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Diffstat (limited to 'src/mesa/drivers/common/meta.c')
-rw-r--r--src/mesa/drivers/common/meta.c997
1 files changed, 826 insertions, 171 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 02194a39b47..0b9781027e7 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -37,12 +37,16 @@
#include "main/arrayobj.h"
#include "main/blend.h"
#include "main/bufferobj.h"
+#include "main/buffers.h"
#include "main/depth.h"
#include "main/enable.h"
+#include "main/fbobject.h"
#include "main/image.h"
#include "main/macros.h"
#include "main/matrix.h"
+#include "main/mipmap.h"
#include "main/polygon.h"
+#include "main/readpix.h"
#include "main/scissor.h"
#include "main/shaders.h"
#include "main/stencil.h"
@@ -54,6 +58,7 @@
#include "main/varray.h"
#include "main/viewport.h"
#include "shader/program.h"
+#include "shader/arbprogram.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
@@ -82,8 +87,8 @@ struct save_state
/** META_FOG */
GLboolean Fog;
- /** META_PIXELSTORE */
- /* XXX / TO-DO */
+ /** META_PIXEL_STORE */
+ struct gl_pixelstore_attrib Pack, Unpack;
/** META_RASTERIZATION */
GLenum FrontPolygonMode, BackPolygonMode;
@@ -136,13 +141,31 @@ struct save_state
/**
+ * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
+ * This is currently shared by all the meta ops. But we could create a
+ * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
+ */
+struct temp_texture
+{
+ GLuint TexObj;
+ GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
+ GLsizei MinSize; /**< Min texture size to allocate */
+ GLsizei MaxSize; /**< Max possible texture size */
+ GLboolean NPOT; /**< Non-power of two size OK? */
+ GLsizei Width, Height; /**< Current texture size */
+ GLenum IntFormat;
+ GLfloat Sright, Ttop; /**< right, top texcoords */
+};
+
+
+/**
* State for glBlitFramebufer()
*/
struct blit_state
{
GLuint ArrayObj;
GLuint VBO;
- GLfloat verts[4][4]; /** four verts of X,Y,S,T */
+ GLuint DepthFP;
};
@@ -153,7 +176,6 @@ struct clear_state
{
GLuint ArrayObj;
GLuint VBO;
- GLfloat verts[4][7]; /** four verts of X,Y,Z,R,G,B,A */
};
@@ -164,7 +186,6 @@ struct copypix_state
{
GLuint ArrayObj;
GLuint VBO;
- GLfloat verts[4][5]; /** four verts of X,Y,Z,S,T */
};
@@ -175,24 +196,31 @@ struct drawpix_state
{
GLuint ArrayObj;
GLuint VBO;
- GLfloat verts[4][5]; /** four verts of X,Y,Z,S,T */
+
+ GLuint StencilFP; /**< Fragment program for drawing stencil images */
+ GLuint DepthFP; /**< Fragment program for drawing depth images */
};
/**
- * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
- * This is currently shared by all the meta ops. But we could create a
- * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
+ * State for glBitmap()
*/
-struct temp_texture
+struct bitmap_state
{
- GLuint TexObj;
- GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
- GLsizei MaxSize; /**< Max possible texture size */
- GLboolean NPOT; /**< Non-power of two size OK? */
- GLsizei Width, Height; /**< Current texture size */
- GLenum IntFormat;
- GLfloat Sright, Ttop; /**< right, top texcoords */
+ GLuint ArrayObj;
+ GLuint VBO;
+ struct temp_texture Tex; /**< separate texture from other meta ops */
+};
+
+
+/**
+ * State for _mesa_meta_generate_mipmap()
+ */
+struct gen_mipmap_state
+{
+ GLuint ArrayObj;
+ GLuint VBO;
+ GLuint FBO;
};
@@ -209,11 +237,8 @@ struct gl_meta_state
struct clear_state Clear; /**< For _mesa_meta_clear() */
struct copypix_state CopyPix; /**< For _mesa_meta_copy_pixels() */
struct drawpix_state DrawPix; /**< For _mesa_meta_draw_pixels() */
-
- /* other possible meta-ops:
- * glBitmap()
- * glGenerateMipmap()
- */
+ struct bitmap_state Bitmap; /**< For _mesa_meta_bitmap() */
+ struct gen_mipmap_state Mipmap; /**< For _mesa_meta_generate_mipmap() */
};
@@ -239,28 +264,37 @@ _mesa_meta_free(GLcontext *ctx)
{
struct gl_meta_state *meta = ctx->Meta;
- if (meta->TempTex.TexObj) {
+ if (_mesa_get_current_context()) {
+ /* if there's no current context, these textures, buffers, etc should
+ * still get freed by _mesa_free_context_data().
