPTH_TEST) {
551 save->Depth = ctx->Depth; /* struct copy */
552 if (ctx->Depth.Test)
553 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
554 }
555
556 if ((state & MESA_META_FOG)
557 && ctx->API != API_OPENGL_CORE
558 && ctx->API != API_OPENGLES2) {
559 save->Fog = ctx->Fog.Enabled;
560 if (ctx->Fog.Enabled)
561 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
562 }
563
564 if (state & MESA_META_PIXEL_STORE) {
565 save->Pack = ctx->Pack;
566 save->Unpack = ctx->Unpack;
567 ctx->Pack = ctx->DefaultPacking;
568 ctx->Unpack = ctx->DefaultPacking;
569 }
570
571 if (state & MESA_META_PIXEL_TRANSFER) {
572 save->RedScale = ctx->Pixel.RedScale;
573 save->RedBias = ctx->Pixel.RedBias;
574 save->GreenScale = ctx->Pixel.GreenScale;
575 save->GreenBias = ctx->Pixel.GreenBias;
576 save->BlueScale = ctx->Pixel.BlueScale;
577 save->BlueBias = ctx->Pixel.BlueBias;
578 save->AlphaScale = ctx->Pixel.AlphaScale;
579 save->AlphaBias = ctx->Pixel.AlphaBias;
580 save->MapColorFlag = ctx->Pixel.MapColorFlag;
581 ctx->Pixel.RedScale = 1.0F;
582 ctx->Pixel.RedBias = 0.0F;
583 ctx->Pixel.GreenScale = 1.0F;
584 ctx->Pixel.GreenBias = 0.0F;
585 ctx->Pixel.BlueScale = 1.0F;
586 ctx->Pixel.BlueBias = 0.0F;
587 ctx->Pixel.AlphaScale = 1.0F;
588 ctx->Pixel.AlphaBias = 0.0F;
589 ctx->Pixel.MapColorFlag = GL_FALSE;
590 /* XXX more state */
591 ctx->NewState |=_NEW_PIXEL;
592 }
593
594 if (state & MESA_META_RASTERIZATION) {
595 save->FrontPolygonMode = ctx->Polygon.FrontMode;
596 save->BackPolygonMode = ctx->Polygon.BackMode;
597 save->PolygonOffset = ctx->Polygon.OffsetFill;
598 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
599 save->PolygonStipple = ctx->Polygon.StippleFlag;
600 save->PolygonCull = ctx->Polygon.CullFlag;
601 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
602 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
603 if (ctx->API == API_OPENGL) {
604 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
605 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
606 }
607 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
608 }
609
610 if (state & MESA_META_SCISSOR) {
611 save->Scissor = ctx->Scissor; /* struct copy */
612 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
613 }
614
615 if (state & MESA_META_SHADER) {
616 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
617 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
618 _mesa_reference_vertprog(ctx, &save->VertexProgram,
619 ctx->VertexProgram.Current);
620 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
621 }
622
623 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
624 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
625 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
626 ctx->FragmentProgram.Current);
627 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
628 }
629
630 if (ctx->API == API_OPENGL && ctx->Extensions.ATI_fragment_shader) {
631 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
632 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
633 }
634
635 if (ctx->Extensions.ARB_shader_objects) {
636 _mesa_reference_shader_program(ctx, &save->VertexShader,
637 ctx->Shader.CurrentVertexProgram);
638 _mesa_reference_shader_program(ctx, &save->GeometryShader,
639 ctx->Shader.CurrentGeometryProgram);
640 _mesa_reference_shader_program(ctx, &save->FragmentShader,
641 ctx->Shader.CurrentFragmentProgram);
642 _mesa_reference_shader_program(ctx, &save->ActiveShader,
643 ctx->Shader.ActiveProgram);
644
645 _mesa_UseProgramObjectARB(0);
646 }
647 }
648
649 if (state & MESA_META_STENCIL_TEST) {
650 save->Stencil = ctx->Stencil; /* struct copy */
651 if (ctx->Stencil.Enabled)
652 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
653 /* NOTE: other stencil state not reset */
654 }
655
656 if (state & MESA_META_TEXTURE) {
657 GLuint u, tgt;
658
659 save->ActiveUnit = ctx->Texture.CurrentUnit;
660 save->ClientActiveUnit = ctx->Array.ActiveTexture;
661 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
662
663 /* Disable all texture units */
664 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
665 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
666 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
667 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
668 if (ctx->Texture.Unit[u].Enabled ||
669 ctx->Texture.Unit[u].TexGenEnabled) {
670 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
671 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
672 if (ctx->Extensions.ARB_texture_cube_map)
673 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
674 if (ctx->Extensions.OES_EGL_image_external)
675 _mesa_set_enable(ctx, GL_TEXTURE_EXTERNAL_OES, GL_FALSE);
676
677 if (ctx->API == API_OPENGL) {
678 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
679 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
680 if (ctx->Extensions.NV_texture_rectangle)
681 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
682 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
683 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
684 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
685 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
686 } else {
687 _mesa_set_enable(ctx, GL_TEXTURE_GEN_STR_OES, GL_FALSE);
688 }
689 }
690 }
691 }
692
693 /* save current texture objects for unit[0] only */
694 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
695 _mesa_reference_texobj(&save->CurrentTexture[tgt],
696 ctx->Texture.Unit[0].CurrentTex[tgt]);
697 }
698
699 /* set defaults for unit[0] */
700 _mesa_ActiveTextureARB(GL_TEXTURE0);
701 _mesa_ClientActiveTextureARB(GL_TEXTURE0);
702 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
703 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
704 }
705 }
706
707 if (state & MESA_META_TRANSFORM) {
708 GLuint activeTexture = ctx->Texture.CurrentUnit;
709 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
710 16 * sizeof(GLfloat));
711 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
712 16 * sizeof(GLfloat));
713 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
714 16 * sizeof(GLfloat));
715 save->MatrixMode = ctx->Transform.MatrixMode;
716 /* set 1:1 vertex:pixel coordinate transform */
717 _mesa_ActiveTextureARB(GL_TEXTURE0);
718 _mesa_MatrixMode(GL_TEXTURE);
719 _mesa_LoadIdentity();
720 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
721 _mesa_MatrixMode(GL_MODELVIEW);
722 _mesa_LoadIdentity();
723 _mesa_MatrixMode(GL_PROJECTION);
724 _mesa_LoadIdentity();
725 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
726 0.0, ctx->DrawBuffer->Height,
727 -1.0, 1.0);
728 }
729
730 if (state & MESA_META_CLIP) {
731 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
732 if (ctx->Transform.ClipPlanesEnabled) {
733 GLuint i;
734 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
735 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
736 }
737 }
738 }
739
740 if (state & MESA_META_VERTEX) {
741 /* save vertex array object state */
742 _mesa_reference_array_object(ctx, &save->ArrayObj,
743 ctx->Array.ArrayObj);
744 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
745 ctx->Array.ArrayBufferObj);
746 /* set some default state? */
747 }
748
749 if (state & MESA_META_VIEWPORT) {
750 /* save viewport state */
751 save->ViewportX = ctx->Viewport.X;
752 save->ViewportY = ctx->Viewport.Y;
753 save->ViewportW = ctx->Viewport.Width;
754 save->ViewportH = ctx->Viewport.Height;
755 /* set viewport to match window size */
756 if (ctx->Viewport.X != 0 ||
757 ctx->Viewport.Y != 0 ||
758 ctx->Viewport.Width != ctx->DrawBuffer->Width ||
759 ctx->Viewport.Height != ctx->DrawBuffer->Height) {
760 _mesa_set_viewport(ctx, 0, 0,
761 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
762 }
763 /* save depth range state */
764 save->DepthNear = ctx->Viewport.Near;
765 save->DepthFar = ctx->Viewport.Far;
766 /* set depth range to default */
767 _mesa_DepthRange(0.0, 1.0);
768 }
769
770 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
771 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
772
773 /* Generally in here we want to do clamping according to whether
774 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
775 * regardless of the internal implementation of the metaops.
776 */
777 if (ctx->Color.ClampFragmentColor != GL_TRUE)
778 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
779 }
780
781 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
782 save->ClampVertexColor = ctx->Light.ClampVertexColor;
783
784 /* Generally in here we never want vertex color clamping --
785 * result clamping is only dependent on fragment clamping.
786 */
787 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
788 }
789
790 if (state & MESA_META_CONDITIONAL_RENDER) {
791 save->CondRenderQuery = ctx->Query.CondRenderQuery;
792 save->CondRenderMode = ctx->Query.CondRenderMode;
793
794 if (ctx->Query.CondRenderQuery)
795 _mesa_EndConditionalRender();
796 }
797
798 #if FEATURE_feedback
799 if (state & MESA_META_SELECT_FEEDBACK) {
800 save->RenderMode = ctx->RenderMode;
801 if (ctx->RenderMode == GL_SELECT) {
802 save->Select = ctx->Select; /* struct copy */
803 _mesa_RenderMode(GL_RENDER);
804 } else if (ctx->RenderMode == GL_FEEDBACK) {
805 save->Feedback = ctx->Feedback; /* struct copy */
806 _mesa_RenderMode(GL_RENDER);
807 }
808 }
809 #endif
810
811 if (state & MESA_META_MULTISAMPLE) {
812 save->MultisampleEnabled = ctx->Multisample.Enabled;
813 if (ctx->Multisample.Enabled)
814 meta_set_enable(ctx, GL_MULTISAMPLE, GL_FALSE);
815 }
816
817 /* misc */
818 {
819 save->Lighting = ctx->Light.Enabled;
820 if (ctx->Light.Enabled)
821 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
822 save->RasterDiscard = ctx->RasterDiscard;
823 if (ctx->RasterDiscard)
824 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
825 }
826 }
827
828
829 /**
830 * Leave meta state. This is like a light-weight version of glPopAttrib().
831 */
832 void
_mesa_meta_end(struct gl_context * ctx)833 _mesa_meta_end(struct gl_context *ctx)
834 {
835 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
836 const GLbitfield state = save->SavedState;
837
838 if (state & MESA_META_ALPHA_TEST) {
839 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
840 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
841 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
842 }
843
844 if (state & MESA_META_BLEND) {
845 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
846 if (ctx->Extensions.EXT_draw_buffers2) {
847 GLuint i;
848 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
849 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
850 }
851 }
852 else {
853 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
854 }
855 }
856 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
857 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
858 }
859
860 if (state & MESA_META_COLOR_MASK) {
861 GLuint i;
862 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
863 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
864 if (i == 0) {
865 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
866 save->ColorMask[i][2], save->ColorMask[i][3]);
867 }
868 else {
869 _mesa_ColorMaskIndexed(i,
870 save->ColorMask[i][0],
871 save->ColorMask[i][1],
872 save->ColorMask[i][2],
873 save->ColorMask[i][3]);
874 }
875 }
876 }
877 }
878
879 if (state & MESA_META_DEPTH_TEST) {
880 if (ctx->Depth.Test != save->Depth.Test)
881 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
882 _mesa_DepthFunc(save->Depth.Func);
883 _mesa_DepthMask(save->Depth.Mask);
884 }
885
886 if ((state & MESA_META_FOG)
887 && ctx->API != API_OPENGL_CORE
888 && ctx->API != API_OPENGLES2) {
889 _mesa_set_enable(ctx, GL_FOG, save->Fog);
890 }
891
892 if (state & MESA_META_PIXEL_STORE) {
893 ctx->Pack = save->Pack;
894 ctx->Unpack = save->Unpack;
895 }
896
897 if (state & MESA_META_PIXEL_TRANSFER) {
898 ctx->Pixel.RedScale = save->RedScale;
899 ctx->Pixel.RedBias = save->RedBias;
900 ctx->Pixel.GreenScale = save->GreenScale;
901 ctx->Pixel.GreenBias = save->GreenBias;
902 ctx->Pixel.BlueScale = save->BlueScale;
903 ctx->Pixel.BlueBias = save->BlueBias;
904 ctx->Pixel.AlphaScale = save->AlphaScale;
905 ctx->Pixel.AlphaBias = save->AlphaBias;
906 ctx->Pixel.MapColorFlag = save->MapColorFlag;
907 /* XXX more state */
908 ctx->NewState |=_NEW_PIXEL;
909 }
910
911 if (state & MESA_META_RASTERIZATION) {
912 /* Core context requires that front and back mode be the same.
