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