+ */
+
+ /* the temporary texture */
_mesa_DeleteTextures(1, &meta->TempTex.TexObj);
- }
- if (meta->Blit.VBO) {
+ /* glBlitFramebuffer */
_mesa_DeleteBuffersARB(1, & meta->Blit.VBO);
_mesa_DeleteVertexArraysAPPLE(1, &meta->Blit.ArrayObj);
- }
+ _mesa_DeletePrograms(1, &meta->Blit.DepthFP);
- if (meta->Clear.VBO) {
+ /* glClear */
_mesa_DeleteBuffersARB(1, & meta->Clear.VBO);
_mesa_DeleteVertexArraysAPPLE(1, &meta->Clear.ArrayObj);
- }
- if (meta->CopyPix.VBO) {
+ /* glCopyPixels */
_mesa_DeleteBuffersARB(1, & meta->CopyPix.VBO);
_mesa_DeleteVertexArraysAPPLE(1, &meta->CopyPix.ArrayObj);
- }
- if (meta->DrawPix.VBO) {
+ /* glDrawPixels */
_mesa_DeleteBuffersARB(1, & meta->DrawPix.VBO);
_mesa_DeleteVertexArraysAPPLE(1, &meta->DrawPix.ArrayObj);
+ _mesa_DeletePrograms(1, &meta->DrawPix.DepthFP);
+ _mesa_DeletePrograms(1, &meta->DrawPix.StencilFP);
+
+ /* glBitmap */
+ _mesa_DeleteBuffersARB(1, & meta->Bitmap.VBO);
+ _mesa_DeleteVertexArraysAPPLE(1, &meta->Bitmap.ArrayObj);
+ _mesa_DeleteTextures(1, &meta->Bitmap.Tex.TexObj);
}
_mesa_free(ctx->Meta);
@@ -285,16 +319,16 @@ _mesa_meta_begin(GLcontext *ctx, GLbitfield state)
if (state & META_ALPHA_TEST) {
save->AlphaEnabled = ctx->Color.AlphaEnabled;
if (ctx->Color.AlphaEnabled)
- _mesa_Disable(GL_ALPHA_TEST);
+ _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
}
if (state & META_BLEND) {
save->BlendEnabled = ctx->Color.BlendEnabled;
if (ctx->Color.BlendEnabled)
- _mesa_Disable(GL_BLEND);
+ _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
if (ctx->Color.ColorLogicOpEnabled)
- _mesa_Disable(GL_COLOR_LOGIC_OP);
+ _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
}
if (state & META_COLOR_MASK) {
@@ -309,7 +343,7 @@ _mesa_meta_begin(GLcontext *ctx, GLbitfield state)
if (state & META_DEPTH_TEST) {
save->Depth = ctx->Depth; /* struct copy */
if (ctx->Depth.Test)
- _mesa_Disable(GL_DEPTH_TEST);
+ _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
}
if (state & META_FOG) {
@@ -318,6 +352,13 @@ _mesa_meta_begin(GLcontext *ctx, GLbitfield state)
_mesa_set_enable(ctx, GL_FOG, GL_FALSE);
}
+ if (state & META_PIXEL_STORE) {
+ save->Pack = ctx->Pack;
+ save->Unpack = ctx->Unpack;
+ ctx->Pack = ctx->DefaultPacking;
+ ctx->Unpack = ctx->DefaultPacking;
+ }
+
if (state & META_RASTERIZATION) {
save->FrontPolygonMode = ctx->Polygon.FrontMode;
save->BackPolygonMode = ctx->Polygon.BackMode;
@@ -359,7 +400,7 @@ _mesa_meta_begin(GLcontext *ctx, GLbitfield state)
if (state & META_STENCIL_TEST) {
save->Stencil = ctx->Stencil; /* struct copy */
if (ctx->Stencil.Enabled)
- _mesa_Disable(GL_STENCIL_TEST);
+ _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
/* NOTE: other stencil state not reset */
}
@@ -370,6 +411,11 @@ _mesa_meta_begin(GLcontext *ctx, GLbitfield state)
save->ClientActiveUnit = ctx->Array.ActiveTexture;
save->EnvMode = ctx->Texture.Unit[0].EnvMode;
+ if (ctx->Texture._EnabledUnits |
+ ctx->Texture._EnabledCoordUnits |
+ ctx->Texture._TexGenEnabled |
+ ctx->Texture._TexMatEnabled) {
+
/* Disable all texture units */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
@@ -388,6 +434,7 @@ _mesa_meta_begin(GLcontext *ctx, GLbitfield state)
_mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
}
}
+ }
/* save current texture objects for unit[0] only */
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
@@ -508,6 +555,11 @@ _mesa_meta_end(GLcontext *ctx)
_mesa_set_enable(ctx, GL_FOG, save->Fog);
}
+ if (state & META_PIXEL_STORE) {
+ ctx->Pack = save->Pack;
+ ctx->Unpack = save->Unpack;
+ }
+
if (state & META_RASTERIZATION) {
_mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
_mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
@@ -682,8 +734,35 @@ _mesa_meta_end(GLcontext *ctx)
/**
- * Return pointer to temp_texture info. This does some one-time init
- * if needed.
+ * One-time init for a temp_texture object.
+ * Choose tex target, compute max tex size, etc.
+ */
+static void
+init_temp_texture(GLcontext *ctx, struct temp_texture *tex)
+{
+ /* prefer texture rectangle */
+ if (ctx->Extensions.NV_texture_rectangle) {
+ tex->Target = GL_TEXTURE_RECTANGLE;
+ tex->MaxSize = ctx->Const.MaxTextureRectSize;
+ tex->NPOT = GL_TRUE;
+ }
+ else {
+ /* use 2D texture, NPOT if possible */
+ tex->Target = GL_TEXTURE_2D;
+ tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
+ tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
+ }
+ tex->MinSize = 16; /* 16 x 16 at least */
+ assert(tex->MaxSize > 0);
+
+ _mesa_GenTextures(1, &tex->TexObj);
+ _mesa_BindTexture(tex->Target, tex->TexObj);
+}
+
+
+/**
+ * Return pointer to temp_texture info for non-bitmap ops.
+ * This does some one-time init if needed.
*/
static struct temp_texture *
get_temp_texture(GLcontext *ctx)
@@ -691,24 +770,25 @@ get_temp_texture(GLcontext *ctx)
struct temp_texture *tex = &ctx->Meta->TempTex;
if (!tex->TexObj) {
- /* do one-time init */
+ init_temp_texture(ctx, tex);
+ }
+
+ return tex;
+}
- /* prefer texture rectangle */
- if (0*ctx->Extensions.NV_texture_rectangle) {
- tex->Target = GL_TEXTURE_RECTANGLE;
- tex->MaxSize = ctx->Const.MaxTextureRectSize;
- tex->NPOT = GL_TRUE;
- }
- else {
- /* use 2D texture, NPOT if possible */
- tex->Target = GL_TEXTURE_2D;
- tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
- tex->NPOT = 0*ctx->Extensions.ARB_texture_non_power_of_two;
- }
- assert(tex->MaxSize > 0);
- _mesa_GenTextures(1, &tex->TexObj);
- _mesa_BindTexture(tex->Target, tex->TexObj);
+/**
+ * Return pointer to temp_texture info for _mesa_meta_bitmap().
