2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/glformats.h"
52 #include "main/image.h"
53 #include "main/macros.h"
54 #include "main/matrix.h"
55 #include "main/mipmap.h"
56 #include "main/multisample.h"
57 #include "main/objectlabel.h"
58 #include "main/pipelineobj.h"
59 #include "main/pixel.h"
61 #include "main/polygon.h"
62 #include "main/queryobj.h"
63 #include "main/readpix.h"
64 #include "main/scissor.h"
65 #include "main/shaderapi.h"
66 #include "main/shaderobj.h"
67 #include "main/state.h"
68 #include "main/stencil.h"
69 #include "main/texobj.h"
70 #include "main/texenv.h"
71 #include "main/texgetimage.h"
72 #include "main/teximage.h"
73 #include "main/texparam.h"
74 #include "main/texstate.h"
75 #include "main/texstore.h"
76 #include "main/transformfeedback.h"
77 #include "main/uniforms.h"
78 #include "main/varray.h"
79 #include "main/viewport.h"
80 #include "main/samplerobj.h"
81 #include "program/program.h"
82 #include "swrast/swrast.h"
83 #include "drivers/common/meta.h"
84 #include "main/enums.h"
85 #include "main/glformats.h"
86 #include "util/ralloc.h"
88 /** Return offset in bytes of the field within a vertex struct */
89 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
92 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
94 static struct blit_shader *
95 choose_blit_shader(GLenum target, struct blit_shader_table *table);
97 static void cleanup_temp_texture(struct temp_texture *tex);
98 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
99 struct clear_state *clear);
100 static void meta_decompress_cleanup(struct gl_context *ctx,
101 struct decompress_state *decompress);
102 static void meta_drawpix_cleanup(struct gl_context *ctx,
103 struct drawpix_state *drawpix);
106 _mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
107 struct gl_texture_image *texImage, GLuint layer)
109 struct gl_texture_object *texObj = texImage->TexObject;
110 int level = texImage->Level;
111 GLenum texTarget = texObj->Target;
115 _mesa_FramebufferTexture1D(fboTarget,
121 case GL_TEXTURE_1D_ARRAY:
122 case GL_TEXTURE_2D_ARRAY:
123 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
124 case GL_TEXTURE_CUBE_MAP_ARRAY:
126 _mesa_FramebufferTextureLayer(fboTarget,
132 default: /* 2D / cube */
133 if (texTarget == GL_TEXTURE_CUBE_MAP)
134 texTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
136 _mesa_FramebufferTexture2D(fboTarget,
145 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
146 const GLcharARB *source)
152 shader = _mesa_CreateShader(target);
153 _mesa_ShaderSource(shader, 1, &source, NULL);
154 _mesa_CompileShader(shader);
156 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
160 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
162 _mesa_DeleteShader(shader);
168 _mesa_DeleteShader(shader);
172 _mesa_GetShaderInfoLog(shader, size, NULL, info);
174 "meta program compile failed:\n%s\n"
179 _mesa_DeleteShader(shader);
185 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
190 _mesa_LinkProgram(program);
192 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
196 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
204 _mesa_GetProgramInfoLog(program, size, NULL, info);
205 _mesa_problem(ctx, "meta program link failed:\n%s", info);
213 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
214 const char *vs_source,
215 const char *fs_source,
219 GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
221 GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
224 *program = _mesa_CreateProgram();
225 _mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
226 _mesa_AttachShader(*program, fs);
227 _mesa_DeleteShader(fs);
228 _mesa_AttachShader(*program, vs);
229 _mesa_DeleteShader(vs);
230 _mesa_BindAttribLocation(*program, 0, "position");
231 _mesa_BindAttribLocation(*program, 1, "texcoords");
232 _mesa_meta_link_program_with_debug(ctx, *program);
234 _mesa_UseProgram(*program);
238 * Generate a generic shader to blit from a texture to a framebuffer
240 * \param ctx Current GL context
241 * \param texTarget Texture target that will be the source of the blit
243 * \returns a handle to a shader program on success or zero on failure.
246 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
249 struct blit_shader_table *table)
251 char *vs_source, *fs_source;
252 struct blit_shader *shader = choose_blit_shader(target, table);
253 const char *vs_input, *vs_output, *fs_input, *vs_preprocess, *fs_preprocess;
256 if (ctx->Const.GLSLVersion < 130) {
258 vs_input = "attribute";
259 vs_output = "varying";
260 fs_preprocess = "#extension GL_EXT_texture_array : enable";
261 fs_input = "varying";
263 vs_preprocess = "#version 130";
266 fs_preprocess = "#version 130";
268 shader->func = "texture";
271 assert(shader != NULL);
273 if (shader->shader_prog != 0) {
274 _mesa_UseProgram(shader->shader_prog);
278 mem_ctx = ralloc_context(NULL);
280 vs_source = ralloc_asprintf(mem_ctx,
282 "%s vec2 position;\n"
283 "%s vec4 textureCoords;\n"
284 "%s vec4 texCoords;\n"
287 " texCoords = textureCoords;\n"
288 " gl_Position = vec4(position, 0.0, 1.0);\n"
290 vs_preprocess, vs_input, vs_input, vs_output);
292 fs_source = ralloc_asprintf(mem_ctx,
294 "#extension GL_ARB_texture_cube_map_array: enable\n"
295 "uniform %s texSampler;\n"
296 "%s vec4 texCoords;\n"
299 " gl_FragColor = %s(texSampler, %s);\n"
302 fs_preprocess, shader->type, fs_input,
303 shader->func, shader->texcoords,
304 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
306 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
307 ralloc_asprintf(mem_ctx, "%s blit",
309 &shader->shader_prog);
310 ralloc_free(mem_ctx);
314 * Configure vertex buffer and vertex array objects for tests
316 * Regardless of whether a new VAO is created, the object referenced by \c VAO
317 * will be bound into the GL state vector when this function terminates. The
318 * object referenced by \c VBO will \b not be bound.
320 * \param VAO Storage for vertex array object handle. If 0, a new VAO
322 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
323 * will be created. The new VBO will have storage for 4
324 * \c vertex structures.
325 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
326 * or should traditional, fixed-function color and texture
327 * coordinate be used?
328 * \param vertex_size Number of components for attribute 0 / vertex.
329 * \param texcoord_size Number of components for attribute 1 / texture
330 * coordinate. If this is 0, attribute 1 will not be set or
332 * \param color_size Number of components for attribute 1 / primary color.
333 * If this is 0, attribute 1 will not be set or enabled.
335 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
336 * Use \c texcoord_size instead.
339 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
340 GLuint *VAO, struct gl_buffer_object **buf_obj,
341 bool use_generic_attributes,
342 unsigned vertex_size, unsigned texcoord_size,
346 struct gl_vertex_array_object *array_obj;
347 assert(*buf_obj == NULL);
349 /* create vertex array object */
350 _mesa_GenVertexArrays(1, VAO);
351 _mesa_BindVertexArray(*VAO);
353 array_obj = _mesa_lookup_vao(ctx, *VAO);
354 assert(array_obj != NULL);
356 /* create vertex array buffer */
357 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
358 if (*buf_obj == NULL)
361 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
362 GL_DYNAMIC_DRAW, __func__);
364 /* setup vertex arrays */
365 if (use_generic_attributes) {
366 assert(color_size == 0);
368 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
369 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
371 offsetof(struct vertex, x), true);
372 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
373 *buf_obj, 0, sizeof(struct vertex));
374 _mesa_enable_vertex_array_attrib(ctx, array_obj,
375 VERT_ATTRIB_GENERIC(0));
376 if (texcoord_size > 0) {
377 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
378 texcoord_size, GL_FLOAT, GL_RGBA,
379 GL_FALSE, GL_FALSE, GL_FALSE,
380 offsetof(struct vertex, tex), false);
381 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
382 *buf_obj, 0, sizeof(struct vertex));
383 _mesa_enable_vertex_array_attrib(ctx, array_obj,
384 VERT_ATTRIB_GENERIC(1));
387 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
388 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
390 offsetof(struct vertex, x), true);
391 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
392 *buf_obj, 0, sizeof(struct vertex));
393 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
395 if (texcoord_size > 0) {
396 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
397 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
399 offsetof(struct vertex, tex), false);
400 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
401 *buf_obj, 0, sizeof(struct vertex));
402 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
405 if (color_size > 0) {
406 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
407 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
409 offsetof(struct vertex, r), false);
410 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
411 *buf_obj, 0, sizeof(struct vertex));
412 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
416 _mesa_BindVertexArray(*VAO);
421 * Initialize meta-ops for a context.
422 * To be called once during context creation.
425 _mesa_meta_init(struct gl_context *ctx)
429 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
433 * Free context meta-op state.
434 * To be called once during context destruction.
437 _mesa_meta_free(struct gl_context *ctx)
439 GET_CURRENT_CONTEXT(old_context);
440 _mesa_make_current(ctx, NULL, NULL);
441 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
442 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
443 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
444 cleanup_temp_texture(&ctx->Meta->TempTex);
445 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
446 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
448 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
450 _mesa_make_current(NULL, NULL, NULL);
457 * Enter meta state. This is like a light-weight version of glPushAttrib
458 * but it also resets most GL state back to default values.
460 * \param state bitmask of MESA_META_* flags indicating which attribute groups
461 * to save and reset to their defaults
464 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
466 struct save_state *save;
468 /* hope MAX_META_OPS_DEPTH is large enough */
469 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
471 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
472 memset(save, 0, sizeof(*save));
473 save->SavedState = state;
475 /* We always push into desktop GL mode and pop out at the end. No sense in
476 * writing our shaders varying based on the user's context choice, when
477 * Mesa can handle either.
479 save->API = ctx->API;
480 ctx->API = API_OPENGL_COMPAT;
482 /* Mesa's extension helper functions use the current context's API to look up
483 * the version required by an extension as a step in determining whether or
484 * not it has been advertised. Since meta aims to only be restricted by the
485 * driver capability (and not by whether or not an extension has been
486 * advertised), set the helper functions' Version variable to a value that
487 * will make the checks on the context API and version unconditionally pass.