913 */
914 if (ctx->API == API_OPENGL_CORE) {
915 _mesa_PolygonMode(GL_FRONT_AND_BACK, save->FrontPolygonMode);
916 } else {
917 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
918 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
919 }
920 if (ctx->API == API_OPENGL) {
921 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
922 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
923 }
924 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
925 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
926 }
927
928 if (state & MESA_META_SCISSOR) {
929 _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled);
930 _mesa_Scissor(save->Scissor.X, save->Scissor.Y,
931 save->Scissor.Width, save->Scissor.Height);
932 }
933
934 if (state & MESA_META_SHADER) {
935 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
936 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
937 save->VertexProgramEnabled);
938 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
939 save->VertexProgram);
940 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
941 }
942
943 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
944 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
945 save->FragmentProgramEnabled);
946 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
947 save->FragmentProgram);
948 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
949 }
950
951 if (ctx->API == API_OPENGL && ctx->Extensions.ATI_fragment_shader) {
952 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
953 save->ATIFragmentShaderEnabled);
954 }
955
956 if (ctx->Extensions.ARB_vertex_shader)
957 _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader);
958
959 if (ctx->Extensions.ARB_geometry_shader4)
960 _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB,
961 save->GeometryShader);
962
963 if (ctx->Extensions.ARB_fragment_shader)
964 _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER,
965 save->FragmentShader);
966
967 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
968 save->ActiveShader);
969
970 _mesa_reference_shader_program(ctx, &save->VertexShader, NULL);
971 _mesa_reference_shader_program(ctx, &save->GeometryShader, NULL);
972 _mesa_reference_shader_program(ctx, &save->FragmentShader, NULL);
973 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
974 }
975
976 if (state & MESA_META_STENCIL_TEST) {
977 const struct gl_stencil_attrib *stencil = &save->Stencil;
978
979 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
980 _mesa_ClearStencil(stencil->Clear);
981 if (ctx->API == API_OPENGL && ctx->Extensions.EXT_stencil_two_side) {
982 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
983 stencil->TestTwoSide);
984 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
985 ? GL_BACK : GL_FRONT);
986 }
987 /* front state */
988 _mesa_StencilFuncSeparate(GL_FRONT,
989 stencil->Function[0],
990 stencil->Ref[0],
991 stencil->ValueMask[0]);
992 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
993 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
994 stencil->ZFailFunc[0],
995 stencil->ZPassFunc[0]);
996 /* back state */
997 _mesa_StencilFuncSeparate(GL_BACK,
998 stencil->Function[1],
999 stencil->Ref[1],
1000 stencil->ValueMask[1]);
1001 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1002 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1003 stencil->ZFailFunc[1],
1004 stencil->ZPassFunc[1]);
1005 }
1006
1007 if (state & MESA_META_TEXTURE) {
1008 GLuint u, tgt;
1009
1010 ASSERT(ctx->Texture.CurrentUnit == 0);
1011
1012 /* restore texenv for unit[0] */
1013 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
1014 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1015 }
1016
1017 /* restore texture objects for unit[0] only */
1018 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1019 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1020 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1021 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1022 save->CurrentTexture[tgt]);
1023 }
1024 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1025 }
1026
1027 /* Restore fixed function texture enables, texgen */
1028 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
1029 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1030 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1031 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1032 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1033 }
1034
1035 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1036 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1037 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1038 }
1039 }
1040 }
1041
1042 /* restore current unit state */
1043 _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit);
1044 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit);
1045 }
1046
1047 if (state & MESA_META_TRANSFORM) {
1048 GLuint activeTexture = ctx->Texture.CurrentUnit;
1049 _mesa_ActiveTextureARB(GL_TEXTURE0);
1050 _mesa_MatrixMode(GL_TEXTURE);
1051 _mesa_LoadMatrixf(save->TextureMatrix);
1052 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
1053
1054 _mesa_MatrixMode(GL_MODELVIEW);
1055 _mesa_LoadMatrixf(save->ModelviewMatrix);
1056
1057 _mesa_MatrixMode(GL_PROJECTION);
1058 _mesa_LoadMatrixf(save->ProjectionMatrix);
1059
1060 _mesa_MatrixMode(save->MatrixMode);
1061 }
1062
1063 if (state & MESA_META_CLIP) {
1064 if (save->ClipPlanesEnabled) {
1065 GLuint i;
1066 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1067 if (save->ClipPlanesEnabled & (1 << i)) {
1068 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1069 }
1070 }
1071 }
1072 }
1073
1074 if (state & MESA_META_VERTEX) {
1075 /* restore vertex buffer object */
1076 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1077 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1078
1079 /* restore vertex array object */
1080 _mesa_BindVertexArray(save->ArrayObj->Name);
1081 _mesa_reference_array_object(ctx, &save->ArrayObj, NULL);
1082 }
1083
1084 if (state & MESA_META_VIEWPORT) {
1085 if (save->ViewportX != ctx->Viewport.X ||
1086 save->ViewportY != ctx->Viewport.Y ||
1087 save->ViewportW != ctx->Viewport.Width ||
1088 save->ViewportH != ctx->Viewport.Height) {
1089 _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY,
1090 save->ViewportW, save->ViewportH);
1091 }
1092 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1093 }
1094
1095 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
1096 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1097 }
1098
1099 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
1100 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1101 }
1102
1103 if (state & MESA_META_CONDITIONAL_RENDER) {
1104 if (save->CondRenderQuery)
1105 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1106 save->CondRenderMode);
1107 }
1108
1109 #if FEATURE_feedback
1110 if (state & MESA_META_SELECT_FEEDBACK) {
1111 if (save->RenderMode == GL_SELECT) {
1112 _mesa_RenderMode(GL_SELECT);
1113 ctx->Select = save->Select;
1114 } else if (save->RenderMode == GL_FEEDBACK) {
1115 _mesa_RenderMode(GL_FEEDBACK);
1116 ctx->Feedback = save->Feedback;
1117 }
1118 }
1119 #endif
1120
1121 if (state & MESA_META_MULTISAMPLE) {
1122 if (ctx->Multisample.Enabled != save->MultisampleEnabled)
1123 meta_set_enable(ctx, GL_MULTISAMPLE, save->MultisampleEnabled);
1124 }
1125
1126 /* misc */
1127 if (save->Lighting) {
1128 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1129 }
1130 if (save->RasterDiscard) {
1131 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1132 }
1133 #if FEATURE_EXT_transform_feedback
1134 if (save->TransformFeedbackNeedsResume)
1135 _mesa_ResumeTransformFeedback();
1136 #endif
1137
1138 ctx->Meta->SaveStackDepth--;
1139 }
1140
1141
1142 /**
1143 * Determine whether Mesa is currently in a meta state.
1144 */
1145 GLboolean
_mesa_meta_in_progress(struct gl_context * ctx)1146 _mesa_meta_in_progress(struct gl_context *ctx)
1147 {
1148 return ctx->Meta->SaveStackDepth != 0;
1149 }
1150
1151
1152 /**
1153 * Convert Z from a normalized value in the range [0, 1] to an object-space
1154 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1155 * default/identity ortho projection results in the original Z value.
1156 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1157 * value comes from the clear value or raster position.
1158 */
1159 static INLINE GLfloat
invert_z(GLfloat normZ)1160 invert_z(GLfloat normZ)
1161 {
1162 GLfloat objZ = 1.0f - 2.0f * normZ;
1163 return objZ;
1164 }
1165
1166
1167 /**
1168 * One-time init for a temp_texture object.
1169 * Choose tex target, compute max tex size, etc.
1170 */
1171 static void
init_temp_texture(struct gl_context * ctx,struct temp_texture * tex)1172 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1173 {
1174 /* prefer texture rectangle */
1175 if (ctx->Extensions.NV_texture_rectangle) {
1176 tex->Target = GL_TEXTURE_RECTANGLE;
1177 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1178 tex->NPOT = GL_TRUE;
1179 }
1180 else {
1181 /* use 2D texture, NPOT if possible */
1182 tex->Target = GL_TEXTURE_2D;
1183 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1184 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1185 }
1186 tex->MinSize = 16; /* 16 x 16 at least */
1187 assert(tex->MaxSize > 0);
1188
1189 _mesa_GenTextures(1, &tex->TexObj);
1190 }
1191
1192 static void
cleanup_temp_texture(struct gl_context * ctx,struct temp_texture * tex)1193 cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1194 {
1195 if (!tex->TexObj)
1196 return;
1197 _mesa_DeleteTextures(1, &tex->TexObj);
1198 tex->TexObj = 0;
1199 }
1200
1201
1202 /**
1203 * Return pointer to temp_texture info for non-bitmap ops.
1204 * This does some one-time init if needed.
1205 */
1206 static struct temp_texture *
get_temp_texture(struct gl_context * ctx)1207 get_temp_texture(struct gl_context *ctx)
1208 {
1209 struct temp_texture *tex = &ctx->Meta->TempTex;
1210
1211 if (!tex->TexObj) {
1212 init_temp_texture(ctx, tex);
1213 }
1214
1215 return tex;
1216 }
1217
1218
1219 /**
1220 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1221 * We use a separate texture for bitmaps to reduce texture
1222 * allocation/deallocation.
1223 */
1224 static struct temp_texture *
get_bitmap_temp_texture(struct gl_context * ctx)1225 get_bitmap_temp_texture(struct gl_context *ctx)
1226 {
1227 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1228
1229 if (!tex->TexObj) {
1230 init_temp_texture(ctx, tex);
1231 }
1232
1233 return tex;
1234 }
1235
1236
1237 /**
1238 * Compute the width/height of texture needed to draw an image of the
1239 * given size. Return a flag indicating whether the current texture
1240 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1241 * allocated (glTexImage2D).
1242 * Also, compute s/t texcoords for drawing.
1243 *
1244 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1245 */
1246 static GLboolean
alloc_texture(struct temp_texture * tex,GLsizei width,GLsizei height,GLenum intFormat)1247 alloc_texture(struct temp_texture *tex,
1248 GLsizei width, GLsizei height, GLenum intFormat)
1249 {
1250 GLboolean newTex = GL_FALSE;
1251
1252 ASSERT(width <= tex->MaxSize);
1253 ASSERT(height <= tex->MaxSize);
1254
1255 if (width > tex->Width ||
1256 height > tex->Height ||
1257 intFormat != tex->IntFormat) {
1258 /* alloc new texture (larger or different format) */
1259
1260 if (tex->NPOT) {
1261 /* use non-power of two size */
1262 tex->Width = MAX2(tex->MinSize, width);
1263 tex->Height = MAX2(tex->MinSize, height);
1264 }
1265 else {
1266 /* find power of two size */
1267 GLsizei w, h;
1268 w = h = tex->MinSize;
1269 while (w < width)
1270 w *= 2;
1271 while (h < height)
1272 h *= 2;
1273 tex->Width = w;
1274 tex->Height = h;
1275 }
1276
1277 tex->IntFormat = intFormat;
1278
1279 newTex = GL_TRUE;
1280 }
1281
1282 /* compute texcoords */
1283 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1284 tex->Sright = (GLfloat) width;
1285 tex->Ttop = (GLfloat) height;
1286 }
1287 else {
1288 tex->Sright = (GLfloat) width / tex->Width;
1289 tex->Ttop = (GLfloat) height / tex->Height;
1290 }
1291
1292 return newTex;
1293 }
1294
1295
1296 /**
1297 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1298 */
1299 static void
setup_copypix_texture(struct temp_texture * tex,GLboolean newTex,GLint srcX,GLint srcY,GLsizei width,GLsizei height,GLenum intFormat,GLenum filter)1300 setup_copypix_texture(struct temp_texture *tex,
1301 GLboolean newTex,
1302 GLint srcX, GLint srcY,
1303 GLsizei width, GLsizei height, GLenum intFormat,
1304 GLenum filter)
1305 {
1306 _mesa_BindTexture(tex->Target, tex->TexObj);
1307 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1308 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1309 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1310
1311 /* copy framebuffer image to texture */
1312 if (newTex) {
1313 /* create new tex image */
1314 if (tex->Width == width && tex->Height == height) {
1315 /* create new tex with framebuffer data */
1316 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1317 srcX, srcY, width, height, 0);
1318 }
1319 else {
1320 /* create empty texture */
1321 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1322 tex->Width, tex->Height, 0,
1323 intFormat, GL_UNSIGNED_BYTE, NULL);
1324 /* load image */
1325 _mesa_CopyTexSubImage2D(tex->Target, 0,
1326 0, 0, srcX, srcY, width, height);
1327 }
1328 }
1329 else {
1330 /* replace existing tex image */
1331 _mesa_CopyTexSubImage2D(tex->Target, 0,
1332 0, 0, srcX, srcY, width, height);
1333 }
1334 }
1335
1336
1337 /**
1338 * Setup/load texture for glDrawPixels.
1339 */
1340 static void
setup_drawpix_texture(struct gl_context * ctx,struct temp_texture * tex,GLboolean newTex,GLenum texIntFormat,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * pixels)1341 setup_drawpix_texture(struct gl_context *ctx,
1342 struct temp_texture *tex,
1343 GLboolean newTex,
1344 GLenum texIntFormat,
1345 GLsizei width, GLsizei height,
1346 GLenum format, GLenum type,
1347 const GLvoid *pixels)
1348 {
1349 _mesa_BindTexture(tex->Target, tex->TexObj);
1350 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1351 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1352 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1353
1354 /* copy pixel data to texture */
1355 if (newTex) {
1356 /* create new tex image */
1357 if (tex->Width == width && tex->Height == height) {
1358 /* create new tex and load image data */
1359 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1360 tex->Width, tex->Height, 0, format, type, pixels);
1361 }
1362 else {
1363 struct gl_buffer_object *save_unpack_obj = NULL;
1364
1365 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1366 ctx->Unpack.BufferObj);
1367 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1368 /* create empty texture */
1369 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1370 tex->Width, tex->Height, 0, format, type, NULL);
1371 if (save_unpack_obj != NULL)
1372 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB,
1373 save_unpack_obj->Name);
1374 /* load image */
1375 _mesa_TexSubImage2D(tex->Target, 0,
1376 0, 0, width, height, format, type, pixels);
1377 }
1378 }
1379 else {
1380 /* replace existing tex image */
1381 _mesa_TexSubImage2D(tex->Target, 0,
1382 0, 0, width, height, format, type, pixels);
1383 }
1384 }
1385
1386
1387
1388 /**
1389 * One-time init for drawing depth pixels.
1390 */
1391 static void
init_blit_depth_pixels(struct gl_context * ctx)1392 init_blit_depth_pixels(struct gl_context *ctx)
1393 {
1394 static const char *program =
1395 "!!ARBfp1.0\n"
1396 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1397 "END \n";
1398 char program2[200];
1399 struct blit_state *blit = &ctx->Meta->Blit;
1400 struct temp_texture *tex = get_temp_texture(ctx);
1401 const char *texTarget;
1402
1403 assert(blit->DepthFP == 0);
1404
1405 /* replace %s with "RECT" or "2D" */
1406 assert(strlen(program) + 4 < sizeof(program2));
1407 if (tex->Target == GL_TEXTURE_RECTANGLE)
1408 texTarget = "RECT";
1409 else
1410 texTarget = "2D";
1411 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1412
1413 _mesa_GenPrograms(1, &blit->DepthFP);
1414 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1415 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1416 strlen(program2), (const GLubyte *) program2);
1417 }
1418
1419
1420 /**
1421 * Try to do a glBlitFramebuffer using no-copy texturing.