+ * We use a separate texture for bitmaps to reduce texture
+ * allocation/deallocation.
+ */
+static struct temp_texture *
+get_bitmap_temp_texture(GLcontext *ctx)
+{
+ struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
+
+ if (!tex->TexObj) {
+ init_temp_texture(ctx, tex);
}
return tex;
@@ -730,6 +810,9 @@ alloc_texture(struct temp_texture *tex,
{
GLboolean newTex = GL_FALSE;
+ ASSERT(width <= tex->MaxSize);
+ ASSERT(height <= tex->MaxSize);
+
if (width > tex->Width ||
height > tex->Height ||
intFormat != tex->IntFormat) {
@@ -737,13 +820,13 @@ alloc_texture(struct temp_texture *tex,
if (tex->NPOT) {
/* use non-power of two size */
- tex->Width = width;
- tex->Height = height;
+ tex->Width = MAX2(tex->MinSize, width);
+ tex->Height = MAX2(tex->MinSize, height);
}
else {
/* find power of two size */
GLsizei w, h;
- w = h = 16;
+ w = h = tex->MinSize;
while (w < width)
w *= 2;
while (h < height)
@@ -855,6 +938,38 @@ setup_drawpix_texture(struct temp_texture *tex,
/**
+ * One-time init for drawing depth pixels.
+ */
+static void
+init_blit_depth_pixels(GLcontext *ctx)
+{
+ static const char *program =
+ "!!ARBfp1.0\n"
+ "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
+ "END \n";
+ char program2[200];
+ struct blit_state *blit = &ctx->Meta->Blit;
+ struct temp_texture *tex = get_temp_texture(ctx);
+ const char *texTarget;
+
+ assert(blit->DepthFP == 0);
+
+ /* replace %s with "RECT" or "2D" */
+ assert(strlen(program) + 4 < sizeof(program2));
+ if (tex->Target == GL_TEXTURE_RECTANGLE)
+ texTarget = "RECT";
+ else
+ texTarget = "2D";
+ _mesa_snprintf(program2, sizeof(program2), program, texTarget);
+
+ _mesa_GenPrograms(1, &blit->DepthFP);
+ _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
+ _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+ strlen(program2), (const GLubyte *) program2);
+}
+
+
+/**
* Meta implementation of ctx->Driver.BlitFramebuffer() in terms
* of texture mapping and polygon rendering.
*/
@@ -873,6 +988,7 @@ _mesa_meta_blit_framebuffer(GLcontext *ctx,
const GLint srcH = abs(srcY1 - srcY0);
const GLboolean srcFlipX = srcX1 < srcX0;
const GLboolean srcFlipY = srcY1 < srcY0;
+ GLfloat verts[4][4]; /* four verts of X,Y,S,T */
GLboolean newTex;
if (srcW > maxTexSize || srcH > maxTexSize) {
@@ -907,13 +1023,13 @@ _mesa_meta_blit_framebuffer(GLcontext *ctx,
/* create vertex array buffer */
_mesa_GenBuffersARB(1, &blit->VBO);
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(blit->verts),
- blit->verts, GL_STREAM_DRAW_ARB);
+ _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
/* setup vertex arrays */
- _mesa_VertexPointer(2, GL_FLOAT, 4 * sizeof(GLfloat),
- (void*) (0 * sizeof(GLfloat)));
- _mesa_TexCoordPointer(2, GL_FLOAT, 4 * sizeof(GLfloat),
+ _mesa_VertexPointer(2, GL_FLOAT, sizeof(verts[0]),
+ (void *) (0 * sizeof(GLfloat)));
+ _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(verts[0]),
(void *) (2 * sizeof(GLfloat)));
_mesa_EnableClientState(GL_VERTEX_ARRAY);
_mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -927,30 +1043,29 @@ _mesa_meta_blit_framebuffer(GLcontext *ctx,
/* vertex positions/texcoords (after texture allocation!) */
{
- blit->verts[0][0] = (GLfloat) dstX0;
- blit->verts[0][1] = (GLfloat) dstY0;
- blit->verts[1][0] = (GLfloat) dstX1;
- blit->verts[1][1] = (GLfloat) dstY0;
- blit->verts[2][0] = (GLfloat) dstX1;
- blit->verts[2][1] = (GLfloat) dstY1;
- blit->verts[3][0] = (GLfloat) dstX0;
- blit->verts[3][1] = (GLfloat) dstY1;
-
- blit->verts[0][2] = 0.0F;
- blit->verts[0][3] = 0.0F;
- blit->verts[1][2] = tex->Sright;
- blit->verts[1][3] = 0.0F;
- blit->verts[2][2] = tex->Sright;
- blit->verts[2][3] = tex->Ttop;
- blit->verts[3][2] = 0.0F;
- blit->verts[3][3] = tex->Ttop;
+ verts[0][0] = (GLfloat) dstX0;
+ verts[0][1] = (GLfloat) dstY0;
+ verts[1][0] = (GLfloat) dstX1;
+ verts[1][1] = (GLfloat) dstY0;
+ verts[2][0] = (GLfloat) dstX1;
+ verts[2][1] = (GLfloat) dstY1;
+ verts[3][0] = (GLfloat) dstX0;
+ verts[3][1] = (GLfloat) dstY1;
+
+ verts[0][2] = 0.0F;
+ verts[0][3] = 0.0F;
+ verts[1][2] = tex->Sright;
+ verts[1][3] = 0.0F;
+ verts[2][2] = tex->Sright;
+ verts[2][3] = tex->Ttop;
+ verts[3][2] = 0.0F;
+ verts[3][3] = tex->Ttop;
/* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0,
- sizeof(blit->verts), blit->verts);
+ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
- _mesa_Enable(tex->Target);
+ _mesa_set_enable(ctx, tex->Target, GL_TRUE);
if (mask & GL_COLOR_BUFFER_BIT) {
setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