489 save->ExtensionsVersion = ctx->Extensions.Version;
490 ctx->Extensions.Version = ~0;
492 /* Pausing transform feedback needs to be done early, or else we won't be
493 * able to change other state.
495 save->TransformFeedbackNeedsResume =
496 _mesa_is_xfb_active_and_unpaused(ctx);
497 if (save->TransformFeedbackNeedsResume)
498 _mesa_PauseTransformFeedback();
500 /* After saving the current occlusion object, call EndQuery so that no
501 * occlusion querying will be active during the meta-operation.
503 if (state & MESA_META_OCCLUSION_QUERY) {
504 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
505 if (save->CurrentOcclusionObject)
506 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
509 if (state & MESA_META_ALPHA_TEST) {
510 save->AlphaEnabled = ctx->Color.AlphaEnabled;
511 save->AlphaFunc = ctx->Color.AlphaFunc;
512 save->AlphaRef = ctx->Color.AlphaRef;
513 if (ctx->Color.AlphaEnabled)
514 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
517 if (state & MESA_META_BLEND) {
518 save->BlendEnabled = ctx->Color.BlendEnabled;
519 if (ctx->Color.BlendEnabled) {
520 if (ctx->Extensions.EXT_draw_buffers2) {
522 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
523 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
527 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
530 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
531 if (ctx->Color.ColorLogicOpEnabled)
532 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
535 if (state & MESA_META_DITHER) {
536 save->DitherFlag = ctx->Color.DitherFlag;
537 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
540 if (state & MESA_META_COLOR_MASK) {
541 memcpy(save->ColorMask, ctx->Color.ColorMask,
542 sizeof(ctx->Color.ColorMask));
543 if (!ctx->Color.ColorMask[0][0] ||
544 !ctx->Color.ColorMask[0][1] ||
545 !ctx->Color.ColorMask[0][2] ||
546 !ctx->Color.ColorMask[0][3])
547 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
550 if (state & MESA_META_DEPTH_TEST) {
551 save->Depth = ctx->Depth; /* struct copy */
553 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
556 if (state & MESA_META_FOG) {
557 save->Fog = ctx->Fog.Enabled;
558 if (ctx->Fog.Enabled)
559 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
562 if (state & MESA_META_PIXEL_STORE) {
563 save->Pack = ctx->Pack;
564 save->Unpack = ctx->Unpack;
565 ctx->Pack = ctx->DefaultPacking;
566 ctx->Unpack = ctx->DefaultPacking;
569 if (state & MESA_META_PIXEL_TRANSFER) {
570 save->RedScale = ctx->Pixel.RedScale;
571 save->RedBias = ctx->Pixel.RedBias;
572 save->GreenScale = ctx->Pixel.GreenScale;
573 save->GreenBias = ctx->Pixel.GreenBias;
574 save->BlueScale = ctx->Pixel.BlueScale;
575 save->BlueBias = ctx->Pixel.BlueBias;
576 save->AlphaScale = ctx->Pixel.AlphaScale;
577 save->AlphaBias = ctx->Pixel.AlphaBias;
578 save->MapColorFlag = ctx->Pixel.MapColorFlag;
579 ctx->Pixel.RedScale = 1.0F;
580 ctx->Pixel.RedBias = 0.0F;
581 ctx->Pixel.GreenScale = 1.0F;
582 ctx->Pixel.GreenBias = 0.0F;
583 ctx->Pixel.BlueScale = 1.0F;
584 ctx->Pixel.BlueBias = 0.0F;
585 ctx->Pixel.AlphaScale = 1.0F;
586 ctx->Pixel.AlphaBias = 0.0F;
587 ctx->Pixel.MapColorFlag = GL_FALSE;
589 ctx->NewState |=_NEW_PIXEL;
592 if (state & MESA_META_RASTERIZATION) {
593 save->FrontPolygonMode = ctx->Polygon.FrontMode;
594 save->BackPolygonMode = ctx->Polygon.BackMode;
595 save->PolygonOffset = ctx->Polygon.OffsetFill;
596 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
597 save->PolygonStipple = ctx->Polygon.StippleFlag;
598 save->PolygonCull = ctx->Polygon.CullFlag;
599 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
600 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
601 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
602 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
603 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
606 if (state & MESA_META_SCISSOR) {
607 save->Scissor = ctx->Scissor; /* struct copy */
608 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
611 if (state & MESA_META_SHADER) {
614 if (ctx->Extensions.ARB_vertex_program) {
615 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
616 _mesa_reference_vertprog(ctx, &save->VertexProgram,
617 ctx->VertexProgram.Current);
618 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
621 if (ctx->Extensions.ARB_fragment_program) {
622 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
623 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
624 ctx->FragmentProgram.Current);
625 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
628 if (ctx->Extensions.ATI_fragment_shader) {
629 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
630 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
633 if (ctx->Pipeline.Current) {
634 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
635 ctx->Pipeline.Current);
636 _mesa_BindProgramPipeline(0);
639 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
640 * that we don't have to worry about the current pipeline state.
642 for (i = 0; i < MESA_SHADER_STAGES; i++) {
643 _mesa_reference_shader_program(ctx, &save->Shader[i],
644 ctx->Shader.CurrentProgram[i]);
646 _mesa_reference_shader_program(ctx, &save->ActiveShader,
647 ctx->Shader.ActiveProgram);
652 if (state & MESA_META_STENCIL_TEST) {
653 save->Stencil = ctx->Stencil; /* struct copy */
654 if (ctx->Stencil.Enabled)
655 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
656 /* NOTE: other stencil state not reset */
659 if (state & MESA_META_TEXTURE) {
662 save->ActiveUnit = ctx->Texture.CurrentUnit;
663 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
665 /* Disable all texture units */
666 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
667 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
668 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
669 if (ctx->Texture.Unit[u].Enabled ||
670 ctx->Texture.Unit[u].TexGenEnabled) {
671 _mesa_ActiveTexture(GL_TEXTURE0 + u);
672 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
673 if (ctx->Extensions.ARB_texture_cube_map)
674 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
676 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
677 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
678 if (ctx->Extensions.NV_texture_rectangle)
679 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
680 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
681 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
682 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
683 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
687 /* save current texture objects for unit[0] only */
688 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
689 _mesa_reference_texobj(&save->CurrentTexture[tgt],
690 ctx->Texture.Unit[0].CurrentTex[tgt]);
693 /* set defaults for unit[0] */
694 _mesa_ActiveTexture(GL_TEXTURE0);
695 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
698 if (state & MESA_META_TRANSFORM) {
699 GLuint activeTexture = ctx->Texture.CurrentUnit;
700 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
701 16 * sizeof(GLfloat));
702 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
703 16 * sizeof(GLfloat));
704 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
705 16 * sizeof(GLfloat));
706 save->MatrixMode = ctx->Transform.MatrixMode;
707 /* set 1:1 vertex:pixel coordinate transform */
708 _mesa_ActiveTexture(GL_TEXTURE0);
709 _mesa_MatrixMode(GL_TEXTURE);
710 _mesa_LoadIdentity();
711 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
712 _mesa_MatrixMode(GL_MODELVIEW);
713 _mesa_LoadIdentity();
714 _mesa_MatrixMode(GL_PROJECTION);
715 _mesa_LoadIdentity();
717 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
718 * This can occur when there is no draw buffer.
720 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
721 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
722 0.0, ctx->DrawBuffer->Height,
725 if (ctx->Extensions.ARB_clip_control) {
726 save->ClipOrigin = ctx->Transform.ClipOrigin;
727 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
728 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
732 if (state & MESA_META_CLIP) {
733 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
734 if (ctx->Transform.ClipPlanesEnabled) {
736 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
737 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
742 if (state & MESA_META_VERTEX) {
743 /* save vertex array object state */
744 _mesa_reference_vao(ctx, &save->VAO,
746 /* set some default state? */
749 if (state & MESA_META_VIEWPORT) {
750 /* save viewport state */
751 save->ViewportX = ctx->ViewportArray[0].X;
752 save->ViewportY = ctx->ViewportArray[0].Y;
753 save->ViewportW = ctx->ViewportArray[0].Width;
754 save->ViewportH = ctx->ViewportArray[0].Height;
755 /* set viewport to match window size */
756 if (ctx->ViewportArray[0].X != 0 ||
757 ctx->ViewportArray[0].Y != 0 ||
758 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
759 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
760 _mesa_set_viewport(ctx, 0, 0, 0,
761 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
763 /* save depth range state */
764 save->DepthNear = ctx->ViewportArray[0].Near;
765 save->DepthFar = ctx->ViewportArray[0].Far;
766 /* set depth range to default */
767 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
770 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
771 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
773 /* Generally in here we want to do clamping according to whether
774 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
775 * regardless of the internal implementation of the metaops.
777 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
778 ctx->Extensions.ARB_color_buffer_float)
779 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
782 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
783 save->ClampVertexColor = ctx->Light.ClampVertexColor;
785 /* Generally in here we never want vertex color clamping --
786 * result clamping is only dependent on fragment clamping.
788 if (ctx->Extensions.ARB_color_buffer_float)
789 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
792 if (state & MESA_META_CONDITIONAL_RENDER) {
793 save->CondRenderQuery = ctx->Query.CondRenderQuery;
794 save->CondRenderMode = ctx->Query.CondRenderMode;
796 if (ctx->Query.CondRenderQuery)
797 _mesa_EndConditionalRender();
800 if (state & MESA_META_SELECT_FEEDBACK) {
801 save->RenderMode = ctx->RenderMode;
802 if (ctx->RenderMode == GL_SELECT) {
803 save->Select = ctx->Select; /* struct copy */
804 _mesa_RenderMode(GL_RENDER);
805 } else if (ctx->RenderMode == GL_FEEDBACK) {
806 save->Feedback = ctx->Feedback; /* struct copy */
807 _mesa_RenderMode(GL_RENDER);
811 if (state & MESA_META_MULTISAMPLE) {
812 save->Multisample = ctx->Multisample; /* struct copy */
814 if (ctx->Multisample.Enabled)
815 _mesa_set_multisample(ctx, GL_FALSE);
816 if (ctx->Multisample.SampleCoverage)
817 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
818 if (ctx->Multisample.SampleAlphaToCoverage)
819 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
820 if (ctx->Multisample.SampleAlphaToOne)
821 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
822 if (ctx->Multisample.SampleShading)
823 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
824 if (ctx->Multisample.SampleMask)
825 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
828 if (state & MESA_META_FRAMEBUFFER_SRGB) {
829 save->sRGBEnabled = ctx->Color.sRGBEnabled;
830 if (ctx->Color.sRGBEnabled)
831 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
834 if (state & MESA_META_DRAW_BUFFERS) {
835 struct gl_framebuffer *fb = ctx->DrawBuffer;
836 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
837 sizeof(save->ColorDrawBuffers));
842 save->Lighting = ctx->Light.Enabled;
843 if (ctx->Light.Enabled)
844 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
845 save->RasterDiscard = ctx->RasterDiscard;
846 if (ctx->RasterDiscard)
847 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
849 save->DrawBufferName = ctx->DrawBuffer->Name;
850 save->ReadBufferName = ctx->ReadBuffer->Name;
851 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
852 ctx->CurrentRenderbuffer->Name : 0);
858 * Leave meta state. This is like a light-weight version of glPopAttrib().
