blob: 629ec0ffec5a54f031bda8aa909966c7055b63c4 [file] [log] [blame]
/*
* 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/arbprogram.h"
#include "main/arrayobj.h"
#include "main/blend.h"
#include "main/bufferobj.h"
#include "main/buffers.h"
#include "main/colortab.h"
#include "main/convolve.h"
#include "main/depth.h"
#include "main/enable.h"
#include "main/fbobject.h"
#include "main/formats.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/shaderapi.h"
#include "main/state.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 "program/program.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))
/**
* Flags passed to _mesa_meta_begin().
*/
/*@{*/
#define META_ALL ~0x0
#define META_ALPHA_TEST 0x1
#define META_BLEND 0x2 /**< includes logicop */
#define META_COLOR_MASK 0x4
#define META_DEPTH_TEST 0x8
#define META_FOG 0x10
#define META_PIXEL_STORE 0x20
#define META_PIXEL_TRANSFER 0x40
#define META_RASTERIZATION 0x80
#define META_SCISSOR 0x100
#define META_SHADER 0x200
#define META_STENCIL_TEST 0x400
#define META_TRANSFORM 0x800 /**< modelview, projection, clip planes */
#define META_TEXTURE 0x1000
#define META_VERTEX 0x2000
#define META_VIEWPORT 0x4000
/*@}*/
/**
* 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 */
GLbitfield BlendEnabled;
GLboolean ColorLogicOpEnabled;
/** META_COLOR_MASK */
GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
/** META_DEPTH_TEST */
struct gl_depthbuffer_attrib Depth;
/** META_FOG */
GLboolean Fog;
/** META_PIXEL_STORE */
struct gl_pixelstore_attrib Pack, Unpack;
/** META_PIXEL_TRANSFER */
GLfloat RedBias, RedScale;
GLfloat GreenBias, GreenScale;
GLfloat BlueBias, BlueScale;
GLfloat AlphaBias, AlphaScale;
GLfloat DepthBias, DepthScale;
GLboolean MapColorFlag;
GLboolean Convolution1DEnabled;
GLboolean Convolution2DEnabled;
GLboolean Separable2DEnabled;
/** 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 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_BlitFramebuffer() */
struct clear_state Clear; /**< For _mesa_meta_Clear() */
struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */
struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */
struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */
struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */
};
/**
* 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)
{
/* Note: Any textures, VBOs, etc, that we allocate should get
* freed by the normal context destruction code. But this would be
* the place to free other meta data someday.
*/
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) {
if (ctx->Extensions.EXT_draw_buffers2) {
GLuint i;
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
_mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
}
}
else {
_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) {
memcpy(save->ColorMask, ctx->Color.ColorMask,
sizeof(ctx->Color.ColorMask));
if (!ctx->Color.ColorMask[0][0] ||
!ctx->Color.ColorMask[0][1] ||
!ctx->Color.ColorMask[0][2] ||
!ctx->Color.ColorMask[0][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_PIXEL_TRANSFER) {
save->RedScale = ctx->Pixel.RedScale;
save->RedBias = ctx->Pixel.RedBias;
save->GreenScale = ctx->Pixel.GreenScale;
save->GreenBias = ctx->Pixel.GreenBias;
save->BlueScale = ctx->Pixel.BlueScale;
save->BlueBias = ctx->Pixel.BlueBias;
save->AlphaScale = ctx->Pixel.AlphaScale;
save->AlphaBias = ctx->Pixel.AlphaBias;
save->MapColorFlag = ctx->Pixel.MapColorFlag;
save->Convolution1DEnabled = ctx->Pixel.Convolution1DEnabled;
save->Convolution2DEnabled = ctx->Pixel.Convolution2DEnabled;
save->Separable2DEnabled = ctx->Pixel.Separable2DEnabled;
ctx->Pixel.RedScale = 1.0F;
ctx->Pixel.RedBias = 0.0F;
ctx->Pixel.GreenScale = 1.0F;
ctx->Pixel.GreenBias = 0.0F;
ctx->Pixel.BlueScale = 1.0F;
ctx->Pixel.BlueBias = 0.0F;
ctx->Pixel.AlphaScale = 1.0F;
ctx->Pixel.AlphaBias = 0.0F;
ctx->Pixel.MapColorFlag = GL_FALSE;
ctx->Pixel.Convolution1DEnabled = GL_FALSE;
ctx->Pixel.Convolution2DEnabled = GL_FALSE;
ctx->Pixel.Separable2DEnabled = GL_FALSE;