@@ -958,19 +1073,45 @@ _mesa_meta_blit_framebuffer(GLcontext *ctx,
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
mask &= ~GL_COLOR_BUFFER_BIT;
}
+
if (mask & GL_DEPTH_BUFFER_BIT) {
- /* XXX todo (need fragment shader) */
+ GLuint *tmp = (GLuint *) _mesa_malloc(srcW * srcH * sizeof(GLuint));
+ if (tmp) {
+ if (!blit->DepthFP)
+ init_blit_depth_pixels(ctx);
+
+ /* maybe change tex format here */
+ newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
+
+ _mesa_ReadPixels(srcX, srcY, srcW, srcH,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
+
+ setup_drawpix_texture(tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
+
+ _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
+ _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
+ _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
+ _mesa_DepthFunc(GL_ALWAYS);
+ _mesa_DepthMask(GL_TRUE);
+
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ mask &= ~GL_DEPTH_BUFFER_BIT;
+
+ _mesa_free(tmp);
+ }
}
+
if (mask & GL_STENCIL_BUFFER_BIT) {
/* XXX can't easily do stencil */
}
- _mesa_Disable(tex->Target);
+ _mesa_set_enable(ctx, tex->Target, GL_FALSE);
_mesa_meta_end(ctx);
- /* XXX, TO-DO: try to handle these cases above! */
- if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) {
+ if (mask) {
_swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1, mask, filter);
}
@@ -984,9 +1125,16 @@ void
_mesa_meta_clear(GLcontext *ctx, GLbitfield buffers)
{
struct clear_state *clear = &ctx->Meta->Clear;
+ GLfloat verts[4][7]; /* four verts of X,Y,Z,R,G,B,A */
+ /* save all state but scissor, pixel pack/unpack */
+ GLbitfield metaSave = META_ALL - META_SCISSOR - META_PIXEL_STORE;
- /* only scissor and color mask effects clearing */
- _mesa_meta_begin(ctx, ~(META_SCISSOR | META_COLOR_MASK));
+ if (buffers & BUFFER_BITS_COLOR) {
+ /* if clearing color buffers, don't save/restore colormask */
+ metaSave -= META_COLOR_MASK;
+ }
+
+ _mesa_meta_begin(ctx, metaSave);
if (clear->ArrayObj == 0) {
/* one-time setup */
@@ -998,12 +1146,13 @@ _mesa_meta_clear(GLcontext *ctx, GLbitfield buffers)
/* create vertex array buffer */
_mesa_GenBuffersARB(1, &clear->VBO);
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(clear->verts),
- clear->verts, GL_STREAM_DRAW_ARB);
+ _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
/* setup vertex arrays */
- _mesa_VertexPointer(3, GL_FLOAT, 7 * sizeof(GLfloat), (void *) 0);
- _mesa_ColorPointer(4, GL_FLOAT, 7 * sizeof(GLfloat),
+ _mesa_VertexPointer(3, GL_FLOAT, sizeof(verts[0]),
+ (void *) (0 * sizeof(GLfloat)));
+ _mesa_ColorPointer(4, GL_FLOAT, sizeof(verts[0]),
(void *) (3 * sizeof(GLfloat)));
_mesa_EnableClientState(GL_VERTEX_ARRAY);
_mesa_EnableClientState(GL_COLOR_ARRAY);
@@ -1018,6 +1167,7 @@ _mesa_meta_clear(GLcontext *ctx, GLbitfield buffers)
/* leave colormask, glDrawBuffer state as-is */
}
else {
+ ASSERT(metaSave & META_COLOR_MASK);
_mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
@@ -1053,27 +1203,26 @@ _mesa_meta_clear(GLcontext *ctx, GLbitfield buffers)
const GLfloat z = 1.0 - 2.0 * ctx->Depth.Clear;
GLuint i;
- clear->verts[0][0] = x0;
- clear->verts[0][1] = y0;
- clear->verts[0][2] = z;
- clear->verts[1][0] = x1;
- clear->verts[1][1] = y0;
- clear->verts[1][2] = z;
- clear->verts[2][0] = x1;
- clear->verts[2][1] = y1;
- clear->verts[2][2] = z;
- clear->verts[3][0] = x0;
- clear->verts[3][1] = y1;
- clear->verts[3][2] = z;
+ verts[0][0] = x0;
+ verts[0][1] = y0;
+ verts[0][2] = z;
+ verts[1][0] = x1;
+ verts[1][1] = y0;
+ verts[1][2] = z;
+ verts[2][0] = x1;
+ verts[2][1] = y1;
+ verts[2][2] = z;
+ verts[3][0] = x0;
+ verts[3][1] = y1;
+ verts[3][2] = z;
/* vertex colors */
for (i = 0; i < 4; i++) {
- COPY_4FV(&clear->verts[i][3], ctx->Color.ClearColor);
+ COPY_4FV(&verts[i][3], ctx->Color.ClearColor);
}
/* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0,
- sizeof(clear->verts), clear->verts);
+ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
/* draw quad */
@@ -1094,6 +1243,7 @@ _mesa_meta_copy_pixels(GLcontext *ctx, GLint srcX, GLint srcY,
{
struct copypix_state *copypix = &ctx->Meta->CopyPix;
struct temp_texture *tex = get_temp_texture(ctx);
+ GLfloat verts[4][5]; /* four verts of X,Y,Z,S,T */
GLboolean newTex;
GLenum intFormat = GL_RGBA;
@@ -1127,13 +1277,13 @@ _mesa_meta_copy_pixels(GLcontext *ctx, GLint srcX, GLint srcY,
/* create vertex array buffer */
_mesa_GenBuffersARB(1, &copypix->VBO);