861 _mesa_meta_end(struct gl_context *ctx)
863 assert(ctx->Meta->SaveStackDepth > 0);
865 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
866 const GLbitfield state = save->SavedState;
869 /* Grab the result of the old occlusion query before starting it again. The
870 * old result is added to the result of the new query so the driver will
871 * continue adding where it left off. */
872 if (state & MESA_META_OCCLUSION_QUERY) {
873 if (save->CurrentOcclusionObject) {
874 struct gl_query_object *q = save->CurrentOcclusionObject;
877 ctx->Driver.WaitQuery(ctx, q);
879 _mesa_BeginQuery(q->Target, q->Id);
880 ctx->Query.CurrentOcclusionObject->Result += result;
884 if (state & MESA_META_ALPHA_TEST) {
885 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
886 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
887 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
890 if (state & MESA_META_BLEND) {
891 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
892 if (ctx->Extensions.EXT_draw_buffers2) {
894 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
895 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
899 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
902 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
903 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
906 if (state & MESA_META_DITHER)
907 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
909 if (state & MESA_META_COLOR_MASK) {
911 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
912 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
914 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
915 save->ColorMask[i][2], save->ColorMask[i][3]);
919 save->ColorMask[i][0],
920 save->ColorMask[i][1],
921 save->ColorMask[i][2],
922 save->ColorMask[i][3]);
928 if (state & MESA_META_DEPTH_TEST) {
929 if (ctx->Depth.Test != save->Depth.Test)
930 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
931 _mesa_DepthFunc(save->Depth.Func);
932 _mesa_DepthMask(save->Depth.Mask);
935 if (state & MESA_META_FOG) {
936 _mesa_set_enable(ctx, GL_FOG, save->Fog);
939 if (state & MESA_META_PIXEL_STORE) {
940 ctx->Pack = save->Pack;
941 ctx->Unpack = save->Unpack;
944 if (state & MESA_META_PIXEL_TRANSFER) {
945 ctx->Pixel.RedScale = save->RedScale;
946 ctx->Pixel.RedBias = save->RedBias;
947 ctx->Pixel.GreenScale = save->GreenScale;
948 ctx->Pixel.GreenBias = save->GreenBias;
949 ctx->Pixel.BlueScale = save->BlueScale;
950 ctx->Pixel.BlueBias = save->BlueBias;
951 ctx->Pixel.AlphaScale = save->AlphaScale;
952 ctx->Pixel.AlphaBias = save->AlphaBias;
953 ctx->Pixel.MapColorFlag = save->MapColorFlag;
955 ctx->NewState |=_NEW_PIXEL;
958 if (state & MESA_META_RASTERIZATION) {
959 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
960 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
961 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
962 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
963 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
964 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
967 if (state & MESA_META_SCISSOR) {
970 for (i = 0; i < ctx->Const.MaxViewports; i++) {
971 _mesa_set_scissor(ctx, i,
972 save->Scissor.ScissorArray[i].X,
973 save->Scissor.ScissorArray[i].Y,
974 save->Scissor.ScissorArray[i].Width,
975 save->Scissor.ScissorArray[i].Height);
976 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
977 (save->Scissor.EnableFlags >> i) & 1);
981 if (state & MESA_META_SHADER) {
982 static const GLenum targets[] = {
984 GL_TESS_CONTROL_SHADER,
985 GL_TESS_EVALUATION_SHADER,
990 STATIC_ASSERT(MESA_SHADER_STAGES == ARRAY_SIZE(targets));
994 if (ctx->Extensions.ARB_vertex_program) {
995 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
996 save->VertexProgramEnabled);
997 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
998 save->VertexProgram);
999 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
1002 if (ctx->Extensions.ARB_fragment_program) {
1003 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
1004 save->FragmentProgramEnabled);
1005 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
1006 save->FragmentProgram);
1007 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
1010 if (ctx->Extensions.ATI_fragment_shader) {
1011 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
1012 save->ATIFragmentShaderEnabled);
1016 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1017 /* It is safe to call _mesa_use_shader_program even if the extension
1018 * necessary for that program state is not supported. In that case,
1019 * the saved program object must be NULL and the currently bound
1020 * program object must be NULL. _mesa_use_shader_program is a no-op
1023 _mesa_use_shader_program(ctx, targets[i],
1027 /* Do this *before* killing the reference. :)
1029 if (save->Shader[i] != NULL)
1032 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
1035 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1036 save->ActiveShader);
1037 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1039 /* If there were any stages set with programs, use ctx->Shader as the
1040 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1041 * hasn't been restored yet, and that may modify ctx->_Shader further.
1044 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1047 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1048 ctx->Pipeline.Default);
1050 if (save->Pipeline) {
1051 _mesa_bind_pipeline(ctx, save->Pipeline);
1053 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1057 if (state & MESA_META_STENCIL_TEST) {
1058 const struct gl_stencil_attrib *stencil = &save->Stencil;
1060 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1061 _mesa_ClearStencil(stencil->Clear);
1062 if (ctx->Extensions.EXT_stencil_two_side) {
1063 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1064 stencil->TestTwoSide);
1065 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1066 ? GL_BACK : GL_FRONT);
1069 _mesa_StencilFuncSeparate(GL_FRONT,
1070 stencil->Function[0],
1072 stencil->ValueMask[0]);
1073 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1074 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1075 stencil->ZFailFunc[0],
1076 stencil->ZPassFunc[0]);
1078 _mesa_StencilFuncSeparate(GL_BACK,
1079 stencil->Function[1],
1081 stencil->ValueMask[1]);
1082 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1083 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1084 stencil->ZFailFunc[1],
1085 stencil->ZPassFunc[1]);
1088 if (state & MESA_META_TEXTURE) {
1091 assert(ctx->Texture.CurrentUnit == 0);
1093 /* restore texenv for unit[0] */
1094 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1096 /* restore texture objects for unit[0] only */
1097 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1098 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1099 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1100 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1101 save->CurrentTexture[tgt]);
1103 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1106 /* Restore fixed function texture enables, texgen */
1107 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1108 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1109 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1110 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1113 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1114 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1115 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1119 /* restore current unit state */
1120 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1123 if (state & MESA_META_TRANSFORM) {
1124 GLuint activeTexture = ctx->Texture.CurrentUnit;
1125 _mesa_ActiveTexture(GL_TEXTURE0);
1126 _mesa_MatrixMode(GL_TEXTURE);
1127 _mesa_LoadMatrixf(save->TextureMatrix);
1128 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1130 _mesa_MatrixMode(GL_MODELVIEW);
1131 _mesa_LoadMatrixf(save->ModelviewMatrix);
1133 _mesa_MatrixMode(GL_PROJECTION);
1134 _mesa_LoadMatrixf(save->ProjectionMatrix);
1136 _mesa_MatrixMode(save->MatrixMode);
1138 if (ctx->Extensions.ARB_clip_control)
1139 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1142 if (state & MESA_META_CLIP) {
1143 if (save->ClipPlanesEnabled) {
1145 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1146 if (save->ClipPlanesEnabled & (1 << i)) {
1147 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1153 if (state & MESA_META_VERTEX) {
1154 /* restore vertex array object */
1155 _mesa_BindVertexArray(save->VAO->Name);
1156 _mesa_reference_vao(ctx, &save->VAO, NULL);
1159 if (state & MESA_META_VIEWPORT) {
1160 if (save->ViewportX != ctx->ViewportArray[0].X ||
1161 save->ViewportY != ctx->ViewportArray[0].Y ||
1162 save->ViewportW != ctx->ViewportArray[0].Width ||
1163 save->ViewportH != ctx->ViewportArray[0].Height) {
1164 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1165 save->ViewportW, save->ViewportH);
1167 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1170 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1171 ctx->Extensions.ARB_color_buffer_float) {
1172 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1175 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1176 ctx->Extensions.ARB_color_buffer_float) {
1177 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1180 if (state & MESA_META_CONDITIONAL_RENDER) {
1181 if (save->CondRenderQuery)
1182 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1183 save->CondRenderMode);
1186 if (state & MESA_META_SELECT_FEEDBACK) {
1187 if (save->RenderMode == GL_SELECT) {
1188 _mesa_RenderMode(GL_SELECT);
1189 ctx->Select = save->Select;
1190 } else if (save->RenderMode == GL_FEEDBACK) {
1191 _mesa_RenderMode(GL_FEEDBACK);
1192 ctx->Feedback = save->Feedback;
1196 if (state & MESA_META_MULTISAMPLE) {
1197 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1198 struct gl_multisample_attrib *save_ms = &save->Multisample;
1200 if (ctx_ms->Enabled != save_ms->Enabled)
1201 _mesa_set_multisample(ctx, save_ms->Enabled);
1202 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1203 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1204 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1205 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1206 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1207 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1208 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1209 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1210 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1211 save_ms->SampleCoverageInvert);
1213 if (ctx_ms->SampleShading != save_ms->SampleShading)
1214 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1215 if (ctx_ms->SampleMask != save_ms->SampleMask)
1216 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1217 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1218 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1219 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1220 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1223 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1224 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1225 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1229 if (save->Lighting) {
1230 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1232 if (save->RasterDiscard) {
1233 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1235 if (save->TransformFeedbackNeedsResume)
1236 _mesa_ResumeTransformFeedback();
1238 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1239 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1241 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1242 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1244 if (!ctx->CurrentRenderbuffer ||
1245 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1246 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1248 if (state & MESA_META_DRAW_BUFFERS) {
1249 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1250 save->ColorDrawBuffers, NULL);
1253 ctx->Meta->SaveStackDepth--;
1255 ctx->API = save->API;
1256 ctx->Extensions.Version = save->ExtensionsVersion;
1261 * Convert Z from a normalized value in the range [0, 1] to an object-space
1262 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1263 * default/identity ortho projection results in the original Z value.