1422 * We can do this when the src renderbuffer is actually a texture.
1423 * But if the src buffer == dst buffer we cannot do this.
1424 *
1425 * \return new buffer mask indicating the buffers left to blit using the
1426 * normal path.
1427 */
1428 static GLbitfield
blitframebuffer_texture(struct gl_context * ctx,GLint srcX0,GLint srcY0,GLint srcX1,GLint srcY1,GLint dstX0,GLint dstY0,GLint dstX1,GLint dstY1,GLbitfield mask,GLenum filter)1429 blitframebuffer_texture(struct gl_context *ctx,
1430 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1431 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1432 GLbitfield mask, GLenum filter)
1433 {
1434 if (mask & GL_COLOR_BUFFER_BIT) {
1435 const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
1436 const struct gl_framebuffer *readFb = ctx->ReadBuffer;
1437 const struct gl_renderbuffer_attachment *drawAtt =
1438 &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
1439 const struct gl_renderbuffer_attachment *readAtt =
1440 &readFb->Attachment[readFb->_ColorReadBufferIndex];
1441
1442 if (readAtt && readAtt->Texture) {
1443 const struct gl_texture_object *texObj = readAtt->Texture;
1444 const GLuint srcLevel = readAtt->TextureLevel;
1445 const GLint baseLevelSave = texObj->BaseLevel;
1446 const GLint maxLevelSave = texObj->MaxLevel;
1447 const GLenum fbo_srgb_save = ctx->Color.sRGBEnabled;
1448 const GLenum target = texObj->Target;
1449 GLuint sampler, samplerSave =
1450 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
1451 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
1452
1453 if (drawAtt->Texture == readAtt->Texture) {
1454 /* Can't use same texture as both the source and dest. We need
1455 * to handle overlapping blits and besides, some hw may not
1456 * support this.
1457 */
1458 return mask;
1459 }
1460
1461 if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
1462 /* Can't handle other texture types at this time */
1463 return mask;
1464 }
1465
1466 _mesa_GenSamplers(1, &sampler);
1467 _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
1468
1469 /*
1470 printf("Blit from texture!\n");
1471 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1472 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1473 */
1474
1475 /* Prepare src texture state */
1476 _mesa_BindTexture(target, texObj->Name);
1477 _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
1478 _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
1479 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1480 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
1481 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
1482 }
1483 _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1484 _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1485
1486 /* Always do our blits with no sRGB decode or encode.*/
1487 if (ctx->Extensions.EXT_texture_sRGB_decode) {
1488 _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
1489 GL_SKIP_DECODE_EXT);
1490 }
1491 if ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB)
1492 || _mesa_is_gles3(ctx)) {
1493 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
1494 }
1495
1496 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1497 _mesa_set_enable(ctx, target, GL_TRUE);
1498
1499 /* Prepare vertex data (the VBO was previously created and bound) */
1500 {
1501 struct vertex {
1502 GLfloat x, y, s, t;
1503 };
1504 struct vertex verts[4];
1505 GLfloat s0, t0, s1, t1;
1506
1507 if (target == GL_TEXTURE_2D) {
1508 const struct gl_texture_image *texImage
1509 = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
1510 s0 = srcX0 / (float) texImage->Width;
1511 s1 = srcX1 / (float) texImage->Width;
1512 t0 = srcY0 / (float) texImage->Height;
1513 t1 = srcY1 / (float) texImage->Height;
1514 }
1515 else {
1516 assert(target == GL_TEXTURE_RECTANGLE_ARB);
1517 s0 = srcX0;
1518 s1 = srcX1;
1519 t0 = srcY0;
1520 t1 = srcY1;
1521 }
1522
1523 verts[0].x = (GLfloat) dstX0;
1524 verts[0].y = (GLfloat) dstY0;
1525 verts[1].x = (GLfloat) dstX1;
1526 verts[1].y = (GLfloat) dstY0;
1527 verts[2].x = (GLfloat) dstX1;
1528 verts[2].y = (GLfloat) dstY1;
1529 verts[3].x = (GLfloat) dstX0;
1530 verts[3].y = (GLfloat) dstY1;
1531
1532 verts[0].s = s0;
1533 verts[0].t = t0;
1534 verts[1].s = s1;
1535 verts[1].t = t0;
1536 verts[2].s = s1;
1537 verts[2].t = t1;
1538 verts[3].s = s0;
1539 verts[3].t = t1;
1540
1541 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1542 }
1543
1544 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1545
1546 /* Restore texture object state, the texture binding will
1547 * be restored by _mesa_meta_end().
1548 */
1549 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1550 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
1551 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
1552 }
1553 if (ctx->Extensions.EXT_framebuffer_sRGB && fbo_srgb_save) {
1554 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
1555 }
1556
1557 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
1558 _mesa_DeleteSamplers(1, &sampler);
1559
1560 /* Done with color buffer */
1561 mask &= ~GL_COLOR_BUFFER_BIT;
1562 }
1563 }
1564
1565 return mask;
1566 }
1567
1568
1569 /**
1570 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1571 * of texture mapping and polygon rendering.
1572 */
1573 void
_mesa_meta_BlitFramebuffer(struct gl_context * ctx,GLint srcX0,GLint srcY0,GLint srcX1,GLint srcY1,GLint dstX0,GLint dstY0,GLint dstX1,GLint dstY1,GLbitfield mask,GLenum filter)1574 _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
1575 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1576 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1577 GLbitfield mask, GLenum filter)
1578 {
1579 struct blit_state *blit = &ctx->Meta->Blit;
1580 struct temp_texture *tex = get_temp_texture(ctx);
1581 const GLsizei maxTexSize = tex->MaxSize;
1582 const GLint srcX = MIN2(srcX0, srcX1);
1583 const GLint srcY = MIN2(srcY0, srcY1);
1584 const GLint srcW = abs(srcX1 - srcX0);
1585 const GLint srcH = abs(srcY1 - srcY0);
1586 const GLboolean srcFlipX = srcX1 < srcX0;
1587 const GLboolean srcFlipY = srcY1 < srcY0;
1588 struct vertex {
1589 GLfloat x, y, s, t;
1590 };
1591 struct vertex verts[4];
1592 GLboolean newTex;
1593
1594 /* In addition to falling back if the blit size is larger than the maximum
1595 * texture size, fallback if the source is multisampled. This fallback can
1596 * be removed once Mesa gets support ARB_texture_multisample.
1597 */
1598 if (srcW > maxTexSize || srcH > maxTexSize
1599 || ctx->ReadBuffer->Visual.samples > 0) {
1600 /* XXX avoid this fallback */
1601 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1602 dstX0, dstY0, dstX1, dstY1, mask, filter);
1603 return;
1604 }
1605
1606 if (srcFlipX) {
1607 GLint tmp = dstX0;
1608 dstX0 = dstX1;
1609 dstX1 = tmp;
1610 }
1611
1612 if (srcFlipY) {
1613 GLint tmp = dstY0;
1614 dstY0 = dstY1;
1615 dstY1 = tmp;
1616 }
1617
1618 /* only scissor effects blit so save/clear all other relevant state */
1619 _mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
1620
1621 if (blit->ArrayObj == 0) {
1622 /* one-time setup */
1623
1624 /* create vertex array object */
1625 _mesa_GenVertexArrays(1, &blit->ArrayObj);
1626 _mesa_BindVertexArray(blit->ArrayObj);
1627
1628 /* create vertex array buffer */
1629 _mesa_GenBuffersARB(1, &blit->VBO);
1630 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1631 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1632 NULL, GL_DYNAMIC_DRAW_ARB);
1633
1634 /* setup vertex arrays */
1635 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1636 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1637 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1638 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1639 }
1640 else {
1641 _mesa_BindVertexArray(blit->ArrayObj);
1642 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1643 }
1644
1645 /* Try faster, direct texture approach first */
1646 mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
1647 dstX0, dstY0, dstX1, dstY1, mask, filter);
1648 if (mask == 0x0) {
1649 _mesa_meta_end(ctx);
1650 return;
1651 }
1652
1653 /* Continue with "normal" approach which involves copying the src rect
1654 * into a temporary texture and is "blitted" by drawing a textured quad.
1655 */
1656
1657 newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
1658
1659 /* vertex positions/texcoords (after texture allocation!) */
1660 {
1661 verts[0].x = (GLfloat) dstX0;
1662 verts[0].y = (GLfloat) dstY0;
1663 verts[1].x = (GLfloat) dstX1;
1664 verts[1].y = (GLfloat) dstY0;
1665 verts[2].x = (GLfloat) dstX1;
1666 verts[2].y = (GLfloat) dstY1;
1667 verts[3].x = (GLfloat) dstX0;
1668 verts[3].y = (GLfloat) dstY1;
1669
1670 verts[0].s = 0.0F;
1671 verts[0].t = 0.0F;
1672 verts[1].s = tex->Sright;
1673 verts[1].t = 0.0F;
1674 verts[2].s = tex->Sright;
1675 verts[2].t = tex->Ttop;
1676 verts[3].s = 0.0F;
1677 verts[3].t = tex->Ttop;
1678
1679 /* upload new vertex data */
1680 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1681 }
1682
1683 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1684
1685 if (mask & GL_COLOR_BUFFER_BIT) {
1686 setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
1687 GL_RGBA, filter);
1688 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1689 mask &= ~GL_COLOR_BUFFER_BIT;
1690 }
1691
1692 if (mask & GL_DEPTH_BUFFER_BIT) {
1693 GLuint *tmp = (GLuint *) malloc(srcW * srcH * sizeof(GLuint));
1694 if (tmp) {
1695 if (!blit->DepthFP)
1696 init_blit_depth_pixels(ctx);
1697
1698 /* maybe change tex format here */
1699 newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
1700
1701 _mesa_ReadPixels(srcX, srcY, srcW, srcH,
1702 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1703
1704 setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
1705 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1706
1707 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1708 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
1709 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1710 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1711 _mesa_DepthFunc(GL_ALWAYS);
1712 _mesa_DepthMask(GL_TRUE);
1713
1714 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1715 mask &= ~GL_DEPTH_BUFFER_BIT;
1716
1717 free(tmp);
1718 }
1719 }
1720
1721 if (mask & GL_STENCIL_BUFFER_BIT) {
1722 /* XXX can't easily do stencil */
1723 }
1724
1725 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1726
1727 _mesa_meta_end(ctx);
1728
1729 if (mask) {
1730 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1731 dstX0, dstY0, dstX1, dstY1, mask, filter);
1732 }
1733 }
1734
1735 static void
meta_glsl_blit_cleanup(struct gl_context * ctx,struct blit_state * blit)1736 meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
1737 {
1738 if (blit->ArrayObj) {
1739 _mesa_DeleteVertexArraysAPPLE(1, &blit->ArrayObj);
1740 blit->ArrayObj = 0;
1741 _mesa_DeleteBuffersARB(1, &blit->VBO);
1742 blit->VBO = 0;
1743 }
1744 if (blit->DepthFP) {
1745 _mesa_DeletePrograms(1, &blit->DepthFP);
1746 blit->DepthFP = 0;
1747 }
1748 }
1749
1750
1751 /**
1752 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1753 */
1754 void
_mesa_meta_Clear(struct gl_context * ctx,GLbitfield buffers)1755 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1756 {
1757 struct clear_state *clear = &ctx->Meta->Clear;
1758 struct vertex {
1759 GLfloat x, y, z, r, g, b, a;
1760 };
1761 struct vertex verts[4];
1762 /* save all state but scissor, pixel pack/unpack */
1763 GLbitfield metaSave = (MESA_META_ALL -
1764 MESA_META_SCISSOR -
1765 MESA_META_PIXEL_STORE -
1766 MESA_META_CONDITIONAL_RENDER);
1767 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1768
1769 if (buffers & BUFFER_BITS_COLOR) {
1770 /* if clearing color buffers, don't save/restore colormask */
1771 metaSave -= MESA_META_COLOR_MASK;
1772 }
1773
1774 _mesa_meta_begin(ctx, metaSave);
1775
1776 if (clear->ArrayObj == 0) {
1777 /* one-time setup */
1778
1779 /* create vertex array object */
1780 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1781 _mesa_BindVertexArray(clear->ArrayObj);
1782
1783 /* create vertex array buffer */
1784 _mesa_GenBuffersARB(1, &clear->VBO);
1785 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1786
1787 /* setup vertex arrays */
1788 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1789 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
1790 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1791 _mesa_EnableClientState(GL_COLOR_ARRAY);
1792 }
1793 else {
1794 _mesa_BindVertexArray(clear->ArrayObj);
1795 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1796 }
1797
1798 /* GL_COLOR_BUFFER_BIT */
1799 if (buffers & BUFFER_BITS_COLOR) {
1800 /* leave colormask, glDrawBuffer state as-is */
1801
1802 /* Clears never have the color clamped. */
1803 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1804 }
1805 else {
1806 ASSERT(metaSave & MESA_META_COLOR_MASK);
1807 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1808 }
1809
1810 /* GL_DEPTH_BUFFER_BIT */
1811 if (buffers & BUFFER_BIT_DEPTH) {
1812 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1813 _mesa_DepthFunc(GL_ALWAYS);
1814 _mesa_DepthMask(GL_TRUE);
1815 }
1816 else {
1817 assert(!ctx->Depth.Test);
1818 }
1819
1820 /* GL_STENCIL_BUFFER_BIT */
1821 if (buffers & BUFFER_BIT_STENCIL) {
1822 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1823 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1824 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1825 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1826 ctx->Stencil.Clear & stencilMax,
1827 ctx->Stencil.WriteMask[0]);
1828 }
1829 else {
1830 assert(!ctx->Stencil.Enabled);
1831 }
1832
1833 /* vertex positions/colors */
1834 {
1835 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
1836 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
1837 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
1838 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
1839 const GLfloat z = invert_z(ctx->Depth.Clear);
1840 GLuint i;
1841
1842 verts[0].x = x0;
1843 verts[0].y = y0;
1844 verts[0].z = z;
1845 verts[1].x = x1;
1846 verts[1].y = y0;
1847 verts[1].z = z;
1848 verts[2].x = x1;
1849 verts[2].y = y1;
1850 verts[2].z = z;
1851 verts[3].x = x0;
1852 verts[3].y = y1;
1853 verts[3].z = z;
1854
1855 /* vertex colors */
1856 for (i = 0; i < 4; i++) {
1857 verts[i].r = ctx->Color.ClearColor.f[0];
1858 verts[i].g = ctx->Color.ClearColor.f[1];
1859 verts[i].b = ctx->Color.ClearColor.f[2];
1860 verts[i].a = ctx->Color.ClearColor.f[3];
1861 }
1862
1863 /* upload new vertex data */
1864 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1865 GL_DYNAMIC_DRAW_ARB);
1866 }
1867
1868 /* draw quad */
1869 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1870
1871 _mesa_meta_end(ctx);
1872 }
1873
1874 static void
meta_glsl_clear_init(struct gl_context * ctx,struct clear_state * clear)1875 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1876 {
1877 const char *vs_source =
1878 "attribute vec4 position;\n"
1879 "void main()\n"
1880 "{\n"
1881 " gl_Position = position;\n"
1882 "}\n";
1883 const char *fs_source =
1884 "uniform vec4 color;\n"
1885 "void main()\n"
1886 "{\n"
1887 " gl_FragColor = color;\n"
1888 "}\n";
1889 const char *vs_int_source =
1890 "#version 130\n"
1891 "in vec4 position;\n"
1892 "void main()\n"
1893 "{\n"
1894 " gl_Position = position;\n"
1895 "}\n";
1896 const char *fs_int_source =
1897 "#version 130\n"
1898 "uniform ivec4 color;\n"
1899 "out ivec4 out_color;\n"
1900 "\n"
1901 "void main()\n"
1902 "{\n"
1903 " out_color = color;\n"
1904 "}\n";
1905 GLuint vs, fs;
1906
1907 if (clear->ArrayObj != 0)
1908 return;
1909
1910 /* create vertex array object */
1911 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1912 _mesa_BindVertexArray(clear->ArrayObj);
1913
1914 /* create vertex array buffer */
1915 _mesa_GenBuffersARB(1, &clear->VBO);
1916 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1917
1918 /* setup vertex arrays */
1919 _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
1920 _mesa_EnableVertexAttribArrayARB(0);
1921
1922 vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
1923 _mesa_ShaderSourceARB(vs, 1, &vs_source, NULL);
1924 _mesa_CompileShaderARB(vs);
1925
1926 fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
1927 _mesa_ShaderSourceARB(fs, 1, &fs_source, NULL);
1928 _mesa_CompileShaderARB(fs);
1929
1930 clear->ShaderProg = _mesa_CreateProgramObjectARB();
1931 _mesa_AttachShader(clear->ShaderProg, fs);
1932 _mesa_DeleteObjectARB(fs);
1933 _mesa_AttachShader(clear->ShaderProg, vs);
1934 _mesa_DeleteObjectARB(vs);
1935 _mesa_BindAttribLocationARB(clear->ShaderProg, 0, "position");
1936 _mesa_LinkProgramARB(clear->ShaderProg);
1937
1938 clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg,
1939 "color");
1940
1941 if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) {
1942 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
1943 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
1944
1945 clear->IntegerShaderProg = _mesa_CreateProgramObjectARB();
1946 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1947 _mesa_DeleteObjectARB(fs);
1948 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1949 _mesa_DeleteObjectARB(vs);
1950 _mesa_BindAttribLocationARB(clear->IntegerShaderProg, 0, "position");
1951
1952 /* Note that user-defined out attributes get automatically assigned
1953 * locations starting from 0, so we don't need to explicitly
1954 * BindFragDataLocation to 0.