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(copypix->verts),
- copypix->verts, GL_STREAM_DRAW_ARB);
+ _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
/* setup vertex arrays */
- _mesa_VertexPointer(3, GL_FLOAT, sizeof(copypix->verts[0]),
- (void*) (0 * sizeof(GLfloat)));
- _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(copypix->verts[0]),
+ _mesa_VertexPointer(3, GL_FLOAT, sizeof(verts[0]),
+ (void *) (0 * sizeof(GLfloat)));
+ _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(verts[0]),
(void *) (3 * sizeof(GLfloat)));
_mesa_EnableClientState(GL_VERTEX_ARRAY);
_mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -1153,42 +1303,41 @@ _mesa_meta_copy_pixels(GLcontext *ctx, GLint srcX, GLint srcY,
const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
const GLfloat z = ctx->Current.RasterPos[2];
- copypix->verts[0][0] = dstX0;
- copypix->verts[0][1] = dstY0;
- copypix->verts[0][2] = z;
- copypix->verts[0][3] = 0.0F;
- copypix->verts[0][4] = 0.0F;
- copypix->verts[1][0] = dstX1;
- copypix->verts[1][1] = dstY0;
- copypix->verts[1][2] = z;
- copypix->verts[1][3] = tex->Sright;
- copypix->verts[1][4] = 0.0F;
- copypix->verts[2][0] = dstX1;
- copypix->verts[2][1] = dstY1;
- copypix->verts[2][2] = z;
- copypix->verts[2][3] = tex->Sright;
- copypix->verts[2][4] = tex->Ttop;
- copypix->verts[3][0] = dstX0;
- copypix->verts[3][1] = dstY1;
- copypix->verts[3][2] = z;
- copypix->verts[3][3] = 0.0F;
- copypix->verts[3][4] = tex->Ttop;
+ verts[0][0] = dstX0;
+ verts[0][1] = dstY0;
+ verts[0][2] = z;
+ verts[0][3] = 0.0F;
+ verts[0][4] = 0.0F;
+ verts[1][0] = dstX1;
+ verts[1][1] = dstY0;
+ verts[1][2] = z;
+ verts[1][3] = tex->Sright;
+ verts[1][4] = 0.0F;
+ verts[2][0] = dstX1;
+ verts[2][1] = dstY1;
+ verts[2][2] = z;
+ verts[2][3] = tex->Sright;
+ verts[2][4] = tex->Ttop;
+ verts[3][0] = dstX0;
+ verts[3][1] = dstY1;
+ verts[3][2] = z;
+ verts[3][3] = 0.0F;
+ verts[3][4] = tex->Ttop;
/* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0,
- sizeof(copypix->verts), copypix->verts);
+ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
/* Alloc/setup texture */
setup_copypix_texture(tex, newTex, srcX, srcY, width, height,
GL_RGBA, GL_NEAREST);
- _mesa_Enable(tex->Target);
+ _mesa_set_enable(ctx, tex->Target, GL_TRUE);
/* draw textured quad */
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- _mesa_Disable(tex->Target);
+ _mesa_set_enable(ctx, tex->Target, GL_FALSE);
_mesa_meta_end(ctx);
}
@@ -1235,6 +1384,104 @@ tiled_draw_pixels(GLcontext *ctx,
/**
+ * One-time init for drawing stencil pixels.
+ */
+static void
+init_draw_stencil_pixels(GLcontext *ctx)
+{
+ /* This program is run eight times, once for each stencil bit.
+ * The stencil values to draw are found in an 8-bit alpha texture.
+ * We read the texture/stencil value and test if bit 'b' is set.
+ * If the bit is not set, use KIL to kill the fragment.
+ * Finally, we use the stencil test to update the stencil buffer.
+ *
+ * The basic algorithm for checking if a bit is set is:
+ * if (is_odd(value / (1 << bit)))
+ * result is one (or non-zero).
+ * else
+ * result is zero.
+ * The program parameter contains three values:
+ * parm.x = 255 / (1 << bit)
+ * parm.y = 0.5
+ * parm.z = 0.0
+ */
+ static const char *program =
+ "!!ARBfp1.0\n"
+ "PARAM parm = program.local[0]; \n"
+ "TEMP t; \n"
+ "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
+ "# t = t * 255 / bit \n"
+ "MUL t.x, t.a, parm.x; \n"
+ "# t = (int) t \n"
+ "FRC t.y, t.x; \n"
+ "SUB t.x, t.x, t.y; \n"
+ "# t = t * 0.5 \n"
+ "MUL t.x, t.x, parm.y; \n"
+ "# t = fract(t.x) \n"
+ "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
+ "# t.x = (t.x == 0 ? 1 : 0) \n"
+ "SGE t.x, -t.x, parm.z; \n"
+ "KIL -t.x; \n"
+ "# for debug only \n"
+ "#MOV result.color, t.x; \n"
+ "END \n";
+ char program2[1000];
+ struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
+ struct temp_texture *tex = get_temp_texture(ctx);
+ const char *texTarget;
+
+ assert(drawpix->StencilFP == 0);
+
+ /* replace %s with "RECT" or "2D" */
+ assert(strlen(program) + 4 < sizeof(program2));
+ if (tex->Target == GL_TEXTURE_RECTANGLE)
+ texTarget = "RECT";
+ else
+ texTarget = "2D";
+ _mesa_snprintf(program2, sizeof(program2), program, texTarget);
+
+ _mesa_GenPrograms(1, &drawpix->StencilFP);
+ _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
+ _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+ strlen(program2), (const GLubyte *) program2);
+}
+
+
+/**
+ * One-time init for drawing depth pixels.