1264 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1265 * value comes from the clear value or raster position.
1267 static inline GLfloat
1268 invert_z(GLfloat normZ)
1270 GLfloat objZ = 1.0f - 2.0f * normZ;
1276 * One-time init for a temp_texture object.
1277 * Choose tex target, compute max tex size, etc.
1280 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1282 /* prefer texture rectangle */
1283 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1284 tex->Target = GL_TEXTURE_RECTANGLE;
1285 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1286 tex->NPOT = GL_TRUE;
1289 /* use 2D texture, NPOT if possible */
1290 tex->Target = GL_TEXTURE_2D;
1291 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1292 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1294 tex->MinSize = 16; /* 16 x 16 at least */
1295 assert(tex->MaxSize > 0);
1297 _mesa_GenTextures(1, &tex->TexObj);
1301 cleanup_temp_texture(struct temp_texture *tex)
1305 _mesa_DeleteTextures(1, &tex->TexObj);
1311 * Return pointer to temp_texture info for non-bitmap ops.
1312 * This does some one-time init if needed.
1314 struct temp_texture *
1315 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1317 struct temp_texture *tex = &ctx->Meta->TempTex;
1320 init_temp_texture(ctx, tex);
1328 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1329 * We use a separate texture for bitmaps to reduce texture
1330 * allocation/deallocation.
1332 static struct temp_texture *
1333 get_bitmap_temp_texture(struct gl_context *ctx)
1335 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1338 init_temp_texture(ctx, tex);
1345 * Return pointer to depth temp_texture.
1346 * This does some one-time init if needed.
1348 struct temp_texture *
1349 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1351 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1354 init_temp_texture(ctx, tex);
1361 * Compute the width/height of texture needed to draw an image of the
1362 * given size. Return a flag indicating whether the current texture
1363 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1364 * allocated (glTexImage2D).
1365 * Also, compute s/t texcoords for drawing.
1367 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1370 _mesa_meta_alloc_texture(struct temp_texture *tex,
1371 GLsizei width, GLsizei height, GLenum intFormat)
1373 GLboolean newTex = GL_FALSE;
1375 assert(width <= tex->MaxSize);
1376 assert(height <= tex->MaxSize);
1378 if (width > tex->Width ||
1379 height > tex->Height ||
1380 intFormat != tex->IntFormat) {
1381 /* alloc new texture (larger or different format) */
1384 /* use non-power of two size */
1385 tex->Width = MAX2(tex->MinSize, width);
1386 tex->Height = MAX2(tex->MinSize, height);
1389 /* find power of two size */
1391 w = h = tex->MinSize;
1400 tex->IntFormat = intFormat;
1405 /* compute texcoords */
1406 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1407 tex->Sright = (GLfloat) width;
1408 tex->Ttop = (GLfloat) height;
1411 tex->Sright = (GLfloat) width / tex->Width;
1412 tex->Ttop = (GLfloat) height / tex->Height;
1420 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1423 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1424 struct temp_texture *tex,
1425 GLint srcX, GLint srcY,
1426 GLsizei width, GLsizei height,
1432 _mesa_BindTexture(tex->Target, tex->TexObj);
1433 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1434 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1435 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1437 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1439 /* copy framebuffer image to texture */
1441 /* create new tex image */
1442 if (tex->Width == width && tex->Height == height) {
1443 /* create new tex with framebuffer data */
1444 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1445 srcX, srcY, width, height, 0);
1448 /* create empty texture */
1449 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1450 tex->Width, tex->Height, 0,
1451 intFormat, GL_UNSIGNED_BYTE, NULL);
1453 _mesa_CopyTexSubImage2D(tex->Target, 0,
1454 0, 0, srcX, srcY, width, height);
1458 /* replace existing tex image */
1459 _mesa_CopyTexSubImage2D(tex->Target, 0,
1460 0, 0, srcX, srcY, width, height);
1466 * Setup/load texture for glDrawPixels.
1469 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1470 struct temp_texture *tex,
1472 GLsizei width, GLsizei height,
1473 GLenum format, GLenum type,
1474 const GLvoid *pixels)
1476 _mesa_BindTexture(tex->Target, tex->TexObj);
1477 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1478 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1479 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1481 /* copy pixel data to texture */
1483 /* create new tex image */
1484 if (tex->Width == width && tex->Height == height) {
1485 /* create new tex and load image data */
1486 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1487 tex->Width, tex->Height, 0, format, type, pixels);
1490 struct gl_buffer_object *save_unpack_obj = NULL;
1492 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1493 ctx->Unpack.BufferObj);
1494 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1495 /* create empty texture */
1496 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1497 tex->Width, tex->Height, 0, format, type, NULL);
1498 if (save_unpack_obj != NULL)
1499 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1500 save_unpack_obj->Name);
1502 _mesa_TexSubImage2D(tex->Target, 0,
1503 0, 0, width, height, format, type, pixels);
1507 /* replace existing tex image */
1508 _mesa_TexSubImage2D(tex->Target, 0,
1509 0, 0, width, height, format, type, pixels);
1514 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1515 GLuint *VAO, struct gl_buffer_object **buf_obj,
1516 unsigned texcoord_size)
1518 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1521 /* setup projection matrix */
1522 _mesa_MatrixMode(GL_PROJECTION);
1523 _mesa_LoadIdentity();
1527 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1530 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1532 meta_clear(ctx, buffers, false);
1536 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1538 meta_clear(ctx, buffers, true);
1542 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1544 const char *vs_source =
1545 "#extension GL_AMD_vertex_shader_layer : enable\n"
1546 "#extension GL_ARB_draw_instanced : enable\n"
1547 "#extension GL_ARB_explicit_attrib_location :enable\n"
1548 "layout(location = 0) in vec4 position;\n"
1551 "#ifdef GL_AMD_vertex_shader_layer\n"
1552 " gl_Layer = gl_InstanceID;\n"
1554 " gl_Position = position;\n"
1556 const char *fs_source =
1557 "#extension GL_ARB_explicit_attrib_location :enable\n"
1558 "#extension GL_ARB_explicit_uniform_location :enable\n"
1559 "layout(location = 0) uniform vec4 color;\n"
1562 " gl_FragColor = color;\n"
1565 bool has_integer_textures;
1567 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1570 if (clear->ShaderProg != 0)
1573 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1574 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1575 _mesa_CompileShader(vs);
1577 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1578 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1579 _mesa_CompileShader(fs);
1581 clear->ShaderProg = _mesa_CreateProgram();
1582 _mesa_AttachShader(clear->ShaderProg, fs);
1583 _mesa_DeleteShader(fs);
1584 _mesa_AttachShader(clear->ShaderProg, vs);
1585 _mesa_DeleteShader(vs);
1586 _mesa_ObjectLabel(GL_PROGRAM, clear->ShaderProg, -1, "meta clear");
1587 _mesa_LinkProgram(clear->ShaderProg);
1589 has_integer_textures = _mesa_is_gles3(ctx) ||
1590 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1592 if (has_integer_textures) {
1593 void *shader_source_mem_ctx = ralloc_context(NULL);
1594 const char *vs_int_source =
1595 ralloc_asprintf(shader_source_mem_ctx,
1597 "#extension GL_AMD_vertex_shader_layer : enable\n"
1598 "#extension GL_ARB_draw_instanced : enable\n"
1599 "#extension GL_ARB_explicit_attrib_location :enable\n"
1600 "layout(location = 0) in vec4 position;\n"
1603 "#ifdef GL_AMD_vertex_shader_layer\n"
1604 " gl_Layer = gl_InstanceID;\n"
1606 " gl_Position = position;\n"
1608 const char *fs_int_source =
1609 ralloc_asprintf(shader_source_mem_ctx,
1611 "#extension GL_ARB_explicit_attrib_location :enable\n"
1612 "#extension GL_ARB_explicit_uniform_location :enable\n"
1613 "layout(location = 0) uniform ivec4 color;\n"
1614 "out ivec4 out_color;\n"
1618 " out_color = color;\n"
1621 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1623 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1625 ralloc_free(shader_source_mem_ctx);
1627 clear->IntegerShaderProg = _mesa_CreateProgram();
1628 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1629 _mesa_DeleteShader(fs);
1630 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1631 _mesa_DeleteShader(vs);
1633 /* Note that user-defined out attributes get automatically assigned
1634 * locations starting from 0, so we don't need to explicitly
1635 * BindFragDataLocation to 0.
1638 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1640 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1645 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1647 if (clear->VAO == 0)
1649 _mesa_DeleteVertexArrays(1, &clear->VAO);
1651 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1652 _mesa_DeleteProgram(clear->ShaderProg);
1653 clear->ShaderProg = 0;
1655 if (clear->IntegerShaderProg) {
1656 _mesa_DeleteProgram(clear->IntegerShaderProg);
1657 clear->IntegerShaderProg = 0;
1662 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1663 * set GL to only draw to those buffers.
1665 * Since the bitfield has no associated order, the assignment of draw buffer
1666 * indices to color attachment indices is rather arbitrary.