1955 */
1956
1957 link_program_with_debug(ctx, clear->IntegerShaderProg);
1958
1959 clear->IntegerColorLocation =
1960 _mesa_GetUniformLocationARB(clear->IntegerShaderProg, "color");
1961 }
1962 }
1963
1964 static void
meta_glsl_clear_cleanup(struct gl_context * ctx,struct clear_state * clear)1965 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1966 {
1967 if (clear->ArrayObj == 0)
1968 return;
1969 _mesa_DeleteVertexArraysAPPLE(1, &clear->ArrayObj);
1970 clear->ArrayObj = 0;
1971 _mesa_DeleteBuffersARB(1, &clear->VBO);
1972 clear->VBO = 0;
1973 _mesa_DeleteObjectARB(clear->ShaderProg);
1974 clear->ShaderProg = 0;
1975
1976 if (clear->IntegerShaderProg) {
1977 _mesa_DeleteObjectARB(clear->IntegerShaderProg);
1978 clear->IntegerShaderProg = 0;
1979 }
1980 }
1981
1982 /**
1983 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1984 */
1985 void
_mesa_meta_glsl_Clear(struct gl_context * ctx,GLbitfield buffers)1986 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1987 {
1988 struct clear_state *clear = &ctx->Meta->Clear;
1989 GLbitfield metaSave;
1990 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1991 struct gl_framebuffer *fb = ctx->DrawBuffer;
1992 const float x0 = ((float)fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1993 const float y0 = ((float)fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1994 const float x1 = ((float)fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1995 const float y1 = ((float)fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1996 const float z = -invert_z(ctx->Depth.Clear);
1997 struct vertex {
1998 GLfloat x, y, z;
1999 } verts[4];
2000
2001 metaSave = (MESA_META_ALPHA_TEST |
2002 MESA_META_BLEND |
2003 MESA_META_DEPTH_TEST |
2004 MESA_META_RASTERIZATION |
2005 MESA_META_SHADER |
2006 MESA_META_STENCIL_TEST |
2007 MESA_META_VERTEX |
2008 MESA_META_VIEWPORT |
2009 MESA_META_CLIP |
2010 MESA_META_CLAMP_FRAGMENT_COLOR |
2011 MESA_META_MULTISAMPLE);
2012
2013 if (!(buffers & BUFFER_BITS_COLOR)) {
2014 /* We'll use colormask to disable color writes. Otherwise,
2015 * respect color mask
2016 */
2017 metaSave |= MESA_META_COLOR_MASK;
2018 }
2019
2020 _mesa_meta_begin(ctx, metaSave);
2021
2022 meta_glsl_clear_init(ctx, clear);
2023
2024 if (fb->_IntegerColor) {
2025 _mesa_UseProgramObjectARB(clear->IntegerShaderProg);
2026 _mesa_Uniform4ivARB(clear->IntegerColorLocation, 1,
2027 ctx->Color.ClearColor.i);
2028 } else {
2029 _mesa_UseProgramObjectARB(clear->ShaderProg);
2030 _mesa_Uniform4fvARB(clear->ColorLocation, 1,
2031 ctx->Color.ClearColor.f);
2032 }
2033
2034 _mesa_BindVertexArray(clear->ArrayObj);
2035 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
2036
2037 /* GL_COLOR_BUFFER_BIT */
2038 if (buffers & BUFFER_BITS_COLOR) {
2039 /* leave colormask, glDrawBuffer state as-is */
2040
2041 /* Clears never have the color clamped. */
2042 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
2043 }
2044 else {
2045 ASSERT(metaSave & MESA_META_COLOR_MASK);
2046 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2047 }
2048
2049 /* GL_DEPTH_BUFFER_BIT */
2050 if (buffers & BUFFER_BIT_DEPTH) {
2051 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
2052 _mesa_DepthFunc(GL_ALWAYS);
2053 _mesa_DepthMask(GL_TRUE);
2054 }
2055 else {
2056 assert(!ctx->Depth.Test);
2057 }
2058
2059 /* GL_STENCIL_BUFFER_BIT */
2060 if (buffers & BUFFER_BIT_STENCIL) {
2061 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2062 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
2063 GL_REPLACE, GL_REPLACE, GL_REPLACE);
2064 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
2065 ctx->Stencil.Clear & stencilMax,
2066 ctx->Stencil.WriteMask[0]);
2067 }
2068 else {
2069 assert(!ctx->Stencil.Enabled);
2070 }
2071
2072 /* vertex positions */
2073 verts[0].x = x0;
2074 verts[0].y = y0;
2075 verts[0].z = z;
2076 verts[1].x = x1;
2077 verts[1].y = y0;
2078 verts[1].z = z;
2079 verts[2].x = x1;
2080 verts[2].y = y1;
2081 verts[2].z = z;
2082 verts[3].x = x0;
2083 verts[3].y = y1;
2084 verts[3].z = z;
2085
2086 /* upload new vertex data */
2087 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
2088 GL_DYNAMIC_DRAW_ARB);
2089
2090 /* draw quad */
2091 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2092
2093 _mesa_meta_end(ctx);
2094 }
2095
2096 /**
2097 * Meta implementation of ctx->Driver.CopyPixels() in terms
2098 * of texture mapping and polygon rendering and GLSL shaders.
2099 */
2100 void
_mesa_meta_CopyPixels(struct gl_context * ctx,GLint srcX,GLint srcY,GLsizei width,GLsizei height,GLint dstX,GLint dstY,GLenum type)2101 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
2102 GLsizei width, GLsizei height,
2103 GLint dstX, GLint dstY, GLenum type)
2104 {
2105 struct copypix_state *copypix = &ctx->Meta->CopyPix;
2106 struct temp_texture *tex = get_temp_texture(ctx);
2107 struct vertex {
2108 GLfloat x, y, z, s, t;
2109 };
2110 struct vertex verts[4];
2111 GLboolean newTex;
2112 GLenum intFormat = GL_RGBA;
2113
2114 if (type != GL_COLOR ||
2115 ctx->_ImageTransferState ||
2116 ctx->Fog.Enabled ||
2117 width > tex->MaxSize ||
2118 height > tex->MaxSize) {
2119 /* XXX avoid this fallback */
2120 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
2121 return;
2122 }
2123
2124 /* Most GL state applies to glCopyPixels, but a there's a few things
2125 * we need to override:
2126 */
2127 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2128 MESA_META_SHADER |
2129 MESA_META_TEXTURE |
2130 MESA_META_TRANSFORM |
2131 MESA_META_CLIP |
2132 MESA_META_VERTEX |
2133 MESA_META_VIEWPORT));
2134
2135 if (copypix->ArrayObj == 0) {
2136 /* one-time setup */
2137
2138 /* create vertex array object */
2139 _mesa_GenVertexArrays(1, ©pix->ArrayObj);
2140 _mesa_BindVertexArray(copypix->ArrayObj);
2141
2142 /* create vertex array buffer */
2143 _mesa_GenBuffersARB(1, ©pix->VBO);
2144 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
2145 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2146 NULL, GL_DYNAMIC_DRAW_ARB);
2147
2148 /* setup vertex arrays */
2149 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2150 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2151 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2152 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2153 }
2154 else {
2155 _mesa_BindVertexArray(copypix->ArrayObj);
2156 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
2157 }
2158
2159 newTex = alloc_texture(tex, width, height, intFormat);
2160
2161 /* vertex positions, texcoords (after texture allocation!) */
2162 {
2163 const GLfloat dstX0 = (GLfloat) dstX;
2164 const GLfloat dstY0 = (GLfloat) dstY;
2165 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
2166 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
2167 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2168
2169 verts[0].x = dstX0;
2170 verts[0].y = dstY0;
2171 verts[0].z = z;
2172 verts[0].s = 0.0F;
2173 verts[0].t = 0.0F;
2174 verts[1].x = dstX1;
2175 verts[1].y = dstY0;
2176 verts[1].z = z;
2177 verts[1].s = tex->Sright;
2178 verts[1].t = 0.0F;
2179 verts[2].x = dstX1;
2180 verts[2].y = dstY1;
2181 verts[2].z = z;
2182 verts[2].s = tex->Sright;
2183 verts[2].t = tex->Ttop;
2184 verts[3].x = dstX0;
2185 verts[3].y = dstY1;
2186 verts[3].z = z;
2187 verts[3].s = 0.0F;
2188 verts[3].t = tex->Ttop;
2189
2190 /* upload new vertex data */
2191 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2192 }
2193
2194 /* Alloc/setup texture */
2195 setup_copypix_texture(tex, newTex, srcX, srcY, width, height,
2196 GL_RGBA, GL_NEAREST);
2197
2198 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2199
2200 /* draw textured quad */
2201 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2202
2203 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2204
2205 _mesa_meta_end(ctx);
2206 }
2207
2208
2209
2210 /**
2211 * When the glDrawPixels() image size is greater than the max rectangle
2212 * texture size we use this function to break the glDrawPixels() image
2213 * into tiles which fit into the max texture size.
2214 */
2215 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)2216 tiled_draw_pixels(struct gl_context *ctx,
2217 GLint tileSize,
2218 GLint x, GLint y, GLsizei width, GLsizei height,
2219 GLenum format, GLenum type,
2220 const struct gl_pixelstore_attrib *unpack,
2221 const GLvoid *pixels)
2222 {
2223 struct gl_pixelstore_attrib tileUnpack = *unpack;
2224 GLint i, j;
2225
2226 if (tileUnpack.RowLength == 0)
2227 tileUnpack.RowLength = width;
2228
2229 for (i = 0; i < width; i += tileSize) {
2230 const GLint tileWidth = MIN2(tileSize, width - i);
2231 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
2232
2233 tileUnpack.SkipPixels = unpack->SkipPixels + i;
2234
2235 for (j = 0; j < height; j += tileSize) {
2236 const GLint tileHeight = MIN2(tileSize, height - j);
2237 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
2238
2239 tileUnpack.SkipRows = unpack->SkipRows + j;
2240
2241 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2242 format, type, &tileUnpack, pixels);
2243 }
2244 }
2245 }
2246
2247
2248 /**
2249 * One-time init for drawing stencil pixels.