/* XXX more state */
ctx->NewState |=_NEW_PIXEL;
}
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 */
_mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
}
if (state & META_SHADER) {
if (ctx->Extensions.ARB_vertex_program) {
save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
_mesa_reference_vertprog(ctx, &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;
_mesa_reference_fragprog(ctx, &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;
/* 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;
memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
16 * sizeof(GLfloat));
memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
16 * sizeof(GLfloat));
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(0.0, ctx->DrawBuffer->Width,
0.0, ctx->DrawBuffer->Height,
-1.0, 1.0);
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) {
if (ctx->Extensions.EXT_draw_buffers2) {
GLuint i;
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
_mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
}
}
else {
_mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
}
}
if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
_mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
}
if (state & META_COLOR_MASK) {
GLuint i;
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
if (i == 0) {
_mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
save->ColorMask[i][2], save->ColorMask[i][3]);
}
else {
_mesa_ColorMaskIndexed(i,
save->ColorMask[i][0],
save->ColorMask[i][1],
save->ColorMask[i][2],
save->ColorMask[i][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_PIXEL_TRANSFER) {
ctx->Pixel.RedScale = save->RedScale;
ctx->Pixel.RedBias = save->RedBias;
ctx->Pixel.GreenScale = save->GreenScale;
ctx->Pixel.GreenBias = save->GreenBias;
ctx->Pixel.BlueScale = save->BlueScale;
ctx->Pixel.BlueBias = save->BlueBias;
ctx->Pixel.AlphaScale = save->AlphaScale;
ctx->Pixel.AlphaBias = save->AlphaBias;
ctx->Pixel.MapColorFlag = save->MapColorFlag;
ctx->Pixel.Convolution1DEnabled = save->Convolution1DEnabled;
ctx->Pixel.Convolution2DEnabled = save->Convolution2DEnabled;
ctx->Pixel.Separable2DEnabled = save->Separable2DEnabled;
/* XXX more state */
ctx->NewState |=_NEW_PIXEL;
}
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);
_mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
}
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);
_mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
}
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]);
_mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
}
/* 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);
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);
}
}
/**
* Convert Z from a normalized value in the range [0, 1] to an object-space
* Z coordinate in [-1, +1] so that drawing at the new Z position with the
* default/identity ortho projection results in the original Z value.
* Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
* value comes from the clear value or raster position.
*/
static INLINE GLfloat
invert_z(GLfloat normZ)
{
GLfloat objZ = 1.0 - 2.0 * normZ;
return objZ;
}
/**
* 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(GLcontext *ctx,
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 {
struct gl_buffer_object *save_unpack_obj = NULL;
_mesa_reference_buffer_object(ctx, &save_unpack_obj,
ctx->Unpack.BufferObj);
_mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
/* create empty texture */
_mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
tex->Width, tex->Height, 0, format, type, NULL);
if (save_unpack_obj != NULL)
_mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB,
save_unpack_obj->Name);
/* 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);
}
/**
* Try to do a glBlitFramebuffer using no-copy texturing.
* We can do this when the src renderbuffer is actually a texture.
* But if the src buffer == dst buffer we cannot do this.
*
* \return new buffer mask indicating the buffers left to blit using the
* normal path.
