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/*
* 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,
struct gl_renderbuffer *src_renderbuffer,
int src_x, int src_y, int src_z,
struct gl_texture_image *dst_tex_image,
struct gl_renderbuffer *dst_renderbuffer,
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 */
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