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/**************************************************************************
*
* Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas.
* Copyright 2009 Intel Corporation.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
#include "main/arrayobj.h"
#include "main/attrib.h"
#include "main/blend.h"
#include "main/bufferobj.h"
#include "main/buffers.h"
#include "main/depth.h"
#include "main/enable.h"
#include "main/matrix.h"
#include "main/macros.h"
#include "main/polygon.h"
#include "main/shaders.h"
#include "main/stencil.h"
#include "main/texstate.h"
#include "main/varray.h"
#include "main/viewport.h"
#include "shader/arbprogram.h"
#include "shader/program.h"
#include "dri_metaops.h"
void
meta_set_passthrough_transform(struct dri_metaops *meta)
{
GLcontext *ctx = meta->ctx;
meta->saved_vp_x = ctx->Viewport.X;
meta->saved_vp_y = ctx->Viewport.Y;
meta->saved_vp_width = ctx->Viewport.Width;
meta->saved_vp_height = ctx->Viewport.Height;
meta->saved_matrix_mode = ctx->Transform.MatrixMode;
meta->internal_viewport_call = GL_TRUE;
_mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
meta->internal_viewport_call = GL_FALSE;
_mesa_MatrixMode(GL_PROJECTION);
_mesa_PushMatrix();
_mesa_LoadIdentity();
_mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
_mesa_MatrixMode(GL_MODELVIEW);
_mesa_PushMatrix();
_mesa_LoadIdentity();
}
void
meta_restore_transform(struct dri_metaops *meta)
{
_mesa_MatrixMode(GL_PROJECTION);
_mesa_PopMatrix();
_mesa_MatrixMode(GL_MODELVIEW);
_mesa_PopMatrix();
_mesa_MatrixMode(meta->saved_matrix_mode);
meta->internal_viewport_call = GL_TRUE;
_mesa_Viewport(meta->saved_vp_x, meta->saved_vp_y,
meta->saved_vp_width, meta->saved_vp_height);
meta->internal_viewport_call = GL_FALSE;
}
/**
* Set up a vertex program to pass through the position and first texcoord
* for pixel path.
*/
void
meta_set_passthrough_vertex_program(struct dri_metaops *meta)
{
GLcontext *ctx = meta->ctx;
static const char *vp =
"!!ARBvp1.0\n"
"TEMP vertexClip;\n"
"DP4 vertexClip.x, state.matrix.mvp.row[0], vertex.position;\n"
"DP4 vertexClip.y, state.matrix.mvp.row[1], vertex.position;\n"
"DP4 vertexClip.z, state.matrix.mvp.row[2], vertex.position;\n"
"DP4 vertexClip.w, state.matrix.mvp.row[3], vertex.position;\n"
"MOV result.position, vertexClip;\n"
"MOV result.texcoord[0], vertex.texcoord[0];\n"
"MOV result.color, vertex.color;\n"
"END\n";
assert(meta->saved_vp == NULL);
_mesa_reference_vertprog(ctx, &meta->saved_vp,
ctx->VertexProgram.Current);
if (meta->passthrough_vp == NULL) {
GLuint prog_name;
_mesa_GenPrograms(1, &prog_name);
_mesa_BindProgram(GL_VERTEX_PROGRAM_ARB, prog_name);
_mesa_ProgramStringARB(GL_VERTEX_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(vp), (const GLubyte *)vp);
_mesa_reference_vertprog(ctx, &meta->passthrough_vp,
ctx->VertexProgram.Current);
_mesa_DeletePrograms(1, &prog_name);
}
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
_mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
meta->passthrough_vp);
ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
&meta->passthrough_vp->Base);
meta->saved_vp_enable = ctx->VertexProgram.Enabled;
_mesa_Enable(GL_VERTEX_PROGRAM_ARB);
}
/**
* Restores the previous vertex program after
* meta_set_passthrough_vertex_program()
*/
void
meta_restore_vertex_program(struct dri_metaops *meta)
{
GLcontext *ctx = meta->ctx;
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
_mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
meta->saved_vp);
_mesa_reference_vertprog(ctx, &meta->saved_vp, NULL);
ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
&ctx->VertexProgram.Current->Base);
if (!meta->saved_vp_enable)
_mesa_Disable(GL_VERTEX_PROGRAM_ARB);
}
/**
* Binds the given program string to GL_FRAGMENT_PROGRAM_ARB, caching the
* program object.