*/
static GLbitfield
blitframebuffer_texture(GLcontext *ctx,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
if (mask & GL_COLOR_BUFFER_BIT) {
const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
const struct gl_framebuffer *readFb = ctx->ReadBuffer;
const struct gl_renderbuffer_attachment *drawAtt =
&drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
const struct gl_renderbuffer_attachment *readAtt =
&readFb->Attachment[readFb->_ColorReadBufferIndex];
if (readAtt && readAtt->Texture) {
const struct gl_texture_object *texObj = readAtt->Texture;
const GLuint srcLevel = readAtt->TextureLevel;
const GLenum minFilterSave = texObj->MinFilter;
const GLenum magFilterSave = texObj->MagFilter;
const GLint baseLevelSave = texObj->BaseLevel;
const GLint maxLevelSave = texObj->MaxLevel;
const GLenum wrapSSave = texObj->WrapS;
const GLenum wrapTSave = texObj->WrapT;
const GLenum target = texObj->Target;
if (drawAtt->Texture == readAtt->Texture) {
/* Can't use same texture as both the source and dest. We need
* to handle overlapping blits and besides, some hw may not
* support this.
*/
return mask;
}
if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
/* Can't handle other texture types at this time */
return mask;
}
/*
printf("Blit from texture!\n");
printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
*/
/* Prepare src texture state */
_mesa_BindTexture(target, texObj->Name);
_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
if (target != GL_TEXTURE_RECTANGLE_ARB) {
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
}
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
_mesa_set_enable(ctx, target, GL_TRUE);
/* Prepare vertex data (the VBO was previously created and bound) */
{
struct vertex {
GLfloat x, y, s, t;
};
struct vertex verts[4];
GLfloat s0, t0, s1, t1;
if (target == GL_TEXTURE_2D) {
const struct gl_texture_image *texImage
= _mesa_select_tex_image(ctx, texObj, target, srcLevel);
s0 = srcX0 / (float) texImage->Width;
s1 = srcX1 / (float) texImage->Width;
t0 = srcY0 / (float) texImage->Height;
t1 = srcY1 / (float) texImage->Height;
}
else {
assert(target == GL_TEXTURE_RECTANGLE_ARB);
s0 = srcX0;
s1 = srcX1;
t0 = srcY0;
t1 = srcY1;
}
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 = s0;
verts[0].t = t0;
verts[1].s = s1;
verts[1].t = t0;
verts[2].s = s1;
verts[2].t = t1;
verts[3].s = s0;
verts[3].t = t1;
_mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
/* Restore texture object state, the texture binding will
* be restored by _mesa_meta_end().
*/
_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
if (target != GL_TEXTURE_RECTANGLE_ARB) {
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
}
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
/* Done with color buffer */
mask &= ~GL_COLOR_BUFFER_BIT;
}
}
return mask;
}
/**
* Meta implementation of ctx->Driver.BlitFramebuffer() in terms
* of texture mapping and polygon rendering.
*/
void
_mesa_meta_BlitFramebuffer(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);
}
/* Try faster, direct texture approach first */
mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1, mask, filter);
if (mask == 0x0) {
_mesa_meta_end(ctx);
return;
}
/* Continue with "normal" approach which involves copying the src rect
* into a temporary texture and is "blitted" by drawing a textured quad.
*/
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 *) 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(ctx, 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;
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);
/* 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 = invert_z(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_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
GL_DYNAMIC_DRAW_ARB);
}
/* 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_CopyPixels(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, &copypix->ArrayObj);
_mesa_BindVertexArray(copypix->ArrayObj);
/* create vertex array buffer */
_mesa_GenBuffersARB(1, &copypix->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 = invert_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_DrawPixels(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_DrawPixels(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;
GLuint vbo;
/*
* 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));
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 = invert_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;
}
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, &vbo);
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
_mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
verts, 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);
/* 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(ctx, 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->DrawBuffer->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(ctx, tex, newTex, texIntFormat, width, height,
format, type, pixels);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
else {
/* Drawing RGBA */
setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
format, type, pixels);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
_mesa_set_enable(ctx, tex->Target, GL_FALSE);
_mesa_DeleteBuffersARB(1, &vbo);
/* 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 = invert_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) {
_mesa_meta_end(ctx);
return;
}
bitmap8 = (GLubyte *) calloc(1, 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(ctx, 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);
free(bitmap8);
}
_mesa_unmap_pbo_source(ctx, &unpackSave);
_mesa_meta_end(ctx);
}
/**
* Check if the call to _mesa_meta_GenerateMipmap() will require a
* software fallback. The fallback path will require that the texture
* images are mapped.
