/* * Mesa 3-D graphics library * * 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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/arbprogram.h" #include "main/arrayobj.h" #include "main/blend.h" #include "main/blit.h" #include "main/bufferobj.h" #include "main/buffers.h" #include "main/colortab.h" #include "main/condrender.h" #include "main/depth.h" #include "main/enable.h" #include "main/fbobject.h" #include "main/feedback.h" #include "main/formats.h" #include "main/glformats.h" #include "main/image.h" #include "main/macros.h" #include "main/matrix.h" #include "main/mipmap.h" #include "main/multisample.h" #include "main/objectlabel.h" #include "main/pipelineobj.h" #include "main/pixel.h" #include "main/pbo.h" #include "main/polygon.h" #include "main/queryobj.h" #include "main/readpix.h" #include "main/scissor.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "main/state.h" #include "main/stencil.h" #include "main/texobj.h" #include "main/texenv.h" #include "main/texgetimage.h" #include "main/teximage.h" #include "main/texparam.h" #include "main/texstate.h" #include "main/transformfeedback.h" #include "main/uniforms.h" #include "main/varray.h" #include "main/viewport.h" #include "main/samplerobj.h" #include "program/program.h" #include "swrast/swrast.h" #include "drivers/common/meta.h" #include "main/enums.h" #include "main/glformats.h" #include "../glsl/ralloc.h" /** Return offset in bytes of the field within a vertex struct */ #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD)) static struct blit_shader * choose_blit_shader(GLenum target, struct blit_shader_table *table); static void cleanup_temp_texture(struct temp_texture *tex); static void meta_glsl_clear_cleanup(struct clear_state *clear); static void meta_decompress_cleanup(struct decompress_state *decompress); static void meta_drawpix_cleanup(struct drawpix_state *drawpix); void _mesa_meta_bind_fbo_image(GLenum attachment, struct gl_texture_image *texImage, GLuint layer) { struct gl_texture_object *texObj = texImage->TexObject; int level = texImage->Level; GLenum target = texObj->Target; switch (target) { case GL_TEXTURE_1D: _mesa_FramebufferTexture1D(GL_FRAMEBUFFER, attachment, target, texObj->Name, level); break; case GL_TEXTURE_1D_ARRAY: case GL_TEXTURE_2D_ARRAY: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: case GL_TEXTURE_CUBE_MAP_ARRAY: case GL_TEXTURE_3D: _mesa_FramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texObj->Name, level, layer); break; default: /* 2D / cube */ if (target == GL_TEXTURE_CUBE_MAP) target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face; _mesa_FramebufferTexture2D(GL_FRAMEBUFFER, attachment, target, texObj->Name, level); } } GLuint _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source) { GLuint shader; GLint ok, size; GLchar *info; shader = _mesa_CreateShader(target); _mesa_ShaderSource(shader, 1, &source, NULL); _mesa_CompileShader(shader); _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok); if (ok) return shader; _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size); if (size == 0) { _mesa_DeleteShader(shader); return 0; } info = malloc(size); if (!info) { _mesa_DeleteShader(shader); return 0; } _mesa_GetShaderInfoLog(shader, size, NULL, info); _mesa_problem(ctx, "meta program compile failed:\n%s\n" "source:\n%s\n", info, source); free(info); _mesa_DeleteShader(shader); return 0; } GLuint _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program) { GLint ok, size; GLchar *info; _mesa_LinkProgram(program); _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok); if (ok) return program; _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size); if (size == 0) return 0; info = malloc(size); if (!info) return 0; _mesa_GetProgramInfoLog(program, size, NULL, info); _mesa_problem(ctx, "meta program link failed:\n%s", info); free(info); return 0; } /** * Generate a generic shader to blit from a texture to a framebuffer * * \param ctx Current GL context * \param texTarget Texture target that will be the source of the blit * * \returns a handle to a shader program on success or zero on failure. */ void _mesa_meta_setup_blit_shader(struct gl_context *ctx, GLenum target, struct blit_shader_table *table) { const char *vs_source; char *fs_source; GLuint vs, fs; void *const mem_ctx = ralloc_context(NULL); struct blit_shader *shader = choose_blit_shader(target, table); char *name; assert(shader != NULL); if (shader->shader_prog != 0) { _mesa_UseProgram(shader->shader_prog); return; } if (ctx->Const.GLSLVersion < 130) { vs_source = "attribute vec2 position;\n" "attribute vec4 textureCoords;\n" "varying vec4 texCoords;\n" "void main()\n" "{\n" " texCoords = textureCoords;\n" " gl_Position = vec4(position, 0.0, 1.0);\n" "}\n"; fs_source = ralloc_asprintf(mem_ctx, "#extension GL_EXT_texture_array : enable\n" "#extension GL_ARB_texture_cube_map_array: enable\n" "uniform %s texSampler;\n" "varying vec4 texCoords;\n" "void main()\n" "{\n" " gl_FragColor = %s(texSampler, %s);\n" " gl_FragDepth = gl_FragColor.x;\n" "}\n", shader->type, shader->func, shader->texcoords); } else { vs_source = ralloc_asprintf(mem_ctx, "#version 130\n" "in vec2 position;\n" "in vec4 textureCoords;\n" "out vec4 texCoords;\n" "void main()\n" "{\n" " texCoords = textureCoords;\n" " gl_Position = vec4(position, 0.0, 1.0);\n" "}\n"); fs_source = ralloc_asprintf(mem_ctx, "#version 130\n" "#extension GL_ARB_texture_cube_map_array: enable\n" "uniform %s texSampler;\n" "in vec4 texCoords;\n" "out vec4 out_color;\n" "\n" "void main()\n" "{\n" " out_color = texture(texSampler, %s);\n" " gl_FragDepth = out_color.x;\n" "}\n", shader->type, shader->texcoords); } vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source); fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source); shader->shader_prog = _mesa_CreateProgram(); _mesa_AttachShader(shader->shader_prog, fs); _mesa_DeleteShader(fs); _mesa_AttachShader(shader->shader_prog, vs); _mesa_DeleteShader(vs); _mesa_BindAttribLocation(shader->shader_prog, 0, "position"); _mesa_BindAttribLocation(shader->shader_prog, 1, "texcoords"); _mesa_meta_link_program_with_debug(ctx, shader->shader_prog); name = ralloc_asprintf(mem_ctx, "%s blit", shader->type); _mesa_ObjectLabel(GL_PROGRAM, shader->shader_prog, -1, name); ralloc_free(mem_ctx); _mesa_UseProgram(shader->shader_prog); } /** * Configure vertex buffer and vertex array objects for tests * * Regardless of whether a new VAO and new VBO are created, the objects * referenced by \c VAO and \c VBO will be bound into the GL state vector * when this function terminates. * * \param VAO Storage for vertex array object handle. If 0, a new VAO * will be created. * \param VBO Storage for vertex buffer object handle. If 0, a new VBO * will be created. The new VBO will have storage for 4 * \c vertex structures. * \param use_generic_attributes Should generic attributes 0 and 1 be used, * or should traditional, fixed-function color and texture * coordinate be used? * \param vertex_size Number of components for attribute 0 / vertex. * \param texcoord_size Number of components for attribute 1 / texture * coordinate. If this is 0, attribute 1 will not be set or * enabled. * \param color_size Number of components for attribute 1 / primary color. * If this is 0, attribute 1 will not be set or enabled. * * \note If \c use_generic_attributes is \c true, \c color_size must be zero. * Use \c texcoord_size instead. */ void _mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO, bool use_generic_attributes, unsigned vertex_size, unsigned texcoord_size, unsigned color_size) { if (*VAO == 0) { assert(*VBO == 0); /* create vertex array object */ _mesa_GenVertexArrays(1, VAO); _mesa_BindVertexArray(*VAO); /* create vertex array buffer */ _mesa_GenBuffers(1, VBO); _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO); _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL, GL_DYNAMIC_DRAW); /* setup vertex arrays */ if (use_generic_attributes) { assert(color_size == 0); _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE, sizeof(struct vertex), OFFSET(x)); _mesa_EnableVertexAttribArray(0); if (texcoord_size > 0) { _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE, sizeof(struct vertex), OFFSET(tex)); _mesa_EnableVertexAttribArray(1); } } else { _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); _mesa_EnableClientState(GL_VERTEX_ARRAY); if (texcoord_size > 0) { _mesa_TexCoordPointer(texcoord_size, GL_FLOAT, sizeof(struct vertex), OFFSET(tex)); _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); } if (color_size > 0) { _mesa_ColorPointer(color_size, GL_FLOAT, sizeof(struct vertex), OFFSET(r)); _mesa_EnableClientState(GL_COLOR_ARRAY); } } } else { _mesa_BindVertexArray(*VAO); _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO); } } /** * Initialize meta-ops for a context. * To be called once during context creation. */ void _mesa_meta_init(struct gl_context *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(struct gl_context *ctx) { GET_CURRENT_CONTEXT(old_context); _mesa_make_current(ctx, NULL, NULL); _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit); meta_glsl_clear_cleanup(&ctx->Meta->Clear); _mesa_meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap); cleanup_temp_texture(&ctx->Meta->TempTex); meta_decompress_cleanup(&ctx->Meta->Decompress); meta_drawpix_cleanup(&ctx->Meta->DrawPix); if (old_context) _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer); else _mesa_make_current(NULL, NULL, NULL); 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 MESA_META_* flags indicating which attribute groups * to save and reset to their defaults */ void _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) { struct save_state *save; /* hope MAX_META_OPS_DEPTH is large enough */ assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH); save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++]; memset(save, 0, sizeof(*save)); save->SavedState = state; /* We always push into desktop GL mode and pop out at the end. No sense in * writing our shaders varying based on the user's context choice, when * Mesa can handle either. */ save->API = ctx->API; ctx->API = API_OPENGL_COMPAT; /* Pausing transform feedback needs to be done early, or else we won't be * able to change other state. */ save->TransformFeedbackNeedsResume = _mesa_is_xfb_active_and_unpaused(ctx); if (save->TransformFeedbackNeedsResume) _mesa_PauseTransformFeedback(); /* After saving the current occlusion object, call EndQuery so that no * occlusion querying will be active during the meta-operation. */ if (state & MESA_META_OCCLUSION_QUERY) { save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject; if (save->CurrentOcclusionObject) _mesa_EndQuery(save->CurrentOcclusionObject->Target); } if (state & MESA_META_ALPHA_TEST) { save->AlphaEnabled = ctx->Color.AlphaEnabled; save->AlphaFunc = ctx->Color.AlphaFunc; save->AlphaRef = ctx->Color.AlphaRef; if (ctx->Color.AlphaEnabled) _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE); } if (state & MESA_META_BLEND) { save->BlendEnabled = ctx->Color.BlendEnabled; if (ctx->Color.BlendEnabled) { if (ctx->Extensions.EXT_draw_buffers2) { GLuint i; for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE); } } else { _mesa_set_enable(ctx, GL_BLEND, GL_FALSE); } } save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled; if (ctx->Color.ColorLogicOpEnabled) _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE); } if (state & MESA_META_COLOR_MASK) { memcpy(save->ColorMask, ctx->Color.ColorMask, sizeof(ctx->Color.ColorMask)); if (!ctx->Color.ColorMask[0][0] || !ctx->Color.ColorMask[0][1] || !ctx->Color.ColorMask[0][2] || !ctx->Color.ColorMask[0][3]) _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } if (state & MESA_META_DEPTH_TEST) { save->Depth = ctx->Depth; /* struct copy */ if (ctx->Depth.Test) _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE); } if (state & MESA_META_FOG) { save->Fog = ctx->Fog.Enabled; if (ctx->Fog.Enabled) _mesa_set_enable(ctx, GL_FOG, GL_FALSE); } if (state & MESA_META_PIXEL_STORE) { save->Pack = ctx->Pack; save->Unpack = ctx->Unpack; ctx->Pack = ctx->DefaultPacking; ctx->Unpack = ctx->DefaultPacking; } if (state & MESA_META_PIXEL_TRANSFER) { save->RedScale = ctx->Pixel.RedScale; save->RedBias = ctx->Pixel.RedBias; save->GreenScale = ctx->Pixel.GreenScale; save->GreenBias = ctx->Pixel.GreenBias; save->BlueScale = ctx->Pixel.BlueScale; save->BlueBias = ctx->Pixel.BlueBias; save->AlphaScale = ctx->Pixel.AlphaScale; save->AlphaBias = ctx->Pixel.AlphaBias; save->MapColorFlag = ctx->Pixel.MapColorFlag; ctx->Pixel.RedScale = 1.0F; ctx->Pixel.RedBias = 0.0F; ctx->Pixel.GreenScale = 1.0F; ctx->Pixel.GreenBias = 0.0F; ctx->Pixel.BlueScale = 1.0F; ctx->Pixel.BlueBias = 0.0F; ctx->Pixel.AlphaScale = 1.0F; ctx->Pixel.AlphaBias = 0.0F; ctx->Pixel.MapColorFlag = GL_FALSE; /* XXX more state */ ctx->NewState |=_NEW_PIXEL; } if (state & MESA_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 & MESA_META_SCISSOR) { save->Scissor = ctx->Scissor; /* struct copy */ _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE); } if (state & MESA_META_SHADER) { int i; if (ctx->Extensions.ARB_vertex_program) { save->VertexProgramEnabled = ctx->VertexProgram.Enabled; _mesa_reference_vertprog(ctx, &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; _mesa_reference_fragprog(ctx, &save->FragmentProgram, ctx->FragmentProgram.Current); _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE); } if (ctx->Extensions.ATI_fragment_shader) { save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled; _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE); } if (ctx->Extensions.ARB_separate_shader_objects) { if (ctx->Pipeline.Current) { _mesa_reference_pipeline_object(ctx, &save->Pipeline, ctx->Pipeline.Current); _mesa_BindProgramPipeline(0); } /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so * that we don't have to worry about the current pipeline state. */ for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) { _mesa_reference_shader_program(ctx, &save->Shader[i], ctx->Shader.CurrentProgram[i]); } _mesa_reference_shader_program(ctx, &save->ActiveShader, ctx->Shader.ActiveProgram); _mesa_UseProgram(0); } if (state & MESA_META_STENCIL_TEST) { save->Stencil = ctx->Stencil; /* struct copy */ if (ctx->Stencil.Enabled) _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE); /* NOTE: other stencil state not reset */ } if (state & MESA_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; if (ctx->Texture.Unit[u].Enabled || ctx->Texture.Unit[u].TexGenEnabled) { _mesa_ActiveTexture(GL_TEXTURE0 + u); _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE); if (ctx->Extensions.ARB_texture_cube_map) _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE); if (ctx->Extensions.NV_texture_rectangle) _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_ActiveTexture(GL_TEXTURE0); _mesa_ClientActiveTexture(GL_TEXTURE0); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } if (state & MESA_META_TRANSFORM) { GLuint activeTexture = ctx->Texture.CurrentUnit; memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m, 16 * sizeof(GLfloat)); memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m, 16 * sizeof(GLfloat)); memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m, 16 * sizeof(GLfloat)); save->MatrixMode = ctx->Transform.MatrixMode; /* set 1:1 vertex:pixel coordinate transform */ _mesa_ActiveTexture(GL_TEXTURE0); _mesa_MatrixMode(GL_TEXTURE); _mesa_LoadIdentity(); _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture); _mesa_MatrixMode(GL_MODELVIEW); _mesa_LoadIdentity(); _mesa_MatrixMode(GL_PROJECTION); _mesa_LoadIdentity(); /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE. * This can occur when there is no draw buffer. */ if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0) _mesa_Ortho(0.0, ctx->DrawBuffer->Width, 0.0, ctx->DrawBuffer->Height, -1.0, 1.0); } if (state & MESA_META_CLIP) { 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 & MESA_META_VERTEX) { /* save vertex array object state */ _mesa_reference_vao(ctx, &save->VAO, ctx->Array.VAO); _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, ctx->Array.ArrayBufferObj); /* set some default state? */ } if (state & MESA_META_VIEWPORT) { /* save viewport state */ save->ViewportX = ctx->ViewportArray[0].X; save->ViewportY = ctx->ViewportArray[0].Y; save->ViewportW = ctx->ViewportArray[0].Width; save->ViewportH = ctx->ViewportArray[0].Height; /* set viewport to match window size */ if (ctx->ViewportArray[0].X != 0 || ctx->ViewportArray[0].Y != 0 || ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width || ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) { _mesa_set_viewport(ctx, 0, 0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height); } /* save depth range state */ save->DepthNear = ctx->ViewportArray[0].Near; save->DepthFar = ctx->ViewportArray[0].Far; /* set depth range to default */ _mesa_DepthRange(0.0, 1.0); } if (state & MESA_META_CLAMP_FRAGMENT_COLOR) { save->ClampFragmentColor = ctx->Color.ClampFragmentColor; /* Generally in here we want to do clamping according to whether * it's for the pixel path (ClampFragmentColor is GL_TRUE), * regardless of the internal implementation of the metaops. */ if (ctx->Color.ClampFragmentColor != GL_TRUE && ctx->Extensions.ARB_color_buffer_float) _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); } if (state & MESA_META_CLAMP_VERTEX_COLOR) { save->ClampVertexColor = ctx->Light.ClampVertexColor; /* Generally in here we never want vertex color clamping -- * result clamping is only dependent on fragment clamping. */ if (ctx->Extensions.ARB_color_buffer_float) _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE); } if (state & MESA_META_CONDITIONAL_RENDER) { save->CondRenderQuery = ctx->Query.CondRenderQuery; save->CondRenderMode = ctx->Query.CondRenderMode; if (ctx->Query.CondRenderQuery) _mesa_EndConditionalRender(); } if (state & MESA_META_SELECT_FEEDBACK) { save->RenderMode = ctx->RenderMode; if (ctx->RenderMode == GL_SELECT) { save->Select = ctx->Select; /* struct copy */ _mesa_RenderMode(GL_RENDER); } else if (ctx->RenderMode == GL_FEEDBACK) { save->Feedback = ctx->Feedback; /* struct copy */ _mesa_RenderMode(GL_RENDER); } } if (state & MESA_META_MULTISAMPLE) { save->Multisample = ctx->Multisample; /* struct copy */ if (ctx->Multisample.Enabled) _mesa_set_multisample(ctx, GL_FALSE); if (ctx->Multisample.SampleCoverage) _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE); if (ctx->Multisample.SampleAlphaToCoverage) _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE); if (ctx->Multisample.SampleAlphaToOne) _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE); if (ctx->Multisample.SampleShading) _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE); if (ctx->Multisample.SampleMask) _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE); } if (state & MESA_META_FRAMEBUFFER_SRGB) { save->sRGBEnabled = ctx->Color.sRGBEnabled; if (ctx->Color.sRGBEnabled) _mesa_set_framebuffer_srgb(ctx, GL_FALSE); } /* misc */ { save->Lighting = ctx->Light.Enabled; if (ctx->Light.Enabled) _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE); save->RasterDiscard = ctx->RasterDiscard; if (ctx->RasterDiscard) _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE); save->DrawBufferName = ctx->DrawBuffer->Name; save->ReadBufferName = ctx->ReadBuffer->Name; save->RenderbufferName = (ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0); } } /** * Leave meta state. This is like a light-weight version of glPopAttrib(). */ void _mesa_meta_end(struct gl_context *ctx) { struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1]; const GLbitfield state = save->SavedState; int i; /* After starting a new occlusion query, initialize the results to the * values saved previously. The driver will then continue to increment * these values. */ if (state & MESA_META_OCCLUSION_QUERY) { if (save->CurrentOcclusionObject) { _mesa_BeginQuery(save->CurrentOcclusionObject->Target, save->CurrentOcclusionObject->Id); ctx->Query.CurrentOcclusionObject->Result = save->CurrentOcclusionObject->Result; } } if (state & MESA_META_ALPHA_TEST) { if (ctx->Color.AlphaEnabled != save->AlphaEnabled) _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled); _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef); } if (state & MESA_META_BLEND) { if (ctx->Color.BlendEnabled != save->BlendEnabled) { if (ctx->Extensions.EXT_draw_buffers2) { GLuint i; for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1); } } else { _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1)); } } if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled) _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled); } if (state & MESA_META_COLOR_MASK) { GLuint i; for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) { if (i == 0) { _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1], save->ColorMask[i][2], save->ColorMask[i][3]); } else { _mesa_ColorMaski(i, save->ColorMask[i][0], save->ColorMask[i][1], save->ColorMask[i][2], save->ColorMask[i][3]); } } } } if (state & MESA_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 & MESA_META_FOG) { _mesa_set_enable(ctx, GL_FOG, save->Fog); } if (state & MESA_META_PIXEL_STORE) { ctx->Pack = save->Pack; ctx->Unpack = save->Unpack; } if (state & MESA_META_PIXEL_TRANSFER) { ctx->Pixel.RedScale = save->RedScale; ctx->Pixel.RedBias = save->RedBias; ctx->Pixel.GreenScale = save->GreenScale; ctx->Pixel.GreenBias = save->GreenBias; ctx->Pixel.BlueScale = save->BlueScale; ctx->Pixel.BlueBias = save->BlueBias; ctx->Pixel.AlphaScale = save->AlphaScale; ctx->Pixel.AlphaBias = save->AlphaBias; ctx->Pixel.MapColorFlag = save->MapColorFlag; /* XXX more state */ ctx->NewState |=_NEW_PIXEL; } if (state & MESA_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_SMOOTH, save->PolygonSmooth); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset); _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull); } if (state & MESA_META_SCISSOR) { unsigned i; for (i = 0; i < ctx->Const.MaxViewports; i++) { _mesa_set_scissor(ctx, i, save->Scissor.ScissorArray[i].X, save->Scissor.ScissorArray[i].Y, save->Scissor.ScissorArray[i].Width, save->Scissor.ScissorArray[i].Height); _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i, (save->Scissor.EnableFlags >> i) & 1); } } if (state & MESA_META_SHADER) { static const GLenum targets[] = { GL_VERTEX_SHADER, GL_GEOMETRY_SHADER, GL_FRAGMENT_SHADER, }; bool any_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); _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL); } 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); _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL); } if (ctx->Extensions.ATI_fragment_shader) { _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, save->ATIFragmentShaderEnabled); } any_shader = false; for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) { /* It is safe to call _mesa_use_shader_program even if the extension * necessary for that program state is not supported. In that case, * the saved program object must be NULL and the currently bound * program object must be NULL. _mesa_use_shader_program is a no-op * in that case. */ _mesa_use_shader_program(ctx, targets[i], save->Shader[i], &ctx->Shader); /* Do this *before* killing the reference. :) */ if (save->Shader[i] != NULL) any_shader = true; _mesa_reference_shader_program(ctx, &save->Shader[i], NULL); } _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, save->ActiveShader); _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL); /* If there were any stages set with programs, use ctx->Shader as the * current shader state. Otherwise, use Pipeline.Default. The pipeline * hasn't been restored yet, and that may modify ctx->_Shader further. */ if (any_shader) _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader); else _mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default); if (save->Pipeline) { assert(ctx->Extensions.ARB_separate_shader_objects); _mesa_bind_pipeline(ctx, save->Pipeline); _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL); } } if (state & MESA_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 & MESA_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++) { if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) { FLUSH_VERTICES(ctx, _NEW_TEXTURE); _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt], save->CurrentTexture[tgt]); } _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL); } /* Restore fixed function texture enables, texgen */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) { FLUSH_VERTICES(ctx, _NEW_TEXTURE); ctx->Texture.Unit[u].Enabled = save->TexEnabled[u]; } if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) { FLUSH_VERTICES(ctx, _NEW_TEXTURE); ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u]; } } /* restore current unit state */ _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit); _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit); } if (state & MESA_META_TRANSFORM) { GLuint activeTexture = ctx->Texture.CurrentUnit; _mesa_ActiveTexture(GL_TEXTURE0); _mesa_MatrixMode(GL_TEXTURE); _mesa_LoadMatrixf(save->TextureMatrix); _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture); _mesa_MatrixMode(GL_MODELVIEW); _mesa_LoadMatrixf(save->ModelviewMatrix); _mesa_MatrixMode(GL_PROJECTION); _mesa_LoadMatrixf(save->ProjectionMatrix); _mesa_MatrixMode(save->MatrixMode); } if (state & MESA_META_CLIP) { 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 & MESA_META_VERTEX) { /* restore vertex buffer object */ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name); _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL); /* restore vertex array object */ _mesa_BindVertexArray(save->VAO->Name); _mesa_reference_vao(ctx, &save->VAO, NULL); } if (state & MESA_META_VIEWPORT) { if (save->ViewportX != ctx->ViewportArray[0].X || save->ViewportY != ctx->ViewportArray[0].Y || save->ViewportW != ctx->ViewportArray[0].Width || save->ViewportH != ctx->ViewportArray[0].Height) { _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY, save->ViewportW, save->ViewportH); } _mesa_DepthRange(save->DepthNear, save->DepthFar); } if (state & MESA_META_CLAMP_FRAGMENT_COLOR && ctx->Extensions.ARB_color_buffer_float) { _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor); } if (state & MESA_META_CLAMP_VERTEX_COLOR && ctx->Extensions.ARB_color_buffer_float) { _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor); } if (state & MESA_META_CONDITIONAL_RENDER) { if (save->CondRenderQuery) _mesa_BeginConditionalRender(save->CondRenderQuery->Id, save->CondRenderMode); } if (state & MESA_META_SELECT_FEEDBACK) { if (save->RenderMode == GL_SELECT) { _mesa_RenderMode(GL_SELECT); ctx->Select = save->Select; } else if (save->RenderMode == GL_FEEDBACK) { _mesa_RenderMode(GL_FEEDBACK); ctx->Feedback = save->Feedback; } } if (state & MESA_META_MULTISAMPLE) { struct gl_multisample_attrib *ctx_ms = &ctx->Multisample; struct gl_multisample_attrib *save_ms = &save->Multisample; if (ctx_ms->Enabled != save_ms->Enabled) _mesa_set_multisample(ctx, save_ms->Enabled); if (ctx_ms->SampleCoverage != save_ms->SampleCoverage) _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage); if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage) _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage); if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne) _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne); if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue || ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) { _mesa_SampleCoverage(save_ms->SampleCoverageValue, save_ms->SampleCoverageInvert); } if (ctx_ms->SampleShading != save_ms->SampleShading) _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading); if (ctx_ms->SampleMask != save_ms->SampleMask) _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask); if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue) _mesa_SampleMaski(0, save_ms->SampleMaskValue); if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue) _mesa_MinSampleShading(save_ms->MinSampleShadingValue); } if (state & MESA_META_FRAMEBUFFER_SRGB) { if (ctx->Color.sRGBEnabled != save->sRGBEnabled) _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled); } /* misc */ if (save->Lighting) { _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE); } if (save->RasterDiscard) { _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE); } if (save->TransformFeedbackNeedsResume) _mesa_ResumeTransformFeedback(); if (ctx->DrawBuffer->Name != save->DrawBufferName) _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName); if (ctx->ReadBuffer->Name != save->ReadBufferName) _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName); if (!ctx->CurrentRenderbuffer || ctx->CurrentRenderbuffer->Name != save->RenderbufferName) _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName); ctx->Meta->SaveStackDepth--; ctx->API = save->API; } /** * Determine whether Mesa is currently in a meta state. */ GLboolean _mesa_meta_in_progress(struct gl_context *ctx) { return ctx->Meta->SaveStackDepth != 0; } /** * Convert Z from a normalized value in the range [0, 1] to an object-space * Z coordinate in [-1, +1] so that drawing at the new Z position with the * default/identity ortho projection results in the original Z value. * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z * value comes from the clear value or raster position. */ static INLINE GLfloat invert_z(GLfloat normZ) { GLfloat objZ = 1.0f - 2.0f * normZ; return objZ; } /** * One-time init for a temp_texture object. * Choose tex target, compute max tex size, etc. */ static void init_temp_texture(struct gl_context *ctx, struct temp_texture *tex) { /* prefer texture rectangle */ if (_mesa_is_desktop_gl(ctx) && 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); } static void cleanup_temp_texture(struct temp_texture *tex) { if (!tex->TexObj) return; _mesa_DeleteTextures(1, &tex->TexObj); tex->TexObj = 0; } /** * Return pointer to temp_texture info for non-bitmap ops. * This does some one-time init if needed. */ struct temp_texture * _mesa_meta_get_temp_texture(struct gl_context *ctx) { struct temp_texture *tex = &ctx->Meta->TempTex; if (!tex->TexObj) { init_temp_texture(ctx, tex); } return tex; } /** * 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(struct gl_context *ctx) { struct temp_texture *tex = &ctx->Meta->Bitmap.Tex; if (!tex->TexObj) { init_temp_texture(ctx, tex); } return tex; } /** * Return pointer to depth temp_texture. * This does some one-time init if needed. */ struct temp_texture * _mesa_meta_get_temp_depth_texture(struct gl_context *ctx) { struct temp_texture *tex = &ctx->Meta->Blit.depthTex; if (!tex->TexObj) { init_temp_texture(ctx, tex); } return tex; } /** * Compute the width/height of texture needed to draw an image of the * given size. Return a flag indicating whether the current texture * can be re-used (glTexSubImage2D) or if a new texture needs to be * allocated (glTexImage2D). * Also, compute s/t texcoords for drawing. * * \return GL_TRUE if new texture is needed, GL_FALSE otherwise */ GLboolean _mesa_meta_alloc_texture(struct temp_texture *tex, GLsizei width, GLsizei height, GLenum intFormat) { GLboolean newTex = GL_FALSE; ASSERT(width <= tex->MaxSize); ASSERT(height <= tex->MaxSize); if (width > tex->Width || height > tex->Height || intFormat != tex->IntFormat) { /* alloc new texture (larger or different format) */ if (tex->NPOT) { /* use non-power of two size */ tex->Width = MAX2(tex->MinSize, width); tex->Height = MAX2(tex->MinSize, height); } else { /* find power of two size */ GLsizei w, h; w = h = tex->MinSize; while (w < width) w *= 2; while (h < height) h *= 2; tex->Width = w; tex->Height = h; } tex->IntFormat = intFormat; newTex = GL_TRUE; } /* compute texcoords */ if (tex->Target == GL_TEXTURE_RECTANGLE) { tex->Sright = (GLfloat) width; tex->Ttop = (GLfloat) height; } else { tex->Sright = (GLfloat) width / tex->Width; tex->Ttop = (GLfloat) height / tex->Height; } return newTex; } /** * Setup/load texture for glCopyPixels or glBlitFramebuffer. */ void _mesa_meta_setup_copypix_texture(struct gl_context *ctx, struct temp_texture *tex, GLint srcX, GLint srcY, GLsizei width, GLsizei height, GLenum intFormat, GLenum filter) { bool newTex; _mesa_BindTexture(tex->Target, tex->TexObj); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat); /* copy framebuffer image to texture */ if (newTex) { /* create new tex image */ if (tex->Width == width && tex->Height == height) { /* create new tex with framebuffer data */ _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat, srcX, srcY, width, height, 0); } else { /* create empty texture */ _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, tex->Width, tex->Height, 0, intFormat, GL_UNSIGNED_BYTE, NULL); /* load image */ _mesa_CopyTexSubImage2D(tex->Target, 0, 0, 0, srcX, srcY, width, height); } } else { /* replace existing tex image */ _mesa_CopyTexSubImage2D(tex->Target, 0, 0, 0, srcX, srcY, width, height); } } /** * Setup/load texture for glDrawPixels. */ void _mesa_meta_setup_drawpix_texture(struct gl_context *ctx, struct temp_texture *tex, GLboolean newTex, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) { _mesa_BindTexture(tex->Target, tex->TexObj); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); /* copy pixel data to texture */ if (newTex) { /* create new tex image */ if (tex->Width == width && tex->Height == height) { /* create new tex and load image data */ _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, tex->Width, tex->Height, 0, format, type, pixels); } else { struct gl_buffer_object *save_unpack_obj = NULL; _mesa_reference_buffer_object(ctx, &save_unpack_obj, ctx->Unpack.BufferObj); _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0); /* create empty texture */ _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, tex->Width, tex->Height, 0, format, type, NULL); if (save_unpack_obj != NULL) _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, save_unpack_obj->Name); /* load image */ _mesa_TexSubImage2D(tex->Target, 0, 0, 0, width, height, format, type, pixels); } } else { /* replace existing tex image */ _mesa_TexSubImage2D(tex->Target, 0, 0, 0, width, height, format, type, pixels); } } void _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO, unsigned texcoord_size) { _mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0); /* setup projection matrix */ _mesa_MatrixMode(GL_PROJECTION); _mesa_LoadIdentity(); } /** * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering. */ void _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) { struct clear_state *clear = &ctx->Meta->Clear; struct vertex verts[4]; /* save all state but scissor, pixel pack/unpack */ GLbitfield metaSave = (MESA_META_ALL - MESA_META_SCISSOR - MESA_META_PIXEL_STORE - MESA_META_CONDITIONAL_RENDER - MESA_META_FRAMEBUFFER_SRGB); const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; if (buffers & BUFFER_BITS_COLOR) { /* if clearing color buffers, don't save/restore colormask */ metaSave -= MESA_META_COLOR_MASK; } _mesa_meta_begin(ctx, metaSave); _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4); /* GL_COLOR_BUFFER_BIT */ if (buffers & BUFFER_BITS_COLOR) { /* leave colormask, glDrawBuffer state as-is */ /* Clears never have the color clamped. */ if (ctx->Extensions.ARB_color_buffer_float) _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); } else { ASSERT(metaSave & MESA_META_COLOR_MASK); _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 & stencilMax, ctx->Stencil.WriteMask[0]); } else { assert(!ctx->Stencil.Enabled); } /* vertex positions/colors */ { const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin; const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin; const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax; const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax; const GLfloat z = invert_z(ctx->Depth.Clear); GLuint i; verts[0].x = x0; verts[0].y = y0; verts[0].z = z; verts[1].x = x1; verts[1].y = y0; verts[1].z = z; verts[2].x = x1; verts[2].y = y1; verts[2].z = z; verts[3].x = x0; verts[3].y = y1; verts[3].z = z; /* vertex colors */ for (i = 0; i < 4; i++) { verts[i].r = ctx->Color.ClearColor.f[0]; verts[i].g = ctx->Color.ClearColor.f[1]; verts[i].b = ctx->Color.ClearColor.f[2]; verts[i].a = ctx->Color.ClearColor.f[3]; } /* upload new vertex data */ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); } /* draw quad */ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); _mesa_meta_end(ctx); } static void meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) { const char *vs_source = "attribute vec4 position;\n" "void main()\n" "{\n" " gl_Position = position;\n" "}\n"; const char *gs_source = "#version 150\n" "layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 4) out;\n" "uniform int layer;\n" "void main()\n" "{\n" " for (int i = 0; i < 3; i++) {\n" " gl_Layer = layer;\n" " gl_Position = gl_in[i].gl_Position;\n" " EmitVertex();\n" " }\n" "}\n"; const char *fs_source = "uniform vec4 color;\n" "void main()\n" "{\n" " gl_FragColor = color;\n" "}\n"; GLuint vs, gs = 0, fs; bool has_integer_textures; _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0); if (clear->ShaderProg != 0) return; vs = _mesa_CreateShader(GL_VERTEX_SHADER); _mesa_ShaderSource(vs, 1, &vs_source, NULL); _mesa_CompileShader(vs); if (_mesa_has_geometry_shaders(ctx)) { gs = _mesa_CreateShader(GL_GEOMETRY_SHADER); _mesa_ShaderSource(gs, 1, &gs_source, NULL); _mesa_CompileShader(gs); } fs = _mesa_CreateShader(GL_FRAGMENT_SHADER); _mesa_ShaderSource(fs, 1, &fs_source, NULL); _mesa_CompileShader(fs); clear->ShaderProg = _mesa_CreateProgram(); _mesa_AttachShader(clear->ShaderProg, fs); _mesa_DeleteShader(fs); if (gs != 0) _mesa_AttachShader(clear->ShaderProg, gs); _mesa_AttachShader(clear->ShaderProg, vs); _mesa_DeleteShader(vs); _mesa_BindAttribLocation(clear->ShaderProg, 0, "position"); _mesa_LinkProgram(clear->ShaderProg); clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color"); if (gs != 0) { clear->LayerLocation = _mesa_GetUniformLocation(clear->ShaderProg, "layer"); } has_integer_textures = _mesa_is_gles3(ctx) || (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130); if (has_integer_textures) { void *shader_source_mem_ctx = ralloc_context(NULL); const char *vs_int_source = ralloc_asprintf(shader_source_mem_ctx, "#version 130\n" "in vec4 position;\n" "void main()\n" "{\n" " gl_Position = position;\n" "}\n"); const char *fs_int_source = ralloc_asprintf(shader_source_mem_ctx, "#version 130\n" "uniform ivec4 color;\n" "out ivec4 out_color;\n" "\n" "void main()\n" "{\n" " out_color = color;\n" "}\n"); vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source); fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source); ralloc_free(shader_source_mem_ctx); clear->IntegerShaderProg = _mesa_CreateProgram(); _mesa_AttachShader(clear->IntegerShaderProg, fs); _mesa_DeleteShader(fs); if (gs != 0) _mesa_AttachShader(clear->IntegerShaderProg, gs); _mesa_AttachShader(clear->IntegerShaderProg, vs); _mesa_DeleteShader(vs); _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position"); /* Note that user-defined out attributes get automatically assigned * locations starting from 0, so we don't need to explicitly * BindFragDataLocation to 0. */ _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1, "integer clear"); _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg); clear->IntegerColorLocation = _mesa_GetUniformLocation(clear->IntegerShaderProg, "color"); if (gs != 0) { clear->IntegerLayerLocation = _mesa_GetUniformLocation(clear->IntegerShaderProg, "layer"); } } if (gs != 0) _mesa_DeleteShader(gs); } static void meta_glsl_clear_cleanup(struct clear_state *clear) { if (clear->VAO == 0) return; _mesa_DeleteVertexArrays(1, &clear->VAO); clear->VAO = 0; _mesa_DeleteBuffers(1, &clear->VBO); clear->VBO = 0; _mesa_DeleteProgram(clear->ShaderProg); clear->ShaderProg = 0; if (clear->IntegerShaderProg) { _mesa_DeleteProgram(clear->IntegerShaderProg); clear->IntegerShaderProg = 0; } } /** * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering. */ void _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) { struct clear_state *clear = &ctx->Meta->Clear; GLbitfield metaSave; const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; struct gl_framebuffer *fb = ctx->DrawBuffer; const float x0 = ((float)fb->_Xmin / fb->Width) * 2.0f - 1.0f; const float y0 = ((float)fb->_Ymin / fb->Height) * 2.0f - 1.0f; const float x1 = ((float)fb->_Xmax / fb->Width) * 2.0f - 1.0f; const float y1 = ((float)fb->_Ymax / fb->Height) * 2.0f - 1.0f; const float z = -invert_z(ctx->Depth.Clear); struct vertex verts[4]; metaSave = (MESA_META_ALPHA_TEST | MESA_META_BLEND | MESA_META_DEPTH_TEST | MESA_META_RASTERIZATION | MESA_META_SHADER | MESA_META_STENCIL_TEST | MESA_META_VERTEX | MESA_META_VIEWPORT | MESA_META_CLIP | MESA_META_CLAMP_FRAGMENT_COLOR | MESA_META_MULTISAMPLE | MESA_META_OCCLUSION_QUERY); if (!(buffers & BUFFER_BITS_COLOR)) { /* We'll use colormask to disable color writes. Otherwise, * respect color mask */ metaSave |= MESA_META_COLOR_MASK; } _mesa_meta_begin(ctx, metaSave); meta_glsl_clear_init(ctx, clear); if (fb->_IntegerColor) { _mesa_UseProgram(clear->IntegerShaderProg); _mesa_Uniform4iv(clear->IntegerColorLocation, 1, ctx->Color.ClearColor.i); } else { _mesa_UseProgram(clear->ShaderProg); _mesa_Uniform4fv(clear->ColorLocation, 1, ctx->Color.ClearColor.f); } /* GL_COLOR_BUFFER_BIT */ if (buffers & BUFFER_BITS_COLOR) { /* leave colormask, glDrawBuffer state as-is */ /* Clears never have the color clamped. */ if (ctx->Extensions.ARB_color_buffer_float) _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); } else { ASSERT(metaSave & MESA_META_COLOR_MASK); _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 & stencilMax, ctx->Stencil.WriteMask[0]); } else { assert(!ctx->Stencil.Enabled); } /* vertex positions */ verts[0].x = x0; verts[0].y = y0; verts[0].z = z; verts[1].x = x1; verts[1].y = y0; verts[1].z = z; verts[2].x = x1; verts[2].y = y1; verts[2].z = z; verts[3].x = x0; verts[3].y = y1; verts[3].z = z; /* upload new vertex data */ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); /* draw quad(s) */ if (fb->MaxNumLayers > 0) { unsigned layer; for (layer = 0; layer < fb->MaxNumLayers; layer++) { if (fb->_IntegerColor) _mesa_Uniform1i(clear->IntegerLayerLocation, layer); else _mesa_Uniform1i(clear->LayerLocation, layer); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); } } else { _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 and GLSL shaders. */ void _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, GLsizei width, GLsizei height, GLint dstX, GLint dstY, GLenum type) { struct copypix_state *copypix = &ctx->Meta->CopyPix; struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx); struct vertex verts[4]; if (type != GL_COLOR || ctx->_ImageTransferState || ctx->Fog.Enabled || width > tex->MaxSize || height > tex->MaxSize) { /* 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, (MESA_META_RASTERIZATION | MESA_META_SHADER | MESA_META_TEXTURE | MESA_META_TRANSFORM | MESA_META_CLIP | MESA_META_VERTEX | MESA_META_VIEWPORT)); _mesa_meta_setup_vertex_objects(©pix->VAO, ©pix->VBO, false, 3, 2, 0); /* Silence valgrind warnings about reading uninitialized stack. */ memset(verts, 0, sizeof(verts)); /* Alloc/setup texture */ _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height, GL_RGBA, GL_NEAREST); /* vertex positions, texcoords (after texture allocation!) */ { const GLfloat dstX0 = (GLfloat) dstX; const GLfloat dstY0 = (GLfloat) dstY; const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX; const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY; const GLfloat z = invert_z(ctx->Current.RasterPos[2]); verts[0].x = dstX0; verts[0].y = dstY0; verts[0].z = z; verts[0].tex[0] = 0.0F; verts[0].tex[1] = 0.0F; verts[1].x = dstX1; verts[1].y = dstY0; verts[1].z = z; verts[1].tex[0] = tex->Sright; verts[1].tex[1] = 0.0F; verts[2].x = dstX1; verts[2].y = dstY1; verts[2].z = z; verts[2].tex[0] = tex->Sright; verts[2].tex[1] = tex->Ttop; verts[3].x = dstX0; verts[3].y = dstY1; verts[3].z = z; verts[3].tex[0] = 0.0F; verts[3].tex[1] = tex->Ttop; /* upload new vertex data */ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } _mesa_set_enable(ctx, tex->Target, GL_TRUE); /* draw textured quad */ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); _mesa_set_enable(ctx, tex->Target, GL_FALSE); _mesa_meta_end(ctx); } static void meta_drawpix_cleanup(struct drawpix_state *drawpix) { if (drawpix->VAO != 0) { _mesa_DeleteVertexArrays(1, &drawpix->VAO); drawpix->VAO = 0; _mesa_DeleteBuffers(1, &drawpix->VBO); drawpix->VBO = 0; } if (drawpix->StencilFP != 0) { _mesa_DeleteProgramsARB(1, &drawpix->StencilFP); drawpix->StencilFP = 0; } if (drawpix->DepthFP != 0) { _mesa_DeleteProgramsARB(1, &drawpix->DepthFP); drawpix->DepthFP = 0; } } /** * When the glDrawPixels() image size is greater than the max rectangle * texture size we use this function to break the glDrawPixels() image * into tiles which fit into the max texture size. */ 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) { struct gl_pixelstore_attrib tileUnpack = *unpack; GLint i, j; if (tileUnpack.RowLength == 0) tileUnpack.RowLength = width; for (i = 0; i < width; i += tileSize) { const GLint tileWidth = MIN2(tileSize, width - i); const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX); tileUnpack.SkipPixels = unpack->SkipPixels + i; for (j = 0; j < height; j += tileSize) { const GLint tileHeight = MIN2(tileSize, height - j); const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY); tileUnpack.SkipRows = unpack->SkipRows + j; _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight, format, type, &tileUnpack, pixels); } } } /** * One-time init for drawing stencil pixels. */ static void init_draw_stencil_pixels(struct gl_context *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 = _mesa_meta_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_GenProgramsARB(1, &drawpix->StencilFP); _mesa_BindProgramARB(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(struct gl_context *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 = _mesa_meta_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_GenProgramsARB(1, &drawpix->DepthFP); _mesa_BindProgramARB(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. */ 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) { struct drawpix_state *drawpix = &ctx->Meta->DrawPix; struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx); const struct gl_pixelstore_attrib unpackSave = ctx->Unpack; const GLuint origStencilMask = ctx->Stencil.WriteMask[0]; struct vertex verts[4]; GLenum texIntFormat; GLboolean fallback, newTex; GLbitfield metaExtraSave = 0x0; /* * Determine if we can do the glDrawPixels with texture mapping. */ fallback = GL_FALSE; if (ctx->Fog.Enabled) { fallback = GL_TRUE; } if (_mesa_is_color_format(format)) { /* 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; /* If we're not supposed to clamp the resulting color, then just * promote our texture to fully float. We could do better by * just