0,0 → 1,2854 |
/* |
* 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/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/shaderobj.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; |
GLenum AlphaFunc; |
GLclampf AlphaRef; |
|
/** 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; |
|
/** 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; |
struct gl_shader_program *VertexShader; |
struct gl_shader_program *GeometryShader; |
struct gl_shader_program *FragmentShader; |
struct gl_shader_program *ActiveShader; |
|
/** 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; |
}; |
|
#define MAX_META_OPS_DEPTH 2 |
/** |
* All per-context meta state. |
*/ |
struct gl_meta_state |
{ |
/** Stack of state saved during meta-ops */ |
struct save_state Save[MAX_META_OPS_DEPTH]; |
/** Save stack depth */ |
GLuint SaveStackDepth; |
|
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(struct gl_context *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(struct gl_context *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(struct gl_context *ctx, GLbitfield state) |
{ |
struct save_state *save; |
|
/* hope MAX_META_OPS_DEPTH is large enough */ |
assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH); |
|
save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++]; |
memset(save, 0, sizeof(*save)); |
save->SavedState = state; |
|
if (state & META_ALPHA_TEST) { |
save->AlphaEnabled = ctx->Color.AlphaEnabled; |
save->AlphaFunc = ctx->Color.AlphaFunc; |
save->AlphaRef = ctx->Color.AlphaRef; |
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; |
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; |
/* 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) { |
_mesa_reference_shader_program(ctx, &save->VertexShader, |
ctx->Shader.CurrentVertexProgram); |
_mesa_reference_shader_program(ctx, &save->GeometryShader, |
ctx->Shader.CurrentGeometryProgram); |
_mesa_reference_shader_program(ctx, &save->FragmentShader, |
ctx->Shader.CurrentFragmentProgram); |
_mesa_reference_shader_program(ctx, &save->ActiveShader, |
ctx->Shader.CurrentFragmentProgram); |
|
_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); |
if (ctx->Extensions.ARB_texture_cube_map) |
_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(struct gl_context *ctx) |
{ |
struct save_state *save = &ctx->Meta->Save[--ctx->Meta->SaveStackDepth]; |
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); |
_mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef); |
} |
|
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; |
/* 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_vertex_shader) |
_mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader); |
|
if (ctx->Extensions.ARB_geometry_shader4) |
_mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, |
save->GeometryShader); |
|
if (ctx->Extensions.ARB_fragment_shader) |
_mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER, |
save->FragmentShader); |
|
_mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, |
save->ActiveShader); |
} |
|
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(struct gl_context *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); |
} |
|
|
/** |
* 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(struct gl_context *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(struct gl_context *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 gl_context *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(struct gl_context *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(struct gl_context *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(struct gl_context *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(struct gl_context *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; |
const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; |
|
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 & stencilMax, |
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(struct gl_context *ctx, GLint srcX, GLint srcY, |
GLsizei width, GLsizei height, |
GLint dstX, GLint dstY, GLenum type) |
{ |
struct copypix_state *copypix = &ctx->Meta->CopyPix; |
struct temp_texture *tex = get_temp_texture(ctx); |
struct vertex { |
GLfloat x, y, z, s, t; |
}; |
struct vertex verts[4]; |
GLboolean newTex; |
GLenum intFormat = GL_RGBA; |
|
if (type != GL_COLOR || |
ctx->_ImageTransferState || |
ctx->Fog.Enabled || |
width > tex->MaxSize || |
height > tex->MaxSize) { |
/* XXX avoid this fallback */ |
_swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type); |
return; |
} |
|
/* Most GL state applies to glCopyPixels, but a there's a few things |
* we need to override: |
*/ |
_mesa_meta_begin(ctx, (META_RASTERIZATION | |
META_SHADER | |
META_TEXTURE | |
META_TRANSFORM | |
META_VERTEX | |
META_VIEWPORT)); |
|
if (copypix->ArrayObj == 0) { |
/* one-time setup */ |
|
/* create vertex array object */ |
_mesa_GenVertexArrays(1, ©pix->ArrayObj); |
_mesa_BindVertexArray(copypix->ArrayObj); |
|
/* create vertex array buffer */ |
_mesa_GenBuffersARB(1, ©pix->VBO); |