* \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
*/
GLboolean
_mesa_meta_check_generate_mipmap_fallback(GLcontext *ctx, GLenum target,
struct gl_texture_object *texObj)
{
const GLuint fboSave = ctx->DrawBuffer->Name;
struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
struct gl_texture_image *baseImage;
GLuint srcLevel;
GLenum status;
/* check for fallbacks */
if (!ctx->Extensions.EXT_framebuffer_object ||
target == GL_TEXTURE_3D) {
return GL_TRUE;
}
srcLevel = texObj->BaseLevel;
baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) {
return GL_TRUE;
}
/*
* Test that we can actually render in the texture's format.
*/
if (!mipmap->FBO)
_mesa_GenFramebuffersEXT(1, &mipmap->FBO);
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
if (target == GL_TEXTURE_1D) {
_mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
target, texObj->Name, srcLevel);
}
#if 0
/* other work is needed to enable 3D mipmap generation */
else if (target == GL_TEXTURE_3D) {
GLint zoffset = 0;
_mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
target, texObj->Name, srcLevel, zoffset);
}
#endif
else {
/* 2D / cube */
_mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
target, texObj->Name, srcLevel);
}
status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
return GL_TRUE;
}
return GL_FALSE;
}
/**
* Called via ctx->Driver.GenerateMipmap()
* Note: texture borders and 3D texture support not yet complete.
*/
void
_mesa_meta_GenerateMipmap(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 GLint baseLevelSave = texObj->BaseLevel;
const GLint maxLevelSave = texObj->MaxLevel;
const GLboolean genMipmapSave = texObj->GenerateMipmap;
const GLenum wrapSSave = texObj->WrapS;
const GLenum wrapTSave = texObj->WrapT;
const GLenum wrapRSave = texObj->WrapR;
const GLuint fboSave = ctx->DrawBuffer->Name;
const GLuint original_active_unit = ctx->Texture.CurrentUnit;
GLenum faceTarget;
GLuint dstLevel;
GLuint border = 0;
if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
_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 (original_active_unit != 0)
_mesa_BindTexture(target, texObj->Name);
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) {
_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_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
_mesa_set_enable(ctx, target, GL_TRUE);
/* setup texcoords once (XXX what about border?) */
switch (faceTarget) {
case GL_TEXTURE_1D:
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;
case GL_TEXTURE_3D:
abort();
break;
default:
/* cube face */
{
static const GLfloat st[4][2] = {
{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
};
GLuint i;
/* loop over quad verts */
for (i = 0; i < 4; i++) {
/* Compute sc = +/-scale and tc = +/-scale.
* Not +/-1 to avoid cube face selection ambiguity near the edges,
* though that can still sometimes happen with this scale factor...
*/
const GLfloat scale = 0.9999f;
const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
switch (faceTarget) {
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
verts[i].s = 1.0f;
verts[i].t = -tc;
verts[i].r = -sc;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
verts[i].s = -1.0f;
verts[i].t = -tc;
verts[i].r = sc;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
verts[i].s = sc;
verts[i].t = 1.0f;
verts[i].r = tc;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
verts[i].s = sc;
verts[i].t = -1.0f;
verts[i].r = -tc;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
verts[i].s = sc;
verts[i].t = -tc;
verts[i].r = 1.0f;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
verts[i].s = -sc;
verts[i].t = -tc;
verts[i].r = -1.0f;
break;
default:
assert(0);
}
}
}
}
_mesa_set_enable(ctx, target, GL_TRUE);
/* setup vertex positions */
{
verts[0].x = 0.0F;
verts[0].y = 0.0F;
verts[1].x = 1.0F;
verts[1].y = 0.0F;
verts[2].x = 1.0F;
verts[2].y = 1.0F;
verts[3].x = 0.0F;
verts[3].y = 1.0F;
/* upload new vertex data */
_mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
/* setup projection matrix */