*/
void
meta_set_fragment_program(struct dri_metaops *meta,
struct gl_fragment_program **prog,
const char *prog_string)
{
GLcontext *ctx = meta->ctx;
assert(meta->saved_fp == NULL);
_mesa_reference_fragprog(ctx, &meta->saved_fp,
ctx->FragmentProgram.Current);
if (*prog == NULL) {
GLuint prog_name;
_mesa_GenPrograms(1, &prog_name);
_mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, prog_name);
_mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(prog_string), (const GLubyte *)prog_string);
_mesa_reference_fragprog(ctx, prog, ctx->FragmentProgram.Current);
/* Note that DeletePrograms unbinds the program on us */
_mesa_DeletePrograms(1, &prog_name);
}
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, *prog);
ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, &((*prog)->Base));
meta->saved_fp_enable = ctx->FragmentProgram.Enabled;
_mesa_Enable(GL_FRAGMENT_PROGRAM_ARB);
}
/**
* Restores the previous fragment program after
* meta_set_fragment_program()
*/
void
meta_restore_fragment_program(struct dri_metaops *meta)
{
GLcontext *ctx = meta->ctx;
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
meta->saved_fp);
_mesa_reference_fragprog(ctx, &meta->saved_fp, NULL);
ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
&ctx->FragmentProgram.Current->Base);
if (!meta->saved_fp_enable)
_mesa_Disable(GL_FRAGMENT_PROGRAM_ARB);
}
static const float default_texcoords[4][2] = { { 0.0, 0.0 },
{ 1.0, 0.0 },
{ 1.0, 1.0 },
{ 0.0, 1.0 } };
void
meta_set_default_texrect(struct dri_metaops *meta)
{
GLcontext *ctx = meta->ctx;
struct gl_client_array *old_texcoord_array;
meta->saved_active_texture = ctx->Texture.CurrentUnit;
if (meta->saved_array_vbo == NULL) {
_mesa_reference_buffer_object(ctx, &meta->saved_array_vbo,
ctx->Array.ArrayBufferObj);
}
old_texcoord_array = &ctx->Array.ArrayObj->TexCoord[0];
meta->saved_texcoord_type = old_texcoord_array->Type;
meta->saved_texcoord_size = old_texcoord_array->Size;
meta->saved_texcoord_stride = old_texcoord_array->Stride;
meta->saved_texcoord_enable = old_texcoord_array->Enabled;
meta->saved_texcoord_ptr = old_texcoord_array->Ptr;
_mesa_reference_buffer_object(ctx, &meta->saved_texcoord_vbo,
old_texcoord_array->BufferObj);
_mesa_ClientActiveTextureARB(GL_TEXTURE0);
if (meta->texcoord_vbo == NULL) {
GLuint vbo_name;
_mesa_GenBuffersARB(1, &vbo_name);
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo_name);
_mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(default_texcoords),
default_texcoords, GL_STATIC_DRAW_ARB);
_mesa_reference_buffer_object(ctx, &meta->texcoord_vbo,
ctx->Array.ArrayBufferObj);
} else {
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
meta->texcoord_vbo->Name);
}
_mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), NULL);
_mesa_Enable(GL_TEXTURE_COORD_ARRAY);
}
void
meta_restore_texcoords(struct dri_metaops *meta)
{
GLcontext *ctx = meta->ctx;
/* Restore the old TexCoordPointer */
if (meta->saved_texcoord_vbo) {
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
meta->saved_texcoord_vbo->Name);
_mesa_reference_buffer_object(ctx, &meta->saved_texcoord_vbo, NULL);
} else {
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
}
_mesa_TexCoordPointer(meta->saved_texcoord_size,
meta->saved_texcoord_type,
meta->saved_texcoord_stride,
meta->saved_texcoord_ptr);
if (!meta->saved_texcoord_enable)
_mesa_Disable(GL_TEXTURE_COORD_ARRAY);
_mesa_ClientActiveTextureARB(GL_TEXTURE0 +
meta->saved_active_texture);
if (meta->saved_array_vbo) {
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
meta->saved_array_vbo->Name);
_mesa_reference_buffer_object(ctx, &meta->saved_array_vbo, NULL);
} else {
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
}
}
/**
* Perform glClear where mask contains only color, depth, and/or stencil.
*
* The implementation is based on calling into Mesa to set GL state and
* performing normal triangle rendering. The intent of this path is to
* have as generic a path as possible, so that any driver could make use of
* it.