going for the matching set of channels, in floating * point. */ if (ctx->Color.ClampFragmentColor != GL_TRUE && ctx->Extensions.ARB_texture_float) texIntFormat = GL_RGBA32F; } 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 = (MESA_META_COLOR_MASK | MESA_META_DEPTH_TEST | MESA_META_PIXEL_TRANSFER | MESA_META_SHADER | MESA_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 = (MESA_META_SHADER); } else { fallback = GL_TRUE; } } else { fallback = GL_TRUE; } if (fallback) { _swrast_DrawPixels(ctx, x, y, width, height, format, type, unpack, pixels); return; } /* * Check image size against max texture size, draw as tiles if needed. */ if (width > tex->MaxSize || height > tex->MaxSize) { tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height, format, type, unpack, pixels); return; } /* Most GL state applies to glDrawPixels (like blending, stencil, etc), * but a there's a few things we need to override: */ _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION | MESA_META_SHADER | MESA_META_TEXTURE | MESA_META_TRANSFORM | MESA_META_CLIP | MESA_META_VERTEX | MESA_META_VIEWPORT | metaExtraSave)); newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat); _mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false, 3, 2, 0); /* Silence valgrind warnings about reading uninitialized stack. */ memset(verts, 0, sizeof(verts)); /* vertex positions, texcoords (after texture allocation!) */ { const GLfloat x0 = (GLfloat) x; const GLfloat y0 = (GLfloat) y; const GLfloat x1 = x + width * ctx->Pixel.ZoomX; const GLfloat y1 = y + height * ctx->Pixel.ZoomY; const GLfloat z = invert_z(ctx->Current.RasterPos[2]); verts[0].x = x0; verts[0].y = y0; verts[0].z = z; verts[0].tex[0] = 0.0F; verts[0].tex[1] = 0.0F; verts[1].x = x1; verts[1].y = y0; verts[1].z = z; verts[1].tex[0] = tex->Sright; verts[1].tex[1] = 0.0F; verts[2].x = x1; verts[2].y = y1; verts[2].z = z; verts[2].tex[0] = tex->Sright; verts[2].tex[1] = tex->Ttop; verts[3].x = x0; verts[3].y = y1; verts[3].z = z; verts[3].tex[0] = 0.0F; verts[3].tex[1] = tex->Ttop; } /* upload new vertex data */ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); /* set given unpack params */ ctx->Unpack = *unpack; _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); _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, 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_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); for (bit = 0; bit < ctx->DrawBuffer->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, 255.0f / mask, 0.5f, 0.0f, 0.0f); _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_BindProgramARB(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); _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height, format, type, pixels); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); } else { /* Drawing RGBA */ _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, 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_meta_end(ctx); } static GLboolean alpha_test_raster_color(struct gl_context *ctx) { GLfloat alpha = ctx->Current.RasterColor[ACOMP]; GLfloat ref = ctx->Color.AlphaRef; switch (ctx->Color.AlphaFunc) { case GL_NEVER: return GL_FALSE; case GL_LESS: return alpha < ref; case GL_EQUAL: return alpha == ref; case GL_LEQUAL: return alpha <= ref; case GL_GREATER: return alpha > ref; case GL_NOTEQUAL: return alpha != ref; case GL_GEQUAL: return alpha >= ref; case GL_ALWAYS: return GL_TRUE; default: assert(0); return GL_FALSE; } } /** * Do glBitmap with a alpha texture quad. Use the alpha test to cull * the 'off' bits. A bitmap cache as in the gallium/mesa state * tracker would improve performance a lot. */ 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) { 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; GLubyte fg, bg; struct vertex verts[4]; GLboolean newTex; GLubyte *bitmap8; /* * Check if swrast fallback is needed. */ if (ctx->_ImageTransferState || ctx->FragmentProgram._Enabled || ctx->Fog.Enabled || ctx->Texture._MaxEnabledTexImageUnit != -1 || width > tex->MaxSize || height > tex->MaxSize) { _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1); return; } if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx)) 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, (MESA_META_ALPHA_TEST | MESA_META_PIXEL_STORE | MESA_META_RASTERIZATION | MESA_META_SHADER | MESA_META_TEXTURE | MESA_META_TRANSFORM | MESA_META_CLIP | MESA_META_VERTEX | MESA_META_VIEWPORT)); _mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4); newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat); /* Silence valgrind warnings about reading uninitialized stack. */ memset(verts, 0, sizeof(verts)); /* 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 = invert_z(ctx->Current.RasterPos[2]); GLuint i; verts[0].x = x0; verts[0].y = y0; verts[0].z = z; verts[0].tex[0] = 0.0F; verts[0].tex[1] = 0.0F; verts[1].x = x1; verts[1].y = y0; verts[1].z = z; verts[1].tex[0] = tex->Sright; verts[1].tex[1] = 0.0F; verts[2].x = x1; verts[2].y = y1; verts[2].z = z; verts[2].tex[0] = tex->Sright; verts[2].tex[1] = tex->Ttop; verts[3].x = x0; verts[3].y = y1; verts[3].z = z; verts[3].tex[0] = 0.0F; verts[3].tex[1] = tex->Ttop; for (i = 0; i < 4; i++) { verts[i].r = ctx->Current.RasterColor[0]; verts[i].g = ctx->Current.RasterColor[1]; verts[i].b = ctx->Current.RasterColor[2]; verts[i].a = ctx->Current.RasterColor[3]; } /* upload new vertex data */ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } /* choose different foreground/background alpha values */ CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]); bg = (fg > 127 ? 0 : 255); bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1); if (!bitmap1) { _mesa_meta_end(ctx); return; } bitmap8 = malloc(width * height); if (bitmap8) { memset(bitmap8, bg, width * height); _mesa_expand_bitmap(width, height, &unpackSave, bitmap1, bitmap8, width, fg); _mesa_set_enable(ctx, tex->Target, GL_TRUE); _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE); _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg)); _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height, GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); _mesa_set_enable(ctx, tex->Target, GL_FALSE); free(bitmap8); } _mesa_unmap_pbo_source(ctx, &unpackSave); _mesa_meta_end(ctx); } /** * Compute the texture coordinates for the four vertices of a quad for * drawing a 2D texture image or slice of a cube/3D texture. * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name * \param slice slice of a 1D/2D array texture or 3D texture * \param width width of the texture image * \param height height of the texture image * \param coords0/1/2/3 returns the computed texcoords */ void _mesa_meta_setup_texture_coords(GLenum faceTarget, GLint slice, GLint width, GLint height, GLint depth, GLfloat coords0[4], GLfloat coords1[4], GLfloat coords2[4], GLfloat coords3[4]) { static const GLfloat st[4][2] = { {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f} }; GLuint i; GLfloat r; if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY) faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6; /* Currently all texture targets want the W component to be 1.0. */ coords0[3] = 1.0F; coords1[3] = 1.0F; coords2[3] = 1.0F; coords3[3] = 1.0F; switch (faceTarget) { case GL_TEXTURE_1D: case GL_TEXTURE_2D: case GL_TEXTURE_3D: case GL_TEXTURE_2D_ARRAY: if (faceTarget == GL_TEXTURE_3D) { assert(slice < depth); assert(depth >= 1); r = (slice + 0.5f) / depth; } else if (faceTarget == GL_TEXTURE_2D_ARRAY) r = (float) slice; else r = 0.0F; coords0[0] = 0.0F; /* s */ coords0[1] = 0.0F; /* t */ coords0[2] = r; /* r */ coords1[0] = 1.0F; coords1[1] = 0.0F; coords1[2] = r; coords2[0] = 1.0F; coords2[1] = 1.0F; coords2[2] = r; coords3[0] = 0.0F; coords3[1] = 1.0F; coords3[2] = r; break; case GL_TEXTURE_RECTANGLE_ARB: coords0[0] = 0.0F; /* s */ coords0[1] = 0.0F; /* t */ coords0[2] = 0.0F; /* r */ coords1[0] = (float) width; coords1[1] = 0.0F; coords1[2] = 0.0F; coords2[0] = (float) width; coords2[1] = (float) height; coords2[2] = 0.0F; coords3[0] = 0.0F; coords3[1] = (float) height; coords3[2] = 0.0F; break; case GL_TEXTURE_1D_ARRAY: coords0[0] = 0.0F; /* s */ coords0[1] = (float) slice; /* t */ coords0[2] = 0.0F; /* r */ coords1[0] = 1.0f; coords1[1] = (float) slice; coords1[2] = 0.0F; coords2[0] = 1.0F; coords2[1] = (float) slice; coords2[2] = 0.0F; coords3[0] = 0.0F; coords3[1] = (float) slice; coords3[2] = 0.0F; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_X: case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: /* loop over quad verts */ for (i = 0; i < 4; i++) { /* Compute sc = +/-scale and tc = +/-scale. * Not +/-1 to avoid cube face selection ambiguity near the edges, * though that can still sometimes happen with this scale factor... */ const GLfloat scale = 0.9999f; const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale; const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale; GLfloat *coord; switch (i) { case 0: coord = coords0; break; case 1: coord = coords1; break; case 2: coord = coords2; break; case 3: coord = coords3; break; default: assert(0); } coord[3] = (float) (slice / 6); switch (faceTarget) { case GL_TEXTURE_CUBE_MAP_POSITIVE_X: coord[0] = 1.0f; coord[1] = -tc; coord[2] = -sc; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: coord[0] = -1.0f; coord[1] = -tc; coord[2] = sc; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: coord[0] = sc; coord[1] = 