_mesa_MatrixMode(GL_PROJECTION);
_mesa_LoadIdentity();
_mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
/* texture is already locked, unlock now */
_mesa_unlock_texture(ctx, texObj);
for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
const struct gl_texture_image *srcImage;
const GLuint srcLevel = dstLevel - 1;
GLsizei srcWidth, srcHeight, srcDepth;
GLsizei dstWidth, dstHeight, dstDepth;
GLenum status;
srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
assert(srcImage->Border == 0); /* XXX we can fix this */
/* src size w/out border */
srcWidth = srcImage->Width - 2 * border;
srcHeight = srcImage->Height - 2 * border;
srcDepth = srcImage->Depth - 2 * border;
/* new dst size w/ border */
dstWidth = MAX2(1, srcWidth / 2) + 2 * border;
dstHeight = MAX2(1, srcHeight / 2) + 2 * border;
dstDepth = MAX2(1, srcDepth / 2) + 2 * border;
if (dstWidth == srcImage->Width &&
dstHeight == srcImage->Height &&
dstDepth == srcImage->Depth) {
/* all done */
break;
}
/* Create empty dest image */
if (target == GL_TEXTURE_1D) {
_mesa_TexImage1D(target, dstLevel, srcImage->InternalFormat,
dstWidth, border,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
else if (target == GL_TEXTURE_3D) {
_mesa_TexImage3D(target, dstLevel, srcImage->InternalFormat,
dstWidth, dstHeight, dstDepth, border,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
else {
/* 2D or cube */
_mesa_TexImage2D(faceTarget, dstLevel, srcImage->InternalFormat,
dstWidth, dstHeight, border,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
if (target == GL_TEXTURE_CUBE_MAP) {
/* If texturing from a cube, we need to make sure all src faces
* have been defined (even if we're not sampling from them.)
* Otherwise the texture object will be 'incomplete' and
* texturing from it will not be allowed.
*/
GLuint face;
for (face = 0; face < 6; face++) {
if (!texObj->Image[face][srcLevel] ||
texObj->Image[face][srcLevel]->Width != srcWidth) {
_mesa_TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
srcLevel, srcImage->InternalFormat,
srcWidth, srcHeight, border,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
}
}
}
/* limit sampling to src level */
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
/* Set to draw into the current dstLevel */
if (target == GL_TEXTURE_1D) {
_mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
target,
texObj->Name,
dstLevel);
}
else if (target == GL_TEXTURE_3D) {
GLint zoffset = 0; /* XXX unfinished */
_mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
target,
texObj->Name,
dstLevel, zoffset);
}
else {
/* 2D / cube */
_mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
faceTarget,
texObj->Name,
dstLevel);
}
_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
/* sanity check */
status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
abort();
break;
}
assert(dstWidth == ctx->DrawBuffer->Width);
assert(dstHeight == ctx->DrawBuffer->Height);
/* setup viewport */
_mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
_mesa_lock_texture(ctx, texObj); /* relock */
_mesa_meta_end(ctx);
_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
_mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, wrapRSave);
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
}
/**
* Determine the GL data type to use for the temporary image read with
* ReadPixels() and passed to Tex[Sub]Image().
*/
static GLenum
get_temp_image_type(GLcontext *ctx, GLenum baseFormat)
{
switch (baseFormat) {
case GL_RGBA:
case GL_RGB:
case GL_ALPHA:
case GL_LUMINANCE:
case GL_LUMINANCE_ALPHA:
case GL_INTENSITY:
if (ctx->DrawBuffer->Visual.redBits <= 8)
return GL_UNSIGNED_BYTE;
else if (ctx->DrawBuffer->Visual.redBits <= 8)
return GL_UNSIGNED_SHORT;
else
return GL_FLOAT;
case GL_DEPTH_COMPONENT:
return GL_UNSIGNED_INT;
case GL_DEPTH_STENCIL:
return GL_UNSIGNED_INT_24_8;
default:
_mesa_problem(ctx, "Unexpected format in get_temp_image_type()");
return 0;
}
}
/**
* Helper for _mesa_meta_CopyTexImage1/2D() functions.
* Have to be careful with locking and meta state for pixel transfer.