1669 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1671 GLenum enums[MAX_DRAW_BUFFERS];
1675 /* This function is only legal for color buffer bitfields. */
1676 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1678 /* Make sure we don't overflow any arrays. */
1679 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1683 if (bits & BUFFER_BIT_FRONT_LEFT)
1684 enums[i++] = GL_FRONT_LEFT;
1686 if (bits & BUFFER_BIT_FRONT_RIGHT)
1687 enums[i++] = GL_FRONT_RIGHT;
1689 if (bits & BUFFER_BIT_BACK_LEFT)
1690 enums[i++] = GL_BACK_LEFT;
1692 if (bits & BUFFER_BIT_BACK_RIGHT)
1693 enums[i++] = GL_BACK_RIGHT;
1695 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1696 if (bits & (1 << (BUFFER_COLOR0 + n)))
1697 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1700 _mesa_DrawBuffers(i, enums);
1704 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1707 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1709 struct clear_state *clear = &ctx->Meta->Clear;
1710 GLbitfield metaSave;
1711 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1712 struct gl_framebuffer *fb = ctx->DrawBuffer;
1713 float x0, y0, x1, y1, z;
1714 struct vertex verts[4];
1717 metaSave = (MESA_META_ALPHA_TEST |
1719 MESA_META_DEPTH_TEST |
1720 MESA_META_RASTERIZATION |
1722 MESA_META_STENCIL_TEST |
1724 MESA_META_VIEWPORT |
1726 MESA_META_CLAMP_FRAGMENT_COLOR |
1727 MESA_META_MULTISAMPLE |
1728 MESA_META_OCCLUSION_QUERY);
1731 metaSave |= MESA_META_FOG |
1732 MESA_META_PIXEL_TRANSFER |
1733 MESA_META_TRANSFORM |
1735 MESA_META_CLAMP_VERTEX_COLOR |
1736 MESA_META_SELECT_FEEDBACK;
1739 if (buffers & BUFFER_BITS_COLOR) {
1740 metaSave |= MESA_META_DRAW_BUFFERS;
1742 /* We'll use colormask to disable color writes. Otherwise,
1743 * respect color mask
1745 metaSave |= MESA_META_COLOR_MASK;
1748 _mesa_meta_begin(ctx, metaSave);
1751 meta_glsl_clear_init(ctx, clear);
1753 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1754 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1755 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1756 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1757 z = -invert_z(ctx->Depth.Clear);
1759 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1762 x0 = (float) fb->_Xmin;
1763 y0 = (float) fb->_Ymin;
1764 x1 = (float) fb->_Xmax;
1765 y1 = (float) fb->_Ymax;
1766 z = invert_z(ctx->Depth.Clear);
1769 if (fb->_IntegerColor) {
1771 _mesa_UseProgram(clear->IntegerShaderProg);
1772 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1774 _mesa_UseProgram(clear->ShaderProg);
1775 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1778 /* GL_COLOR_BUFFER_BIT */
1779 if (buffers & BUFFER_BITS_COLOR) {
1780 /* Only draw to the buffers we were asked to clear. */
1781 _mesa_meta_drawbuffers_from_bitfield(buffers & BUFFER_BITS_COLOR);
1783 /* leave colormask state as-is */
1785 /* Clears never have the color clamped. */
1786 if (ctx->Extensions.ARB_color_buffer_float)
1787 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1790 assert(metaSave & MESA_META_COLOR_MASK);
1791 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1794 /* GL_DEPTH_BUFFER_BIT */
1795 if (buffers & BUFFER_BIT_DEPTH) {
1796 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1797 _mesa_DepthFunc(GL_ALWAYS);
1798 _mesa_DepthMask(GL_TRUE);
1801 assert(!ctx->Depth.Test);
1804 /* GL_STENCIL_BUFFER_BIT */
1805 if (buffers & BUFFER_BIT_STENCIL) {
1806 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1807 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1808 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1809 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1810 ctx->Stencil.Clear & stencilMax,
1811 ctx->Stencil.WriteMask[0]);
1814 assert(!ctx->Stencil.Enabled);
1817 /* vertex positions */
1832 for (i = 0; i < 4; i++) {
1833 verts[i].r = ctx->Color.ClearColor.f[0];
1834 verts[i].g = ctx->Color.ClearColor.f[1];
1835 verts[i].b = ctx->Color.ClearColor.f[2];
1836 verts[i].a = ctx->Color.ClearColor.f[3];
1840 /* upload new vertex data */
1841 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1842 GL_DYNAMIC_DRAW, __func__);
1845 if (fb->MaxNumLayers > 0) {
1846 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1848 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1851 _mesa_meta_end(ctx);
1855 * Meta implementation of ctx->Driver.CopyPixels() in terms
1856 * of texture mapping and polygon rendering and GLSL shaders.
1859 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1860 GLsizei width, GLsizei height,
1861 GLint dstX, GLint dstY, GLenum type)
1863 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1864 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1865 struct vertex verts[4];
1867 if (type != GL_COLOR ||
1868 ctx->_ImageTransferState ||
1870 width > tex->MaxSize ||
1871 height > tex->MaxSize) {
1872 /* XXX avoid this fallback */
1873 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1877 /* Most GL state applies to glCopyPixels, but a there's a few things
1878 * we need to override:
1880 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1883 MESA_META_TRANSFORM |
1886 MESA_META_VIEWPORT));
1888 _mesa_meta_setup_vertex_objects(ctx, ©pix->VAO, ©pix->buf_obj, false,
1891 /* Silence valgrind warnings about reading uninitialized stack. */
1892 memset(verts, 0, sizeof(verts));
1894 /* Alloc/setup texture */
1895 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1896 GL_RGBA, GL_NEAREST);
1898 /* vertex positions, texcoords (after texture allocation!) */
1900 const GLfloat dstX0 = (GLfloat) dstX;
1901 const GLfloat dstY0 = (GLfloat) dstY;
1902 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1903 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1904 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1909 verts[0].tex[0] = 0.0F;
1910 verts[0].tex[1] = 0.0F;
1914 verts[1].tex[0] = tex->Sright;
1915 verts[1].tex[1] = 0.0F;
1919 verts[2].tex[0] = tex->Sright;
1920 verts[2].tex[1] = tex->Ttop;
1924 verts[3].tex[0] = 0.0F;
1925 verts[3].tex[1] = tex->Ttop;
1927 /* upload new vertex data */
1928 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts,
1932 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1934 /* draw textured quad */
1935 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1937 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1939 _mesa_meta_end(ctx);
1943 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1945 if (drawpix->VAO != 0) {
1946 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1949 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1952 if (drawpix->StencilFP != 0) {
1953 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1954 drawpix->StencilFP = 0;
1957 if (drawpix->DepthFP != 0) {
1958 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1959 drawpix->DepthFP = 0;
1964 * When the glDrawPixels() image size is greater than the max rectangle
1965 * texture size we use this function to break the glDrawPixels() image
1966 * into tiles which fit into the max texture size.
1969 tiled_draw_pixels(struct gl_context *ctx,
1971 GLint x, GLint y, GLsizei width, GLsizei height,
1972 GLenum format, GLenum type,
1973 const struct gl_pixelstore_attrib *unpack,
1974 const GLvoid *pixels)
1976 struct gl_pixelstore_attrib tileUnpack = *unpack;
1979 if (tileUnpack.RowLength == 0)
1980 tileUnpack.RowLength = width;
1982 for (i = 0; i < width; i += tileSize) {
1983 const GLint tileWidth = MIN2(tileSize, width - i);
1984 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1986 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1988 for (j = 0; j < height; j += tileSize) {
1989 const GLint tileHeight = MIN2(tileSize, height - j);
1990 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1992 tileUnpack.SkipRows = unpack->SkipRows + j;
1994 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1995 format, type, &tileUnpack, pixels);
2002 * One-time init for drawing stencil pixels.
2005 init_draw_stencil_pixels(struct gl_context *ctx)
2007 /* This program is run eight times, once for each stencil bit.
2008 * The stencil values to draw are found in an 8-bit alpha texture.
2009 * We read the texture/stencil value and test if bit 'b' is set.
2010 * If the bit is not set, use KIL to kill the fragment.
2011 * Finally, we use the stencil test to update the stencil buffer.
2013 * The basic algorithm for checking if a bit is set is:
2014 * if (is_odd(value / (1 << bit)))
2015 * result is one (or non-zero).
2018 * The program parameter contains three values:
2019 * parm.x = 255 / (1 << bit)
2023 static const char *program =
2025 "PARAM parm = program.local[0]; \n"
2027 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2028 "# t = t * 255 / bit \n"
2029 "MUL t.x, t.a, parm.x; \n"
2032 "SUB t.x, t.x, t.y; \n"
2034 "MUL t.x, t.x, parm.y; \n"
2035 "# t = fract(t.x) \n"
2036 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2037 "# t.x = (t.x == 0 ? 1 : 0) \n"
2038 "SGE t.x, -t.x, parm.z; \n"
2040 "# for debug only \n"
2041 "#MOV result.color, t.x; \n"
2043 char program2[1000];
2044 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2045 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2046 const char *texTarget;
2048 assert(drawpix->StencilFP == 0);
2050 /* replace %s with "RECT" or "2D" */
2051 assert(strlen(program) + 4 < sizeof(program2));
2052 if (tex->Target == GL_TEXTURE_RECTANGLE)
2056 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2058 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2059 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2060 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2061 strlen(program2), (const GLubyte *) program2);
2066 * One-time init for drawing depth pixels.
2069 init_draw_depth_pixels(struct gl_context *ctx)
2071 static const char *program =
2073 "PARAM color = program.local[0]; \n"
2074 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2075 "MOV result.color, color; \n"
2078 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2079 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2080 const char *texTarget;
2082 assert(drawpix->DepthFP == 0);
2084 /* replace %s with "RECT" or "2D" */
2085 assert(strlen(program) + 4 < sizeof(program2));
2086 if (tex->Target == GL_TEXTURE_RECTANGLE)
2090 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2092 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2093 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2094 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2095 strlen(program2), (const GLubyte *) program2);
2100 * Meta implementation of ctx->Driver.DrawPixels() in terms
2101 * of texture mapping and polygon rendering.
2104 _mesa_meta_DrawPixels(struct gl_context *ctx,
2105 GLint x, GLint y, GLsizei width, GLsizei height,
2106 GLenum format, GLenum type,
2107 const struct gl_pixelstore_attrib *unpack,
2108 const GLvoid *pixels)
2110 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2111 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2112 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2113 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2114 struct vertex verts[4];
2115 GLenum texIntFormat;
2116 GLboolean fallback, newTex;
2117 GLbitfield metaExtraSave = 0x0;
2120 * Determine if we can do the glDrawPixels with texture mapping.