1.0f; coord[2] = tc; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: coord[0] = sc; coord[1] = -1.0f; coord[2] = -tc; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: coord[0] = sc; coord[1] = -tc; coord[2] = 1.0f; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: coord[0] = -sc; coord[1] = -tc; coord[2] = -1.0f; break; default: assert(0); } } break; default: assert(!"unexpected target in _mesa_meta_setup_texture_coords()"); } } static struct blit_shader * choose_blit_shader(GLenum target, struct blit_shader_table *table) { switch(target) { case GL_TEXTURE_1D: table->sampler_1d.type = "sampler1D"; table->sampler_1d.func = "texture1D"; table->sampler_1d.texcoords = "texCoords.x"; return &table->sampler_1d; case GL_TEXTURE_2D: table->sampler_2d.type = "sampler2D"; table->sampler_2d.func = "texture2D"; table->sampler_2d.texcoords = "texCoords.xy"; return &table->sampler_2d; case GL_TEXTURE_RECTANGLE: table->sampler_rect.type = "sampler2DRect"; table->sampler_rect.func = "texture2DRect"; table->sampler_rect.texcoords = "texCoords.xy"; return &table->sampler_rect; case GL_TEXTURE_3D: /* Code for mipmap generation with 3D textures is not used yet. * It's a sw fallback. */ table->sampler_3d.type = "sampler3D"; table->sampler_3d.func = "texture3D"; table->sampler_3d.texcoords = "texCoords.xyz"; return &table->sampler_3d; case GL_TEXTURE_CUBE_MAP: table->sampler_cubemap.type = "samplerCube"; table->sampler_cubemap.func = "textureCube"; table->sampler_cubemap.texcoords = "texCoords.xyz"; return &table->sampler_cubemap; case GL_TEXTURE_1D_ARRAY: table->sampler_1d_array.type = "sampler1DArray"; table->sampler_1d_array.func = "texture1DArray"; table->sampler_1d_array.texcoords = "texCoords.xy"; return &table->sampler_1d_array; case GL_TEXTURE_2D_ARRAY: table->sampler_2d_array.type = "sampler2DArray"; table->sampler_2d_array.func = "texture2DArray"; table->sampler_2d_array.texcoords = "texCoords.xyz"; return &table->sampler_2d_array; case GL_TEXTURE_CUBE_MAP_ARRAY: table->sampler_cubemap_array.type = "samplerCubeArray"; table->sampler_cubemap_array.func = "textureCubeArray"; table->sampler_cubemap_array.texcoords = "texCoords.xyzw"; return &table->sampler_cubemap_array; default: _mesa_problem(NULL, "Unexpected texture target 0x%x in" " setup_texture_sampler()\n", target); return NULL; } } void _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table) { _mesa_DeleteProgram(table->sampler_1d.shader_prog); _mesa_DeleteProgram(table->sampler_2d.shader_prog); _mesa_DeleteProgram(table->sampler_3d.shader_prog); _mesa_DeleteProgram(table->sampler_rect.shader_prog); _mesa_DeleteProgram(table->sampler_cubemap.shader_prog); _mesa_DeleteProgram(table->sampler_1d_array.shader_prog); _mesa_DeleteProgram(table->sampler_2d_array.shader_prog); _mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog); table->sampler_1d.shader_prog = 0; table->sampler_2d.shader_prog = 0; table->sampler_3d.shader_prog = 0; table->sampler_rect.shader_prog = 0; table->sampler_cubemap.shader_prog = 0; table->sampler_1d_array.shader_prog = 0; table->sampler_2d_array.shader_prog = 0; table->sampler_cubemap_array.shader_prog = 0; } /** * Determine the GL data type to use for the temporary image read with * ReadPixels() and passed to Tex[Sub]Image(). */ static GLenum get_temp_image_type(struct gl_context *ctx, mesa_format format) { GLenum baseFormat; baseFormat = _mesa_get_format_base_format(format); switch (baseFormat) { case GL_RGBA: case GL_RGB: case GL_RG: case GL_RED: case GL_ALPHA: case GL_LUMINANCE: case GL_LUMINANCE_ALPHA: case GL_INTENSITY: if (ctx->DrawBuffer->Visual.redBits <= 8) { return GL_UNSIGNED_BYTE; } else if (ctx->DrawBuffer->Visual.redBits <= 16) { return GL_UNSIGNED_SHORT; } else { GLenum datatype = _mesa_get_format_datatype(format); if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) return datatype; return GL_FLOAT; } case GL_DEPTH_COMPONENT: { GLenum datatype = _mesa_get_format_datatype(format); if (datatype == GL_FLOAT) return GL_FLOAT; else return GL_UNSIGNED_INT; } case GL_DEPTH_STENCIL: { GLenum datatype = _mesa_get_format_datatype(format); if (datatype == GL_FLOAT) return GL_FLOAT_32_UNSIGNED_INT_24_8_REV; else return GL_UNSIGNED_INT_24_8; } default: _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()", baseFormat); return 0; } } /** * Attempts to wrap the destination texture in an FBO and use * glBlitFramebuffer() to implement glCopyTexSubImage(). */ static bool copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, GLint zoffset, struct gl_renderbuffer *rb, GLint x, GLint y, GLsizei width, GLsizei height) { struct gl_texture_object *texObj = texImage->TexObject; GLuint fbo; bool success = false; GLbitfield mask; GLenum status; if (!ctx->Extensions.ARB_framebuffer_object) return false; _mesa_unlock_texture(ctx, texObj); _mesa_meta_begin(ctx, MESA_META_ALL); _mesa_GenFramebuffers(1, &fbo); _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); if (rb->_BaseFormat == GL_DEPTH_STENCIL || rb->_BaseFormat == GL_DEPTH_COMPONENT) { _mesa_meta_bind_fbo_image(GL_DEPTH_ATTACHMENT, texImage, zoffset); mask = GL_DEPTH_BUFFER_BIT; if (rb->_BaseFormat == GL_DEPTH_STENCIL && texImage->_BaseFormat == GL_DEPTH_STENCIL) { _mesa_meta_bind_fbo_image(GL_STENCIL_ATTACHMENT, texImage, zoffset); mask |= GL_STENCIL_BUFFER_BIT; } _mesa_DrawBuffer(GL_NONE); } else { _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0, texImage, zoffset); mask = GL_COLOR_BUFFER_BIT; _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0); } status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) goto out; ctx->Meta->Blit.no_ctsi_fallback = true; /* Since we've bound a new draw framebuffer, we need to update * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to * be correct. */ _mesa_update_state(ctx); /* We skip the core BlitFramebuffer checks for format consistency, which * are too strict for CopyTexImage. We know meta will be fine with format * changes. */ _mesa_meta_BlitFramebuffer(ctx, x, y, x + width, y + height, xoffset, yoffset, xoffset + width, yoffset + height, mask, GL_NEAREST); ctx->Meta->Blit.no_ctsi_fallback = false; success = true; out: _mesa_lock_texture(ctx, texObj); _mesa_DeleteFramebuffers(1, &fbo); _mesa_meta_end(ctx); return success; } /** * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions. * Have to be careful with locking and meta state for pixel transfer. */ 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) { struct gl_texture_object *texObj = texImage->TexObject; GLenum format, type; GLint bpp; void *buf; if (copytexsubimage_using_blit_framebuffer(ctx, dims, texImage, xoffset, yoffset, zoffset, rb, x, y, width, height)) { return; } /* Choose format/type for temporary image buffer */ format = _mesa_get_format_base_format(texImage->TexFormat); if (format == GL_LUMINANCE || format == GL_LUMINANCE_ALPHA || format == GL_INTENSITY) { /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the * temp image buffer because glReadPixels will do L=R+G+B which is * not what we want (should be L=R). */ format = GL_RGBA; } type = get_temp_image_type(ctx, texImage->TexFormat); if (_mesa_is_format_integer_color(texImage->TexFormat)) { format = _mesa_base_format_to_integer_format(format); } bpp = _mesa_bytes_per_pixel(format, type); if (bpp <= 0) { _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()"); return; } /* * Alloc image buffer (XXX could use a PBO) */ buf = malloc(width * height * bpp); if (!buf) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims); return; } _mesa_unlock_texture(ctx, texObj); /* need to unlock first */ /* * Read image from framebuffer (disable pixel transfer ops) */ _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER); ctx->Driver.ReadPixels(ctx, x, y, width, height, format, type, &ctx->Pack, buf); _mesa_meta_end(ctx); _mesa_update_state(ctx); /* to update pixel transfer state */ /* * Store texture data (with pixel transfer ops) */ _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE); if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) { assert(yoffset == 0); ctx->Driver.TexSubImage(ctx, dims, texImage, xoffset, zoffset, 0, width, 1, 1, format, type, buf, &ctx->Unpack); } else { ctx->Driver.TexSubImage(ctx, dims, texImage, xoffset, yoffset, zoffset, width, height, 1, format, type, buf, &ctx->Unpack); } _mesa_meta_end(ctx); _mesa_lock_texture(ctx, texObj); /* re-lock */ free(buf); } static void meta_decompress_cleanup(struct decompress_state *decompress) { if (decompress->FBO != 0) { _mesa_DeleteFramebuffers(1, &decompress->FBO); _mesa_DeleteRenderbuffers(1, &decompress->RBO); } if (decompress->VAO != 0) { _mesa_DeleteVertexArrays(1, &decompress->VAO); _mesa_DeleteBuffers(1, &decompress->VBO); } if (decompress->Sampler != 0) _mesa_DeleteSamplers(1, &decompress->Sampler); memset(decompress, 0, sizeof(*decompress)); } /** * Decompress a texture image by drawing a quad with the compressed * texture and reading the pixels out of the color buffer. * \param slice which slice of a 3D texture or layer of a 1D/2D texture * \param destFormat format, ala glReadPixels * \param destType type, ala glReadPixels * \param dest destination buffer * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH) */ static void decompress_texture_image(struct gl_context *ctx, struct gl_texture_image *texImage, GLuint slice, GLenum destFormat, GLenum destType, GLvoid *dest) { struct decompress_state *decompress = &ctx->Meta->Decompress; struct gl_texture_object *texObj = texImage->TexObject; const GLint width = texImage->Width; const GLint height = texImage->Height; const GLint depth = texImage->Height; const GLenum target = texObj->Target; GLenum faceTarget; struct vertex verts[4]; GLuint samplerSave; const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader && ctx->Extensions.ARB_fragment_shader; if (slice > 0) { assert(target == GL_TEXTURE_3D || target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_CUBE_MAP_ARRAY); } switch (target) { case GL_TEXTURE_1D: case GL_TEXTURE_1D_ARRAY: assert(!"No compressed 1D textures."); return; case GL_TEXTURE_3D: assert(!"No compressed 3D textures."); return; case GL_TEXTURE_CUBE_MAP_ARRAY: faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6); break; case GL_TEXTURE_CUBE_MAP: faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face; break; default: faceTarget = target; break; } _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_PIXEL_STORE); samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ? ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0; /* Create/bind FBO/renderbuffer */ if (decompress->FBO == 0) { _mesa_GenFramebuffers(1, &decompress->FBO); _mesa_GenRenderbuffers(1, &decompress->RBO); _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO); _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO); _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, decompress->RBO); } else { _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO); } /* alloc dest surface */ if (width > decompress->Width || height > decompress->Height) { _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO); _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, GL_RGBA, width, height); decompress->Width = width; decompress->Height = height; } if (use_glsl_version) { _mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true, 2, 4, 0); _mesa_meta_setup_blit_shader(ctx, target, &decompress->shaders); } else { _mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3); } if (!decompress->Sampler) { _mesa_GenSamplers(1, &decompress->Sampler); _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler); /* nearest filtering */ _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* No sRGB decode or encode.*/ if (ctx->Extensions.EXT_texture_sRGB_decode) { _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); } } else { _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler); } /* Silence valgrind warnings about reading uninitialized stack. */ memset(verts, 0, sizeof(verts)); _mesa_meta_setup_texture_coords(faceTarget, slice, width, height, depth, verts[0].tex, verts[1].tex, verts[2].tex, verts[3].tex); /* setup vertex positions */ verts[0].x = -1.0F; verts[0].y = -1.0F; verts[1].x = 1.0F; verts[1].y = -1.0F; verts[2].x = 1.0F; verts[2].y = 1.0F; verts[3].x = -1.0F; verts[3].y = 1.0F; _mesa_set_viewport(ctx, 0, 0, 0, width, height); /* upload new vertex data */ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); /* setup texture state */ _mesa_BindTexture(target, texObj->Name); if (!use_glsl_version) _mesa_set_enable(ctx, target, GL_TRUE); { /* save texture object state */ const GLint baseLevelSave = texObj->BaseLevel; const GLint maxLevelSave = texObj->MaxLevel; /* restrict sampling to the texture level of interest */ if (target != GL_TEXTURE_RECTANGLE_ARB) { _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level); _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level); } /* render quad w/ texture into renderbuffer */ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); /* Restore texture object state, the texture binding will * be restored by _mesa_meta_end(). */ if (target != GL_TEXTURE_RECTANGLE_ARB) { _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave); _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave); } } /* read pixels from renderbuffer */ { GLenum baseTexFormat = texImage->_BaseFormat; GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat); /* The pixel transfer state will be set to default values at this point * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively * turned off (as required by glGetTexImage) but we need to handle some * special cases. In particular, single-channel texture values are * returned as red and two-channel texture values are returned as * red/alpha. */ if ((baseTexFormat == GL_LUMINANCE || baseTexFormat == GL_LUMINANCE_ALPHA || baseTexFormat == GL_INTENSITY) || /* If we're reading back an RGB(A) texture (using glGetTexImage) as * luminance then we need to return L=tex(R). */ ((baseTexFormat == GL_RGBA || baseTexFormat == GL_RGB || baseTexFormat == GL_RG) && (destBaseFormat == GL_LUMINANCE || destBaseFormat == GL_LUMINANCE_ALPHA || destBaseFormat == GL_LUMINANCE_INTEGER_EXT || destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT))) { /* Green and blue must be zero */ _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f); _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f); } _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest); } /* disable texture unit */ if (!use_glsl_version) _mesa_set_enable(ctx, target, GL_FALSE); _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave); _mesa_meta_end(ctx); } /** * This is just a wrapper around _mesa_get_tex_image() and * decompress_texture_image(). Meta functions should not be directly called * from core Mesa. */ void _mesa_meta_GetTexImage(struct gl_context *ctx, GLenum format, GLenum type, GLvoid *pixels, struct gl_texture_image *texImage) { /* We can only use the decompress-with-blit method here if the texels are * unsigned, normalized values. We could handle signed and unnormalized * with floating point renderbuffers... */ if (_mesa_is_format_compressed(texImage->TexFormat) && _mesa_get_format_datatype(texImage->TexFormat) == GL_UNSIGNED_NORMALIZED) { struct gl_texture_object *texObj = texImage->TexObject; GLuint slice; /* Need to unlock the texture here to prevent deadlock... */ _mesa_unlock_texture(ctx, texObj); for (slice = 0; slice < texImage->Depth; slice++) { void *dst; if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) { /* Setup pixel packing. SkipPixels and SkipRows will be applied * in the decompress_texture_image() function's call to * glReadPixels but we need to compute the dest slice's address * here (according to SkipImages and ImageHeight). */ struct gl_pixelstore_attrib packing = ctx->Pack; packing.SkipPixels = 0; packing.SkipRows = 0; dst = _mesa_image_address3d(&packing, pixels, texImage->Width, texImage->Height, format, type, slice, 0, 0); } else { dst = pixels; } decompress_texture_image(ctx, texImage, slice, format, type, dst); } /* ... and relock it */ _mesa_lock_texture(ctx, texObj); } else { _mesa_get_teximage(ctx, format, type, pixels, texImage); } } /** * Meta implementation of ctx->Driver.DrawTex() in terms * of polygon rendering. */ void _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height) { struct drawtex_state *drawtex = &ctx->Meta->DrawTex; struct vertex { GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2]; }; struct vertex verts[4]; GLuint i; _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION | MESA_META_SHADER | MESA_META_TRANSFORM | MESA_META_VERTEX | MESA_META_VIEWPORT)); if (drawtex->VAO == 0) { /* one-time setup */ GLint active_texture; /* create vertex array object */ _mesa_GenVertexArrays(1, &drawtex->VAO); _mesa_BindVertexArray(drawtex->VAO); /* create vertex array buffer */ _mesa_GenBuffers(1, &drawtex->VBO); _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO); _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* client active texture is not part of the array object */ active_texture = ctx->Array.ActiveTexture; /* setup vertex arrays */ _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); _mesa_EnableClientState(GL_VERTEX_ARRAY); for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { _mesa_ClientActiveTexture(GL_TEXTURE0 + i); _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i])); _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); } /* restore client active texture */ _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture); } else { _mesa_BindVertexArray(drawtex->VAO); _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO); } /* vertex positions, texcoords */ { const GLfloat x1 = x + width; const GLfloat y1 = y + height; z = CLAMP(z, 0.0f, 1.0f); z = invert_z(z); verts[0].x = x; verts[0].y = y; verts[0].z = z; verts[1].x = x1; verts[1].y = y; verts[1].z = z; verts[2].x = x1; verts[2].y = y1; verts[2].z = z; verts[3].x = x; verts[3].y = y1; verts[3].z = z; for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { const struct gl_texture_object *texObj; const struct gl_texture_image *texImage; GLfloat s, t, s1, t1; GLuint tw, th; if (!ctx->Texture.Unit[i]._Current) { GLuint j; for (j = 0; j < 4; j++) { verts[j].st[i][0] = 0.0f; verts[j].st[i][1] = 0.0f; } continue; } texObj = ctx->Texture.Unit[i]._Current; texImage = texObj->Image[0][texObj->BaseLevel]; tw = texImage->Width2; th = texImage->Height2; s = (GLfloat) texObj->CropRect[0] / tw; t = (GLfloat) texObj->CropRect[1] / th; s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw; t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th; verts[0].st[i][0] = s; verts[0].st[i][1] = t; verts[1].st[i][0] = s1; verts[1].st[i][1] = t; verts[2].st[i][0] = s1; verts[2].st[i][1] = t1; verts[3].st[i][0] = s; verts[3].st[i][1] = t1; } _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); _mesa_meta_end(ctx); }