/* * Mesa 3-D graphics library * Version: 7.6 * * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** * Meta operations. Some GL operations can be expressed in terms of * other GL operations. For example, glBlitFramebuffer() can be done * with texture mapping and glClear() can be done with polygon rendering. * * \author Brian Paul */ #include "main/glheader.h" #include "main/mtypes.h" #include "main/imports.h" #include "main/arrayobj.h" #include "main/blend.h" #include "main/bufferobj.h" #include "main/buffers.h" #include "main/depth.h" #include "main/enable.h" #include "main/fbobject.h" #include "main/image.h" #include "main/macros.h" #include "main/matrix.h" #include "main/mipmap.h" #include "main/polygon.h" #include "main/readpix.h" #include "main/scissor.h" #include "main/shaders.h" #include "main/stencil.h" #include "main/texobj.h" #include "main/texenv.h" #include "main/teximage.h" #include "main/texparam.h" #include "main/texstate.h" #include "main/varray.h" #include "main/viewport.h" #include "shader/program.h" #include "shader/arbprogram.h" #include "swrast/swrast.h" #include "drivers/common/meta.h" /** Return offset in bytes of the field within a vertex struct */ #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD)) /** * State which we may save/restore across meta ops. * XXX this may be incomplete... */ struct save_state { GLbitfield SavedState; /**< bitmask of META_* flags */ /** META_ALPHA_TEST */ GLboolean AlphaEnabled; /** META_BLEND */ GLboolean BlendEnabled; GLboolean ColorLogicOpEnabled; /** META_COLOR_MASK */ GLubyte ColorMask[4]; /** META_DEPTH_TEST */ struct gl_depthbuffer_attrib Depth; /** META_FOG */ GLboolean Fog; /** META_PIXEL_STORE */ struct gl_pixelstore_attrib Pack, Unpack; /** META_RASTERIZATION */ GLenum FrontPolygonMode, BackPolygonMode; GLboolean PolygonOffset; GLboolean PolygonSmooth; GLboolean PolygonStipple; GLboolean PolygonCull; /** META_SCISSOR */ struct gl_scissor_attrib Scissor; /** META_SHADER */ GLboolean VertexProgramEnabled; struct gl_vertex_program *VertexProgram; GLboolean FragmentProgramEnabled; struct gl_fragment_program *FragmentProgram; GLuint Shader; /** META_STENCIL_TEST */ struct gl_stencil_attrib Stencil; /** META_TRANSFORM */ GLenum MatrixMode; GLfloat ModelviewMatrix[16]; GLfloat ProjectionMatrix[16]; GLfloat TextureMatrix[16]; GLbitfield ClipPlanesEnabled; /** META_TEXTURE */ GLuint ActiveUnit; GLuint ClientActiveUnit; /** for unit[0] only */ struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS]; /** mask of TEXTURE_2D_BIT, etc */ GLbitfield TexEnabled[MAX_TEXTURE_UNITS]; GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS]; GLuint EnvMode; /* unit[0] only */ /** META_VERTEX */ struct gl_array_object *ArrayObj; struct gl_buffer_object *ArrayBufferObj; /** META_VIEWPORT */ GLint ViewportX, ViewportY, ViewportW, ViewportH; GLclampd DepthNear, DepthFar; /** Miscellaneous (always disabled) */ GLboolean Lighting; }; /** * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc. * This is currently shared by all the meta ops. But we could create a * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc. */ struct temp_texture { GLuint TexObj; GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */ GLsizei MinSize; /**< Min texture size to allocate */ GLsizei MaxSize; /**< Max possible texture size */ GLboolean NPOT; /**< Non-power of two size OK? */ GLsizei Width, Height; /**< Current texture size */ GLenum IntFormat; GLfloat Sright, Ttop; /**< right, top texcoords */ }; /** * State for glBlitFramebufer() */ struct blit_state { GLuint ArrayObj; GLuint VBO; GLuint DepthFP; }; /** * State for glClear() */ struct clear_state { GLuint ArrayObj; GLuint VBO; }; /** * State for glCopyPixels() */ struct copypix_state { GLuint ArrayObj; GLuint VBO; }; /** * State for glDrawPixels() */ struct drawpix_state { GLuint ArrayObj; GLuint VBO; GLuint StencilFP; /**< Fragment program for drawing stencil images */ GLuint DepthFP; /**< Fragment program for drawing depth images */ }; /** * State for glBitmap() */ struct bitmap_state { GLuint ArrayObj; GLuint VBO; struct temp_texture Tex; /**< separate texture from other meta ops */ }; /** * State for _mesa_meta_generate_mipmap() */ struct gen_mipmap_state { GLuint ArrayObj; GLuint VBO; GLuint FBO; }; /** * State for glDrawTex() */ struct drawtex_state { GLuint ArrayObj; GLuint VBO; }; /** * All per-context meta state. */ struct gl_meta_state { struct save_state Save; /**< state saved during meta-ops */ struct temp_texture TempTex; struct blit_state Blit; /**< For _mesa_meta_blit_framebuffer() */ struct clear_state Clear; /**< For _mesa_meta_clear() */ struct copypix_state CopyPix; /**< For _mesa_meta_copy_pixels() */ struct drawpix_state DrawPix; /**< For _mesa_meta_draw_pixels() */ struct bitmap_state Bitmap; /**< For _mesa_meta_bitmap() */ struct gen_mipmap_state Mipmap; /**< For _mesa_meta_generate_mipmap() */ struct drawtex_state DrawTex; /**< For _mesa_meta_draw_tex() */ }; /** * Initialize meta-ops for a context. * To be called once during context creation. */ void _mesa_meta_init(GLcontext *ctx) { ASSERT(!ctx->Meta); ctx->Meta = CALLOC_STRUCT(gl_meta_state); } /** * Free context meta-op state. * To be called once during context destruction. */ void _mesa_meta_free(GLcontext *ctx) { struct gl_meta_state *meta = ctx->Meta; if (_mesa_get_current_context()) { /* if there's no current context, these textures, buffers, etc should * still get freed by _mesa_free_context_data(). */ /* the temporary texture */ _mesa_DeleteTextures(1, &meta->TempTex.TexObj); /* glBlitFramebuffer */ _mesa_DeleteBuffersARB(1, & meta->Blit.VBO); _mesa_DeleteVertexArraysAPPLE(1, &meta->Blit.ArrayObj); _mesa_DeletePrograms(1, &meta->Blit.DepthFP); /* glClear */ _mesa_DeleteBuffersARB(1, & meta->Clear.VBO); _mesa_DeleteVertexArraysAPPLE(1, &meta->Clear.ArrayObj); /* glCopyPixels */ _mesa_DeleteBuffersARB(1, & meta->CopyPix.VBO); _mesa_DeleteVertexArraysAPPLE(1, &meta->CopyPix.ArrayObj); /* glDrawPixels */ _mesa_DeleteBuffersARB(1, & meta->DrawPix.VBO); _mesa_DeleteVertexArraysAPPLE(1, &meta->DrawPix.ArrayObj); _mesa_DeletePrograms(1, &meta->DrawPix.DepthFP); _mesa_DeletePrograms(1, &meta->DrawPix.StencilFP); /* glBitmap */ _mesa_DeleteBuffersARB(1, & meta->Bitmap.VBO); _mesa_DeleteVertexArraysAPPLE(1, &meta->Bitmap.ArrayObj); _mesa_DeleteTextures(1, &meta->Bitmap.Tex.TexObj); /* glDrawTex */ _mesa_DeleteBuffersARB(1, & meta->DrawTex.VBO); _mesa_DeleteVertexArraysAPPLE(1, &meta->DrawTex.ArrayObj); } _mesa_free(ctx->Meta); ctx->Meta = NULL; } /** * Enter meta state. This is like a light-weight version of glPushAttrib * but it also resets most GL state back to default values. * * \param state bitmask of META_* flags indicating which attribute groups * to save and reset to their defaults */ static void _mesa_meta_begin(GLcontext *ctx, GLbitfield state) { struct save_state *save = &ctx->Meta->Save; save->SavedState = state; if (state & META_ALPHA_TEST) { save->AlphaEnabled = ctx->Color.AlphaEnabled; if (ctx->Color.AlphaEnabled) _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE); } if (state & META_BLEND) { save->BlendEnabled = ctx->Color.BlendEnabled; if (ctx->Color.BlendEnabled) _mesa_set_enable(ctx, GL_BLEND, GL_FALSE); save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled; if (ctx->Color.ColorLogicOpEnabled) _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE); } if (state & META_COLOR_MASK) { COPY_4V(save->ColorMask, ctx->Color.ColorMask); if (!ctx->Color.ColorMask[0] || !ctx->Color.ColorMask[1] || !ctx->Color.ColorMask[2] || !ctx->Color.ColorMask[3]) _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } if (state & META_DEPTH_TEST) { save->Depth = ctx->Depth; /* struct copy */ if (ctx->Depth.Test) _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE); } if (state & META_FOG) { save->Fog = ctx->Fog.Enabled; if (ctx->Fog.Enabled) _mesa_set_enable(ctx, GL_FOG, GL_FALSE); } if (state & META_PIXEL_STORE) { save->Pack = ctx->Pack; save->Unpack = ctx->Unpack; ctx->Pack = ctx->DefaultPacking; ctx->Unpack = ctx->DefaultPacking; } if (state & META_RASTERIZATION) { save->FrontPolygonMode = ctx->Polygon.FrontMode; save->BackPolygonMode = ctx->Polygon.BackMode; save->PolygonOffset = ctx->Polygon.OffsetFill; save->PolygonSmooth = ctx->Polygon.SmoothFlag; save->PolygonStipple = ctx->Polygon.StippleFlag; save->PolygonCull = ctx->Polygon.CullFlag; _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE); _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE); _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE); _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE); } if (state & META_SCISSOR) { save->Scissor = ctx->Scissor; /* struct copy */ } if (state & META_SHADER) { if (ctx->Extensions.ARB_vertex_program) { save->VertexProgramEnabled = ctx->VertexProgram.Enabled; save->VertexProgram = ctx->VertexProgram.Current; _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE); } if (ctx->Extensions.ARB_fragment_program) { save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled; save->FragmentProgram = ctx->FragmentProgram.Current; _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE); } if (ctx->Extensions.ARB_shader_objects) { save->Shader = ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0; _mesa_UseProgramObjectARB(0); } } if (state & META_STENCIL_TEST) { save->Stencil = ctx->Stencil; /* struct copy */ if (ctx->Stencil.Enabled) _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE); /* NOTE: other stencil state not reset */ } if (state & META_TEXTURE) { GLuint u, tgt; save->ActiveUnit = ctx->Texture.CurrentUnit; save->ClientActiveUnit = ctx->Array.ActiveTexture; save->EnvMode = ctx->Texture.Unit[0].EnvMode; if (ctx->Texture._EnabledUnits | ctx->Texture._EnabledCoordUnits | ctx->Texture._TexGenEnabled | ctx->Texture._TexMatEnabled) { /* Disable all texture units */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled; save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled; if (ctx->Texture.Unit[u].Enabled || ctx->Texture.Unit[u].TexGenEnabled) { _mesa_ActiveTextureARB(GL_TEXTURE0 + u); _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE); } } } /* save current texture objects for unit[0] only */ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { _mesa_reference_texobj(&save->CurrentTexture[tgt], ctx->Texture.Unit[0].CurrentTex[tgt]); } /* set defaults for unit[0] */ _mesa_ActiveTextureARB(GL_TEXTURE0); _mesa_ClientActiveTextureARB(GL_TEXTURE0); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } if (state & META_TRANSFORM) { GLuint activeTexture = ctx->Texture.CurrentUnit; _mesa_memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m, 16 * sizeof(GLfloat)); _mesa_memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m, 16 * sizeof(GLfloat)); _mesa_memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m, 16 * sizeof(GLfloat)); save->MatrixMode = ctx->Transform.MatrixMode; /* set 1:1 vertex:pixel coordinate transform */ _mesa_ActiveTextureARB(GL_TEXTURE0); _mesa_MatrixMode(GL_TEXTURE); _mesa_LoadIdentity(); _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture); _mesa_MatrixMode(GL_MODELVIEW); _mesa_LoadIdentity(); _mesa_MatrixMode(GL_PROJECTION); _mesa_LoadIdentity(); _mesa_Ortho(0.0F, ctx->DrawBuffer->Width, 0.0F, ctx->DrawBuffer->Height, -1.0F, 1.0F); save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled; if (ctx->Transform.ClipPlanesEnabled) { GLuint i; for (i = 0; i < ctx->Const.MaxClipPlanes; i++) { _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); } } } if (state & META_VERTEX) { /* save vertex array object state */ _mesa_reference_array_object(ctx, &save->ArrayObj, ctx->Array.ArrayObj); _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, ctx->Array.ArrayBufferObj); /* set some default state? */ } if (state & META_VIEWPORT) { /* save viewport state */ save->ViewportX = ctx->Viewport.X; save->ViewportY = ctx->Viewport.Y; save->ViewportW = ctx->Viewport.Width; save->ViewportH = ctx->Viewport.Height; /* set viewport to match window size */ if (ctx->Viewport.X != 0 || ctx->Viewport.Y != 0 || ctx->Viewport.Width != ctx->DrawBuffer->Width || ctx->Viewport.Height != ctx->DrawBuffer->Height) { _mesa_set_viewport(ctx, 0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height); } /* save depth range state */ save->DepthNear = ctx->Viewport.Near; save->DepthFar = ctx->Viewport.Far; /* set depth range to default */ _mesa_DepthRange(0.0, 1.0); } /* misc */ { save->Lighting = ctx->Light.Enabled; if (ctx->Light.Enabled) _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE); } } /** * Leave meta state. This is like a light-weight version of glPopAttrib(). */ static void _mesa_meta_end(GLcontext *ctx) { struct save_state *save = &ctx->Meta->Save; const GLbitfield state = save->SavedState; if (state & META_ALPHA_TEST) { if (ctx->Color.AlphaEnabled != save->AlphaEnabled) _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled); } if (state & META_BLEND) { if (ctx->Color.BlendEnabled != save->BlendEnabled) _mesa_set_enable(ctx, GL_BLEND, save->BlendEnabled); if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled) _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled); } if (state & META_COLOR_MASK) { if (!TEST_EQ_4V(ctx->Color.ColorMask, save->ColorMask)) _mesa_ColorMask(save->ColorMask[0], save->ColorMask[1], save->ColorMask[2], save->ColorMask[3]); } if (state & META_DEPTH_TEST) { if (ctx->Depth.Test != save->Depth.Test) _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test); _mesa_DepthFunc(save->Depth.Func); _mesa_DepthMask(save->Depth.Mask); } if (state & META_FOG) { _mesa_set_enable(ctx, GL_FOG, save->Fog); } if (state & META_PIXEL_STORE) { ctx->Pack = save->Pack; ctx->Unpack = save->Unpack; } if (state & META_RASTERIZATION) { _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode); _mesa_PolygonMode(GL_BACK, save->BackPolygonMode); _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset); _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth); _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull); } if (state & META_SCISSOR) { _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled); _mesa_Scissor(save->Scissor.X, save->Scissor.Y, save->Scissor.Width, save->Scissor.Height); } if (state & META_SHADER) { if (ctx->Extensions.ARB_vertex_program) { _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, save->VertexProgramEnabled); _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, save->VertexProgram); } if (ctx->Extensions.ARB_fragment_program) { _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, save->FragmentProgramEnabled); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, save->FragmentProgram); } if (ctx->Extensions.ARB_shader_objects) { _mesa_UseProgramObjectARB(save->Shader); } } if (state & META_STENCIL_TEST) { const struct gl_stencil_attrib *stencil = &save->Stencil; _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); _mesa_ClearStencil(stencil->Clear); if (ctx->Extensions.EXT_stencil_two_side) { _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, stencil->TestTwoSide); _mesa_ActiveStencilFaceEXT(stencil->ActiveFace ? GL_BACK : GL_FRONT); } /* front state */ _mesa_StencilFuncSeparate(GL_FRONT, stencil->Function[0], stencil->Ref[0], stencil->ValueMask[0]); _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], stencil->ZFailFunc[0], stencil->ZPassFunc[0]); /* back state */ _mesa_StencilFuncSeparate(GL_BACK, stencil->Function[1], stencil->Ref[1], stencil->ValueMask[1]); _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], stencil->ZFailFunc[1], stencil->ZPassFunc[1]); } if (state & META_TEXTURE) { GLuint u, tgt; ASSERT(ctx->Texture.CurrentUnit == 0); /* restore texenv for unit[0] */ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode); /* restore texture objects for unit[0] only */ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt], save->CurrentTexture[tgt]); } /* Re-enable textures, texgen */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (save->TexEnabled[u]) { _mesa_ActiveTextureARB(GL_TEXTURE0 + u); if (save->TexEnabled[u] & TEXTURE_1D_BIT) _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_TRUE); if (save->TexEnabled[u] & TEXTURE_2D_BIT) _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_TRUE); if (save->TexEnabled[u] & TEXTURE_3D_BIT) _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_TRUE); if (save->TexEnabled[u] & TEXTURE_CUBE_BIT) _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_TRUE); if (save->TexEnabled[u] & TEXTURE_RECT_BIT) _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_TRUE); } if (save->TexGenEnabled[u]) { _mesa_ActiveTextureARB(GL_TEXTURE0 + u); if (save->TexGenEnabled[u] & S_BIT) _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_TRUE); if (save->TexGenEnabled[u] & T_BIT) _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_TRUE); if (save->TexGenEnabled[u] & R_BIT) _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_TRUE); if (save->TexGenEnabled[u] & Q_BIT) _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_TRUE); } } /* restore current unit state */ _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit); _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit); } if (state & META_TRANSFORM) { GLuint activeTexture = ctx->Texture.CurrentUnit; _mesa_ActiveTextureARB(GL_TEXTURE0); _mesa_MatrixMode(GL_TEXTURE); _mesa_LoadMatrixf(save->TextureMatrix); _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture); _mesa_MatrixMode(GL_MODELVIEW); _mesa_LoadMatrixf(save->ModelviewMatrix); _mesa_MatrixMode(GL_PROJECTION); _mesa_LoadMatrixf(save->ProjectionMatrix); _mesa_MatrixMode(save->MatrixMode); save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled; if (save->ClipPlanesEnabled) { GLuint i; for (i = 0; i < ctx->Const.MaxClipPlanes; i++) { if (save->ClipPlanesEnabled & (1 << i)) { _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE); } } } } if (state & META_VERTEX) { /* restore vertex buffer object */ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name); _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL); /* restore vertex array object */ _mesa_BindVertexArray(save->ArrayObj->Name); _mesa_reference_array_object(ctx, &save->ArrayObj, NULL); } if (state & META_VIEWPORT) { if (save->ViewportX != ctx->Viewport.X || save->ViewportY != ctx->Viewport.Y || save->ViewportW != ctx->Viewport.Width || save->ViewportH != ctx->Viewport.Height) { _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY, save->ViewportW, save->ViewportH); } _mesa_DepthRange(save->DepthNear, save->DepthFar); } /* misc */ if (save->Lighting) { _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE); } if (save->Fog) { _mesa_set_enable(ctx, GL_FOG, GL_TRUE); } } /** * One-time init for a temp_texture object. * Choose tex target, compute max tex size, etc. */ static void init_temp_texture(GLcontext *ctx, struct temp_texture *tex) { /* prefer texture rectangle */ if (ctx->Extensions.NV_texture_rectangle) { tex->Target = GL_TEXTURE_RECTANGLE; tex->MaxSize = ctx->Const.MaxTextureRectSize; tex->NPOT = GL_TRUE; } else { /* use 2D texture, NPOT if possible */ tex->Target = GL_TEXTURE_2D; tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1); tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two; } tex->MinSize = 16; /* 16 x 16 at least */ assert(tex->MaxSize > 0); _mesa_GenTextures(1, &tex->TexObj); _mesa_BindTexture(tex->Target, tex->TexObj); } /** * Return pointer to temp_texture info for non-bitmap ops. * This does some one-time init if needed. */ static struct temp_texture * get_temp_texture(GLcontext *ctx) { struct temp_texture *tex = &ctx->Meta->TempTex; if (!tex->TexObj) { init_temp_texture(ctx, tex); } return tex; } /** * Return pointer to temp_texture info for _mesa_meta_bitmap(). * We use a separate texture for bitmaps to reduce texture * allocation/deallocation. */ static struct temp_texture * get_bitmap_temp_texture(GLcontext *ctx) { struct temp_texture *tex = &ctx->Meta->Bitmap.Tex; if (!tex->TexObj) { init_temp_texture(ctx, tex); } return tex; } /** * Compute the width/height of texture needed to draw an image of the * given size. Return a flag indicating whether the current texture * can be re-used (glTexSubImage2D) or if a new texture needs to be * allocated (glTexImage2D). * Also, compute s/t texcoords for drawing. * * \return GL_TRUE if new texture is needed, GL_FALSE otherwise */ static GLboolean alloc_texture(struct temp_texture *tex, GLsizei width, GLsizei height, GLenum intFormat) { GLboolean newTex = GL_FALSE; ASSERT(width <= tex->MaxSize); ASSERT(height <= tex->MaxSize); if (width > tex->Width || height > tex->Height || intFormat != tex->IntFormat) { /* alloc new texture (larger or different format) */ if (tex->NPOT) { /* use non-power of two size */ tex->Width = MAX2(tex->MinSize, width); tex->Height = MAX2(tex->MinSize, height); } else { /* find power of two size */ GLsizei w, h; w = h = tex->MinSize; while (w < width) w *= 2; while (h < height) h *= 2; tex->Width = w; tex->Height = h; } tex->IntFormat = intFormat; newTex = GL_TRUE; } /* compute texcoords */ if (tex->Target == GL_TEXTURE_RECTANGLE) { tex->Sright = (GLfloat) width; tex->Ttop = (GLfloat) height; } else { tex->Sright = (GLfloat) width / tex->Width; tex->Ttop = (GLfloat) height / tex->Height; } return newTex; } /** * Setup/load texture for glCopyPixels or glBlitFramebuffer. */ static void setup_copypix_texture(struct temp_texture *tex, GLboolean newTex, GLint srcX, GLint srcY, GLsizei width, GLsizei height, GLenum intFormat, GLenum filter) { _mesa_BindTexture(tex->Target, tex->TexObj); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); /* copy framebuffer image to texture */ if (newTex) { /* create new tex image */ if (tex->Width == width && tex->Height == height) { /* create new tex with framebuffer data */ _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat, srcX, srcY, width, height, 0); } else { /* create empty texture */ _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, tex->Width, tex->Height, 0, intFormat, GL_UNSIGNED_BYTE, NULL); /* load image */ _mesa_CopyTexSubImage2D(tex->Target, 0, 0, 0, srcX, srcY, width, height); } } else { /* replace existing tex image */ _mesa_CopyTexSubImage2D(tex->Target, 0, 0, 0, srcX, srcY, width, height); } } /** * Setup/load texture for glDrawPixels. */ static void setup_drawpix_texture(struct temp_texture *tex, GLboolean newTex, GLenum texIntFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) { _mesa_BindTexture(tex->Target, tex->TexObj); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); /* copy pixel data to texture */ if (newTex) { /* create new tex image */ if (tex->Width == width && tex->Height == height) { /* create new tex and load image data */ _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, tex->Width, tex->Height, 0, format, type, pixels); } else { /* create empty texture */ _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, tex->Width, tex->Height, 0, format, type, NULL); /* load image */ _mesa_TexSubImage2D(tex->Target, 0, 0, 0, width, height, format, type, pixels); } } else { /* replace existing tex image */ _mesa_TexSubImage2D(tex->Target, 0, 0, 0, width, height, format, type, pixels); } } /** * One-time init for drawing depth pixels. */ static void init_blit_depth_pixels(GLcontext *ctx) { static const char *program = "!!ARBfp1.0\n" "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n" "END \n"; char program2[200]; struct blit_state *blit = &ctx->Meta->Blit; struct temp_texture *tex = get_temp_texture(ctx); const char *texTarget; assert(blit->DepthFP == 0); /* replace %s with "RECT" or "2D" */ assert(strlen(program) + 4 < sizeof(program2)); if (tex->Target == GL_TEXTURE_RECTANGLE) texTarget = "RECT"; else texTarget = "2D"; _mesa_snprintf(program2, sizeof(program2), program, texTarget); _mesa_GenPrograms(1, &blit->DepthFP); _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(program2), (const GLubyte *) program2); } /** * Meta implementation of ctx->Driver.BlitFramebuffer() in terms * of texture mapping and polygon rendering. */ void _mesa_meta_blit_framebuffer(GLcontext *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { struct blit_state *blit = &ctx->Meta->Blit; struct temp_texture *tex = get_temp_texture(ctx); const GLsizei maxTexSize = tex->MaxSize; const GLint srcX = MIN2(srcX0, srcX1); const GLint srcY = MIN2(srcY0, srcY1); const GLint srcW = abs(srcX1 - srcX0); const GLint srcH = abs(srcY1 - srcY0); const GLboolean srcFlipX = srcX1 < srcX0; const GLboolean srcFlipY = srcY1 < srcY0; struct vertex { GLfloat x, y, s, t; }; struct vertex verts[4]; GLboolean newTex; if (srcW > maxTexSize || srcH > maxTexSize) { /* XXX avoid this fallback */ _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); return; } if (srcFlipX) { GLint tmp = dstX0; dstX0 = dstX1; dstX1 = tmp; } if (srcFlipY) { GLint tmp = dstY0; dstY0 = dstY1; dstY1 = tmp; } /* only scissor effects blit so save/clear all other relevant state */ _mesa_meta_begin(ctx, ~META_SCISSOR); if (blit->ArrayObj == 0) { /* one-time setup */ /* create vertex array object */ _mesa_GenVertexArrays(1, &blit->ArrayObj); _mesa_BindVertexArray(blit->ArrayObj); /* create vertex array buffer */ _mesa_GenBuffersARB(1, &blit->VBO); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO); _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); _mesa_EnableClientState(GL_VERTEX_ARRAY); _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); } else { _mesa_BindVertexArray(blit->ArrayObj); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO); } newTex = alloc_texture(tex, srcW, srcH, GL_RGBA); /* vertex