2250 */
2251 static void
init_draw_stencil_pixels(struct gl_context * ctx)2252 init_draw_stencil_pixels(struct gl_context *ctx)
2253 {
2254 /* This program is run eight times, once for each stencil bit.
2255 * The stencil values to draw are found in an 8-bit alpha texture.
2256 * We read the texture/stencil value and test if bit 'b' is set.
2257 * If the bit is not set, use KIL to kill the fragment.
2258 * Finally, we use the stencil test to update the stencil buffer.
2259 *
2260 * The basic algorithm for checking if a bit is set is:
2261 * if (is_odd(value / (1 << bit)))
2262 * result is one (or non-zero).
2263 * else
2264 * result is zero.
2265 * The program parameter contains three values:
2266 * parm.x = 255 / (1 << bit)
2267 * parm.y = 0.5
2268 * parm.z = 0.0
2269 */
2270 static const char *program =
2271 "!!ARBfp1.0\n"
2272 "PARAM parm = program.local[0]; \n"
2273 "TEMP t; \n"
2274 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2275 "# t = t * 255 / bit \n"
2276 "MUL t.x, t.a, parm.x; \n"
2277 "# t = (int) t \n"
2278 "FRC t.y, t.x; \n"
2279 "SUB t.x, t.x, t.y; \n"
2280 "# t = t * 0.5 \n"
2281 "MUL t.x, t.x, parm.y; \n"
2282 "# t = fract(t.x) \n"
2283 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2284 "# t.x = (t.x == 0 ? 1 : 0) \n"
2285 "SGE t.x, -t.x, parm.z; \n"
2286 "KIL -t.x; \n"
2287 "# for debug only \n"
2288 "#MOV result.color, t.x; \n"
2289 "END \n";
2290 char program2[1000];
2291 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2292 struct temp_texture *tex = get_temp_texture(ctx);
2293 const char *texTarget;
2294
2295 assert(drawpix->StencilFP == 0);
2296
2297 /* replace %s with "RECT" or "2D" */
2298 assert(strlen(program) + 4 < sizeof(program2));
2299 if (tex->Target == GL_TEXTURE_RECTANGLE)
2300 texTarget = "RECT";
2301 else
2302 texTarget = "2D";
2303 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2304
2305 _mesa_GenPrograms(1, &drawpix->StencilFP);
2306 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2307 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2308 strlen(program2), (const GLubyte *) program2);
2309 }
2310
2311
2312 /**
2313 * One-time init for drawing depth pixels.
2314 */
2315 static void
init_draw_depth_pixels(struct gl_context * ctx)2316 init_draw_depth_pixels(struct gl_context *ctx)
2317 {
2318 static const char *program =
2319 "!!ARBfp1.0\n"
2320 "PARAM color = program.local[0]; \n"
2321 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2322 "MOV result.color, color; \n"
2323 "END \n";
2324 char program2[200];
2325 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2326 struct temp_texture *tex = get_temp_texture(ctx);
2327 const char *texTarget;
2328
2329 assert(drawpix->DepthFP == 0);
2330
2331 /* replace %s with "RECT" or "2D" */
2332 assert(strlen(program) + 4 < sizeof(program2));
2333 if (tex->Target == GL_TEXTURE_RECTANGLE)
2334 texTarget = "RECT";
2335 else
2336 texTarget = "2D";
2337 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2338
2339 _mesa_GenPrograms(1, &drawpix->DepthFP);
2340 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2341 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2342 strlen(program2), (const GLubyte *) program2);
2343 }
2344
2345
2346 /**
2347 * Meta implementation of ctx->Driver.DrawPixels() in terms
2348 * of texture mapping and polygon rendering.
2349 */
2350 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)2351 _mesa_meta_DrawPixels(struct gl_context *ctx,
2352 GLint x, GLint y, GLsizei width, GLsizei height,
2353 GLenum format, GLenum type,
2354 const struct gl_pixelstore_attrib *unpack,
2355 const GLvoid *pixels)
2356 {
2357 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2358 struct temp_texture *tex = get_temp_texture(ctx);
2359 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2360 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2361 struct vertex {
2362 GLfloat x, y, z, s, t;
2363 };
2364 struct vertex verts[4];
2365 GLenum texIntFormat;
2366 GLboolean fallback, newTex;
2367 GLbitfield metaExtraSave = 0x0;
2368 GLuint vbo;
2369
2370 /*
2371 * Determine if we can do the glDrawPixels with texture mapping.
2372 */
2373 fallback = GL_FALSE;
2374 if (ctx->Fog.Enabled) {
2375 fallback = GL_TRUE;
2376 }
2377
2378 if (_mesa_is_color_format(format)) {
2379 /* use more compact format when possible */
2380 /* XXX disable special case for GL_LUMINANCE for now to work around
2381 * apparent i965 driver bug (see bug #23670).
2382 */
2383 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2384 texIntFormat = format;
2385 else
2386 texIntFormat = GL_RGBA;
2387
2388 /* If we're not supposed to clamp the resulting color, then just
2389 * promote our texture to fully float. We could do better by
2390 * just going for the matching set of channels, in floating
2391 * point.
2392 */
2393 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2394 ctx->Extensions.ARB_texture_float)
2395 texIntFormat = GL_RGBA32F;
2396 }
2397 else if (_mesa_is_stencil_format(format)) {
2398 if (ctx->Extensions.ARB_fragment_program &&
2399 ctx->Pixel.IndexShift == 0 &&
2400 ctx->Pixel.IndexOffset == 0 &&
2401 type == GL_UNSIGNED_BYTE) {
2402 /* We'll store stencil as alpha. This only works for GLubyte
2403 * image data because of how incoming values are mapped to alpha
2404 * in [0,1].
2405 */
2406 texIntFormat = GL_ALPHA;
2407 metaExtraSave = (MESA_META_COLOR_MASK |
2408 MESA_META_DEPTH_TEST |
2409 MESA_META_PIXEL_TRANSFER |
2410 MESA_META_SHADER |
2411 MESA_META_STENCIL_TEST);
2412 }
2413 else {
2414 fallback = GL_TRUE;
2415 }
2416 }
2417 else if (_mesa_is_depth_format(format)) {
2418 if (ctx->Extensions.ARB_depth_texture &&
2419 ctx->Extensions.ARB_fragment_program) {
2420 texIntFormat = GL_DEPTH_COMPONENT;
2421 metaExtraSave = (MESA_META_SHADER);
2422 }
2423 else {
2424 fallback = GL_TRUE;
2425 }
2426 }
2427 else {
2428 fallback = GL_TRUE;
2429 }
2430
2431 if (fallback) {
2432 _swrast_DrawPixels(ctx, x, y, width, height,
2433 format, type, unpack, pixels);
2434 return;
2435 }
2436
2437 /*
2438 * Check image size against max texture size, draw as tiles if needed.
2439 */
2440 if (width > tex->MaxSize || height > tex->MaxSize) {
2441 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2442 format, type, unpack, pixels);
2443 return;
2444 }
2445
2446 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2447 * but a there's a few things we need to override:
2448 */
2449 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2450 MESA_META_SHADER |
2451 MESA_META_TEXTURE |
2452 MESA_META_TRANSFORM |
2453 MESA_META_CLIP |
2454 MESA_META_VERTEX |
2455 MESA_META_VIEWPORT |
2456 metaExtraSave));
2457
2458 newTex = alloc_texture(tex, width, height, texIntFormat);
2459
2460 /* vertex positions, texcoords (after texture allocation!) */
2461 {
2462 const GLfloat x0 = (GLfloat) x;
2463 const GLfloat y0 = (GLfloat) y;
2464 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2465 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2466 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2467
2468 verts[0].x = x0;
2469 verts[0].y = y0;
2470 verts[0].z = z;
2471 verts[0].s = 0.0F;
2472 verts[0].t = 0.0F;
2473 verts[1].x = x1;
2474 verts[1].y = y0;
2475 verts[1].z = z;
2476 verts[1].s = tex->Sright;
2477 verts[1].t = 0.0F;
2478 verts[2].x = x1;
2479 verts[2].y = y1;
2480 verts[2].z = z;
2481 verts[2].s = tex->Sright;
2482 verts[2].t = tex->Ttop;
2483 verts[3].x = x0;
2484 verts[3].y = y1;
2485 verts[3].z = z;
2486 verts[3].s = 0.0F;
2487 verts[3].t = tex->Ttop;
2488 }
2489
2490 if (drawpix->ArrayObj == 0) {
2491 /* one-time setup: create vertex array object */
2492 _mesa_GenVertexArrays(1, &drawpix->ArrayObj);
2493 }
2494 _mesa_BindVertexArray(drawpix->ArrayObj);
2495
2496 /* create vertex array buffer */
2497 _mesa_GenBuffersARB(1, &vbo);
2498 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
2499 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2500 verts, GL_DYNAMIC_DRAW_ARB);
2501
2502 /* setup vertex arrays */
2503 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2504 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2505 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2506 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2507
2508 /* set given unpack params */
2509 ctx->Unpack = *unpack;
2510
2511 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2512
2513 if (_mesa_is_stencil_format(format)) {
2514 /* Drawing stencil */
2515 GLint bit;
2516
2517 if (!drawpix->StencilFP)
2518 init_draw_stencil_pixels(ctx);
2519
2520 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2521 GL_ALPHA, type, pixels);
2522
2523 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2524
2525 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2526
2527 /* set all stencil bits to 0 */
2528 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2529 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2530 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2531
2532 /* set stencil bits to 1 where needed */
2533 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2534
2535 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2536 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2537
2538 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2539 const GLuint mask = 1 << bit;
2540 if (mask & origStencilMask) {
2541 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2542 _mesa_StencilMask(mask);
2543
2544 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2545 255.0 / mask, 0.5, 0.0, 0.0);
2546
2547 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2548 }
2549 }
2550 }
2551 else if (_mesa_is_depth_format(format)) {
2552 /* Drawing depth */
2553 if (!drawpix->DepthFP)
2554 init_draw_depth_pixels(ctx);
2555
2556 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2557 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2558
2559 /* polygon color = current raster color */
2560 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2561 ctx->Current.RasterColor);
2562
2563 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2564 format, type, pixels);
2565
2566 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2567 }
2568 else {
2569 /* Drawing RGBA */
2570 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2571 format, type, pixels);
2572 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2573 }
2574
2575 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2576
2577 _mesa_DeleteBuffersARB(1, &vbo);
2578
2579 /* restore unpack params */
2580 ctx->Unpack = unpackSave;
2581
2582 _mesa_meta_end(ctx);
2583 }
2584
2585 static GLboolean
alpha_test_raster_color(struct gl_context * ctx)2586 alpha_test_raster_color(struct gl_context *ctx)
2587 {
2588 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2589 GLfloat ref = ctx->Color.AlphaRef;
2590
2591 switch (ctx->Color.AlphaFunc) {
2592 case GL_NEVER:
2593 return GL_FALSE;
2594 case GL_LESS:
2595 return alpha < ref;
2596 case GL_EQUAL:
2597 return alpha == ref;
2598 case GL_LEQUAL:
2599 return alpha <= ref;
2600 case GL_GREATER:
2601 return alpha > ref;
2602 case GL_NOTEQUAL:
2603 return alpha != ref;
2604 case GL_GEQUAL:
2605 return alpha >= ref;
2606 case GL_ALWAYS:
2607 return GL_TRUE;
2608 default:
2609 assert(0);
2610 return GL_FALSE;
2611 }
2612 }
2613
2614 /**
2615 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2616 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2617 * tracker would improve performance a lot.
2618 */
2619 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)2620 _mesa_meta_Bitmap(struct gl_context *ctx,
2621 GLint x, GLint y, GLsizei width, GLsizei height,
2622 const struct gl_pixelstore_attrib *unpack,
2623 const GLubyte *bitmap1)
2624 {
2625 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2626 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2627 const GLenum texIntFormat = GL_ALPHA;
2628 const struct gl_pixelstore_attrib unpackSave = *unpack;
2629 GLubyte fg, bg;
2630 struct vertex {
2631 GLfloat x, y, z, s, t, r, g, b, a;
2632 };
2633 struct vertex verts[4];
2634 GLboolean newTex;
2635 GLubyte *bitmap8;
2636
2637 /*
2638 * Check if swrast fallback is needed.
