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|
/*
* Mesa 3-D graphics library
* Version: 7.6
*
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* Meta operations. Some GL operations can be expressed in terms of
* other GL operations. For example, glBlitFramebuffer() can be done
* with texture mapping and glClear() can be done with polygon rendering.
*
* \author Brian Paul
*/
#include "main/glheader.h"
#include "main/mtypes.h"
#include "main/imports.h"
#include "main/arrayobj.h"
#include "main/blend.h"
#include "main/bufferobj.h"
#include "main/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"
/**
* 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;
};
/**
* 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() */
};
/**
* 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);
}
_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;
GLfloat verts[4][4]; /* four verts of X,Y,S,T */
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(verts[0]),
(void *) (0 * sizeof(GLfloat)));
_mesa_TexCoordPointer(2, GL_FLOAT, sizeof(verts[0]),
(void *) (2 * sizeof(GLfloat)));
_mesa_EnableClientState(GL_VERTEX_ARRAY);
_mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
}
else {
_mesa_BindVertexArray(blit->ArrayObj);
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
}
newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
/* vertex positions/texcoords (after texture allocation!) */
{
verts[0][0] = (GLfloat) dstX0;
verts[0][1] = (GLfloat) dstY0;
verts[1][0] = (GLfloat) dstX1;
verts[1][1] = (GLfloat) dstY0;
verts[2][0] = (GLfloat) dstX1;
verts[2][1] = (GLfloat) dstY1;
verts[3][0] = (GLfloat) dstX0;
verts[3][1] = (GLfloat) dstY1;
verts[0][2] = 0.0F;
verts[0][3] = 0.0F;
verts[1][2] = tex->Sright;
verts[1][3] = 0.0F;
verts[2][2] = tex->Sright;
verts[2][3] = tex->Ttop;
verts[3][2] = 0.0F;
verts[3][3] = 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;
GLfloat verts[4][7]; /* four verts of X,Y,Z,R,G,B,A */
/* 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(verts[0]),
(void *) (0 * sizeof(GLfloat)));
_mesa_ColorPointer(4, GL_FLOAT, sizeof(verts[0]),
(void *) (3 * sizeof(GLfloat)));
_mesa_EnableClientState(GL_VERTEX_ARRAY);
_mesa_EnableClientState(GL_COLOR_ARRAY);
}
else {
_mesa_BindVertexArray(clear->ArrayObj);
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
}
/* GL_COLOR_BUFFER_BIT */
if (buffers & BUFFER_BITS_COLOR) {
/* leave colormask, glDrawBuffer state as-is */
}
else {
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][0] = x0;
verts[0][1] = y0;
verts[0][2] = z;
verts[1][0] = x1;
verts[1][1] = y0;
verts[1][2] = z;
verts[2][0] = x1;
verts[2][1] = y1;
verts[2][2] = z;
verts[3][0] = x0;
verts[3][1] = y1;
verts[3][2] = z;
/* vertex colors */
for (i = 0; i < 4; i++) {
COPY_4FV(&verts[i][3], ctx->Color.ClearColor);
}
/* 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);
GLfloat verts[4][5]; /* four verts of X,Y,Z,S,T */
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(verts[0]),
(void *) (0 * sizeof(GLfloat)));
_mesa_TexCoordPointer(2, GL_FLOAT, sizeof(verts[0]),
(void *) (3 * sizeof(GLfloat)));
_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][0] = dstX0;
verts[0][1] = dstY0;
verts[0][2] = z;
verts[0][3] = 0.0F;
verts[0][4] = 0.0F;
verts[1][0] = dstX1;
verts[1][1] = dstY0;
verts[1][2] = z;
verts[1][3] = tex->Sright;
verts[1][4] = 0.0F;
verts[2][0] = dstX1;
verts[2][1] = dstY1;
verts[2][2] = z;
verts[2][3] = tex->Sright;
verts[2][4] = tex->Ttop;
verts[3][0] = dstX0;
verts[3][1] = dstY1;
verts[3][2] = z;
verts[3][3] = 0.0F;
verts[3][4] = 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];
GLfloat verts[4][5]; /* four verts of X,Y,Z,S,T */
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 */
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 &&
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(verts[0]),
(void *) (0 * sizeof(GLfloat)));
_mesa_TexCoordPointer(2, GL_FLOAT, sizeof(verts[0]),
(void *) (3 * sizeof(GLfloat)));
_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][0] = x0;
verts[0][1] = y0;
verts[0][2] = z;
verts[0][3] = 0.0F;
verts[0][4] = 0.0F;
verts[1][0] = x1;
verts[1][1] = y0;
verts[1][2] = z;
verts[1][3] = tex->Sright;
verts[1][4] = 0.0F;
verts[2][0] = x1;
verts[2][1] = y1;
verts[2][2] = z;
verts[2][3] = tex->Sright;
verts[2][4] = tex->Ttop;
verts[3][0] = x0;
verts[3][1] = y1;
verts[3][2] = z;
verts[3][3] = 0.0F;
verts[3][4] = 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);
_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;
GLfloat verts[4][9]; /* four verts of X,Y,Z,S,T,R,G,B,A */
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(verts[0]),
(void *) (0 * sizeof(GLfloat)));
_mesa_TexCoordPointer(2, GL_FLOAT, sizeof(verts[0]),
(void *) (3 * sizeof(GLfloat)));
_mesa_ColorPointer(4, GL_FLOAT, sizeof(verts[0]),
(void *) (5 * sizeof(GLfloat)));
_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][0] = x0;
verts[0][1] = y0;
verts[0][2] = z;
verts[0][3] = 0.0F;
verts[0][4] = 0.0F;
verts[1][0] = x1;
verts[1][1] = y0;
verts[1][2] = z;
verts[1][3] = tex->Sright;
verts[1][4] = 0.0F;
verts[2][0] = x1;
verts[2][1] = y1;
verts[2][2] = z;
verts[2][3] = tex->Sright;
verts[2][4] = tex->Ttop;
verts[3][0] = x0;
verts[3][1] = y1;
verts[3][2] = z;
verts[3][3] = 0.0F;
verts[3][4] = tex->Ttop;
for (i = 0; i < 4; i++) {
verts[i][5] = ctx->Current.RasterColor[0];
verts[i][6] = ctx->Current.RasterColor[1];
verts[i][7] = ctx->Current.RasterColor[2];
verts[i][8] = 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 { GLfloat x, y, s, t, r; } 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(verts[0]),
(void *) (0 * sizeof(GLfloat)));
_mesa_TexCoordPointer(3, GL_FLOAT, sizeof(verts[0]),
(void *) (2 * sizeof(GLfloat)));
_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[2].r = 0.0F;
verts[3].s = 1.0F;
verts[3].t = 1.0F;
verts[3].r = 0.0F;
verts[4].s = 0.0F;
verts[4].t = 1.0F;
verts[4].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);
}
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