/* * 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. */ #ifndef META_H #define META_H #include "main/mtypes.h" /** * \name Flags for meta operations * \{ * * These flags are passed to _mesa_meta_begin(). */ #define MESA_META_ALL ~0x0 #define MESA_META_ALPHA_TEST 0x1 #define MESA_META_BLEND 0x2 /**< includes logicop */ #define MESA_META_COLOR_MASK 0x4 #define MESA_META_DEPTH_TEST 0x8 #define MESA_META_FOG 0x10 #define MESA_META_PIXEL_STORE 0x20 #define MESA_META_PIXEL_TRANSFER 0x40 #define MESA_META_RASTERIZATION 0x80 #define MESA_META_SCISSOR 0x100 #define MESA_META_SHADER 0x200 #define MESA_META_STENCIL_TEST 0x400 #define MESA_META_TRANSFORM 0x800 /**< modelview/projection matrix state */ #define MESA_META_TEXTURE 0x1000 #define MESA_META_VERTEX 0x2000 #define MESA_META_VIEWPORT 0x4000 #define MESA_META_CLAMP_FRAGMENT_COLOR 0x8000 #define MESA_META_CLAMP_VERTEX_COLOR 0x10000 #define MESA_META_CONDITIONAL_RENDER 0x20000 #define MESA_META_CLIP 0x40000 #define MESA_META_SELECT_FEEDBACK 0x80000 #define MESA_META_MULTISAMPLE 0x100000 #define MESA_META_FRAMEBUFFER_SRGB 0x200000 #define MESA_META_OCCLUSION_QUERY 0x400000 #define MESA_META_DRAW_BUFFERS 0x800000 #define MESA_META_DITHER 0x1000000 /**\}*/ /** * State which we may save/restore across meta ops. * XXX this may be incomplete... */ struct save_state { GLbitfield SavedState; /**< bitmask of MESA_META_* flags */ /* Always saved/restored with meta. */ gl_api API; /** MESA_META_CLEAR (and others?) */ struct gl_query_object *CurrentOcclusionObject; /** MESA_META_ALPHA_TEST */ GLboolean AlphaEnabled; GLenum AlphaFunc; GLclampf AlphaRef; /** MESA_META_BLEND */ GLbitfield BlendEnabled; GLboolean ColorLogicOpEnabled; /** MESA_META_DITHER */ GLboolean DitherFlag; /** MESA_META_COLOR_MASK */ GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /** MESA_META_DEPTH_TEST */ struct gl_depthbuffer_attrib Depth; /** MESA_META_FOG */ GLboolean Fog; /** MESA_META_PIXEL_STORE */ struct gl_pixelstore_attrib Pack, Unpack; /** MESA_META_PIXEL_TRANSFER */ GLfloat RedBias, RedScale; GLfloat GreenBias, GreenScale; GLfloat BlueBias, BlueScale; GLfloat AlphaBias, AlphaScale; GLfloat DepthBias, DepthScale; GLboolean MapColorFlag; /** MESA_META_RASTERIZATION */ GLenum FrontPolygonMode, BackPolygonMode; GLboolean PolygonOffset; GLboolean PolygonSmooth; GLboolean PolygonStipple; GLboolean PolygonCull; /** MESA_META_SCISSOR */ struct gl_scissor_attrib Scissor; /** MESA_META_SHADER */ GLboolean VertexProgramEnabled; struct gl_vertex_program *VertexProgram; GLboolean FragmentProgramEnabled; struct gl_fragment_program *FragmentProgram; GLboolean ATIFragmentShaderEnabled; struct gl_shader_program *Shader[MESA_SHADER_STAGES]; struct gl_shader_program *ActiveShader; struct gl_pipeline_object *Pipeline; /** MESA_META_STENCIL_TEST */ struct gl_stencil_attrib Stencil; /** MESA_META_TRANSFORM */ GLenum MatrixMode; GLfloat ModelviewMatrix[16]; GLfloat ProjectionMatrix[16]; GLfloat TextureMatrix[16]; /** GL_ARB_clip_control */ GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */ GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */ /** MESA_META_CLIP */ GLbitfield ClipPlanesEnabled; /** MESA_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 */ /** MESA_META_VERTEX */ struct gl_vertex_array_object *VAO; struct gl_buffer_object *ArrayBufferObj; /** MESA_META_VIEWPORT */ GLfloat ViewportX, ViewportY, ViewportW, ViewportH; GLclampd DepthNear, DepthFar; /** MESA_META_CLAMP_FRAGMENT_COLOR */ GLenum ClampFragmentColor; /** MESA_META_CLAMP_VERTEX_COLOR */ GLenum ClampVertexColor; /** MESA_META_CONDITIONAL_RENDER */ struct gl_query_object *CondRenderQuery; GLenum CondRenderMode; /** MESA_META_SELECT_FEEDBACK */ GLenum RenderMode; struct gl_selection Select; struct gl_feedback Feedback; /** MESA_META_MULTISAMPLE */ struct gl_multisample_attrib Multisample; /** MESA_META_FRAMEBUFFER_SRGB */ GLboolean sRGBEnabled; /** Miscellaneous (always disabled) */ GLboolean Lighting; GLboolean RasterDiscard; GLboolean TransformFeedbackNeedsResume; GLuint DrawBufferName, ReadBufferName, RenderbufferName; /** MESA_META_DRAW_BUFFERS */ GLenum ColorDrawBuffers[MAX_DRAW_BUFFERS]; }; /** * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc. * This is currently shared by all the meta ops. But we could create a * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc. */ struct temp_texture { GLuint TexObj; GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */ GLsizei MinSize; /**< Min texture size to allocate */ GLsizei MaxSize; /**< Max possible texture size */ GLboolean NPOT; /**< Non-power of two