2639 */
2640 if (ctx->_ImageTransferState ||
2641 ctx->FragmentProgram._Enabled ||
2642 ctx->Fog.Enabled ||
2643 ctx->Texture._EnabledUnits ||
2644 width > tex->MaxSize ||
2645 height > tex->MaxSize) {
2646 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2647 return;
2648 }
2649
2650 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2651 return;
2652
2653 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2654 * but a there's a few things we need to override:
2655 */
2656 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2657 MESA_META_PIXEL_STORE |
2658 MESA_META_RASTERIZATION |
2659 MESA_META_SHADER |
2660 MESA_META_TEXTURE |
2661 MESA_META_TRANSFORM |
2662 MESA_META_CLIP |
2663 MESA_META_VERTEX |
2664 MESA_META_VIEWPORT));
2665
2666 if (bitmap->ArrayObj == 0) {
2667 /* one-time setup */
2668
2669 /* create vertex array object */
2670 _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj);
2671 _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj);
2672
2673 /* create vertex array buffer */
2674 _mesa_GenBuffersARB(1, &bitmap->VBO);
2675 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2676 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2677 NULL, GL_DYNAMIC_DRAW_ARB);
2678
2679 /* setup vertex arrays */
2680 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2681 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2682 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
2683 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2684 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2685 _mesa_EnableClientState(GL_COLOR_ARRAY);
2686 }
2687 else {
2688 _mesa_BindVertexArray(bitmap->ArrayObj);
2689 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2690 }
2691
2692 newTex = alloc_texture(tex, width, height, texIntFormat);
2693
2694 /* vertex positions, texcoords, colors (after texture allocation!) */
2695 {
2696 const GLfloat x0 = (GLfloat) x;
2697 const GLfloat y0 = (GLfloat) y;
2698 const GLfloat x1 = (GLfloat) (x + width);
2699 const GLfloat y1 = (GLfloat) (y + height);
2700 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2701 GLuint i;
2702
2703 verts[0].x = x0;
2704 verts[0].y = y0;
2705 verts[0].z = z;
2706 verts[0].s = 0.0F;
2707 verts[0].t = 0.0F;
2708 verts[1].x = x1;
2709 verts[1].y = y0;
2710 verts[1].z = z;
2711 verts[1].s = tex->Sright;
2712 verts[1].t = 0.0F;
2713 verts[2].x = x1;
2714 verts[2].y = y1;
2715 verts[2].z = z;
2716 verts[2].s = tex->Sright;
2717 verts[2].t = tex->Ttop;
2718 verts[3].x = x0;
2719 verts[3].y = y1;
2720 verts[3].z = z;
2721 verts[3].s = 0.0F;
2722 verts[3].t = tex->Ttop;
2723
2724 for (i = 0; i < 4; i++) {
2725 verts[i].r = ctx->Current.RasterColor[0];
2726 verts[i].g = ctx->Current.RasterColor[1];
2727 verts[i].b = ctx->Current.RasterColor[2];
2728 verts[i].a = ctx->Current.RasterColor[3];
2729 }
2730
2731 /* upload new vertex data */
2732 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2733 }
2734
2735 /* choose different foreground/background alpha values */
2736 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2737 bg = (fg > 127 ? 0 : 255);
2738
2739 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2740 if (!bitmap1) {
2741 _mesa_meta_end(ctx);
2742 return;
2743 }
2744
2745 bitmap8 = (GLubyte *) malloc(width * height);
2746 if (bitmap8) {
2747 memset(bitmap8, bg, width * height);
2748 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2749 bitmap8, width, fg);
2750
2751 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2752
2753 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2754 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2755
2756 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2757 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2758
2759 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2760
2761 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2762
2763 free(bitmap8);
2764 }
2765
2766 _mesa_unmap_pbo_source(ctx, &unpackSave);
2767
2768 _mesa_meta_end(ctx);
2769 }
2770
2771
2772 /**
2773 * Check if the call to _mesa_meta_GenerateMipmap() will require a
2774 * software fallback. The fallback path will require that the texture
2775 * images are mapped.
2776 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
2777 */
2778 GLboolean
_mesa_meta_check_generate_mipmap_fallback(struct gl_context * ctx,GLenum target,struct gl_texture_object * texObj)2779 _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
2780 struct gl_texture_object *texObj)
2781 {
2782 const GLuint fboSave = ctx->DrawBuffer->Name;
2783 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
2784 struct gl_texture_image *baseImage;
2785 GLuint srcLevel;
2786 GLenum status;
2787
2788 /* check for fallbacks */
2789 if (!ctx->Extensions.EXT_framebuffer_object ||
2790 target == GL_TEXTURE_3D ||
2791 target == GL_TEXTURE_1D_ARRAY ||
2792 target == GL_TEXTURE_2D_ARRAY) {
2793 return GL_TRUE;
2794 }
2795
2796 srcLevel = texObj->BaseLevel;
2797 baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
2798 if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) {
2799 return GL_TRUE;
2800 }
2801
2802 if (_mesa_get_format_color_encoding(baseImage->TexFormat) == GL_SRGB &&
2803 !ctx->Extensions.EXT_texture_sRGB_decode) {
2804 /* The texture format is sRGB but we can't turn off sRGB->linear
2805 * texture sample conversion. So we won't be able to generate the
2806 * right colors when rendering. Need to use a fallback.
2807 */
2808 return GL_TRUE;
2809 }
2810
2811 /*
2812 * Test that we can actually render in the texture's format.
2813 */
2814 if (!mipmap->FBO)
2815 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
2816 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
2817
2818 if (target == GL_TEXTURE_1D) {
2819 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
2820 GL_COLOR_ATTACHMENT0_EXT,
2821 target, texObj->Name, srcLevel);
2822 }
2823 #if 0
2824 /* other work is needed to enable 3D mipmap generation */
2825 else if (target == GL_TEXTURE_3D) {
2826 GLint zoffset = 0;
2827 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
2828 GL_COLOR_ATTACHMENT0_EXT,
2829 target, texObj->Name, srcLevel, zoffset);
2830 }
2831 #endif
2832 else {
2833 /* 2D / cube */
2834 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
2835 GL_COLOR_ATTACHMENT0_EXT,
2836 target, texObj->Name, srcLevel);
2837 }
2838
2839 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2840
2841 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
2842
2843 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2844 return GL_TRUE;
2845 }
2846
2847 return GL_FALSE;
2848 }
2849
2850
2851 /**
2852 * Compute the texture coordinates for the four vertices of a quad for
2853 * drawing a 2D texture image or slice of a cube/3D texture.
2854 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2855 * \param slice slice of a 1D/2D array texture or 3D texture
2856 * \param width width of the texture image
2857 * \param height height of the texture image
2858 * \param coords0/1/2/3 returns the computed texcoords
2859 */
2860 static void
setup_texture_coords(GLenum faceTarget,GLint slice,GLint width,GLint height,GLfloat coords0[3],GLfloat coords1[3],GLfloat coords2[3],GLfloat coords3[3])2861 setup_texture_coords(GLenum faceTarget,
2862 GLint slice,
2863 GLint width,
2864 GLint height,
2865 GLfloat coords0[3],
2866 GLfloat coords1[3],
2867 GLfloat coords2[3],
2868 GLfloat coords3[3])
2869 {
2870 static const GLfloat st[4][2] = {
2871 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2872 };
2873 GLuint i;
2874 GLfloat r;
2875
2876 switch (faceTarget) {
2877 case GL_TEXTURE_1D:
2878 case GL_TEXTURE_2D:
2879 case GL_TEXTURE_3D:
2880 case GL_TEXTURE_2D_ARRAY:
2881 if (faceTarget == GL_TEXTURE_3D)
2882 r = 1.0F / slice;
2883 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2884 r = slice;
2885 else
2886 r = 0.0F;
2887 coords0[0] = 0.0F; /* s */
2888 coords0[1] = 0.0F; /* t */
2889 coords0[2] = r; /* r */
2890 coords1[0] = 1.0F;
2891 coords1[1] = 0.0F;
2892 coords1[2] = r;
2893 coords2[0] = 1.0F;
2894 coords2[1] = 1.0F;
2895 coords2[2] = r;
2896 coords3[0] = 0.0F;
2897 coords3[1] = 1.0F;
2898 coords3[2] = r;
2899 break;
2900 case GL_TEXTURE_RECTANGLE_ARB:
2901 coords0[0] = 0.0F; /* s */
2902 coords0[1] = 0.0F; /* t */
2903 coords0[2] = 0.0F; /* r */
2904 coords1[0] = width;
2905 coords1[1] = 0.0F;
2906 coords1[2] = 0.0F;
2907 coords2[0] = width;
2908 coords2[1] = height;
2909 coords2[2] = 0.0F;
2910 coords3[0] = 0.0F;
2911 coords3[1] = height;
2912 coords3[2] = 0.0F;
2913 break;
2914 case GL_TEXTURE_1D_ARRAY:
2915 coords0[0] = 0.0F; /* s */
2916 coords0[1] = slice; /* t */
2917 coords0[2] = 0.0F; /* r */
2918 coords1[0] = 1.0f;
2919 coords1[1] = slice;
2920 coords1[2] = 0.0F;
2921 coords2[0] = 1.0F;
2922 coords2[1] = slice;
2923 coords2[2] = 0.0F;
2924 coords3[0] = 0.0F;
2925 coords3[1] = slice;
2926 coords3[2] = 0.0F;
2927 break;
2928
2929 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2930 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2931 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2932 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2933 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2934 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2935 /* loop over quad verts */
2936 for (i = 0; i < 4; i++) {
2937 /* Compute sc = +/-scale and tc = +/-scale.
2938 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2939 * though that can still sometimes happen with this scale factor...
2940 */
2941 const GLfloat scale = 0.9999f;
2942 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2943 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2944 GLfloat *coord;
2945
2946 switch (i) {
2947 case 0:
2948 coord = coords0;
2949 break;
2950 case 1:
2951 coord = coords1;
2952 break;
2953 case 2:
2954 coord = coords2;
2955 break;
2956 case 3:
2957 coord = coords3;
2958 break;
2959 default:
2960 assert(0);
2961 }
2962
2963 switch (faceTarget) {
2964 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2965 coord[0] = 1.0f;
2966 coord[1] = -tc;
2967 coord[2] = -sc;
2968 break;
2969 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2970 coord[0] = -1.0f;
2971 coord[1] = -tc;
2972 coord[2] = sc;
2973 break;
2974 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2975 coord[0] = sc;
2976 coord[1] = 1.0f;
2977 coord[2] = tc;
2978 break;
2979 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2980 coord[0] = sc;
2981 coord[1] = -1.0f;
2982 coord[2] = -tc;
2983 break;
2984 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2985 coord[0] = sc;
2986 coord[1] = -tc;
2987 coord[2] = 1.0f;
2988 break;
2989 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2990 coord[0] = -sc;
2991 coord[1] = -tc;
2992 coord[2] = -1.0f;
2993 break;
2994 default:
2995 assert(0);
2996 }
2997 }
2998 break;
2999 default:
3000 assert(0 && "unexpected target in meta setup_texture_coords()");
3001 }
3002 }
3003
3004
3005 static void
setup_ff_generate_mipmap(struct gl_context * ctx,struct gen_mipmap_state * mipmap)3006 setup_ff_generate_mipmap(struct gl_context *ctx,
3007 struct gen_mipmap_state *mipmap)
3008 {
3009 struct vertex {
3010 GLfloat x, y, tex[3];
3011 };
3012
3013 if (mipmap->ArrayObj == 0) {
3014 /* one-time setup */
3015 /* create vertex array object */
3016 _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
3017 _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
3018
3019 /* create vertex array buffer */
3020 _mesa_GenBuffersARB(1, &mipmap->VBO);
3021 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3022 /* setup vertex arrays */
3023 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3024 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
3025 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3026 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3027 }
3028
3029 /* setup projection matrix */
3030 _mesa_MatrixMode(GL_PROJECTION);
3031 _mesa_LoadIdentity();
3032 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
3033 }
3034
3035
3036 static struct glsl_sampler *
setup_texture_sampler(GLenum target,struct gen_mipmap_state * mipmap)3037 setup_texture_sampler(GLenum target, struct gen_mipmap_state *mipmap)
3038 {
3039 switch(target) {
3040 case GL_TEXTURE_1D:
3041 mipmap->sampler_1d.type = "sampler1D";
3042 mipmap->sampler_1d.func = "texture1D";
3043 mipmap->sampler_1d.texcoords = "texCoords.x";
3044 return &mipmap->sampler_1d;
3045 case GL_TEXTURE_2D:
3046 mipmap->sampler_2d.type = "sampler2D";
3047 mipmap->sampler_2d.func = "texture2D";
3048 mipmap->sampler_2d.texcoords = "texCoords.xy";
3049 return &mipmap->sampler_2d;
3050 case GL_TEXTURE_3D:
3051 /* Code for mipmap generation with 3D textures is not used yet.
3052 * It's a sw fallback.
3053 */
3054 mipmap->sampler_3d.type = "sampler3D";
3055 mipmap->sampler_3d.func = "texture3D";
3056 mipmap->sampler_3d.texcoords = "texCoords";
3057 return &mipmap->sampler_3d;
3058 case GL_TEXTURE_CUBE_MAP:
3059 mipmap->sampler_cubemap.type = "samplerCube";
3060 mipmap->sampler_cubemap.func = "textureCube";
3061 mipmap->sampler_cubemap.texcoords = "texCoords";
3062 return &mipmap->sampler_cubemap;
3063 case GL_TEXTURE_1D_ARRAY:
3064 mipmap->sampler_1d_array.type = "sampler1DArray";
3065 mipmap->sampler_1d_array.func = "texture1DArray";
3066 mipmap->sampler_1d_array.texcoords = "texCoords.xy";
3067 return &mipmap->sampler_1d_array;
3068 case GL_TEXTURE_2D_ARRAY:
3069 mipmap->sampler_2d_array.type = "sampler2DArray";
3070 mipmap->sampler_2d_array.func = "texture2DArray";
3071 mipmap->sampler_2d_array.texcoords = "texCoords";
3072 return &mipmap->sampler_2d_array;
3073 default:
3074 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
3075 " setup_texture_sampler()\n", target);
3076 return NULL;
3077 }
3078 }
3079
3080
3081 static void
setup_glsl_generate_mipmap(struct gl_context * ctx,struct gen_mipmap_state * mipmap,GLenum target)3082 setup_glsl_generate_mipmap(struct gl_context *ctx,
3083 struct gen_mipmap_state *mipmap,
3084 GLenum target)
3085 {
3086 struct vertex {
3087 GLfloat x, y, tex[3];
3088 };
3089 struct glsl_sampler *sampler;
3090 const char *vs_source;
3091 char *fs_source;
3092 GLuint vs, fs;
3093 void *mem_ctx;
3094
3095 /* Check if already initialized */
3096 if (mipmap->ArrayObj == 0) {
3097
3098 /* create vertex array object */
3099 _mesa_GenVertexArrays(1, &mipmap->ArrayObj);
3100 _mesa_BindVertexArray(mipmap->ArrayObj);
3101
3102 /* create vertex array buffer */
3103 _mesa_GenBuffersARB(1, &mipmap->VBO);
3104 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3105
3106 /* setup vertex arrays */
3107 _mesa_VertexAttribPointerARB(0, 2, GL_FLOAT, GL_FALSE,
3108 sizeof(struct vertex), OFFSET(x));
3109 _mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE,
3110 sizeof(struct vertex), OFFSET(tex));
3111 }
3112
3113 /* Generate a fragment shader program appropriate for the texture target */
3114 sampler = setup_texture_sampler(target, mipmap);
3115 assert(sampler != NULL);
3116 if (sampler->shader_prog != 0) {
3117 mipmap->ShaderProg = sampler->shader_prog;
3118 return;
3119 }
3120
3121 mem_ctx = ralloc_context(NULL);
3122
3123 if (ctx->API == API_OPENGLES2 || ctx->Const.GLSLVersion < 130) {
3124 const char *fs_template;
3125 const char *extension_mode;
3126
3127 vs_source =
3128 "attribute vec2 position;\n"
3129 "attribute vec3 textureCoords;\n"
3130 "varying vec3 texCoords;\n"
3131 "void main()\n"
3132 "{\n"
3133 " texCoords = textureCoords;\n"
3134 " gl_Position = vec4(position, 0.0, 1.0);\n"
3135 "}\n";
3136 fs_template =
3137 "#extension GL_EXT_texture_array : %s\n"
3138 "uniform %s texSampler;\n"
3139 "varying vec3 texCoords;\n"
3140 "void main()\n"
3141 "{\n"
3142 " gl_FragColor = %s(texSampler, %s);\n"
3143 "}\n";
3144
3145 extension_mode = ((target == GL_TEXTURE_1D_ARRAY) ||
3146 (target == GL_TEXTURE_2D_ARRAY)) ?