+ */
+static void
+init_draw_depth_pixels(GLcontext *ctx)
+{
+ static const char *program =
+ "!!ARBfp1.0\n"
+ "PARAM color = program.local[0]; \n"
+ "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
+ "MOV result.color, color; \n"
+ "END \n";
+ char program2[200];
+ struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
+ struct temp_texture *tex = get_temp_texture(ctx);
+ const char *texTarget;
+
+ assert(drawpix->DepthFP == 0);
+
+ /* replace %s with "RECT" or "2D" */
+ assert(strlen(program) + 4 < sizeof(program2));
+ if (tex->Target == GL_TEXTURE_RECTANGLE)
+ texTarget = "RECT";
+ else
+ texTarget = "2D";
+ _mesa_snprintf(program2, sizeof(program2), program, texTarget);
+
+ _mesa_GenPrograms(1, &drawpix->DepthFP);
+ _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
+ _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+ strlen(program2), (const GLubyte *) program2);
+}
+
+
+/**
* Meta implementation of ctx->Driver.DrawPixels() in terms
* of texture mapping and polygon rendering.
*/
@@ -1248,8 +1495,11 @@ _mesa_meta_draw_pixels(GLcontext *ctx,
struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
struct temp_texture *tex = get_temp_texture(ctx);
const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
+ const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
+ GLfloat verts[4][5]; /* four verts of X,Y,Z,S,T */
GLenum texIntFormat;
GLboolean fallback, newTex;
+ GLbitfield metaExtraSave = 0x0;
/*
* Determine if we can do the glDrawPixels with texture mapping.
@@ -1261,7 +1511,43 @@ _mesa_meta_draw_pixels(GLcontext *ctx,
}
if (_mesa_is_color_format(format)) {
- texIntFormat = GL_RGBA;
+ /* use more compact format when possible */
+ /* XXX disable special case for GL_LUMINANCE for now to work around
+ * apparent i965 driver bug (see bug #23670).
+ */
+ if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
+ texIntFormat = format;
+ else
+ texIntFormat = GL_RGBA;
+ }
+ else if (_mesa_is_stencil_format(format)) {
+ if (ctx->Extensions.ARB_fragment_program &&
+ ctx->Pixel.IndexShift == 0 &&
+ ctx->Pixel.IndexOffset == 0 &&
+ type == GL_UNSIGNED_BYTE) {
+ /* We'll store stencil as alpha. This only works for GLubyte
+ * image data because of how incoming values are mapped to alpha
+ * in [0,1].
+ */
+ texIntFormat = GL_ALPHA;
+ metaExtraSave = (META_COLOR_MASK |
+ META_DEPTH_TEST |
+ META_SHADER |
+ META_STENCIL_TEST);
+ }
+ else {
+ fallback = GL_TRUE;
+ }
+ }
+ else if (_mesa_is_depth_format(format)) {
+ if (ctx->Extensions.ARB_depth_texture &&
+ ctx->Extensions.ARB_fragment_program) {
+ texIntFormat = GL_DEPTH_COMPONENT;
+ metaExtraSave = (META_SHADER);
+ }
+ else {
+ fallback = GL_TRUE;
+ }
}
else {
fallback = GL_TRUE;
@@ -1290,7 +1576,8 @@ _mesa_meta_draw_pixels(GLcontext *ctx,
META_TEXTURE |
META_TRANSFORM |
META_VERTEX |
- META_VIEWPORT));
+ META_VIEWPORT |
+ metaExtraSave));
if (drawpix->ArrayObj == 0) {
/* one-time setup */
@@ -1302,13 +1589,13 @@ _mesa_meta_draw_pixels(GLcontext *ctx,
/* create vertex array buffer */
_mesa_GenBuffersARB(1, &drawpix->VBO);
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawpix->VBO);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(drawpix->verts),
- drawpix->verts, GL_STREAM_DRAW_ARB);
+ _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
/* setup vertex arrays */
- _mesa_VertexPointer(3, GL_FLOAT, sizeof(drawpix->verts[0]),
- (void*) (0 * sizeof(GLfloat)));
- _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(drawpix->verts[0]),
+ _mesa_VertexPointer(3, GL_FLOAT, sizeof(verts[0]),
+ (void *) (0 * sizeof(GLfloat)));
+ _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(verts[0]),
(void *) (3 * sizeof(GLfloat)));
_mesa_EnableClientState(GL_VERTEX_ARRAY);
_mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -1328,47 +1615,415 @@ _mesa_meta_draw_pixels(GLcontext *ctx,
const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
const GLfloat z = ctx->Current.RasterPos[2];
- drawpix->verts[0][0] = x0;
- drawpix->verts[0][1] = y0;
- drawpix->verts[0][2] = z;
- drawpix->verts[0][3] = 0.0F;
- drawpix->verts[0][4] = 0.0F;
- drawpix->verts[1][0] = x1;
- drawpix->verts[1][1] = y0;
- drawpix->verts[1][2] = z;
- drawpix->verts[1][3] = tex->Sright;
- drawpix->verts[1][4] = 0.0F;
- drawpix->verts[2][0] = x1;
- drawpix->verts[2][1] = y1;
- drawpix->verts[2][2] = z;
- drawpix->verts[2][3] = tex->Sright;
- drawpix->verts[2][4] = tex->Ttop;
- drawpix->verts[3][0] = x0;
- drawpix->verts[3][1] = y1;
- drawpix->verts[3][2] = z;
- drawpix->verts[3][3] = 0.0F;
- drawpix->verts[3][4] = tex->Ttop;
+ verts[0][0] = x0;
+ verts[0][1] = y0;
+ verts[0][2] = z;
+ verts[0][3] = 0.0F;
+ verts[0][4] = 0.0F;
+ verts[1][0] = x1;
+ verts[1][1] = y0;
+ verts[1][2] = z;
+ verts[1][3] = tex->Sright;
+ verts[1][4] = 0.0F;
+ verts[2][0] = x1;
+ verts[2][1] = y1;
+ verts[2][2] = z;
+ verts[2][3] = tex->Sright;
+ verts[2][4] = tex->Ttop;
+ verts[3][0] = x0;
+ verts[3][1] = y1;
+ verts[3][2] = z;
+ verts[3][3] = 0.0F;
+ verts[3][4] = tex->Ttop;
/* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0,
- sizeof(drawpix->verts), drawpix->verts);
+ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
/* set given unpack params */
ctx->Unpack = *unpack;
