/* * Mesa 3-D graphics library * Version: 7.6 * * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** * Meta operations. Some GL operations can be expressed in terms of * other GL operations. For example, glBlitFramebuffer() can be done * with texture mapping and glClear() can be done with polygon rendering. * * \author Brian Paul */ #include "main/glheader.h" #include "main/mtypes.h" #include "main/imports.h" #include "main/arrayobj.h" #include "main/blend.h" #include "main/bufferobj.h" #include "main/depth.h" #include "main/enable.h" #include "main/macros.h" #include "main/matrix.h" #include "main/polygon.h" #include "main/scissor.h" #include "main/shaders.h" #include "main/stencil.h" #include "main/texobj.h" #include "main/texenv.h" #include "main/teximage.h" #include "main/texparam.h" #include "main/texstate.h" #include "main/varray.h" #include "main/viewport.h" #include "shader/program.h" #include "swrast/swrast.h" #include "drivers/common/meta.h" /** * State which we may save/restore across meta ops. * XXX this may be incomplete... */ struct save_state { GLbitfield SavedState; /**< bitmask of META_* flags */ /** META_ALPHA_TEST */ GLboolean AlphaEnabled; /** META_BLEND */ GLboolean BlendEnabled; GLboolean ColorLogicOpEnabled; /** META_COLOR_MASK */ GLubyte ColorMask[4]; /** META_DEPTH_TEST */ struct gl_depthbuffer_attrib Depth; /** META_PIXELSTORE */ /* XXX / TO-DO */ /** META_RASTERIZATION */ GLenum FrontPolygonMode, BackPolygonMode; GLboolean PolygonOffset; GLboolean PolygonSmooth; GLboolean PolygonStipple; GLboolean PolygonCull; /** META_SCISSOR */ struct gl_scissor_attrib Scissor; /** META_SHADER */ GLboolean VertexProgramEnabled; struct gl_vertex_program *VertexProgram; GLboolean FragmentProgramEnabled; struct gl_fragment_program *FragmentProgram; GLuint Shader; /** META_STENCIL_TEST */ struct gl_stencil_attrib Stencil; /** META_TRANSFORM */ GLenum MatrixMode; GLfloat ModelviewMatrix[16]; GLfloat ProjectionMatrix[16]; GLbitfield ClipPlanesEnabled; /** META_TEXTURE */ GLuint ActiveUnit; GLuint ClientActiveUnit; /** for unit[0] only */ struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS]; /** mask of TEXTURE_2D_BIT, etc */ GLbitfield TexEnabled[MAX_TEXTURE_UNITS]; GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS]; GLuint EnvMode; /* unit[0] only */ /** META_VERTEX */ struct gl_array_object *ArrayObj; struct gl_buffer_object *ArrayBufferObj; /** META_VIEWPORT */ GLint ViewportX, ViewportY, ViewportW, ViewportH; GLclampd DepthNear, DepthFar; /** Miscellaneous (always disabled) */ GLboolean Lighting; GLboolean Fog; }; /** * State for glBlitFramebufer() */ struct blit_state { GLuint TexObj; GLuint ArrayObj; GLuint VBO; GLfloat verts[4][4]; /** four verts of X,Y,S,T */ }; /** * State for glClear() */ struct clear_state { GLuint ArrayObj; GLuint VBO; GLfloat verts[4][7]; /** four verts of X,Y,Z,R,G,B,A */ }; /** * State for glCopyPixels() */ struct copypix_state { GLuint TexObj; GLsizei TexWidth, TexHeight; GLenum TexType; GLuint ArrayObj; GLuint VBO; GLfloat verts[4][5]; /** four verts of X,Y,Z,S,T */ }; /** * All per-context meta state. */ struct gl_meta_state { struct save_state Save; /**< state saved during meta-ops */ struct blit_state Blit; /**< For _mesa_meta_blit_framebuffer() */ struct clear_state Clear; /**< For _mesa_meta_clear() */ struct copypix_state CopyPix; /**< For _mesa_meta_copy_pixels() */ /* other possible meta-ops: * glDrawPixels() * glCopyPixels() * glBitmap() */ }; /** * Initialize meta-ops for a context. * To be called once during context creation. */ void _mesa_meta_init(GLcontext *ctx) { ASSERT(!ctx->Meta); ctx->Meta = CALLOC_STRUCT(gl_meta_state); } /** * Free context meta-op state. * To be called once during context destruction. */ void _mesa_meta_free(GLcontext *ctx) { struct gl_meta_state *meta = ctx->Meta; if (meta->Blit.TexObj) { _mesa_DeleteTextures(1, &meta->Blit.TexObj); _mesa_DeleteBuffersARB(1, & meta->Blit.VBO); _mesa_DeleteVertexArraysAPPLE(1, &meta->Blit.ArrayObj); } if (meta->Clear.VBO) { _mesa_DeleteBuffersARB(1, & meta->Clear.VBO); _mesa_DeleteVertexArraysAPPLE(1, &meta->Clear.ArrayObj); } if (meta->CopyPix.TexObj) { _mesa_DeleteTextures(1, &meta->CopyPix.TexObj); _mesa_DeleteBuffersARB(1, & meta->CopyPix.VBO); _mesa_DeleteVertexArraysAPPLE(1, &meta->CopyPix.ArrayObj); } _mesa_free(ctx->Meta); ctx->Meta = NULL; } /** * Enter meta state. This is like a light-weight version of glPushAttrib * but it also resets most GL state back to default values. * * \param state bitmask of META_* flags indicating which attribute groups * to save and reset to their defaults */ static void _mesa_meta_begin(GLcontext *ctx, GLbitfield state) { struct save_state *save = &ctx->Meta->Save; save->SavedState = state; if (state & META_ALPHA_TEST) { save->AlphaEnabled = ctx->Color.AlphaEnabled; if (ctx->Color.AlphaEnabled) _mesa_Disable(GL_ALPHA_TEST); } if (state & META_BLEND) { save->BlendEnabled = ctx->Color.BlendEnabled; if (ctx->Color.BlendEnabled) _mesa_Disable(GL_BLEND); save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled; if (ctx->Color.ColorLogicOpEnabled) _mesa_Disable(GL_COLOR_LOGIC_OP); } if (state & META_COLOR_MASK) { COPY_4V(save->ColorMask, ctx->Color.ColorMask); if (!ctx->Color.ColorMask[0] || !ctx->Color.ColorMask[1] || !ctx->Color.ColorMask[2] || !ctx->Color.ColorMask[3]) _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } if (state & META_DEPTH_TEST) { save->Depth = ctx->Depth; /* struct copy */ if (ctx->Depth.Test) _mesa_Disable(GL_DEPTH_TEST); } if (state & META_RASTERIZATION) { save->FrontPolygonMode = ctx->Polygon.FrontMode; save->BackPolygonMode = ctx->Polygon.BackMode; save->PolygonOffset = ctx->Polygon.OffsetFill; save->PolygonSmooth = ctx->Polygon.SmoothFlag; save->PolygonStipple = ctx->Polygon.StippleFlag; save->PolygonCull = ctx->Polygon.CullFlag; _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE); _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE); _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE); _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE); } if (state & META_SCISSOR) { save->Scissor = ctx->Scissor; /* struct copy */ } if (state & META_SHADER) { if (ctx->Extensions.ARB_vertex_program) { save->VertexProgramEnabled = ctx->VertexProgram.Enabled; save->VertexProgram = ctx->VertexProgram.Current; _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE); } if (ctx->Extensions.ARB_fragment_program) { save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled; save->FragmentProgram = ctx->FragmentProgram.Current; _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE); } if (ctx->Extensions.ARB_shader_objects) { save->Shader = ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0; _mesa_UseProgramObjectARB(0); } } if (state & META_STENCIL_TEST) { save->Stencil = ctx->Stencil; /* struct copy */ if (ctx->Stencil.Enabled) _mesa_Disable(GL_STENCIL_TEST); /* NOTE: other stencil state not reset */ } if (state & META_TEXTURE) { GLuint u, tgt; save->ActiveUnit = ctx->Texture.CurrentUnit; save->ClientActiveUnit = ctx->Array.ActiveTexture; save->EnvMode = ctx->Texture.Unit[0].EnvMode; /* Disable all texture units */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled; save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled; _mesa_ActiveTextureARB(GL_TEXTURE0 + u); _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE); _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++) { _mesa_reference_texobj(&save->CurrentTexture[tgt], ctx->Texture.Unit[0].CurrentTex[tgt]); } /* set defaults for unit[0] */ _mesa_ActiveTextureARB(GL_TEXTURE0); _mesa_ClientActiveTextureARB(GL_TEXTURE0); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE); } if (state & META_TRANSFORM) { _mesa_memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m, 16 * sizeof(GLfloat)); _mesa_memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m, 16 * sizeof(GLfloat)); save->MatrixMode = ctx->Transform.MatrixMode; /* set 1:1 vertex:pixel coordinate transform */ _mesa_MatrixMode(GL_MODELVIEW); _mesa_LoadIdentity(); _mesa_MatrixMode(GL_PROJECTION); _mesa_LoadIdentity(); _mesa_Ortho(0.0F, ctx->DrawBuffer->Width, 0.0F, ctx->DrawBuffer->Height, -1.0F, 1.0F); save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled; if (ctx->Transform.ClipPlanesEnabled) { GLuint i; for (i = 0; i < ctx->Const.MaxClipPlanes; i++) { _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); } } } if (state & META_VERTEX) { /* save vertex array object state */ _mesa_reference_array_object(ctx, &save->ArrayObj, ctx->Array.ArrayObj); _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, ctx->Array.ArrayBufferObj); /* set some default state? */ } if (state & META_VIEWPORT) { save->ViewportX = ctx->Viewport.X; save->ViewportY = ctx->Viewport.Y; save->ViewportW = ctx->Viewport.Width; save->ViewportH = ctx->Viewport.Height; _mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height); save->DepthNear = ctx->Viewport.Near; save->DepthFar = ctx->Viewport.Far; _mesa_DepthRange(0.0, 1.0); } /* misc */ { save->Lighting = ctx->Light.Enabled; if (ctx->Light.Enabled) _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE); save->Fog = ctx->Fog.Enabled; if (ctx->Fog.Enabled) _mesa_set_enable(ctx, GL_FOG, GL_FALSE); } } /** * Leave meta state. This is like a light-weight version of glPopAttrib(). */ static void _mesa_meta_end(GLcontext *ctx) { struct save_state *save = &ctx->Meta->Save; const GLbitfield state = save->SavedState; if (state & META_ALPHA_TEST) { if (ctx->Color.AlphaEnabled != save->AlphaEnabled) _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled); } if (state & META_BLEND) { if (ctx->Color.BlendEnabled != save->BlendEnabled) _mesa_set_enable(ctx, GL_BLEND, save->BlendEnabled); if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled) _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled); } if (state & META_COLOR_MASK) { if (!TEST_EQ_4V(ctx->Color.ColorMask, save->ColorMask)) _mesa_ColorMask(save->ColorMask[0], save->ColorMask[1], save->ColorMask[2], save->ColorMask[3]); } if (state & META_DEPTH_TEST) { if (ctx->Depth.Test != save->Depth.Test) _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test); _mesa_DepthFunc(save->Depth.Func); _mesa_DepthMask(save->Depth.Mask); } if (state & META_RASTERIZATION) { _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode); _mesa_PolygonMode(GL_BACK, save->BackPolygonMode); _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset); _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth); _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull); } if (state & META_SCISSOR) { _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled); _mesa_Scissor(save->Scissor.X, save->Scissor.Y, save->Scissor.Width, save->Scissor.Height); } if (state & META_SHADER) { if (ctx->Extensions.ARB_vertex_program) { _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, save->VertexProgramEnabled); _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, save->VertexProgram); } if (ctx->Extensions.ARB_fragment_program) { _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, save->FragmentProgramEnabled); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, save->FragmentProgram); } if (ctx->Extensions.ARB_shader_objects) { _mesa_UseProgramObjectARB(save->Shader); } } if (state & META_STENCIL_TEST) { const struct gl_stencil_attrib *stencil = &save->Stencil; _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); _mesa_ClearStencil(stencil->Clear); if (ctx->Extensions.EXT_stencil_two_side) { _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, stencil->TestTwoSide); _mesa_ActiveStencilFaceEXT(stencil->ActiveFace ? GL_BACK : GL_FRONT); } /* front state */ _mesa_StencilFuncSeparate(GL_FRONT, stencil->Function[0], stencil->Ref[0], stencil->ValueMask[0]); _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], stencil->ZFailFunc[0], stencil->ZPassFunc[0]); /* back state */ _mesa_StencilFuncSeparate(GL_BACK, stencil->Function[1], stencil->Ref[1], stencil->ValueMask[1]); _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], stencil->ZFailFunc[1], stencil->ZPassFunc[1]); } if (state & META_TEXTURE) { GLuint u, tgt; ASSERT(ctx->Texture.CurrentUnit == 0); /* restore texenv for unit[0] */ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode); /* restore texture objects for unit[0] only */ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt], save->CurrentTexture[tgt]); } /* Re-enable textures, texgen */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (save->TexEnabled[u]) { _mesa_ActiveTextureARB(GL_TEXTURE0 + u); if (save->TexEnabled[u] & TEXTURE_1D_BIT) _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_TRUE); if (save->TexEnabled[u] & TEXTURE_2D_BIT) _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_TRUE); if (save->TexEnabled[u] & TEXTURE_3D_BIT) _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_TRUE); if (save->TexEnabled[u] & TEXTURE_CUBE_BIT) _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_TRUE); if (save->TexEnabled[u] & TEXTURE_RECT_BIT) _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_TRUE); } if (save->TexGenEnabled[u]) { _mesa_ActiveTextureARB(GL_TEXTURE0 + u); if (save->TexGenEnabled[u] & S_BIT) _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_TRUE); if (save->TexGenEnabled[u] & T_BIT) _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_TRUE); if (save->TexGenEnabled[u] & R_BIT) _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_TRUE); if (save->TexGenEnabled[u] & Q_BIT) _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_TRUE); } } /* restore current unit state */ _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit); _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit); } if (state & META_TRANSFORM) { _mesa_MatrixMode(GL_MODELVIEW); _mesa_LoadMatrixf(save->ModelviewMatrix); _mesa_MatrixMode(GL_PROJECTION); _mesa_LoadMatrixf(save->ProjectionMatrix); _mesa_MatrixMode(save->MatrixMode); save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled; if (save->ClipPlanesEnabled) { GLuint i; for (i = 0; i < ctx->Const.MaxClipPlanes; i++) { if (save->ClipPlanesEnabled & (1 << i)) { _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE); } } } } if (state & META_VERTEX) { /* restore vertex buffer object */ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name); _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL); /* restore vertex array object */ _mesa_BindVertexArray(save->ArrayObj->Name); _mesa_reference_array_object(ctx, &save->ArrayObj, NULL); } if (state & META_VIEWPORT) { _mesa_Viewport(save->ViewportX, save->ViewportY, save->ViewportW, save->ViewportH); _mesa_DepthRange(save->DepthNear, save->DepthFar); } /* misc */ if (save->Lighting) { _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE); } if (save->Fog) { _mesa_set_enable(ctx, GL_FOG, GL_TRUE); } } /** * Meta implementation of ctx->Driver.BlitFramebuffer() in terms * of texture mapping and polygon rendering. * Note: this function requires GL_ARB_texture_rectangle support. */ void _mesa_meta_blit_framebuffer(GLcontext *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { struct blit_state *blit = &ctx->Meta->Blit; const GLint srcX = MIN2(srcX0, srcX1); const GLint srcY = MIN2(srcY0, srcY1); const GLint srcW = abs(srcX1 - srcX0); const GLint srcH = abs(srcY1 - srcY0); GLboolean srcFlipX = srcX1 < srcX0; GLboolean srcFlipY = srcY1 < srcY0; ASSERT(ctx->Extensions.NV_texture_rectangle); if (srcFlipX) { GLint tmp = dstX0; dstX0 = dstX1; dstX1 = tmp; } if (srcFlipY) { GLint tmp = dstY0; dstY0 = dstY1; dstY1 = tmp; } /* only scissor effects blit so save/clear all other relevant state */ _mesa_meta_begin(ctx, ~META_SCISSOR); if (blit->TexObj == 0) { /* one-time setup */ /* create texture object */ _mesa_GenTextures(1, &blit->TexObj); _mesa_BindTexture(GL_TEXTURE_RECTANGLE, blit->TexObj); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } else { _mesa_BindTexture(GL_TEXTURE_RECTANGLE, blit->TexObj); } _mesa_TexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, filter); _mesa_TexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, filter); if (blit->ArrayObj == 0) { /* one-time setup */ /* create vertex array object */ _mesa_GenVertexArrays(1, &blit->ArrayObj); _mesa_BindVertexArray(blit->ArrayObj); /* 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); /* setup vertex arrays */ _mesa_VertexPointer(2, GL_FLOAT, 4 * sizeof(GLfloat), (void*) (0 * sizeof(GLfloat))); _mesa_TexCoordPointer(2, GL_FLOAT, 4 * sizeof(GLfloat), (void *) (2 * sizeof(GLfloat))); _mesa_EnableClientState(GL_VERTEX_ARRAY); _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); } else { _mesa_BindVertexArray(blit->ArrayObj); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO); } /* vertex positions */ 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; /* texcoords */ blit->verts[0][2] = 0.0F; blit->verts[0][3] = 0.0F; blit->verts[1][2] = (GLfloat) srcW; blit->verts[1][3] = 0.0F; blit->verts[2][2] = (GLfloat) srcW; blit->verts[2][3] = (GLfloat) srcH; blit->verts[3][2] = 0.0F; blit->verts[3][3] = (GLfloat) srcH; /* upload new vertex data */ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(blit->verts), blit->verts); /* copy framebuffer image to texture */ if (mask & GL_COLOR_BUFFER_BIT) { _mesa_CopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, srcX, srcY, srcW, srcH, 0); mask &= ~GL_COLOR_BUFFER_BIT; } _mesa_Enable(GL_TEXTURE_RECTANGLE); /* draw textured quad */ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); _mesa_Disable(GL_TEXTURE_RECTANGLE); _mesa_meta_end(ctx); /* XXX, TO-DO: try to handle these cases above! */ if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) { _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } } /** * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering. */ void _mesa_meta_clear(GLcontext *ctx, GLbitfield buffers) { struct clear_state *clear = &ctx->Meta->Clear; GLfloat z = 1.0 - 2.0 * ctx->Depth.Clear; GLuint i; /* only scissor and color mask effects clearing */ _mesa_meta_begin(ctx, ~(META_SCISSOR | META_COLOR_MASK)); if (clear->ArrayObj == 0) { /* one-time setup */ /* create vertex array object */ _mesa_GenVertexArrays(1, &clear->ArrayObj); _mesa_BindVertexArray(clear->ArrayObj); /* 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); /* setup vertex arrays */ _mesa_VertexPointer(3, GL_FLOAT, 7 * sizeof(GLfloat), (void *) 0); _mesa_ColorPointer(4, GL_FLOAT, 7 * sizeof(GLfloat), (void *) (3 * sizeof(GLfloat))); _mesa_EnableClientState(GL_VERTEX_ARRAY); _mesa_EnableClientState(GL_COLOR_ARRAY); } else { _mesa_BindVertexArray(clear->ArrayObj); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); } /* GL_COLOR_BUFFER_BIT */ if (buffers & BUFFER_BITS_COLOR) { /* leave colormask, glDrawBuffer state as-is */ } else { _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); } /* GL_DEPTH_BUFFER_BIT */ if (buffers & BUFFER_BIT_DEPTH) { _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); _mesa_DepthFunc(GL_ALWAYS); _mesa_DepthMask(GL_TRUE); } else { assert(!ctx->Depth.Test); } /* GL_STENCIL_BUFFER_BIT */ if (buffers & BUFFER_BIT_STENCIL) { _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE); _mesa_StencilOpSeparate(GL_FRONT_AND_BACK, GL_REPLACE, GL_REPLACE, GL_REPLACE); _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, ctx->Stencil.Clear & 0x7fffffff, ctx->Stencil.WriteMask[0]); } else { assert(!ctx->Stencil.Enabled); } /* vertex positions */ clear->verts[0][0] = (GLfloat) ctx->DrawBuffer->_Xmin; clear->verts[0][1] = (GLfloat) ctx->DrawBuffer->_Ymin; clear->verts[0][2] = z; clear->verts[1][0] = (GLfloat) ctx->DrawBuffer->_Xmax; clear->verts[1][1] = (GLfloat) ctx->DrawBuffer->_Ymin; clear->verts[1][2] = z; clear->verts[2][0] = (GLfloat) ctx->DrawBuffer->_Xmax; clear->verts[2][1] = (GLfloat) ctx->DrawBuffer->_Ymax; clear->verts[2][2] = z; clear->verts[3][0] = (GLfloat) ctx->DrawBuffer->_Xmin; clear->verts[3][1] = (GLfloat) ctx->DrawBuffer->_Ymax; clear->verts[3][2] = z; /* vertex colors */ for (i = 0; i < 4; i++) { COPY_4FV(&clear->verts[i][3], ctx->Color.ClearColor); } /* upload new vertex