*/
static void
copy_tex_image(GLcontext *ctx, GLuint dims, GLenum target, GLint level,
GLenum internalFormat, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border)
{
struct gl_texture_object *texObj;
struct gl_texture_image *texImage;
GLsizei postConvWidth = width, postConvHeight = height;
GLenum format, type;
GLint bpp;
void *buf;
texObj = _mesa_get_current_tex_object(ctx, target);
texImage = _mesa_get_tex_image(ctx, texObj, target, level);
format = _mesa_base_tex_format(ctx, internalFormat);
type = get_temp_image_type(ctx, format);
bpp = _mesa_bytes_per_pixel(format, type);
if (bpp <= 0) {
_mesa_problem(ctx, "Bad bpp in meta copy_tex_image()");
return;
}
/*
* Alloc image buffer (XXX could use a PBO)
*/
buf = malloc(width * height * bpp);
if (!buf) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage%uD", dims);
return;
}
if (texImage->TexFormat == MESA_FORMAT_NONE)
texImage->TexFormat = ctx->Driver.ChooseTextureFormat(ctx,
internalFormat,
format,
type);
_mesa_unlock_texture(ctx, texObj); /* need to unlock first */
/*
* Read image from framebuffer (disable pixel transfer ops)
*/
_mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
ctx->Driver.ReadPixels(ctx, x, y, width, height,
format, type, &ctx->Pack, buf);
_mesa_meta_end(ctx);
/*
* Prepare for new texture image size/data
*/
#if FEATURE_convolve
if (_mesa_is_color_format(internalFormat)) {
_mesa_adjust_image_for_convolution(ctx, 2,
&postConvWidth, &postConvHeight);
}
#endif
if (texImage->Data) {
ctx->Driver.FreeTexImageData(ctx, texImage);
}
_mesa_init_teximage_fields(ctx, target, texImage,
postConvWidth, postConvHeight, 1,
border, internalFormat);
/*
* Store texture data (with pixel transfer ops)
*/
_mesa_meta_begin(ctx, META_PIXEL_STORE);
_mesa_update_state(ctx); /* to update pixel transfer state */
if (target == GL_TEXTURE_1D) {
ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
width, border, format, type,
buf, &ctx->Unpack, texObj, texImage);
}
else {
ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
width, height, border, format, type,
buf, &ctx->Unpack, texObj, texImage);
}
_mesa_meta_end(ctx);
_mesa_lock_texture(ctx, texObj); /* re-lock */
free(buf);
}
void
_mesa_meta_CopyTexImage1D(GLcontext *ctx, GLenum target, GLint level,
GLenum internalFormat, GLint x, GLint y,
GLsizei width, GLint border)
{
copy_tex_image(ctx, 1, target, level, internalFormat, x, y,
width, 1, border);
}
void
_mesa_meta_CopyTexImage2D(GLcontext *ctx, GLenum target, GLint level,
GLenum internalFormat, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border)
{
copy_tex_image(ctx, 2, target, level, internalFormat, x, y,
width, height, border);
}
/**
* Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
* Have to be careful with locking and meta state for pixel transfer.