*/
/**
* Per-context one-time init of things for intl_clear_tris().
* Basically set up a private array object for vertex/color arrays.
*/
static void
meta_init_clear(struct dri_metaops *meta)
{
GLcontext *ctx = meta->ctx;
struct gl_array_object *arraySave = NULL;
const GLuint arrayBuffer = ctx->Array.ArrayBufferObj->Name;
const GLuint elementBuffer = ctx->Array.ElementArrayBufferObj->Name;
/* create new array object */
meta->clear.arrayObj = _mesa_new_array_object(ctx, ~0);
/* save current array object, bind new one */
_mesa_reference_array_object(ctx, &arraySave, ctx->Array.ArrayObj);
ctx->NewState |= _NEW_ARRAY;
ctx->Array.NewState |= _NEW_ARRAY_ALL;
_mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, meta->clear.arrayObj);
/* one-time setup of vertex arrays (pos, color) */
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
_mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
_mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), meta->clear.color);
_mesa_VertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), meta->clear.vertices);
_mesa_Enable(GL_COLOR_ARRAY);
_mesa_Enable(GL_VERTEX_ARRAY);
/* restore original array object */
ctx->NewState |= _NEW_ARRAY;
ctx->Array.NewState |= _NEW_ARRAY_ALL;
_mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, arraySave);
_mesa_reference_array_object(ctx, &arraySave, NULL);
/* restore original buffer objects */
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, arrayBuffer);
_mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, elementBuffer);
}
/**
* Perform glClear where mask contains only color, depth, and/or stencil.
*
* The implementation is based on calling into Mesa to set GL state and
* performing normal triangle rendering. The intent of this path is to
* have as generic a path as possible, so that any driver could make use of
* it.
*/
void
meta_clear_tris(struct dri_metaops *meta, GLbitfield mask)
{
GLcontext *ctx = meta->ctx;
GLfloat dst_z;
struct gl_framebuffer *fb = ctx->DrawBuffer;
int i;
GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE;
GLuint saved_shader_program = 0;
unsigned int saved_active_texture;
struct gl_array_object *arraySave = NULL;
GLfloat saved_near, saved_far;
if (!meta->clear.arrayObj)
meta_init_clear(meta);
assert((mask & ~(TRI_CLEAR_COLOR_BITS | BUFFER_BIT_DEPTH |
BUFFER_BIT_STENCIL)) == 0);
_mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT |
GL_ENABLE_BIT |
GL_POLYGON_BIT |
GL_STENCIL_BUFFER_BIT |
GL_TRANSFORM_BIT |
GL_CURRENT_BIT);
saved_active_texture = ctx->Texture.CurrentUnit;
/* Disable existing GL state we don't want to apply to a clear. */
_mesa_Disable(GL_ALPHA_TEST);
_mesa_Disable(GL_BLEND);
_mesa_Disable(GL_CULL_FACE);
_mesa_Disable(GL_FOG);
_mesa_Disable(GL_POLYGON_SMOOTH);
_mesa_Disable(GL_POLYGON_STIPPLE);
_mesa_Disable(GL_POLYGON_OFFSET_FILL);
_mesa_Disable(GL_LIGHTING);
_mesa_Disable(GL_CLIP_PLANE0);
_mesa_Disable(GL_CLIP_PLANE1);
_mesa_Disable(GL_CLIP_PLANE2);
_mesa_Disable(GL_CLIP_PLANE3);
_mesa_Disable(GL_CLIP_PLANE4);
_mesa_Disable(GL_CLIP_PLANE5);
_mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) {
saved_fp_enable = GL_TRUE;
_mesa_Disable(GL_FRAGMENT_PROGRAM_ARB);
}
if (ctx->Extensions.ARB_vertex_program && ctx->VertexProgram.Enabled) {
saved_vp_enable = GL_TRUE;
_mesa_Disable(GL_VERTEX_PROGRAM_ARB);
}
if (ctx->Extensions.ARB_shader_objects && ctx->Shader.CurrentProgram) {
saved_shader_program = ctx->Shader.CurrentProgram->Name;
_mesa_UseProgramObjectARB(0);
}
if (ctx->Texture._EnabledUnits != 0) {
int i;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
_mesa_ActiveTextureARB(GL_TEXTURE0 + i);
_mesa_Disable(GL_TEXTURE_1D);
_mesa_Disable(GL_TEXTURE_2D);
_mesa_Disable(GL_TEXTURE_3D);
if (ctx->Extensions.ARB_texture_cube_map)
_mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB);
if (ctx->Extensions.NV_texture_rectangle)
_mesa_Disable(GL_TEXTURE_RECTANGLE_NV);
if (ctx->Extensions.MESA_texture_array) {
_mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT);
_mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT);
}
}
}
/* save current array object, bind our private one */
_mesa_reference_array_object(ctx, &arraySave, ctx->Array.ArrayObj);
ctx->NewState |= _NEW_ARRAY;
ctx->Array.NewState |= _NEW_ARRAY_ALL;
_mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, meta->clear.arrayObj);
meta_set_passthrough_transform(meta);
for (i = 0; i < 4; i++) {
COPY_4FV(meta->clear.color[i], ctx->Color.ClearColor);
}
/* convert clear Z from [0,1] to NDC coord in [-1,1] */
dst_z = -1.0 + 2.0 * ctx->Depth.Clear;
/* The ClearDepth value is unaffected by DepthRange, so do a default
* mapping.