3147 "require" : "disable";
3148
3149 fs_source = ralloc_asprintf(mem_ctx, fs_template,
3150 extension_mode, sampler->type,
3151 sampler->func, sampler->texcoords);
3152 }
3153 else {
3154 const char *fs_template;
3155
3156 vs_source =
3157 "#version 130\n"
3158 "in vec2 position;\n"
3159 "in vec3 textureCoords;\n"
3160 "out vec3 texCoords;\n"
3161 "void main()\n"
3162 "{\n"
3163 " texCoords = textureCoords;\n"
3164 " gl_Position = vec4(position, 0.0, 1.0);\n"
3165 "}\n";
3166 fs_template =
3167 "#version 130\n"
3168 "uniform %s texSampler;\n"
3169 "in vec3 texCoords;\n"
3170 "out %s out_color;\n"
3171 "\n"
3172 "void main()\n"
3173 "{\n"
3174 " out_color = texture(texSampler, %s);\n"
3175 "}\n";
3176
3177 fs_source = ralloc_asprintf(mem_ctx, fs_template,
3178 sampler->type, "vec4",
3179 sampler->texcoords);
3180 }
3181
3182 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
3183 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
3184
3185 mipmap->ShaderProg = _mesa_CreateProgramObjectARB();
3186 _mesa_AttachShader(mipmap->ShaderProg, fs);
3187 _mesa_DeleteObjectARB(fs);
3188 _mesa_AttachShader(mipmap->ShaderProg, vs);
3189 _mesa_DeleteObjectARB(vs);
3190 _mesa_BindAttribLocationARB(mipmap->ShaderProg, 0, "position");
3191 _mesa_BindAttribLocationARB(mipmap->ShaderProg, 1, "texcoords");
3192 _mesa_EnableVertexAttribArrayARB(0);
3193 _mesa_EnableVertexAttribArrayARB(1);
3194 link_program_with_debug(ctx, mipmap->ShaderProg);
3195 sampler->shader_prog = mipmap->ShaderProg;
3196 ralloc_free(mem_ctx);
3197 }
3198
3199
3200 static void
meta_glsl_generate_mipmap_cleanup(struct gl_context * ctx,struct gen_mipmap_state * mipmap)3201 meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
3202 struct gen_mipmap_state *mipmap)
3203 {
3204 if (mipmap->ArrayObj == 0)
3205 return;
3206 _mesa_DeleteVertexArraysAPPLE(1, &mipmap->ArrayObj);
3207 mipmap->ArrayObj = 0;
3208 _mesa_DeleteBuffersARB(1, &mipmap->VBO);
3209 mipmap->VBO = 0;
3210
3211 _mesa_DeleteObjectARB(mipmap->sampler_1d.shader_prog);
3212 _mesa_DeleteObjectARB(mipmap->sampler_2d.shader_prog);
3213 _mesa_DeleteObjectARB(mipmap->sampler_3d.shader_prog);
3214 _mesa_DeleteObjectARB(mipmap->sampler_cubemap.shader_prog);
3215 _mesa_DeleteObjectARB(mipmap->sampler_1d_array.shader_prog);
3216 _mesa_DeleteObjectARB(mipmap->sampler_2d_array.shader_prog);
3217
3218 mipmap->sampler_1d.shader_prog = 0;
3219 mipmap->sampler_2d.shader_prog = 0;
3220 mipmap->sampler_3d.shader_prog = 0;
3221 mipmap->sampler_cubemap.shader_prog = 0;
3222 mipmap->sampler_1d_array.shader_prog = 0;
3223 mipmap->sampler_2d_array.shader_prog = 0;
3224 }
3225
3226
3227 /**
3228 * Called via ctx->Driver.GenerateMipmap()
3229 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3230 * borders.
3231 */
3232 void
_mesa_meta_GenerateMipmap(struct gl_context * ctx,GLenum target,struct gl_texture_object * texObj)3233 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
3234 struct gl_texture_object *texObj)
3235 {
3236 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
3237 struct vertex {
3238 GLfloat x, y, tex[3];
3239 };
3240 struct vertex verts[4];
3241 const GLuint baseLevel = texObj->BaseLevel;
3242 const GLuint maxLevel = texObj->MaxLevel;
3243 const GLint maxLevelSave = texObj->MaxLevel;
3244 const GLboolean genMipmapSave = texObj->GenerateMipmap;
3245 const GLenum srgbBufferSave = ctx->Color.sRGBEnabled;
3246 const GLuint fboSave = ctx->DrawBuffer->Name;
3247 const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
3248 const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3249 ctx->Extensions.ARB_fragment_shader &&
3250 (ctx->API != API_OPENGLES);
3251 GLenum faceTarget;
3252 GLuint dstLevel;
3253 const GLint slice = 0;
3254 GLuint samplerSave;
3255
3256 if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
3257 _mesa_generate_mipmap(ctx, target, texObj);
3258 return;
3259 }
3260
3261 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
3262 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
3263 faceTarget = target;
3264 target = GL_TEXTURE_CUBE_MAP;
3265 }
3266 else {
3267 faceTarget = target;
3268 }
3269
3270 _mesa_meta_begin(ctx, MESA_META_ALL);
3271
3272 /* Choose between glsl version and fixed function version of
3273 * GenerateMipmap function.
3274 */
3275 if (use_glsl_version) {
3276 setup_glsl_generate_mipmap(ctx, mipmap, target);
3277 _mesa_UseProgramObjectARB(mipmap->ShaderProg);
3278 }
3279 else {
3280 setup_ff_generate_mipmap(ctx, mipmap);
3281 _mesa_set_enable(ctx, target, GL_TRUE);
3282 }
3283
3284 _mesa_BindVertexArray(mipmap->ArrayObj);
3285 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3286
3287 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3288 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3289
3290 if (currentTexUnitSave != 0)
3291 _mesa_BindTexture(target, texObj->Name);
3292
3293 if (!mipmap->FBO) {
3294 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
3295 }
3296
3297 if (!mipmap->Sampler) {
3298 _mesa_GenSamplers(1, &mipmap->Sampler);
3299 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
3300
3301 _mesa_SamplerParameteri(mipmap->Sampler,
3302 GL_TEXTURE_MIN_FILTER,
3303 GL_LINEAR_MIPMAP_LINEAR);
3304 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3305 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3306 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3307 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3308
3309 /* We don't want to encode or decode sRGB values; treat them as linear.
3310 * This is not technically correct for GLES3 but we don't get any API
3311 * error at the moment.
3312 */
3313 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3314 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3315 GL_SKIP_DECODE_EXT);
3316 }
3317
3318 } else {
3319 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
3320 }
3321
3322 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
3323
3324 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES)
3325 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
3326 else
3327 assert(!genMipmapSave);
3328
3329 if ((ctx->Extensions.EXT_framebuffer_sRGB &&
3330 _mesa_is_desktop_gl(ctx)) ||
3331 _mesa_is_gles3(ctx)) {
3332 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
3333 }
3334
3335 /* Setup texture coordinates */
3336 setup_texture_coords(faceTarget,
3337 slice,
3338 0, 0, /* width, height never used here */
3339 verts[0].tex,
3340 verts[1].tex,
3341 verts[2].tex,
3342 verts[3].tex);
3343
3344 /* setup vertex positions */
3345 verts[0].x = -1.0F;
3346 verts[0].y = -1.0F;
3347 verts[1].x = 1.0F;
3348 verts[1].y = -1.0F;
3349 verts[2].x = 1.0F;
3350 verts[2].y = 1.0F;
3351 verts[3].x = -1.0F;
3352 verts[3].y = 1.0F;
3353
3354 /* upload vertex data */
3355 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3356 verts, GL_DYNAMIC_DRAW_ARB);
3357
3358 /* texture is already locked, unlock now */
3359 _mesa_unlock_texture(ctx, texObj);
3360
3361 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
3362 const struct gl_texture_image *srcImage;
3363 const GLuint srcLevel = dstLevel - 1;
3364 GLsizei srcWidth, srcHeight, srcDepth;
3365 GLsizei dstWidth, dstHeight, dstDepth;
3366 GLenum status;
3367
3368 srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
3369 assert(srcImage->Border == 0);
3370
3371 /* src size */
3372 srcWidth = srcImage->Width;
3373 srcHeight = srcImage->Height;
3374 srcDepth = srcImage->Depth;
3375
3376 /* new dst size */
3377 dstWidth = MAX2(1, srcWidth / 2);
3378 dstHeight = MAX2(1, srcHeight / 2);
3379 dstDepth = MAX2(1, srcDepth / 2);
3380
3381 if (dstWidth == srcImage->Width &&
3382 dstHeight == srcImage->Height &&
3383 dstDepth == srcImage->Depth) {
3384 /* all done */
3385 break;
3386 }
3387
3388 /* Allocate storage for the destination mipmap image(s) */
3389
3390 /* Set MaxLevel large enough to hold the new level when we allocate it */
3391 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
3392
3393 if (!_mesa_prepare_mipmap_level(ctx, texObj, dstLevel,
3394 dstWidth, dstHeight, dstDepth,
3395 srcImage->Border,
3396 srcImage->InternalFormat,
3397 srcImage->TexFormat)) {
3398 /* All done. We either ran out of memory or we would go beyond the
3399 * last valid level of an immutable texture if we continued.
3400 */
3401 break;
3402 }
3403
3404 /* limit minification to src level */
3405 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
3406
3407 /* Set to draw into the current dstLevel */
3408 if (target == GL_TEXTURE_1D) {
3409 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
3410 GL_COLOR_ATTACHMENT0_EXT,
3411 target,
3412 texObj->Name,
3413 dstLevel);
3414 }
3415 else if (target == GL_TEXTURE_3D) {
3416 GLint zoffset = 0; /* XXX unfinished */
3417 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
3418 GL_COLOR_ATTACHMENT0_EXT,
3419 target,
3420 texObj->Name,
3421 dstLevel, zoffset);
3422 }
3423 else {
3424 /* 2D / cube */
3425 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
3426 GL_COLOR_ATTACHMENT0_EXT,
3427 faceTarget,
3428 texObj->Name,
3429 dstLevel);
3430 }
3431
3432 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
3433
3434 /* sanity check */
3435 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
3436 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
3437 _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
3438 "_mesa_meta_GenerateMipmap()");
3439 break;
3440 }
3441
3442 assert(dstWidth == ctx->DrawBuffer->Width);
3443 assert(dstHeight == ctx->DrawBuffer->Height);
3444
3445 /* setup viewport */
3446 _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight);
3447
3448 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3449 }
3450
3451 if (ctx->Extensions.EXT_framebuffer_sRGB && srgbBufferSave) {
3452 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
3453 }
3454
3455 _mesa_lock_texture(ctx, texObj); /* relock */
3456
3457 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3458
3459 _mesa_meta_end(ctx);
3460
3461 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3462 if (genMipmapSave)
3463 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
3464
3465 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
3466 }
3467
3468
3469 /**
3470 * Determine the GL data type to use for the temporary image read with
3471 * ReadPixels() and passed to Tex[Sub]Image().
3472 */
3473 static GLenum
get_temp_image_type(struct gl_context * ctx,gl_format format)3474 get_temp_image_type(struct gl_context *ctx, gl_format format)
3475 {
3476 GLenum baseFormat;
3477
3478 baseFormat = _mesa_get_format_base_format(format);
3479
3480 switch (baseFormat) {
3481 case GL_RGBA:
3482 case GL_RGB:
3483 case GL_RG:
3484 case GL_RED:
3485 case GL_ALPHA:
3486 case GL_LUMINANCE:
3487 case GL_LUMINANCE_ALPHA:
3488 case GL_INTENSITY:
3489 if (ctx->DrawBuffer->Visual.redBits <= 8) {
3490 return GL_UNSIGNED_BYTE;
3491 } else if (ctx->DrawBuffer->Visual.redBits <= 16) {
3492 return GL_UNSIGNED_SHORT;
3493 } else {
3494 GLenum datatype = _mesa_get_format_datatype(format);
3495 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT)
3496 return datatype;
3497 return GL_FLOAT;
3498 }
3499 case GL_DEPTH_COMPONENT:
3500 return GL_UNSIGNED_INT;
3501 case GL_DEPTH_STENCIL:
3502 return GL_UNSIGNED_INT_24_8;
3503 default:
3504 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
3505 baseFormat);
3506 return 0;
3507 }
3508 }
3509
3510
3511 /**
3512 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3513 * Have to be careful with locking and meta state for pixel transfer.