*/
static void
copy_tex_sub_image(GLcontext *ctx, GLuint dims, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset,
GLint x, GLint y,
GLsizei width, GLsizei height)
{
struct gl_texture_object *texObj;
struct gl_texture_image *texImage;
GLenum format, type;
GLint bpp;
void *buf;
texObj = _mesa_get_current_tex_object(ctx, target);
texImage = _mesa_select_tex_image(ctx, texObj, target, level);
format = _mesa_get_format_base_format(texImage->TexFormat);
type = get_temp_image_type(ctx, format);
bpp = _mesa_bytes_per_pixel(format, type);
if (bpp <= 0) {
_mesa_problem(ctx, "Bad bpp in meta copy_tex_sub_image()");
return;
}
/*
* Alloc image buffer (XXX could use a PBO)
*/
buf = malloc(width * height * bpp);
if (!buf) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
return;
}
_mesa_unlock_texture(ctx, texObj); /* need to unlock first */
/*
* Read image from framebuffer (disable pixel transfer ops)
*/
_mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
ctx->Driver.ReadPixels(ctx, x, y, width, height,
format, type, &ctx->Pack, buf);
_mesa_meta_end(ctx);
_mesa_update_state(ctx); /* to update pixel transfer state */
/*
* Store texture data (with pixel transfer ops)
*/
_mesa_meta_begin(ctx, META_PIXEL_STORE);
if (target == GL_TEXTURE_1D) {
ctx->Driver.TexSubImage1D(ctx, target, level, xoffset,
width, format, type, buf,
&ctx->Unpack, texObj, texImage);
}
else if (target == GL_TEXTURE_3D) {
ctx->Driver.TexSubImage3D(ctx, target, level, xoffset, yoffset, zoffset,
width, height, 1, format, type, buf,
&ctx->Unpack, texObj, texImage);
}
else {
ctx->Driver.TexSubImage2D(ctx, target, level, xoffset, yoffset,
width, height, format, type, buf,
&ctx->Unpack, texObj, texImage);
}
_mesa_meta_end(ctx);
_mesa_lock_texture(ctx, texObj); /* re-lock */
free(buf);
}
void
_mesa_meta_CopyTexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
GLint xoffset,
GLint x, GLint y, GLsizei width)
{
copy_tex_sub_image(ctx, 1, target, level, xoffset, 0, 0,
x, y, width, 1);
}
void
_mesa_meta_CopyTexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLint x, GLint y,
GLsizei width, GLsizei height)
{
copy_tex_sub_image(ctx, 2, target, level, xoffset, yoffset, 0,
x, y, width, height);
}
void
_mesa_meta_CopyTexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset,
GLint x, GLint y,
GLsizei width, GLsizei height)
{
copy_tex_sub_image(ctx, 3, target, level, xoffset, yoffset, zoffset,
x, y, width, height);
}
void
_mesa_meta_CopyColorTable(GLcontext *ctx,
GLenum target, GLenum internalformat,
GLint x, GLint y, GLsizei width)
{
GLfloat *buf;
buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat));
if (!buf) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyColorTable");
return;
}
/*
* Read image from framebuffer (disable pixel transfer ops)
*/
_mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
ctx->Driver.ReadPixels(ctx, x, y, width, 1,
GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
_mesa_ColorTable(target, internalformat, width, GL_RGBA, GL_FLOAT, buf);
_mesa_meta_end(ctx);
free(buf);
}
void
_mesa_meta_CopyColorSubTable(GLcontext *ctx,GLenum target, GLsizei start,
GLint x, GLint y, GLsizei width)
{
GLfloat *buf;
buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat));
if (!buf) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyColorSubTable");
return;
}
/*
* Read image from framebuffer (disable pixel transfer ops)
*/
_mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
ctx->Driver.ReadPixels(ctx, x, y, width, 1,
GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
_mesa_ColorSubTable(target, start, width, GL_RGBA, GL_FLOAT, buf);
_mesa_meta_end(ctx);
free(buf);
}
void
_mesa_meta_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target,
GLenum internalFormat,
GLint x, GLint y, GLsizei width)
{
GLfloat *buf;
buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat));
if (!buf) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyConvolutionFilter2D");
return;
}
/*
* Read image from framebuffer (disable pixel transfer ops)
*/
_mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
_mesa_update_state(ctx);
ctx->Driver.ReadPixels(ctx, x, y, width, 1,
GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
_mesa_ConvolutionFilter1D(target, internalFormat, width,
GL_RGBA, GL_FLOAT, buf);
_mesa_meta_end(ctx);
free(buf);
}
void
_mesa_meta_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target,
GLenum internalFormat, GLint x, GLint y,
GLsizei width, GLsizei height)
{
GLfloat *buf;
buf = (GLfloat *) malloc(width * height * 4 * sizeof(GLfloat));
if (!buf) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyConvolutionFilter2D");
return;
}
/*
* Read image from framebuffer (disable pixel transfer ops)
*/
_mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
_mesa_update_state(ctx);
ctx->Driver.ReadPixels(ctx, x, y, width, height,
GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
_mesa_ConvolutionFilter2D(target, internalFormat, width, height,
GL_RGBA, GL_FLOAT, buf);
_mesa_meta_end(ctx);
free(buf);
}