data */ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(clear->verts), clear->verts); /* draw quad */ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); _mesa_meta_end(ctx); } /** * Meta implementation of ctx->Driver.CopyPixels() in terms * of texture mapping and polygon rendering. * Note: this function requires GL_ARB_texture_rectangle support. */ void _mesa_meta_copy_pixels(GLcontext *ctx, GLint srcX, GLint srcY, GLsizei width, GLsizei height, GLint dstX, GLint dstY, GLenum type) { const GLenum filter = GL_NEAREST; struct copypix_state *copypix = &ctx->Meta->CopyPix; const GLfloat z = ctx->Current.RasterPos[2]; const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX; const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY; ASSERT(ctx->Extensions.NV_texture_rectangle); if (type != GL_COLOR || ctx->_ImageTransferState || width > ctx->Const.MaxTextureRectSize || height > ctx->Const.MaxTextureRectSize) { /* XXX avoid this fallback */ _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type); return; } /* Most GL state applies to glCopyPixels, but a there's a few things * we need to override: */ _mesa_meta_begin(ctx, (META_RASTERIZATION | META_SHADER | META_TRANSFORM | META_VERTEX)); if (copypix->TexObj == 0) { /* one-time setup */ /* create texture object */ _mesa_GenTextures(1, ©pix->TexObj); _mesa_BindTexture(GL_TEXTURE_RECTANGLE, copypix->TexObj); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); _mesa_TexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, filter); _mesa_TexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, filter); } else { _mesa_BindTexture(GL_TEXTURE_RECTANGLE, copypix->TexObj); } if (copypix->ArrayObj == 0) { /* one-time setup */ /* create vertex array object */ _mesa_GenVertexArrays(1, ©pix->ArrayObj); _mesa_BindVertexArray(copypix->ArrayObj); /* create vertex array buffer */ _mesa_GenBuffersARB(1, ©pix->VBO); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(copypix->verts), copypix->verts, GL_STREAM_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]), (void *) (3 * sizeof(GLfloat))); _mesa_EnableClientState(GL_VERTEX_ARRAY); _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); } else { _mesa_BindVertexArray(copypix->ArrayObj); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); } /* vertex positions, texcoords */ copypix->verts[0][0] = (GLfloat) dstX; copypix->verts[0][1] = (GLfloat) dstY; copypix->verts[0][2] = z; copypix->verts[0][3] = 0.0F; copypix->verts[0][4] = 0.0F; copypix->verts[1][0] = (GLfloat) dstX1; copypix->verts[1][1] = (GLfloat) dstY; copypix->verts[1][2] = z; copypix->verts[1][3] = (GLfloat) width; copypix->verts[1][4] = 0.0F; copypix->verts[2][0] = (GLfloat) dstX1; copypix->verts[2][1] = (GLfloat) dstY1; copypix->verts[2][2] = z; copypix->verts[2][3] = (GLfloat) width; copypix->verts[2][4] = (GLfloat) height; copypix->verts[3][0] = (GLfloat) dstX; copypix->verts[3][1] = (GLfloat) dstY1; copypix->verts[3][2] = z; copypix->verts[3][3] = 0.0F; copypix->verts[3][4] = (GLfloat) height; /* upload new vertex data */ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(copypix->verts), copypix->verts); /* copy framebuffer image to texture */ if (type == GL_COLOR) { if (copypix->TexWidth == width && copypix->TexHeight == height && copypix->TexType == type) { /* replace existing tex image */ _mesa_CopyTexSubImage2D(GL_TEXTURE_RECTANGLE, 0, 0, 0, srcX, srcY, width, height); } else { /* create new tex image */ _mesa_CopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, srcX, srcY, width, height, 0); copypix->TexWidth = width; copypix->TexHeight = height; copypix->TexType = type; } } else if (type == GL_DEPTH) { /* TO-DO: Use a GL_DEPTH_COMPONENT texture and a fragment program/shader * that replaces the fragment.z value. */ } else { ASSERT(type == GL_STENCIL); /* have to use sw fallback */ } _mesa_Enable(GL_TEXTURE_RECTANGLE); /* draw textured quad */ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); _mesa_Disable(GL_TEXTURE_RECTANGLE); _mesa_meta_end(ctx); }