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); |
_mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), |
NULL, GL_DYNAMIC_DRAW_ARB); |
|
/* setup vertex arrays */ |
_mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); |
_mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); |
_mesa_EnableClientState(GL_VERTEX_ARRAY); |
_mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); |
} |
else { |
_mesa_BindVertexArray(copypix->ArrayObj); |
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); |
} |
|
newTex = alloc_texture(tex, width, height, intFormat); |
|
/* vertex positions, texcoords (after texture allocation!) */ |
{ |
const GLfloat dstX0 = (GLfloat) dstX; |
const GLfloat dstY0 = (GLfloat) dstY; |
const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX; |
const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY; |
const GLfloat z = 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(struct gl_context *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(struct gl_context *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(struct gl_context *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(struct gl_context *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); |
} |
|
static GLboolean |
alpha_test_raster_color(struct gl_context *ctx) |
{ |
GLfloat alpha = ctx->Current.RasterColor[ACOMP]; |
GLfloat ref = ctx->Color.AlphaRef; |
|
switch (ctx->Color.AlphaFunc) { |
case GL_NEVER: |
return GL_FALSE; |
case GL_LESS: |
return alpha < ref; |
case GL_EQUAL: |
return alpha == ref; |
case GL_LEQUAL: |
return alpha <= ref; |
case GL_GREATER: |
return alpha > ref; |
case GL_NOTEQUAL: |
return alpha != ref; |
case GL_GEQUAL: |
return alpha >= ref; |
case GL_ALWAYS: |
return GL_TRUE; |
default: |
assert(0); |
return GL_FALSE; |
} |
} |
|
/** |
* Do glBitmap with a alpha texture quad. Use the alpha test to cull |
* the 'off' bits. A bitmap cache as in the gallium/mesa state |
* tracker would improve performance a lot. |
*/ |
void |
_mesa_meta_Bitmap(struct gl_context *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; |
GLubyte fg, bg; |
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->FragmentProgram._Enabled || |
ctx->Fog.Enabled || |
ctx->Texture._EnabledUnits || |
width > tex->MaxSize || |
height > tex->MaxSize) { |
_swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1); |
return; |
} |
|
if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx)) |
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); |
} |
|
/* choose different foreground/background alpha values */ |
CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]); |
bg = (fg > 127 ? 0 : 255); |
|
bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1); |
if (!bitmap1) { |
_mesa_meta_end(ctx); |
return; |
} |
|
bitmap8 = (GLubyte *) malloc(width * height); |
if (bitmap8) { |
memset(bitmap8, bg, width * height); |
_mesa_expand_bitmap(width, height, &unpackSave, bitmap1, |
bitmap8, width, fg); |
|
_mesa_set_enable(ctx, tex->Target, GL_TRUE); |
|
_mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE); |
_mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg)); |
|
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(struct gl_context *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(struct gl_context *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; |
} |
|
/* Set MaxLevel large enough to hold the new level when we allocate it */ |
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel); |
|
/* 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(struct gl_context *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(struct gl_context *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; |
GLenum format, type; |
GLint bpp; |
void *buf; |
|
texObj = _mesa_get_current_tex_object(ctx, target); |
texImage = _mesa_get_tex_image(ctx, texObj, target, level); |
|
/* Choose format/type for temporary image buffer */ |
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; |
} |
|
_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); |
|
if (texImage->Data) { |
ctx->Driver.FreeTexImageData(ctx, texImage); |
} |
|
/* The texture's format was already chosen in _mesa_CopyTexImage() */ |
ASSERT(texImage->TexFormat != MESA_FORMAT_NONE); |
|
/* |
* 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(struct gl_context *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(struct gl_context *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(struct gl_context *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); |
|
/* Choose format/type for temporary image buffer */ |
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(struct gl_context *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(struct gl_context *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(struct gl_context *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(struct gl_context *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(struct gl_context *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); |
} |