positions/texcoords (after texture allocation!) */ { verts[0].x = (GLfloat) dstX0; verts[0].y = (GLfloat) dstY0; verts[1].x = (GLfloat) dstX1; verts[1].y = (GLfloat) dstY0; verts[2].x = (GLfloat) dstX1; verts[2].y = (GLfloat) dstY1; verts[3].x = (GLfloat) dstX0; verts[3].y = (GLfloat) dstY1; verts[0].s = 0.0F; verts[0].t = 0.0F; verts[1].s = tex->Sright; verts[1].t = 0.0F; verts[2].s = tex->Sright; verts[2].t = tex->Ttop; verts[3].s = 0.0F; verts[3].t = tex->Ttop; /* upload new vertex data */ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } _mesa_set_enable(ctx, tex->Target, GL_TRUE); if (mask & GL_COLOR_BUFFER_BIT) { setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH, GL_RGBA, filter); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); mask &= ~GL_COLOR_BUFFER_BIT; } if (mask & GL_DEPTH_BUFFER_BIT) { GLuint *tmp = (GLuint *) _mesa_malloc(srcW * srcH * sizeof(GLuint)); if (tmp) { if (!blit->DepthFP) init_blit_depth_pixels(ctx); /* maybe change tex format here */ newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT); _mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp); setup_drawpix_texture(tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp); _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); _mesa_DepthFunc(GL_ALWAYS); _mesa_DepthMask(GL_TRUE); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); mask &= ~GL_DEPTH_BUFFER_BIT; _mesa_free(tmp); } } if (mask & GL_STENCIL_BUFFER_BIT) { /* XXX can't easily do stencil */ } _mesa_set_enable(ctx, tex->Target, GL_FALSE); _mesa_meta_end(ctx); if (mask) { _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } } /** * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering. */ void _mesa_meta_clear(GLcontext *ctx, GLbitfield buffers) { struct clear_state *clear = &ctx->Meta->Clear; struct vertex { GLfloat x, y, z, r, g, b, a; }; struct vertex verts[4]; /* save all state but scissor, pixel pack/unpack */ GLbitfield metaSave = META_ALL - META_SCISSOR - META_PIXEL_STORE; if (buffers & BUFFER_BITS_COLOR) { /* if clearing color buffers, don't save/restore colormask */ metaSave -= META_COLOR_MASK; } _mesa_meta_begin(ctx, metaSave); if (clear->ArrayObj == 0) { /* one-time setup */ /* create vertex array object */ _mesa_GenVertexArrays(1, &clear->ArrayObj); _mesa_BindVertexArray(clear->ArrayObj); /* create vertex array buffer */ _mesa_GenBuffersARB(1, &clear->VBO); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r)); _mesa_EnableClientState(GL_VERTEX_ARRAY); _mesa_EnableClientState(GL_COLOR_ARRAY); } else { _mesa_BindVertexArray(clear->ArrayObj); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); } /* GL_COLOR_BUFFER_BIT */ if (buffers & BUFFER_BITS_COLOR) { /* leave colormask, glDrawBuffer state as-is */ } else { ASSERT(metaSave & META_COLOR_MASK); _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); } /* GL_DEPTH_BUFFER_BIT */ if (buffers & BUFFER_BIT_DEPTH) { _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); _mesa_DepthFunc(GL_ALWAYS); _mesa_DepthMask(GL_TRUE); } else { assert(!ctx->Depth.Test); } /* GL_STENCIL_BUFFER_BIT */ if (buffers & BUFFER_BIT_STENCIL) { _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE); _mesa_StencilOpSeparate(GL_FRONT_AND_BACK, GL_REPLACE, GL_REPLACE, GL_REPLACE); _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, ctx->Stencil.Clear & 0x7fffffff, ctx->Stencil.WriteMask[0]); } else { assert(!ctx->Stencil.Enabled); } /* vertex positions/colors */ { const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin; const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin; const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax; const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax; const GLfloat z = 1.0 - 2.0 * ctx->Depth.Clear; GLuint i; verts[0].x = x0; verts[0].y = y0; verts[0].z = z; verts[1].x = x1; verts[1].y = y0; verts[1].z = z; verts[2].x = x1; verts[2].y = y1; verts[2].z = z; verts[3].x = x0; verts[3].y = y1; verts[3].z = z; /* vertex colors */ for (i = 0; i < 4; i++) { verts[i].r = ctx->Color.ClearColor[0]; verts[i].g = ctx->Color.ClearColor[1]; verts[i].b = ctx->Color.ClearColor[2]; verts[i].a = ctx->Color.ClearColor[3]; } /* upload new vertex data */ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } /* draw quad */ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); _mesa_meta_end(ctx); } /** * Meta implementation of ctx->Driver.CopyPixels() in terms * of texture mapping and polygon rendering. */ void _mesa_meta_copy_pixels(GLcontext *ctx, GLint srcX, GLint srcY, GLsizei width, GLsizei height, GLint dstX, GLint dstY, GLenum type) { struct copypix_state *copypix = &ctx->Meta->CopyPix; struct temp_texture *tex = get_temp_texture(ctx); struct vertex { GLfloat x, y, z, s, t; }; struct vertex verts[4]; GLboolean newTex; GLenum intFormat = GL_RGBA; if (type != GL_COLOR || ctx->_ImageTransferState || ctx->Fog.Enabled || width > tex->MaxSize || height > tex->MaxSize) { /* XXX avoid this fallback */ _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type); return; } /* Most GL state applies to glCopyPixels, but a there's a few things * we need to override: */ _mesa_meta_begin(ctx, (META_RASTERIZATION | META_SHADER | META_TEXTURE | META_TRANSFORM | META_VERTEX | META_VIEWPORT)); if (copypix->ArrayObj == 0) { /* one-time setup */ /* create vertex array object */ _mesa_GenVertexArrays(1, ©pix->ArrayObj); _mesa_BindVertexArray(copypix->ArrayObj); /* create vertex array buffer */ _mesa_GenBuffersARB(1, ©pix->VBO); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); _mesa_EnableClientState(GL_VERTEX_ARRAY); _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); } else { _mesa_BindVertexArray(copypix->ArrayObj); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); } newTex = alloc_texture(tex, width, height, intFormat); /* vertex positions, texcoords (after texture allocation!) */ { const GLfloat dstX0 = (GLfloat) dstX; const GLfloat dstY0 = (GLfloat) dstY; const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX; const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY; const GLfloat z = ctx->Current.RasterPos[2]; verts[0].x = dstX0; verts[0].y = dstY0; verts[0].z = z; verts[0].s = 0.0F; verts[0].t = 0.0F; verts[1].x = dstX1; verts[1].y = dstY0; verts[1].z = z; verts[1].s = tex->Sright; verts[1].t = 0.0F; verts[2].x = dstX1; verts[2].y = dstY1; verts[2].z = z; verts[2].s = tex->Sright; verts[2].t = tex->Ttop; verts[3].x = dstX0; verts[3].y = dstY1; verts[3].z = z; verts[3].s = 0.0F; verts[3].t = tex->Ttop; /* upload new vertex data */ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } /* Alloc/setup texture */ setup_copypix_texture(tex, newTex, srcX, srcY, width, height, GL_RGBA, GL_NEAREST); _mesa_set_enable(ctx, tex->Target, GL_TRUE); /* draw textured quad */ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); _mesa_set_enable(ctx, tex->Target, GL_FALSE); _mesa_meta_end(ctx); } /** * When the glDrawPixels() image size is greater than the max rectangle * texture size we use this function to break the glDrawPixels() image * into tiles which fit into the max texture size. */ static void tiled_draw_pixels(GLcontext *ctx, GLint tileSize, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels) { struct gl_pixelstore_attrib tileUnpack = *unpack; GLint i, j; if (tileUnpack.RowLength == 0) tileUnpack.RowLength = width; for (i = 0; i < width; i += tileSize) { const GLint tileWidth = MIN2(tileSize, width - i); const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX); tileUnpack.SkipPixels = unpack->SkipPixels + i; for (j = 0; j < height; j += tileSize) { const GLint tileHeight = MIN2(tileSize, height - j); const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY); tileUnpack.SkipRows = unpack->SkipRows + j; _mesa_meta_draw_pixels(ctx, tileX, tileY, tileWidth, tileHeight, format, type, &tileUnpack, pixels); } } } /** * One-time init for drawing stencil pixels. */ static void init_draw_stencil_pixels(GLcontext *ctx) { /* This program is run eight times, once for each stencil bit. * The stencil values to draw are found in an 8-bit alpha texture. * We read the texture/stencil value and test if bit 'b' is set. * If the bit is not set, use KIL to kill the fragment. * Finally, we use the stencil test to update the stencil buffer. * * The basic algorithm for checking if a bit is set is: * if (is_odd(value / (1 << bit))) * result is one (or non-zero). * else * result is zero. * The program parameter contains three values: * parm.x = 255 / (1 << bit) * parm.y = 0.5 * parm.z = 0.0 */ static const char *program = "!!ARBfp1.0\n" "PARAM parm = program.local[0]; \n" "TEMP t; \n" "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */ "# t = t * 255 / bit \n" "MUL t.x, t.a, parm.x; \n" "# t = (int) t \n" "FRC t.y, t.x; \n" "SUB t.x, t.x, t.y; \n" "# t = t * 0.5 \n" "MUL t.x, t.x, parm.y; \n" "# t = fract(t.x) \n" "FRC t.x, t.x; # if t.x != 0, then the bit is set \n" "# t.x = (t.x == 0 ? 1 : 0) \n" "SGE t.x, -t.x, parm.z; \n" "KIL -t.x; \n" "# for debug only \n" "#MOV result.color, t.x; \n" "END \n"; char program2[1000]; struct drawpix_state *drawpix = &ctx->Meta->DrawPix; struct temp_texture *tex = get_temp_texture(ctx); const char *texTarget; assert(drawpix->StencilFP == 0); /* replace %s with "RECT" or "2D" */ assert(strlen(program) + 4 < sizeof(program2)); if (tex->Target == GL_TEXTURE_RECTANGLE) texTarget = "RECT"; else texTarget = "2D"; _mesa_snprintf(program2, sizeof(program2), program, texTarget); _mesa_GenPrograms(1, &drawpix->StencilFP); _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(program2), (const GLubyte *) program2); } /** * One-time init for drawing depth pixels. */ static void init_draw_depth_pixels(GLcontext *ctx) { static const char *program = "!!ARBfp1.0\n" "PARAM color = program.local[0]; \n" "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n" "MOV result.color, color; \n" "END \n"; char program2[200]; struct drawpix_state *drawpix = &ctx->Meta->DrawPix; struct temp_texture *tex = get_temp_texture(ctx); const char *texTarget; assert(drawpix->DepthFP == 0); /* replace %s with "RECT" or "2D" */ assert(strlen(program) + 4 < sizeof(program2)); if (tex->Target == GL_TEXTURE_RECTANGLE) texTarget = "RECT"; else texTarget = "2D"; _mesa_snprintf(program2, sizeof(program2), program, texTarget); _mesa_GenPrograms(1, &drawpix->DepthFP); _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(program2), (const GLubyte *) program2); } /** * Meta implementation of ctx->Driver.DrawPixels() in terms * of texture mapping and polygon rendering. */ void _mesa_meta_draw_pixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels) { struct drawpix_state *drawpix = &ctx->Meta->DrawPix; struct temp_texture *tex = get_temp_texture(ctx); const struct gl_pixelstore_attrib unpackSave = ctx->Unpack; const GLuint origStencilMask = ctx->Stencil.WriteMask[0]; struct vertex { GLfloat x, y, z, s, t; }; struct vertex verts[4]; GLenum texIntFormat; GLboolean fallback, newTex; GLbitfield metaExtraSave = 0x0; /* * Determine if we can do the glDrawPixels with texture mapping. */ fallback = GL_FALSE; if (ctx->_ImageTransferState || ctx->Fog.Enabled) { fallback = GL_TRUE; } if (_mesa_is_color_format(format)) { /* use more compact format when possible */ /* XXX disable special case for GL_LUMINANCE for now to work around * apparent i965 driver bug (see bug #23670). */ if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA) texIntFormat = format; else texIntFormat = GL_RGBA; } else if (_mesa_is_stencil_format(format)) { if (ctx->Extensions.ARB_fragment_program && ctx->Pixel.IndexShift == 0 && ctx->Pixel.IndexOffset == 0 && type == GL_UNSIGNED_BYTE) { /* We'll store stencil as alpha. This only works for GLubyte * image data because of how incoming values are mapped to alpha * in [0,1]. */ texIntFormat = GL_ALPHA; metaExtraSave = (META_COLOR_MASK | META_DEPTH_TEST | META_SHADER | META_STENCIL_TEST); } else { fallback = GL_TRUE; } } else if (_mesa_is_depth_format(format)) { if (ctx->Extensions.ARB_depth_texture && ctx->Extensions.ARB_fragment_program) { texIntFormat = GL_DEPTH_COMPONENT; metaExtraSave = (META_SHADER); } else { fallback = GL_TRUE; } } else { fallback = GL_TRUE; } if (fallback) { _swrast_DrawPixels(ctx, x, y, width, height, format, type, unpack, pixels); return; } /* * Check image size against max texture size, draw as tiles if needed. */ if (width > tex->MaxSize || height > tex->MaxSize) { tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height, format, type, unpack, pixels); return; } /* Most GL state applies to glDrawPixels (like blending, stencil, etc), * but a there's a few things we need to override: */ _mesa_meta_begin(ctx, (META_RASTERIZATION | META_SHADER | META_TEXTURE | META_TRANSFORM | META_VERTEX | META_VIEWPORT | metaExtraSave)); if (drawpix->ArrayObj == 0) { /* one-time setup */ /* create vertex array object */ _mesa_GenVertexArrays(1, &drawpix->ArrayObj); _mesa_BindVertexArray(drawpix->ArrayObj); /* create vertex array buffer */ _mesa_GenBuffersARB(1, &drawpix->VBO); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawpix->VBO); _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); _mesa_EnableClientState(GL_VERTEX_ARRAY); _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); } else { _mesa_BindVertexArray(drawpix->ArrayObj); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawpix->VBO); } newTex = alloc_texture(tex, width, height, texIntFormat); /* vertex positions, texcoords (after texture allocation!) */ { const GLfloat x0 = (GLfloat) x; const GLfloat y0 = (GLfloat) y; const GLfloat x1 = x + width * ctx->Pixel.ZoomX; const GLfloat y1 = y + height * ctx->Pixel.ZoomY; const GLfloat z = ctx->Current.RasterPos[2]; verts[0].x = x0; verts[0].y = y0; verts[0].z = z; verts[0].s = 0.0F; verts[0].t = 0.0F; verts[1].x = x1; verts[1].y = y0; verts[1].z = z; verts[1].s = tex->Sright; verts[1].t = 0.0F; verts[2].x = x1; verts[2].y = y1; verts[2].z = z; verts[2].s = tex->Sright; verts[2].t = tex->Ttop; verts[3].x = x0; verts[3].y = y1; verts[3].z = z; verts[3].s = 0.0F; verts[3].t = tex->Ttop; /* upload new vertex data */ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } /* set given unpack params */ ctx->Unpack = *unpack; _mesa_set_enable(ctx, tex->Target, GL_TRUE); if (_mesa_is_stencil_format(format)) { /* Drawing stencil */ GLint bit; if (!drawpix->StencilFP) init_draw_stencil_pixels(ctx); setup_drawpix_texture(tex, newTex, texIntFormat, width, height, GL_ALPHA, type, pixels); _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE); /* set all stencil bits to 0 */ _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); _mesa_StencilFunc(GL_ALWAYS, 0, 255); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); /* set stencil bits to 1 where needed */ _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); for (bit = 0; bit < ctx->Visual.stencilBits; bit++) { const GLuint mask = 1 << bit; if (mask & origStencilMask) { _mesa_StencilFunc(GL_ALWAYS, mask, mask); _mesa_StencilMask(mask); _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 255.0 / mask, 0.5, 0.0, 0.0); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); } } } else if (_mesa_is_depth_format(format)) { /* Drawing depth */ if (!drawpix->DepthFP) init_draw_depth_pixels(ctx); _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); /* polygon color = current raster color */ _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, ctx->Current.RasterColor); setup_drawpix_texture(tex, newTex, texIntFormat, width, height, format, type, pixels); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); } else { /* Drawing RGBA */ setup_drawpix_texture(tex, newTex, texIntFormat, width, height, format, type, pixels); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); } _mesa_set_enable(ctx, tex->Target, GL_FALSE); /* restore unpack params */ ctx->Unpack = unpackSave; _mesa_meta_end(ctx); } /** * Do glBitmap with a alpha texture quad. Use the alpha test to * cull the 'off' bits. If alpha test is already enabled, fall back * to swrast (should be a rare case). * A bitmap cache as in the gallium/mesa state tracker would * improve performance a lot. */ void _mesa_meta_bitmap(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap1) { struct bitmap_state *bitmap = &ctx->Meta->Bitmap; struct temp_texture *tex = get_bitmap_temp_texture(ctx); const GLenum texIntFormat = GL_ALPHA; const struct gl_pixelstore_attrib unpackSave = *unpack; struct vertex { GLfloat x, y, z, s, t, r, g, b, a; }; struct vertex verts[4]; GLboolean newTex; GLubyte *bitmap8; /* * Check if swrast fallback is needed. */ if (ctx->_ImageTransferState || ctx->Color.AlphaEnabled || ctx->Fog.Enabled || ctx->Texture._EnabledUnits || width > tex->MaxSize || height > tex->MaxSize) { _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1); return; } /* Most GL state applies to glBitmap (like blending, stencil, etc), * but a there's a few things we need to override: */ _mesa_meta_begin(ctx, (META_ALPHA_TEST | META_PIXEL_STORE | META_RASTERIZATION | META_SHADER | META_TEXTURE | META_TRANSFORM | META_VERTEX | META_VIEWPORT)); if (bitmap->ArrayObj == 0) { /* one-time setup */ /* create vertex array object */ _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj); _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj); /* create vertex array buffer */ _mesa_GenBuffersARB(1, &bitmap->VBO); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO); _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r)); _mesa_EnableClientState(GL_VERTEX_ARRAY); _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); _mesa_EnableClientState(GL_COLOR_ARRAY); } else { _mesa_BindVertexArray(bitmap->ArrayObj); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO); } newTex = alloc_texture(tex, width, height, texIntFormat); /* vertex positions, texcoords, colors (after texture allocation!) */ { const GLfloat x0 = (GLfloat) x; const GLfloat y0 = (GLfloat) y; const GLfloat x1 = (GLfloat) (x + width); const GLfloat y1 = (GLfloat) (y + height); const GLfloat z = ctx->Current.RasterPos[2]; GLuint i; verts[0].x = x0; verts[0].y = y0; verts[0].z = z; verts[0].s = 0.0F; verts[0].t = 0.0F; verts[1].x = x1; verts[1].y = y0; verts[1].z = z; verts[1].s = tex->Sright; verts[1].t = 0.0F; verts[2].x = x1; verts[2].y = y1; verts[2].z = z; verts[2].s = tex->Sright; verts[2].t = tex->Ttop; verts[3].x = x0; verts[3].y = y1; verts[3].z = z; verts[3].s = 0.0F; verts[3].t = tex->Ttop; for (i = 0; i < 4; i++) { verts[i].r = ctx->Current.RasterColor[0]; verts[i].g = ctx->Current.RasterColor[1]; verts[i].b = ctx->Current.RasterColor[2]; verts[i].a = ctx->Current.RasterColor[3]; } /* upload new vertex data */ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1); if (!bitmap1) return; bitmap8 = (GLubyte *) _mesa_calloc(width * height); if (bitmap8) { _mesa_expand_bitmap(width, height, &unpackSave, bitmap1, bitmap8, width, 0xff); _mesa_set_enable(ctx, tex->Target, GL_TRUE); _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE); _mesa_AlphaFunc(GL_GREATER, 0.0); setup_drawpix_texture(tex, newTex, texIntFormat, width, height, GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); _mesa_set_enable(ctx, tex->Target, GL_FALSE); _mesa_free(bitmap8); } _mesa_unmap_pbo_source(ctx, &unpackSave); _mesa_meta_end(ctx); } void _mesa_meta_generate_mipmap(GLcontext *ctx, GLenum target, struct gl_texture_object *texObj) { struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap; struct vertex { GLfloat x, y, s, t, r; }; struct vertex verts[4]; const GLuint baseLevel = texObj->BaseLevel; const GLuint maxLevel = texObj->MaxLevel; const GLenum minFilterSave = texObj->MinFilter; const GLenum magFilterSave = texObj->MagFilter; const GLuint fboSave = ctx->DrawBuffer->Name; GLenum faceTarget; GLuint level; GLuint border = 0; /* check for fallbacks */ if (!ctx->Extensions.EXT_framebuffer_object) { _mesa_generate_mipmap(ctx, target, texObj); return; } if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) { faceTarget = target; target = GL_TEXTURE_CUBE_MAP; } else { faceTarget = target; } _mesa_meta_begin(ctx, META_ALL); if (mipmap->ArrayObj == 0) { /* one-time setup */ /* create vertex array object */ _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj); _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj); /* create vertex array buffer */ _mesa_GenBuffersARB(1, &mipmap->VBO); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO); _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); _mesa_EnableClientState(GL_VERTEX_ARRAY); _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); } else { _mesa_BindVertexArray(mipmap->ArrayObj); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO); } if (!mipmap->FBO) { /* Bind the new renderbuffer to the color attachment point. */ _mesa_GenFramebuffersEXT(1, &mipmap->FBO); } _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO); _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); _mesa_set_enable(ctx, target, GL_TRUE); /* setup texcoords once (XXX what about border?) */ switch (faceTarget) { case GL_TEXTURE_CUBE_MAP_POSITIVE_X: break; case GL_TEXTURE_2D: verts[0].s = 0.0F; verts[0].t = 0.0F; verts[0].r = 0.0F; verts[1].s = 1.0F; verts[1].t = 0.0F; verts[1].r = 0.0F; verts[2].s = 1.0F; verts[2].t = 1.0F; verts[2].r = 0.0F; verts[3].s = 0.0F; verts[3].t = 1.0F; verts[3].r = 0.0F; break; } for (level = baseLevel + 1; level <= maxLevel; level++) { const struct gl_texture_image *srcImage; const GLuint srcLevel = level - 1; GLsizei srcWidth, srcHeight; GLsizei newWidth, newHeight; GLenum status; srcImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel); assert(srcImage->Border == 0); /* XXX we can fix this */ srcWidth = srcImage->Width - 2 * border; srcHeight = srcImage->Height - 2 * border; newWidth = MAX2(1, srcWidth / 2) + 2 * border; newHeight = MAX2(1, srcHeight / 2) + 2 * border; if (newWidth == srcImage->Width && newHeight == srcImage->Height) { break; } /* Create empty image */ _mesa_TexImage2D(GL_TEXTURE_2D, level, srcImage->InternalFormat, newWidth, newHeight, border, GL_RGBA, GL_UNSIGNED_BYTE, NULL); /* vertex positions */ { verts[0].x = 0.0F; verts[0].y = 0.0F; verts[1].x = (GLfloat) newWidth; verts[1].y = 0.0F; verts[2].x = (GLfloat) newWidth; verts[2].y = (GLfloat) newHeight; verts[3].x = 0.0F; verts[3].y = (GLfloat) newHeight; /* upload new vertex data */ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } /* limit sampling to src level */ _mesa_TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, srcLevel); _mesa_TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, srcLevel); /* Set to draw into the current level */ _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texObj->Name, level); /* Choose to render to the color attachment. */ _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT); status = _mesa_CheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { abort(); break; } _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); } _mesa_meta_end(ctx); _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave); _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave); /* restore (XXX add to meta_begin/end()? */ _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave); } #if FEATURE_OES_draw_texture /** * Meta implementation of ctx->Driver.DrawTex() in terms * of polygon rendering. */ void _mesa_meta_draw_tex(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height) { struct drawtex_state *drawtex = &ctx->Meta->DrawTex; struct vertex { GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2]; }; struct vertex verts[4]; GLuint i; _mesa_meta_begin(ctx, (META_RASTERIZATION | META_SHADER | META_TRANSFORM | META_VERTEX | META_VIEWPORT)); if (drawtex->ArrayObj == 0) { /* one-time setup */ /* create vertex array object */ _mesa_GenVertexArrays(1, &drawtex->ArrayObj); _mesa_BindVertexArray(drawtex->ArrayObj); /* create vertex array buffer */ _mesa_GenBuffersARB(1, &drawtex->VBO); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO); _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); _mesa_EnableClientState(GL_VERTEX_ARRAY); for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { _mesa_ClientActiveTextureARB(GL_TEXTURE0 + i); _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i])); _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); } } else { _mesa_BindVertexArray(drawtex->ArrayObj); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO); } /* vertex positions, texcoords */ { const GLfloat x1 = x + width; const GLfloat y1 = y + height; verts[0].x = x; verts[0].y = y; verts[0].z = z; verts[1].x = x1; verts[1].y = y; verts[1].z = z; verts[2].x = x1; verts[2].y = y1; verts[2].z = z; verts[3].x = x; verts[3].y = y1; verts[3].z = z; for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { const struct gl_texture_object *texObj; const struct gl_texture_image *texImage; GLfloat s, t, s1, t1; GLuint tw, th; if (!ctx->Texture.Unit[i]._ReallyEnabled) { GLuint j; for (j = 0; j < 4; j++) { verts[j].st[i][0] = 0.0f; verts[j].st[i][1] = 0.0f; } continue; } texObj = ctx->Texture.Unit[i]._Current; texImage = texObj->Image[0][texObj->BaseLevel]; tw = texImage->Width2; th = texImage->Height2; s = (GLfloat) texObj->CropRect[0] / tw; t = (GLfloat) texObj->CropRect[1] / th; s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw; t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th; verts[0].st[i][0] = s; verts[0].st[i][1] = t; verts[1].st[i][0] = s1; verts[1].st[i][1] = t; verts[2].st[i][0] = s1; verts[2].st[i][1] = t1; verts[3].st[i][0] = s; verts[3].st[i][1] = t1; } _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); _mesa_meta_end(ctx); } #endif /* FEATURE_OES_draw_texture */