- setup_drawpix_texture(tex, newTex, texIntFormat, width, height,
- format, type, pixels);
+ _mesa_set_enable(ctx, tex->Target, GL_TRUE);
+
+ if (_mesa_is_stencil_format(format)) {
+ /* Drawing stencil */
+ GLint bit;
+
+ if (!drawpix->StencilFP)
+ init_draw_stencil_pixels(ctx);
+
+ setup_drawpix_texture(tex, newTex, texIntFormat, width, height,
+ GL_ALPHA, type, pixels);
+
+ _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
+
+ /* set all stencil bits to 0 */
+ _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+ _mesa_StencilFunc(GL_ALWAYS, 0, 255);
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ /* set stencil bits to 1 where needed */
+ _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+
+ _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
+ _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
+
+ for (bit = 0; bit < ctx->Visual.stencilBits; bit++) {
+ const GLuint mask = 1 << bit;
+ if (mask & origStencilMask) {
+ _mesa_StencilFunc(GL_ALWAYS, mask, mask);
+ _mesa_StencilMask(mask);
+
+ _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
+ 255.0 / mask, 0.5, 0.0, 0.0);
+
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+ }
+ }
+ else if (_mesa_is_depth_format(format)) {
+ /* Drawing depth */
+ if (!drawpix->DepthFP)
+ init_draw_depth_pixels(ctx);
+
+ _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
+ _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
+
+ /* polygon color = current raster color */
+ _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
+ ctx->Current.RasterColor);
+
+ setup_drawpix_texture(tex, newTex, texIntFormat, width, height,
+ format, type, pixels);
+
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+ else {
+ /* Drawing RGBA */
+ setup_drawpix_texture(tex, newTex, texIntFormat, width, height,
+ format, type, pixels);
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+
+ _mesa_set_enable(ctx, tex->Target, GL_FALSE);
/* restore unpack params */
ctx->Unpack = unpackSave;
- _mesa_Enable(tex->Target);
+ _mesa_meta_end(ctx);
+}
- /* draw textured quad */
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- _mesa_Disable(tex->Target);
+/**
+ * Do glBitmap with a alpha texture quad. Use the alpha test to
+ * cull the 'off' bits. If alpha test is already enabled, fall back
+ * to swrast (should be a rare case).
+ * A bitmap cache as in the gallium/mesa state tracker would
+ * improve performance a lot.
+ */
+void
+_mesa_meta_bitmap(GLcontext *ctx,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap1)
+{
+ struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
+ struct temp_texture *tex = get_bitmap_temp_texture(ctx);
+ const GLenum texIntFormat = GL_ALPHA;
+ const struct gl_pixelstore_attrib unpackSave = *unpack;
+ GLfloat verts[4][9]; /* four verts of X,Y,Z,S,T,R,G,B,A */
+ GLboolean newTex;
+ GLubyte *bitmap8;
+
+ /*
+ * Check if swrast fallback is needed.
+ */
+ if (ctx->_ImageTransferState ||
+ ctx->Color.AlphaEnabled ||
+ ctx->Fog.Enabled ||
+ ctx->Texture._EnabledUnits ||
+ width > tex->MaxSize ||
+ height > tex->MaxSize) {
+ _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
+ return;
+ }
+
+ /* Most GL state applies to glBitmap (like blending, stencil, etc),
+ * but a there's a few things we need to override:
+ */
+ _mesa_meta_begin(ctx, (META_ALPHA_TEST |
+ META_PIXEL_STORE |
+ META_RASTERIZATION |
+ META_SHADER |
+ META_TEXTURE |
+ META_TRANSFORM |
+ META_VERTEX |
+ META_VIEWPORT));
+
+ if (bitmap->ArrayObj == 0) {
+ /* one-time setup */
+
+ /* create vertex array object */
+ _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj);
+ _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffersARB(1, &bitmap->VBO);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
+ _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
+
+ /* setup vertex arrays */
+ _mesa_VertexPointer(3, GL_FLOAT, sizeof(verts[0]),
+ (void *) (0 * sizeof(GLfloat)));
+ _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(verts[0]),
+ (void *) (3 * sizeof(GLfloat)));
+ _mesa_ColorPointer(4, GL_FLOAT, sizeof(verts[0]),
+ (void *) (5 * sizeof(GLfloat)));
+
+ _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ _mesa_EnableClientState(GL_COLOR_ARRAY);
+ }
+ else {
+ _mesa_BindVertexArray(bitmap->ArrayObj);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
+ }
+
+ newTex = alloc_texture(tex, width, height, texIntFormat);
+
+ /* vertex positions, texcoords, colors (after texture allocation!) */
+ {
+ const GLfloat x0 = (GLfloat) x;
+ const GLfloat y0 = (GLfloat) y;
+ const GLfloat x1 = (GLfloat) (x + width);
+ const GLfloat y1 = (GLfloat) (y + height);
+ const GLfloat z = ctx->Current.RasterPos[2];
+ GLuint i;
+
+ verts[0][0] = x0;
+ verts[0][1] = y0;
+ verts[0][2] = z;
+ verts[0][3] = 0.0F;
+ verts[0][4] = 0.0F;
+ verts[1][0] = x1;
+ verts[1][1] = y0;
+ verts[1][2] = z;
+ verts[1][3] = tex->Sright;
+ verts[1][4] = 0.0F;
+ verts[2][0] = x1;
+ verts[2][1] = y1;
+ verts[2][2] = z;
+ verts[2][3] = tex->Sright;
+ verts[2][4] = tex->Ttop;
+ verts[3][0] = x0;
+ verts[3][1] = y1;
+ verts[3][2] = z;
+ verts[3][3] = 0.0F;
+ verts[3][4] = tex->Ttop;
+
+ for (i = 0; i < 4; i++) {
+ verts[i][5] = ctx->Current.RasterColor[0];
+ verts[i][6] = ctx->Current.RasterColor[1];