2122 fallback = GL_FALSE;
2123 if (ctx->Fog.Enabled) {
2127 if (_mesa_is_color_format(format)) {
2128 /* use more compact format when possible */
2129 /* XXX disable special case for GL_LUMINANCE for now to work around
2130 * apparent i965 driver bug (see bug #23670).
2132 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2133 texIntFormat = format;
2135 texIntFormat = GL_RGBA;
2137 /* If we're not supposed to clamp the resulting color, then just
2138 * promote our texture to fully float. We could do better by
2139 * just going for the matching set of channels, in floating
2142 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2143 ctx->Extensions.ARB_texture_float)
2144 texIntFormat = GL_RGBA32F;
2146 else if (_mesa_is_stencil_format(format)) {
2147 if (ctx->Extensions.ARB_fragment_program &&
2148 ctx->Pixel.IndexShift == 0 &&
2149 ctx->Pixel.IndexOffset == 0 &&
2150 type == GL_UNSIGNED_BYTE) {
2151 /* We'll store stencil as alpha. This only works for GLubyte
2152 * image data because of how incoming values are mapped to alpha
2155 texIntFormat = GL_ALPHA;
2156 metaExtraSave = (MESA_META_COLOR_MASK |
2157 MESA_META_DEPTH_TEST |
2158 MESA_META_PIXEL_TRANSFER |
2160 MESA_META_STENCIL_TEST);
2166 else if (_mesa_is_depth_format(format)) {
2167 if (ctx->Extensions.ARB_depth_texture &&
2168 ctx->Extensions.ARB_fragment_program) {
2169 texIntFormat = GL_DEPTH_COMPONENT;
2170 metaExtraSave = (MESA_META_SHADER);
2181 _swrast_DrawPixels(ctx, x, y, width, height,
2182 format, type, unpack, pixels);
2187 * Check image size against max texture size, draw as tiles if needed.
2189 if (width > tex->MaxSize || height > tex->MaxSize) {
2190 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2191 format, type, unpack, pixels);
2195 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2196 * but a there's a few things we need to override:
2198 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2201 MESA_META_TRANSFORM |
2204 MESA_META_VIEWPORT |
2207 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2209 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2212 /* Silence valgrind warnings about reading uninitialized stack. */
2213 memset(verts, 0, sizeof(verts));
2215 /* vertex positions, texcoords (after texture allocation!) */
2217 const GLfloat x0 = (GLfloat) x;
2218 const GLfloat y0 = (GLfloat) y;
2219 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2220 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2221 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2226 verts[0].tex[0] = 0.0F;
2227 verts[0].tex[1] = 0.0F;
2231 verts[1].tex[0] = tex->Sright;
2232 verts[1].tex[1] = 0.0F;
2236 verts[2].tex[0] = tex->Sright;
2237 verts[2].tex[1] = tex->Ttop;
2241 verts[3].tex[0] = 0.0F;
2242 verts[3].tex[1] = tex->Ttop;
2245 /* upload new vertex data */
2246 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2247 GL_DYNAMIC_DRAW, __func__);
2249 /* set given unpack params */
2250 ctx->Unpack = *unpack;
2252 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2254 if (_mesa_is_stencil_format(format)) {
2255 /* Drawing stencil */
2258 if (!drawpix->StencilFP)
2259 init_draw_stencil_pixels(ctx);
2261 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2262 GL_ALPHA, type, pixels);
2264 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2266 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2268 /* set all stencil bits to 0 */
2269 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2270 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2271 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2273 /* set stencil bits to 1 where needed */
2274 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2276 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2277 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2279 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2280 const GLuint mask = 1 << bit;
2281 if (mask & origStencilMask) {
2282 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2283 _mesa_StencilMask(mask);
2285 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2286 255.0f / mask, 0.5f, 0.0f, 0.0f);
2288 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2292 else if (_mesa_is_depth_format(format)) {
2294 if (!drawpix->DepthFP)
2295 init_draw_depth_pixels(ctx);
2297 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2298 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2300 /* polygon color = current raster color */
2301 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2302 ctx->Current.RasterColor);
2304 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2305 format, type, pixels);
2307 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2311 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2312 format, type, pixels);
2313 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2316 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2318 /* restore unpack params */
2319 ctx->Unpack = unpackSave;
2321 _mesa_meta_end(ctx);
2325 alpha_test_raster_color(struct gl_context *ctx)
2327 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2328 GLfloat ref = ctx->Color.AlphaRef;
2330 switch (ctx->Color.AlphaFunc) {
2336 return alpha == ref;
2338 return alpha <= ref;
2342 return alpha != ref;
2344 return alpha >= ref;
2354 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2355 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2356 * tracker would improve performance a lot.
2359 _mesa_meta_Bitmap(struct gl_context *ctx,
2360 GLint x, GLint y, GLsizei width, GLsizei height,
2361 const struct gl_pixelstore_attrib *unpack,
2362 const GLubyte *bitmap1)
2364 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2365 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2366 const GLenum texIntFormat = GL_ALPHA;
2367 const struct gl_pixelstore_attrib unpackSave = *unpack;
2369 struct vertex verts[4];
2374 * Check if swrast fallback is needed.
2376 if (ctx->_ImageTransferState ||
2377 ctx->FragmentProgram._Enabled ||
2379 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2380 width > tex->MaxSize ||
2381 height > tex->MaxSize) {
2382 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2386 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2389 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2390 * but a there's a few things we need to override:
2392 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2393 MESA_META_PIXEL_STORE |
2394 MESA_META_RASTERIZATION |
2397 MESA_META_TRANSFORM |
2400 MESA_META_VIEWPORT));
2402 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2405 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2407 /* Silence valgrind warnings about reading uninitialized stack. */
2408 memset(verts, 0, sizeof(verts));
2410 /* vertex positions, texcoords, colors (after texture allocation!) */
2412 const GLfloat x0 = (GLfloat) x;
2413 const GLfloat y0 = (GLfloat) y;
2414 const GLfloat x1 = (GLfloat) (x + width);
2415 const GLfloat y1 = (GLfloat) (y + height);
2416 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2422 verts[0].tex[0] = 0.0F;
2423 verts[0].tex[1] = 0.0F;
2427 verts[1].tex[0] = tex->Sright;
2428 verts[1].tex[1] = 0.0F;
2432 verts[2].tex[0] = tex->Sright;
2433 verts[2].tex[1] = tex->Ttop;
2437 verts[3].tex[0] = 0.0F;
2438 verts[3].tex[1] = tex->Ttop;
2440 for (i = 0; i < 4; i++) {
2441 verts[i].r = ctx->Current.RasterColor[0];
2442 verts[i].g = ctx->Current.RasterColor[1];
2443 verts[i].b = ctx->Current.RasterColor[2];
2444 verts[i].a = ctx->Current.RasterColor[3];
2447 /* upload new vertex data */
2448 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts,
2452 /* choose different foreground/background alpha values */
2453 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2454 bg = (fg > 127 ? 0 : 255);
2456 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2458 _mesa_meta_end(ctx);
2462 bitmap8 = malloc(width * height);
2464 memset(bitmap8, bg, width * height);
2465 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2466 bitmap8, width, fg);
2468 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2470 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2471 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2473 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2474 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2476 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2478 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2483 _mesa_unmap_pbo_source(ctx, &unpackSave);
2485 _mesa_meta_end(ctx);
2489 * Compute the texture coordinates for the four vertices of a quad for
2490 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2491 * and width, height specify a sub-region of the 2D image.
2493 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2494 * \param slice slice of a 1D/2D array texture or 3D texture
2495 * \param xoffset X position of sub texture
2496 * \param yoffset Y position of sub texture
2497 * \param width width of the sub texture image
2498 * \param height height of the sub texture image
2499 * \param total_width total width of the texture image
2500 * \param total_height total height of the texture image
2501 * \param total_depth total depth of the texture image
2502 * \param coords0/1/2/3 returns the computed texcoords
2505 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2521 const float s0 = (float) xoffset / (float) total_width;
2522 const float s1 = (float) (xoffset + width) / (float) total_width;
2523 const float t0 = (float) yoffset / (float) total_height;
2524 const float t1 = (float) (yoffset + height) / (float) total_height;
2527 /* setup the reference texcoords */
2537 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2538 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2540 /* Currently all texture targets want the W component to be 1.0.
2547 switch (faceTarget) {
2551 case GL_TEXTURE_2D_ARRAY:
2552 if (faceTarget == GL_TEXTURE_3D) {
2553 assert(slice < total_depth);
2554 assert(total_depth >= 1);
2555 r = (slice + 0.5f) / total_depth;
2557 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2561 coords0[0] = st[0][0]; /* s */
2562 coords0[1] = st[0][1]; /* t */
2563 coords0[2] = r; /* r */
2564 coords1[0] = st[1][0];
2565 coords1[1] = st[1][1];
2567 coords2[0] = st[2][0];
2568 coords2[1] = st[2][1];
2570 coords3[0] = st[3][0];
2571 coords3[1] = st[3][1];
2574 case GL_TEXTURE_RECTANGLE_ARB:
2575 coords0[0] = (float) xoffset; /* s */
2576 coords0[1] = (float) yoffset; /* t */
2577 coords0[2] = 0.0F; /* r */
2578 coords1[0] = (float) (xoffset + width);
2579 coords1[1] = (float) yoffset;
2581 coords2[0] = (float) (xoffset + width);
2582 coords2[1] = (float) (yoffset + height);
2584 coords3[0] = (float) xoffset;
2585 coords3[1] = (float) (yoffset + height);
2588 case GL_TEXTURE_1D_ARRAY:
2589 coords0[0] = st[0][0]; /* s */
2590 coords0[1] = (float) slice; /* t */
2591 coords0[2] = 0.0F; /* r */
2592 coords1[0] = st[1][0];
2593 coords1[1] = (float) slice;
2595 coords2[0] = st[2][0];
2596 coords2[1] = (float) slice;
2598 coords3[0] = st[3][0];
2599 coords3[1] = (float) slice;
2603 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2604 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2605 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2606 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2607 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2608 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2609 /* loop over quad verts */
2610 for (i = 0; i < 4; i++) {
2611 /* Compute sc = +/-scale and tc = +/-scale.