3514 */
3515 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)3516 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
3517 struct gl_texture_image *texImage,
3518 GLint xoffset, GLint yoffset, GLint zoffset,
3519 struct gl_renderbuffer *rb,
3520 GLint x, GLint y,
3521 GLsizei width, GLsizei height)
3522 {
3523 struct gl_texture_object *texObj = texImage->TexObject;
3524 GLenum format, type;
3525 GLint bpp;
3526 void *buf;
3527
3528 /* Choose format/type for temporary image buffer */
3529 format = _mesa_get_format_base_format(texImage->TexFormat);
3530 if (format == GL_LUMINANCE ||
3531 format == GL_LUMINANCE_ALPHA ||
3532 format == GL_INTENSITY) {
3533 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3534 * temp image buffer because glReadPixels will do L=R+G+B which is
3535 * not what we want (should be L=R).
3536 */
3537 format = GL_RGBA;
3538 }
3539
3540 type = get_temp_image_type(ctx, texImage->TexFormat);
3541 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
3542 format = _mesa_base_format_to_integer_format(format);
3543 }
3544 bpp = _mesa_bytes_per_pixel(format, type);
3545 if (bpp <= 0) {
3546 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3547 return;
3548 }
3549
3550 /*
3551 * Alloc image buffer (XXX could use a PBO)
3552 */
3553 buf = malloc(width * height * bpp);
3554 if (!buf) {
3555 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
3556 return;
3557 }
3558
3559 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
3560
3561 /*
3562 * Read image from framebuffer (disable pixel transfer ops)
3563 */
3564 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
3565 ctx->Driver.ReadPixels(ctx, x, y, width, height,
3566 format, type, &ctx->Pack, buf);
3567 _mesa_meta_end(ctx);
3568
3569 _mesa_update_state(ctx); /* to update pixel transfer state */
3570
3571 /*
3572 * Store texture data (with pixel transfer ops)
3573 */
3574 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
3575
3576 ctx->Driver.TexSubImage(ctx, dims, texImage,
3577 xoffset, yoffset, zoffset, width, height, 1,
3578 format, type, buf, &ctx->Unpack);
3579
3580 _mesa_meta_end(ctx);
3581
3582 _mesa_lock_texture(ctx, texObj); /* re-lock */
3583
3584 free(buf);
3585 }
3586
3587
3588 /**
3589 * Decompress a texture image by drawing a quad with the compressed
3590 * texture and reading the pixels out of the color buffer.
3591 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3592 * \param destFormat format, ala glReadPixels
3593 * \param destType type, ala glReadPixels
3594 * \param dest destination buffer
3595 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3596 */
3597 static void
decompress_texture_image(struct gl_context * ctx,struct gl_texture_image * texImage,GLuint slice,GLenum destFormat,GLenum destType,GLvoid * dest)3598 decompress_texture_image(struct gl_context *ctx,
3599 struct gl_texture_image *texImage,
3600 GLuint slice,
3601 GLenum destFormat, GLenum destType,
3602 GLvoid *dest)
3603 {
3604 struct decompress_state *decompress = &ctx->Meta->Decompress;
3605 struct gl_texture_object *texObj = texImage->TexObject;
3606 const GLint width = texImage->Width;
3607 const GLint height = texImage->Height;
3608 const GLenum target = texObj->Target;
3609 GLenum faceTarget;
3610 struct vertex {
3611 GLfloat x, y, tex[3];
3612 };
3613 struct vertex verts[4];
3614 GLuint fboDrawSave, fboReadSave;
3615 GLuint rbSave;
3616 GLuint samplerSave;
3617
3618 if (slice > 0) {
3619 assert(target == GL_TEXTURE_3D ||
3620 target == GL_TEXTURE_2D_ARRAY);
3621 }
3622
3623 if (target == GL_TEXTURE_CUBE_MAP) {
3624 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3625 }
3626 else {
3627 faceTarget = target;
3628 }
3629
3630 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3631 fboDrawSave = ctx->DrawBuffer->Name;
3632 fboReadSave = ctx->ReadBuffer->Name;
3633 rbSave = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
3634
3635 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_PIXEL_STORE);
3636
3637 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3638 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3639
3640 /* Create/bind FBO/renderbuffer */
3641 if (decompress->FBO == 0) {
3642 _mesa_GenFramebuffersEXT(1, &decompress->FBO);
3643 _mesa_GenRenderbuffersEXT(1, &decompress->RBO);
3644 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
3645 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
3646 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
3647 GL_COLOR_ATTACHMENT0_EXT,
3648 GL_RENDERBUFFER_EXT,
3649 decompress->RBO);
3650 }
3651 else {
3652 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
3653 }
3654
3655 /* alloc dest surface */
3656 if (width > decompress->Width || height > decompress->Height) {
3657 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
3658 _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA,
3659 width, height);
3660 decompress->Width = width;
3661 decompress->Height = height;
3662 }
3663
3664 /* setup VBO data */
3665 if (decompress->ArrayObj == 0) {
3666 /* create vertex array object */
3667 _mesa_GenVertexArrays(1, &decompress->ArrayObj);
3668 _mesa_BindVertexArray(decompress->ArrayObj);
3669
3670 /* create vertex array buffer */
3671 _mesa_GenBuffersARB(1, &decompress->VBO);
3672 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3673 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3674 NULL, GL_DYNAMIC_DRAW_ARB);
3675
3676 /* setup vertex arrays */
3677 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3678 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
3679 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3680 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3681 }
3682 else {
3683 _mesa_BindVertexArray(decompress->ArrayObj);
3684 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3685 }
3686
3687 if (!decompress->Sampler) {
3688 _mesa_GenSamplers(1, &decompress->Sampler);
3689 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3690 /* nearest filtering */
3691 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3692 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3693 /* No sRGB decode or encode.*/
3694 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3695 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3696 GL_SKIP_DECODE_EXT);
3697 }
3698
3699 } else {
3700 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3701 }
3702
3703 setup_texture_coords(faceTarget, slice, width, height,
3704 verts[0].tex,
3705 verts[1].tex,
3706 verts[2].tex,
3707 verts[3].tex);
3708
3709 /* setup vertex positions */
3710 verts[0].x = 0.0F;
3711 verts[0].y = 0.0F;
3712 verts[1].x = width;
3713 verts[1].y = 0.0F;
3714 verts[2].x = width;
3715 verts[2].y = height;
3716 verts[3].x = 0.0F;
3717 verts[3].y = height;
3718
3719 /* upload new vertex data */
3720 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3721
3722 /* setup texture state */
3723 _mesa_BindTexture(target, texObj->Name);
3724 _mesa_set_enable(ctx, target, GL_TRUE);
3725
3726 {
3727 /* save texture object state */
3728 const GLint baseLevelSave = texObj->BaseLevel;
3729 const GLint maxLevelSave = texObj->MaxLevel;
3730
3731 /* restrict sampling to the texture level of interest */
3732 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3733 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3734 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3735 }
3736
3737 /* No sRGB decode or encode.*/
3738 if ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB)
3739 || _mesa_is_gles3(ctx)) {
3740 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
3741 }
3742
3743 /* render quad w/ texture into renderbuffer */
3744 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3745
3746 /* Restore texture object state, the texture binding will
3747 * be restored by _mesa_meta_end().
3748 */
3749 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3750 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3751 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3752 }
3753
3754 }
3755
3756 /* read pixels from renderbuffer */
3757 {
3758 GLenum baseTexFormat = texImage->_BaseFormat;
3759 GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
3760
3761 /* The pixel transfer state will be set to default values at this point
3762 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3763 * turned off (as required by glGetTexImage) but we need to handle some
3764 * special cases. In particular, single-channel texture values are
3765 * returned as red and two-channel texture values are returned as
3766 * red/alpha.
3767 */
3768 if ((baseTexFormat == GL_LUMINANCE ||
3769 baseTexFormat == GL_LUMINANCE_ALPHA ||
3770 baseTexFormat == GL_INTENSITY) ||
3771 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3772 * luminance then we need to return L=tex(R).
3773 */
3774 ((baseTexFormat == GL_RGBA ||
3775 baseTexFormat == GL_RGB ||
3776 baseTexFormat == GL_RG) &&
3777 (destBaseFormat == GL_LUMINANCE ||
3778 destBaseFormat == GL_LUMINANCE_ALPHA ||
3779 destBaseFormat == GL_LUMINANCE_INTEGER_EXT ||
3780 destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT))) {
3781 /* Green and blue must be zero */
3782 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3783 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3784 }
3785
3786 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3787 }
3788
3789 /* disable texture unit */
3790 _mesa_set_enable(ctx, target, GL_FALSE);
3791
3792 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3793
3794 _mesa_meta_end(ctx);
3795
3796 /* restore fbo bindings */
3797 if (fboDrawSave == fboReadSave) {
3798 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboDrawSave);
3799 }
3800 else {
3801 _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave);
3802 _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fboReadSave);
3803 }
3804 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbSave);
3805 }
3806
3807
3808 /**
3809 * This is just a wrapper around _mesa_get_tex_image() and
3810 * decompress_texture_image(). Meta functions should not be directly called
3811 * from core Mesa.
3812 */
3813 void
_mesa_meta_GetTexImage(struct gl_context * ctx,GLenum format,GLenum type,GLvoid * pixels,struct gl_texture_image * texImage)3814 _mesa_meta_GetTexImage(struct gl_context *ctx,
3815 GLenum format, GLenum type, GLvoid *pixels,
3816 struct gl_texture_image *texImage)
3817 {
3818 /* We can only use the decompress-with-blit method here if the texels are
3819 * unsigned, normalized values. We could handle signed and unnormalized
3820 * with floating point renderbuffers...
3821 */
3822 if (_mesa_is_format_compressed(texImage->TexFormat) &&
3823 _mesa_get_format_datatype(texImage->TexFormat)
3824 == GL_UNSIGNED_NORMALIZED) {
3825 struct gl_texture_object *texObj = texImage->TexObject;
3826 const GLuint slice = 0; /* only 2D compressed textures for now */
3827 /* Need to unlock the texture here to prevent deadlock... */
3828 _mesa_unlock_texture(ctx, texObj);
3829 decompress_texture_image(ctx, texImage, slice, format, type, pixels);
3830 /* ... and relock it */
3831 _mesa_lock_texture(ctx, texObj);
3832 }
3833 else {
3834 _mesa_get_teximage(ctx, format, type, pixels, texImage);
3835 }
3836 }
3837
3838
3839 /**
3840 * Meta implementation of ctx->Driver.DrawTex() in terms
3841 * of polygon rendering.
3842 */
3843 void
_mesa_meta_DrawTex(struct gl_context * ctx,GLfloat x,GLfloat y,GLfloat z,GLfloat width,GLfloat height)3844 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3845 GLfloat width, GLfloat height)
3846 {
3847 #if FEATURE_OES_draw_texture
3848 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3849 struct vertex {
3850 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3851 };
3852 struct vertex verts[4];
3853 GLuint i;
3854
3855 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3856 MESA_META_SHADER |
3857 MESA_META_TRANSFORM |
3858 MESA_META_VERTEX |
3859 MESA_META_VIEWPORT));
3860
3861 if (drawtex->ArrayObj == 0) {
3862 /* one-time setup */
3863 GLint active_texture;
3864
3865 /* create vertex array object */
3866 _mesa_GenVertexArrays(1, &drawtex->ArrayObj);
3867 _mesa_BindVertexArray(drawtex->ArrayObj);
3868
3869 /* create vertex array buffer */
3870 _mesa_GenBuffersARB(1, &drawtex->VBO);
3871 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3872 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3873 NULL, GL_DYNAMIC_DRAW_ARB);
3874
3875 /* client active texture is not part of the array object */
3876 active_texture = ctx->Array.ActiveTexture;
3877
3878 /* setup vertex arrays */
3879 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3880 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3881 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3882 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + i);
3883 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3884 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3885 }
3886
3887 /* restore client active texture */
3888 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + active_texture);
3889 }
3890 else {
3891 _mesa_BindVertexArray(drawtex->ArrayObj);
3892 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3893 }
3894
3895 /* vertex positions, texcoords */
3896 {
3897 const GLfloat x1 = x + width;
3898 const GLfloat y1 = y + height;
3899
3900 z = CLAMP(z, 0.0, 1.0);
3901 z = invert_z(z);
3902
3903 verts[0].x = x;
3904 verts[0].y = y;
3905 verts[0].z = z;
3906
3907 verts[1].x = x1;
3908 verts[1].y = y;
3909 verts[1].z = z;
3910
3911 verts[2].x = x1;
3912 verts[2].y = y1;
3913 verts[2].z = z;
3914
3915 verts[3].x = x;
3916 verts[3].y = y1;
3917 verts[3].z = z;
3918
3919 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3920 const struct gl_texture_object *texObj;
3921 const struct gl_texture_image *texImage;
3922 GLfloat s, t, s1, t1;
3923 GLuint tw, th;
3924
3925 if (!ctx->Texture.Unit[i]._ReallyEnabled) {
3926 GLuint j;
3927 for (j = 0; j < 4; j++) {
3928 verts[j].st[i][0] = 0.0f;
3929 verts[j].st[i][1] = 0.0f;
3930 }
3931 continue;
3932 }
3933
3934 texObj = ctx->Texture.Unit[i]._Current;
3935 texImage = texObj->Image[0][texObj->BaseLevel];
3936 tw = texImage->Width2;
3937 th = texImage->Height2;
3938
3939 s = (GLfloat) texObj->CropRect[0] / tw;
3940 t = (GLfloat) texObj->CropRect[1] / th;
3941 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3942 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3943
3944 verts[0].st[i][0] = s;
3945 verts[0].st[i][1] = t;
3946
3947 verts[1].st[i][0] = s1;
3948 verts[1].st[i][1] = t;
3949
3950 verts[2].st[i][0] = s1;
3951 verts[2].st[i][1] = t1;
3952
3953 verts[3].st[i][0] = s;
3954 verts[3].st[i][1] = t1;
3955 }
3956
3957 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3958 }
3959
3960 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3961
3962 _mesa_meta_end(ctx);
3963 #endif /* FEATURE_OES_draw_texture */
3964 }
3965