size OK? */ GLsizei Width, Height; /**< Current texture size */ GLenum IntFormat; GLfloat Sright, Ttop; /**< right, top texcoords */ }; /** * State for GLSL texture sampler which is used to generate fragment * shader in _mesa_meta_generate_mipmap(). */ struct blit_shader { const char *type; const char *func; const char *texcoords; GLuint shader_prog; }; /** * Table of all sampler types and shaders for accessing them. */ struct blit_shader_table { struct blit_shader sampler_1d; struct blit_shader sampler_2d; struct blit_shader sampler_3d; struct blit_shader sampler_rect; struct blit_shader sampler_cubemap; struct blit_shader sampler_1d_array; struct blit_shader sampler_2d_array; struct blit_shader sampler_cubemap_array; }; /** * Indices in the blit_state->msaa_shaders[] array * * Note that setup_glsl_msaa_blit_shader() assumes that the _INT enums are five * more than the corresponding non-_INT versions and _UINT are five beyond that. */ enum blit_msaa_shader { BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY, BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_INT, BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_UINT, BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE, BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY, BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY, BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_INT, BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_UINT, BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE, BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY, BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE, BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE, BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE, BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE, BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE, BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE, BLIT_MSAA_SHADER_COUNT, }; /** * State for glBlitFramebufer() */ struct blit_state { GLuint VAO; GLuint VBO; struct blit_shader_table shaders_with_depth; struct blit_shader_table shaders_without_depth; GLuint msaa_shaders[BLIT_MSAA_SHADER_COUNT]; struct temp_texture depthTex; bool no_ctsi_fallback; }; struct fb_tex_blit_state { GLint baseLevelSave, maxLevelSave; GLuint sampler, samplerSave, stencilSamplingSave; GLuint tempTex; }; /** * State for glClear() */ struct clear_state { GLuint VAO; GLuint VBO; GLuint ShaderProg; GLint ColorLocation; GLint LayerLocation; GLuint IntegerShaderProg; GLint IntegerColorLocation; GLint IntegerLayerLocation; }; /** * State for glCopyPixels() */ struct copypix_state { GLuint VAO; GLuint VBO; }; /** * State for glDrawPixels() */ struct drawpix_state { GLuint VAO; GLuint VBO; GLuint StencilFP; /**< Fragment program for drawing stencil images */ GLuint DepthFP; /**< Fragment program for drawing depth images */ }; /** * State for glBitmap() */ struct bitmap_state { GLuint VAO; GLuint VBO; struct temp_texture Tex; /**< separate texture from other meta ops */ }; /** * State for _mesa_meta_generate_mipmap() */ struct gen_mipmap_state { GLuint VAO; GLuint VBO; GLuint FBO; GLuint Sampler; struct blit_shader_table shaders; }; /** * One of the FBO states for decompress_state. There will be one for each * required renderbuffer format. */ struct decompress_fbo_state { GLuint FBO, RBO; GLint Width, Height; }; /** * State for texture decompression */ struct decompress_state { GLuint VAO; struct decompress_fbo_state byteFBO, floatFBO; GLuint VBO, Sampler; struct blit_shader_table shaders; }; /** * State for glDrawTex() */ struct drawtex_state { GLuint VAO; GLuint VBO; }; #define MAX_META_OPS_DEPTH 8 /** * All per-context meta state. */ struct gl_meta_state { /** Stack of state saved during meta-ops */ struct save_state Save[MAX_META_OPS_DEPTH]; /** Save stack depth */ GLuint SaveStackDepth; struct temp_texture TempTex; struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */ struct clear_state Clear; /**< For _mesa_meta_Clear() */ struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */ struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */ struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */ struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */ struct decompress_state Decompress; /**< For texture decompression */ struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */ }; struct vertex { GLfloat x, y, z, tex[4]; GLfloat r, g, b, a; }; extern void _mesa_meta_init(struct gl_context *ctx); extern void _mesa_meta_free(struct gl_context *ctx); extern void _mesa_meta_begin(struct gl_context *ctx, GLbitfield state); extern void _mesa_meta_end(struct gl_context *ctx); static inline bool _mesa_meta_in_progress(struct gl_context *ctx) { return ctx->Meta->SaveStackDepth != 0; } extern void _mesa_meta_fb_tex_blit_begin(const struct gl_context *ctx, struct fb_tex_blit_state *blit); extern void _mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target, struct fb_tex_blit_state *blit); extern GLboolean _mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint *tex, struct gl_texture_object **texObj, GLenum *target); GLuint _mesa_meta_setup_sampler(struct gl_context *ctx, const struct gl_texture_object *texObj, GLenum target, GLenum filter, GLuint srcLevel); extern GLbitfield _mesa_meta_BlitFramebuffer(struct gl_context *ctx, const struct gl_framebuffer *readFb, const struct gl_framebuffer *drawFb, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); extern void _mesa_meta_and_swrast_BlitFramebuffer(struct gl_context *ctx, struct gl_framebuffer *readFb, struct gl_framebuffer *drawFb, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); bool _mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx, struct gl_texture_image *src_tex_image, int src_x, int src_y, int src_z, struct gl_texture_image *dst_tex_image, int dst_x, int dst_y, int dst_z, int src_width, int src_height); extern void _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers); extern void _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers); extern void _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type); extern 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); extern void _mesa_meta_Bitmap(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap); extern void _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, struct gl_texture_object *texObj); extern bool _mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims, struct gl_texture_image *tex_image, int xoffset, int yoffset, int zoffset, int width, int height, int depth, GLenum format, GLenum type, const void *pixels, bool allocate_storage, bool create_pbo, const struct gl_pixelstore_attrib *packing); extern bool _mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims, struct gl_texture_image *tex_image, int xoffset, int yoffset, int zoffset, int width, int height, int depth, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *packing); extern void _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, GLint slice, struct gl_renderbuffer *rb, GLint x, GLint y, GLsizei width, GLsizei height); extern void _mesa_meta_ClearTexSubImage(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, const GLvoid *clearValue); extern void _mesa_meta_GetTexSubImage(struct gl_context *ctx, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid *pixels, struct gl_texture_image *texImage); extern void _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height); /* meta-internal functions */ void _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits); GLuint _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source); GLuint _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program); void _mesa_meta_compile_and_link_program(struct gl_context *ctx, const char *vs_source, const char *fs_source, const char *name, GLuint *program); GLboolean _mesa_meta_alloc_texture(struct temp_texture *tex, GLsizei width, GLsizei height, GLenum intFormat); void _mesa_meta_setup_texture_coords(GLenum faceTarget, GLint slice, GLint xoffset, GLint yoffset, GLint width, GLint height, GLint total_width, GLint total_height, GLint total_depth, GLfloat coords0[4], GLfloat coords1[4], GLfloat coords2[4], GLfloat coords3[4]); struct temp_texture * _mesa_meta_get_temp_texture(struct gl_context *ctx); struct temp_texture * _mesa_meta_get_temp_depth_texture(struct gl_context *ctx); void _mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO, bool use_generic_attributes, unsigned vertex_size, unsigned texcoord_size, unsigned color_size); void _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO, unsigned texcoord_size); 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); 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); void _mesa_meta_setup_blit_shader(struct gl_context *ctx, GLenum target, bool do_depth, struct blit_shader_table *table); void _mesa_meta_glsl_blit_cleanup(struct blit_state *blit); void _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table); void _mesa_meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state *mipmap); void _mesa_meta_bind_fbo_image(GLenum target, GLenum attachment, struct gl_texture_image *texImage, GLuint layer); #endif /* META_H */