2612 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2613 * though that can still sometimes happen with this scale factor...
2615 const GLfloat scale = 0.9999f;
2616 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2617 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2634 unreachable("not reached");
2637 coord[3] = (float) (slice / 6);
2639 switch (faceTarget) {
2640 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2645 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2650 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2655 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2660 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2665 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2676 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2680 static struct blit_shader *
2681 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2685 table->sampler_1d.type = "sampler1D";
2686 table->sampler_1d.func = "texture1D";
2687 table->sampler_1d.texcoords = "texCoords.x";
2688 return &table->sampler_1d;
2690 table->sampler_2d.type = "sampler2D";
2691 table->sampler_2d.func = "texture2D";
2692 table->sampler_2d.texcoords = "texCoords.xy";
2693 return &table->sampler_2d;
2694 case GL_TEXTURE_RECTANGLE:
2695 table->sampler_rect.type = "sampler2DRect";
2696 table->sampler_rect.func = "texture2DRect";
2697 table->sampler_rect.texcoords = "texCoords.xy";
2698 return &table->sampler_rect;
2700 /* Code for mipmap generation with 3D textures is not used yet.
2701 * It's a sw fallback.
2703 table->sampler_3d.type = "sampler3D";
2704 table->sampler_3d.func = "texture3D";
2705 table->sampler_3d.texcoords = "texCoords.xyz";
2706 return &table->sampler_3d;
2707 case GL_TEXTURE_CUBE_MAP:
2708 table->sampler_cubemap.type = "samplerCube";
2709 table->sampler_cubemap.func = "textureCube";
2710 table->sampler_cubemap.texcoords = "texCoords.xyz";
2711 return &table->sampler_cubemap;
2712 case GL_TEXTURE_1D_ARRAY:
2713 table->sampler_1d_array.type = "sampler1DArray";
2714 table->sampler_1d_array.func = "texture1DArray";
2715 table->sampler_1d_array.texcoords = "texCoords.xy";
2716 return &table->sampler_1d_array;
2717 case GL_TEXTURE_2D_ARRAY:
2718 table->sampler_2d_array.type = "sampler2DArray";
2719 table->sampler_2d_array.func = "texture2DArray";
2720 table->sampler_2d_array.texcoords = "texCoords.xyz";
2721 return &table->sampler_2d_array;
2722 case GL_TEXTURE_CUBE_MAP_ARRAY:
2723 table->sampler_cubemap_array.type = "samplerCubeArray";
2724 table->sampler_cubemap_array.func = "textureCubeArray";
2725 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2726 return &table->sampler_cubemap_array;
2728 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2729 " setup_texture_sampler()\n", target);
2735 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2737 _mesa_DeleteProgram(table->sampler_1d.shader_prog);
2738 _mesa_DeleteProgram(table->sampler_2d.shader_prog);
2739 _mesa_DeleteProgram(table->sampler_3d.shader_prog);
2740 _mesa_DeleteProgram(table->sampler_rect.shader_prog);
2741 _mesa_DeleteProgram(table->sampler_cubemap.shader_prog);
2742 _mesa_DeleteProgram(table->sampler_1d_array.shader_prog);
2743 _mesa_DeleteProgram(table->sampler_2d_array.shader_prog);
2744 _mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog);
2746 table->sampler_1d.shader_prog = 0;
2747 table->sampler_2d.shader_prog = 0;
2748 table->sampler_3d.shader_prog = 0;
2749 table->sampler_rect.shader_prog = 0;
2750 table->sampler_cubemap.shader_prog = 0;
2751 table->sampler_1d_array.shader_prog = 0;
2752 table->sampler_2d_array.shader_prog = 0;
2753 table->sampler_cubemap_array.shader_prog = 0;
2757 * Determine the GL data type to use for the temporary image read with
2758 * ReadPixels() and passed to Tex[Sub]Image().
2761 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2763 const GLenum baseFormat = _mesa_get_format_base_format(format);
2764 const GLenum datatype = _mesa_get_format_datatype(format);
2765 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2767 switch (baseFormat) {
2774 case GL_LUMINANCE_ALPHA:
2776 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2778 } else if (format_red_bits <= 8) {
2779 return GL_UNSIGNED_BYTE;
2780 } else if (format_red_bits <= 16) {
2781 return GL_UNSIGNED_SHORT;
2784 case GL_DEPTH_COMPONENT:
2785 if (datatype == GL_FLOAT)
2788 return GL_UNSIGNED_INT;
2789 case GL_DEPTH_STENCIL:
2790 if (datatype == GL_FLOAT)
2791 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2793 return GL_UNSIGNED_INT_24_8;
2795 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2802 * Attempts to wrap the destination texture in an FBO and use
2803 * glBlitFramebuffer() to implement glCopyTexSubImage().
2806 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2807 struct gl_texture_image *texImage,
2811 struct gl_renderbuffer *rb,
2813 GLsizei width, GLsizei height)
2816 bool success = false;
2820 if (!ctx->Extensions.ARB_framebuffer_object)
2823 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2825 _mesa_GenFramebuffers(1, &fbo);
2826 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2828 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2829 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2830 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
2832 mask = GL_DEPTH_BUFFER_BIT;
2834 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2835 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2836 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2838 mask |= GL_STENCIL_BUFFER_BIT;
2840 _mesa_DrawBuffer(GL_NONE);
2842 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2844 mask = GL_COLOR_BUFFER_BIT;
2845 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2848 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2849 if (status != GL_FRAMEBUFFER_COMPLETE)
2852 ctx->Meta->Blit.no_ctsi_fallback = true;
2854 /* Since we've bound a new draw framebuffer, we need to update
2855 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2858 _mesa_update_state(ctx);
2860 /* We skip the core BlitFramebuffer checks for format consistency, which
2861 * are too strict for CopyTexImage. We know meta will be fine with format
2864 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2866 x + width, y + height,
2868 xoffset + width, yoffset + height,
2870 ctx->Meta->Blit.no_ctsi_fallback = false;
2871 success = mask == 0x0;
2874 _mesa_DeleteFramebuffers(1, &fbo);
2875 _mesa_meta_end(ctx);
2880 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2881 * Have to be careful with locking and meta state for pixel transfer.
2884 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2885 struct gl_texture_image *texImage,
2886 GLint xoffset, GLint yoffset, GLint zoffset,
2887 struct gl_renderbuffer *rb,
2889 GLsizei width, GLsizei height)
2891 GLenum format, type;
2895 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2897 xoffset, yoffset, zoffset,
2904 /* Choose format/type for temporary image buffer */
2905 format = _mesa_get_format_base_format(texImage->TexFormat);
2906 if (format == GL_LUMINANCE ||
2907 format == GL_LUMINANCE_ALPHA ||
2908 format == GL_INTENSITY) {
2909 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2910 * temp image buffer because glReadPixels will do L=R+G+B which is
2911 * not what we want (should be L=R).
2916 type = get_temp_image_type(ctx, texImage->TexFormat);
2917 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2918 format = _mesa_base_format_to_integer_format(format);
2920 bpp = _mesa_bytes_per_pixel(format, type);
2922 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2927 * Alloc image buffer (XXX could use a PBO)
2929 buf = malloc(width * height * bpp);
2931 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2936 * Read image from framebuffer (disable pixel transfer ops)
2938 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2939 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2940 format, type, &ctx->Pack, buf);
2941 _mesa_meta_end(ctx);
2943 _mesa_update_state(ctx); /* to update pixel transfer state */
2946 * Store texture data (with pixel transfer ops)
2948 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2950 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2951 assert(yoffset == 0);
2952 ctx->Driver.TexSubImage(ctx, dims, texImage,
2953 xoffset, zoffset, 0, width, 1, 1,
2954 format, type, buf, &ctx->Unpack);
2956 ctx->Driver.TexSubImage(ctx, dims, texImage,
2957 xoffset, yoffset, zoffset, width, height, 1,
2958 format, type, buf, &ctx->Unpack);
2961 _mesa_meta_end(ctx);
2967 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2969 if (decompress_fbo->FBO != 0) {
2970 _mesa_DeleteFramebuffers(1, &decompress_fbo->FBO);
2971 _mesa_DeleteRenderbuffers(1, &decompress_fbo->RBO);
2974 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2978 meta_decompress_cleanup(struct gl_context *ctx,
2979 struct decompress_state *decompress)
2981 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2982 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2984 if (decompress->VAO != 0) {
2985 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2986 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2989 if (decompress->Sampler != 0)
2990 _mesa_DeleteSamplers(1, &decompress->Sampler);
2992 memset(decompress, 0, sizeof(*decompress));
2996 * Decompress a texture image by drawing a quad with the compressed
2997 * texture and reading the pixels out of the color buffer.