*/
saved_near = ctx->Viewport.Near;
saved_far = ctx->Viewport.Far;
_mesa_DepthRange(0.0, 1.0);
/* Prepare the vertices, which are the same regardless of which buffer we're
* drawing to.
*/
meta->clear.vertices[0][0] = fb->_Xmin;
meta->clear.vertices[0][1] = fb->_Ymin;
meta->clear.vertices[0][2] = dst_z;
meta->clear.vertices[1][0] = fb->_Xmax;
meta->clear.vertices[1][1] = fb->_Ymin;
meta->clear.vertices[1][2] = dst_z;
meta->clear.vertices[2][0] = fb->_Xmax;
meta->clear.vertices[2][1] = fb->_Ymax;
meta->clear.vertices[2][2] = dst_z;
meta->clear.vertices[3][0] = fb->_Xmin;
meta->clear.vertices[3][1] = fb->_Ymax;
meta->clear.vertices[3][2] = dst_z;
while (mask != 0) {
GLuint this_mask = 0;
GLuint color_bit;
color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS);
if (color_bit != 0)
this_mask |= (1 << (color_bit - 1));
/* Clear depth/stencil in the same pass as color. */
this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL));
/* Select the current color buffer and use the color write mask if
* we have one, otherwise don't write any color channels.
*/
if (this_mask & BUFFER_BIT_FRONT_LEFT)
_mesa_DrawBuffer(GL_FRONT_LEFT);
else if (this_mask & BUFFER_BIT_BACK_LEFT)
_mesa_DrawBuffer(GL_BACK_LEFT);
else if (color_bit != 0)
_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0 +
(color_bit - BUFFER_COLOR0 - 1));
else
_mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
/* Control writing of the depth clear value to depth. */
if (this_mask & BUFFER_BIT_DEPTH) {
_mesa_DepthFunc(GL_ALWAYS);
_mesa_Enable(GL_DEPTH_TEST);
} else {
_mesa_Disable(GL_DEPTH_TEST);
_mesa_DepthMask(GL_FALSE);
}
/* Control writing of the stencil clear value to stencil. */
if (this_mask & BUFFER_BIT_STENCIL) {
_mesa_Enable(GL_STENCIL_TEST);
_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 {
_mesa_Disable(GL_STENCIL_TEST);
}
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
mask &= ~this_mask;
}
meta_restore_transform(meta);
_mesa_ActiveTextureARB(GL_TEXTURE0 + saved_active_texture);
if (saved_fp_enable)
_mesa_Enable(GL_FRAGMENT_PROGRAM_ARB);
if (saved_vp_enable)
_mesa_Enable(GL_VERTEX_PROGRAM_ARB);
if (saved_shader_program)
_mesa_UseProgramObjectARB(saved_shader_program);
_mesa_DepthRange(saved_near, saved_far);
_mesa_PopAttrib();
/* restore current array object */
ctx->NewState |= _NEW_ARRAY;
ctx->Array.NewState |= _NEW_ARRAY_ALL;
_mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, arraySave);
_mesa_reference_array_object(ctx, &arraySave, NULL);
}
void meta_init_metaops(GLcontext *ctx, struct dri_metaops *meta)
{
meta->ctx = ctx;
}
void meta_destroy_metaops(struct dri_metaops *meta)
{
if (meta->clear.arrayObj)
_mesa_delete_array_object(meta->ctx, meta->clear.arrayObj);
}
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