+ verts[i][7] = ctx->Current.RasterColor[2];
+ verts[i][8] = ctx->Current.RasterColor[3];
+ }
+
+ /* upload new vertex data */
+ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ }
+
+ bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
+ if (!bitmap1)
+ return;
+
+ bitmap8 = (GLubyte *) _mesa_calloc(width * height);
+ if (bitmap8) {
+ _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
+ bitmap8, width, 0xff);
+
+ _mesa_set_enable(ctx, tex->Target, GL_TRUE);
+
+ _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
+ _mesa_AlphaFunc(GL_GREATER, 0.0);
+
+ setup_drawpix_texture(tex, newTex, texIntFormat, width, height,
+ GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
+
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ _mesa_set_enable(ctx, tex->Target, GL_FALSE);
+
+ _mesa_free(bitmap8);
+ }
+
+ _mesa_unmap_pbo_source(ctx, &unpackSave);
_mesa_meta_end(ctx);
}
+
+
+void
+_mesa_meta_generate_mipmap(GLcontext *ctx, GLenum target,
+ struct gl_texture_object *texObj)
+{
+ struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
+ struct { GLfloat x, y, s, t, r; } verts[4];
+ const GLuint baseLevel = texObj->BaseLevel;
+ const GLuint maxLevel = texObj->MaxLevel;
+ const GLenum minFilterSave = texObj->MinFilter;
+ const GLenum magFilterSave = texObj->MagFilter;
+ const GLuint fboSave = ctx->DrawBuffer->Name;
+ GLenum faceTarget;
+ GLuint level;
+ GLuint border = 0;
+
+ /* check for fallbacks */
+ if (!ctx->Extensions.EXT_framebuffer_object) {
+ _mesa_generate_mipmap(ctx, target, texObj);
+ return;
+ }
+
+ if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
+ target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
+ faceTarget = target;
+ target = GL_TEXTURE_CUBE_MAP;
+ }
+ else {
+ faceTarget = target;
+ }
+
+ _mesa_meta_begin(ctx, META_ALL);
+
+ if (mipmap->ArrayObj == 0) {
+ /* one-time setup */
+
+ /* create vertex array object */
+ _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
+ _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffersARB(1, &mipmap->VBO);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+ _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
+
+ /* setup vertex arrays */
+ _mesa_VertexPointer(2, GL_FLOAT, sizeof(verts[0]),
+ (void *) (0 * sizeof(GLfloat)));
+ _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(verts[0]),
+ (void *) (2 * sizeof(GLfloat)));
+
+ _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+ else {
+ _mesa_BindVertexArray(mipmap->ArrayObj);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+ }
+
+ if (!mipmap->FBO) {
+ /* Bind the new renderbuffer to the color attachment point. */
+ _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
+ }
+
+ _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
+
+ _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ _mesa_set_enable(ctx, target, GL_TRUE);
+
+ /* setup texcoords once (XXX what about border?) */
+ switch (faceTarget) {
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ break;
+ case GL_TEXTURE_2D:
+ verts[0].s = 0.0F;
+ verts[0].t = 0.0F;
+ verts[0].r = 0.0F;
+ verts[1].s = 1.0F;
+ verts[1].t = 0.0F;
+ verts[1].r = 0.0F;
+ verts[2].s = 1.0F;
+ verts[2].t = 1.0F;
+ verts[2].r = 0.0F;
+ verts[3].s = 0.0F;
+ verts[3].t = 1.0F;
+ verts[3].r = 0.0F;
+ break;
+ }
+
+
+ for (level = baseLevel + 1; level <= maxLevel; level++) {
+ const struct gl_texture_image *srcImage;
+ const GLuint srcLevel = level - 1;
+ GLsizei srcWidth, srcHeight;
+ GLsizei newWidth, newHeight;
+ GLenum status;
+
+ srcImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
+ assert(srcImage->Border == 0); /* XXX we can fix this */
+
+ srcWidth = srcImage->Width - 2 * border;
+ srcHeight = srcImage->Height - 2 * border;
+
+ newWidth = MAX2(1, srcWidth / 2) + 2 * border;
+ newHeight = MAX2(1, srcHeight / 2) + 2 * border;
+
+ if (newWidth == srcImage->Width && newHeight == srcImage->Height) {
+ break;
+ }
+
+ /* Create empty image */
+ _mesa_TexImage2D(GL_TEXTURE_2D, level, srcImage->InternalFormat,
+ newWidth, newHeight, border,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ /* vertex positions */
+ {
+ verts[0].x = 0.0F;
+ verts[0].y = 0.0F;
+ verts[1].x = (GLfloat) newWidth;
+ verts[1].y = 0.0F;
+ verts[2].x = (GLfloat) newWidth;
+ verts[2].y = (GLfloat) newHeight;
+ verts[3].x = 0.0F;
+ verts[3].y = (GLfloat) newHeight;
+
+ /* upload new vertex data */
+ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ }
+
+ /* limit sampling to src level */
+ _mesa_TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, srcLevel);
+ _mesa_TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, srcLevel);
+
+ /* Set to draw into the current level */
+ _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ target,
+ texObj->Name,
+ level);
+
+ /* Choose to render to the color attachment. */
+ _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
+
+ status = _mesa_CheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ abort();
+ break;
+ }
+
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+
+ _mesa_meta_end(ctx);
+
+ _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
+
+ /* restore (XXX add to meta_begin/end()? */
+ _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
+}