2998 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2999 * \param destFormat format, ala glReadPixels
3000 * \param destType type, ala glReadPixels
3001 * \param dest destination buffer
3002 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3005 decompress_texture_image(struct gl_context *ctx,
3006 struct gl_texture_image *texImage,
3008 GLint xoffset, GLint yoffset,
3009 GLsizei width, GLsizei height,
3010 GLenum destFormat, GLenum destType,
3013 struct decompress_state *decompress = &ctx->Meta->Decompress;
3014 struct decompress_fbo_state *decompress_fbo;
3015 struct gl_texture_object *texObj = texImage->TexObject;
3016 const GLenum target = texObj->Target;
3019 struct vertex verts[4];
3022 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3023 ctx->Extensions.ARB_fragment_shader;
3025 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3027 decompress_fbo = &decompress->floatFBO;
3028 rbFormat = GL_RGBA32F;
3030 case GL_UNSIGNED_NORMALIZED:
3031 decompress_fbo = &decompress->byteFBO;
3039 assert(target == GL_TEXTURE_3D ||
3040 target == GL_TEXTURE_2D_ARRAY ||
3041 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3046 case GL_TEXTURE_1D_ARRAY:
3047 assert(!"No compressed 1D textures.");
3051 assert(!"No compressed 3D textures.");
3054 case GL_TEXTURE_CUBE_MAP_ARRAY:
3055 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3058 case GL_TEXTURE_CUBE_MAP:
3059 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3063 faceTarget = target;
3067 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3068 MESA_META_DRAW_BUFFERS));
3070 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3071 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3073 /* Create/bind FBO/renderbuffer */
3074 if (decompress_fbo->FBO == 0) {
3075 _mesa_GenFramebuffers(1, &decompress_fbo->FBO);
3076 _mesa_GenRenderbuffers(1, &decompress_fbo->RBO);
3077 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3078 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
3079 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
3080 GL_COLOR_ATTACHMENT0_EXT,
3081 GL_RENDERBUFFER_EXT,
3082 decompress_fbo->RBO);
3085 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3088 /* alloc dest surface */
3089 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3090 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
3091 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, rbFormat,
3093 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3094 if (status != GL_FRAMEBUFFER_COMPLETE) {
3095 /* If the framebuffer isn't complete then we'll leave
3096 * decompress_fbo->Width as zero so that it will fail again next time
3098 _mesa_meta_end(ctx);
3101 decompress_fbo->Width = width;
3102 decompress_fbo->Height = height;
3105 if (use_glsl_version) {
3106 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3107 &decompress->buf_obj, true,
3110 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3112 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3113 &decompress->buf_obj, 3);
3116 if (!decompress->Sampler) {
3117 _mesa_GenSamplers(1, &decompress->Sampler);
3118 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3119 /* nearest filtering */
3120 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3121 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3122 /* No sRGB decode or encode.*/
3123 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3124 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3125 GL_SKIP_DECODE_EXT);
3129 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3132 /* Silence valgrind warnings about reading uninitialized stack. */
3133 memset(verts, 0, sizeof(verts));
3135 _mesa_meta_setup_texture_coords(faceTarget, slice,
3136 xoffset, yoffset, width, height,
3137 texImage->Width, texImage->Height,
3144 /* setup vertex positions */
3154 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3156 /* upload new vertex data */
3157 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts,
3160 /* setup texture state */
3161 _mesa_BindTexture(target, texObj->Name);
3163 if (!use_glsl_version)
3164 _mesa_set_enable(ctx, target, GL_TRUE);
3167 /* save texture object state */
3168 const GLint baseLevelSave = texObj->BaseLevel;
3169 const GLint maxLevelSave = texObj->MaxLevel;
3171 /* restrict sampling to the texture level of interest */
3172 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3173 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3174 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3177 /* render quad w/ texture into renderbuffer */
3178 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3180 /* Restore texture object state, the texture binding will
3181 * be restored by _mesa_meta_end().
3183 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3184 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3185 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3190 /* read pixels from renderbuffer */
3192 GLenum baseTexFormat = texImage->_BaseFormat;
3193 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3195 /* The pixel transfer state will be set to default values at this point
3196 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3197 * turned off (as required by glGetTexImage) but we need to handle some
3198 * special cases. In particular, single-channel texture values are
3199 * returned as red and two-channel texture values are returned as
3202 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3204 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3205 * luminance then we need to return L=tex(R).
3207 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3209 /* Green and blue must be zero */
3210 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3211 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3214 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3217 /* disable texture unit */
3218 if (!use_glsl_version)
3219 _mesa_set_enable(ctx, target, GL_FALSE);
3221 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3223 _mesa_meta_end(ctx);
3230 * This is just a wrapper around _mesa_get_tex_image() and
3231 * decompress_texture_image(). Meta functions should not be directly called
3235 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3236 GLint xoffset, GLint yoffset, GLint zoffset,
3237 GLsizei width, GLsizei height, GLsizei depth,
3238 GLenum format, GLenum type, GLvoid *pixels,
3239 struct gl_texture_image *texImage)
3241 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3245 for (slice = 0; slice < depth; slice++) {
3247 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
3248 || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
3249 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3250 * in the decompress_texture_image() function's call to
3251 * glReadPixels but we need to compute the dest slice's address
3252 * here (according to SkipImages and ImageHeight).
3254 struct gl_pixelstore_attrib packing = ctx->Pack;
3255 packing.SkipPixels = 0;
3256 packing.SkipRows = 0;
3257 dst = _mesa_image_address3d(&packing, pixels, width, height,
3258 format, type, slice, 0, 0);
3263 result = decompress_texture_image(ctx, texImage, slice,
3264 xoffset, yoffset, width, height,
3274 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3275 width, height, depth, format, type, pixels, texImage);
3280 * Meta implementation of ctx->Driver.DrawTex() in terms
3281 * of polygon rendering.
3284 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3285 GLfloat width, GLfloat height)
3287 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3289 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3291 struct vertex verts[4];
3294 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3296 MESA_META_TRANSFORM |
3298 MESA_META_VIEWPORT));
3300 if (drawtex->VAO == 0) {
3301 /* one-time setup */
3302 struct gl_vertex_array_object *array_obj;
3304 /* create vertex array object */
3305 _mesa_GenVertexArrays(1, &drawtex->VAO);
3306 _mesa_BindVertexArray(drawtex->VAO);
3308 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3309 assert(array_obj != NULL);
3311 /* create vertex array buffer */
3312 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3313 if (drawtex->buf_obj == NULL)
3316 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3317 GL_DYNAMIC_DRAW, __func__);
3319 /* setup vertex arrays */
3320 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3321 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3323 offsetof(struct vertex, x), true);
3324 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3325 drawtex->buf_obj, 0, sizeof(struct vertex));
3326 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
3329 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3330 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3331 2, GL_FLOAT, GL_RGBA, GL_FALSE,
3333 offsetof(struct vertex, st[i]), true);
3334 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3335 drawtex->buf_obj, 0, sizeof(struct vertex));
3336 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
3340 _mesa_BindVertexArray(drawtex->VAO);
3343 /* vertex positions, texcoords */
3345 const GLfloat x1 = x + width;
3346 const GLfloat y1 = y + height;
3348 z = CLAMP(z, 0.0f, 1.0f);
3367 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3368 const struct gl_texture_object *texObj;
3369 const struct gl_texture_image *texImage;
3370 GLfloat s, t, s1, t1;
3373 if (!ctx->Texture.Unit[i]._Current) {
3375 for (j = 0; j < 4; j++) {
3376 verts[j].st[i][0] = 0.0f;
3377 verts[j].st[i][1] = 0.0f;
3382 texObj = ctx->Texture.Unit[i]._Current;
3383 texImage = texObj->Image[0][texObj->BaseLevel];
3384 tw = texImage->Width2;
3385 th = texImage->Height2;
3387 s = (GLfloat) texObj->CropRect[0] / tw;
3388 t = (GLfloat) texObj->CropRect[1] / th;
3389 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3390 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3392 verts[0].st[i][0] = s;
3393 verts[0].st[i][1] = t;
3395 verts[1].st[i][0] = s1;
3396 verts[1].st[i][1] = t;
3398 verts[2].st[i][0] = s1;
3399 verts[2].st[i][1] = t1;
3401 verts[3].st[i][0] = s;
3402 verts[3].st[i][1] = t1;
3405 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts,
3409 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3411 _mesa_meta_end(ctx);
3415 cleartexsubimage_color(struct gl_context *ctx,
3416 struct gl_texture_image *texImage,
3417 const GLvoid *clearValue,
3421 union gl_color_union colorValue;
3425 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3428 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3429 if (status != GL_FRAMEBUFFER_COMPLETE)
3432 /* We don't want to apply an sRGB conversion so override the format */
3433 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3434 datatype = _mesa_get_format_datatype(format);
3437 case GL_UNSIGNED_INT:
3440 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3441 (GLuint (*)[4]) colorValue.ui);
3443 memset(&colorValue, 0, sizeof colorValue);
3444 if (datatype == GL_INT)
3445 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3447 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3451 _mesa_unpack_rgba_row(format, 1, clearValue,
3452 (GLfloat (*)[4]) colorValue.f);
3454 memset(&colorValue, 0, sizeof colorValue);
3455 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3463 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3464 struct gl_texture_image *texImage,
3465 const GLvoid *clearValue,
3472 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
3475 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3476 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
3479 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3480 if (status != GL_FRAMEBUFFER_COMPLETE)
3484 GLuint depthStencilValue[2];
3486 /* Convert the clearValue from whatever format it's in to a floating
3487 * point value for the depth and an integer value for the stencil index
3489 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3493 /* We need a memcpy here instead of a cast because we need to
3494 * reinterpret the bytes as a float rather than converting it
3496 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3497 stencilValue = depthStencilValue[1] & 0xff;
3503 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3504 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3506 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3512 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3513 struct gl_texture_image *texImage,
3515 const GLvoid *clearValue)
3520 _mesa_GenFramebuffers(1, &fbo);
3521 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
3523 switch(texImage->_BaseFormat) {
3524 case GL_DEPTH_STENCIL:
3525 case GL_DEPTH_COMPONENT:
3526 success = cleartexsubimage_depth_stencil(ctx, texImage,
3527 clearValue, zoffset);
3530 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3534 _mesa_DeleteFramebuffers(1, &fbo);
3540 cleartexsubimage_using_fbo(struct gl_context *ctx,
3541 struct gl_texture_image *texImage,
3542 GLint xoffset, GLint yoffset, GLint zoffset,
3543 GLsizei width, GLsizei height, GLsizei depth,
3544 const GLvoid *clearValue)
3546 bool success = true;
3549 _mesa_meta_begin(ctx,
3551 MESA_META_COLOR_MASK |
3553 MESA_META_FRAMEBUFFER_SRGB);
3555 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3557 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3558 _mesa_Scissor(xoffset, yoffset, width, height);
3560 for (z = zoffset; z < zoffset + depth; z++) {
3561 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3567 _mesa_meta_end(ctx);
3573 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3574 struct gl_texture_image *texImage,
3575 GLint xoffset, GLint yoffset, GLint zoffset,
3576 GLsizei width, GLsizei height, GLsizei depth,
3577 const GLvoid *clearValue)
3581 res = cleartexsubimage_using_fbo(ctx, texImage,
3582 xoffset, yoffset, zoffset,
3583 width, height, depth,
3590 "Falling back to mapping the texture in "
3591 "glClearTexSubImage\n");
3593 _mesa_store_cleartexsubimage(ctx, texImage,
3594 xoffset, yoffset, zoffset,
3595 width, height, depth,