diff options
author | marha <marha@users.sourceforge.net> | 2011-07-22 08:22:17 +0200 |
---|---|---|
committer | marha <marha@users.sourceforge.net> | 2011-07-22 08:22:17 +0200 |
commit | 91e91b72f07f4e61db17ee86c6933a7217f0e25c (patch) | |
tree | 67cfe3dfc7562d2f53e9827b979e1dbbc1acec7b /mesalib/src/mesa/drivers/common/meta.c | |
parent | 88101146f2ec7d53ffb793e365f05097ffd35fd3 (diff) | |
download | vcxsrv-91e91b72f07f4e61db17ee86c6933a7217f0e25c.tar.gz vcxsrv-91e91b72f07f4e61db17ee86c6933a7217f0e25c.tar.bz2 vcxsrv-91e91b72f07f4e61db17ee86c6933a7217f0e25c.zip |
mesa git update 22 July 2011
Diffstat (limited to 'mesalib/src/mesa/drivers/common/meta.c')
-rw-r--r-- | mesalib/src/mesa/drivers/common/meta.c | 273 |
1 files changed, 159 insertions, 114 deletions
diff --git a/mesalib/src/mesa/drivers/common/meta.c b/mesalib/src/mesa/drivers/common/meta.c index 0e58aeca3..fa78674e4 100644 --- a/mesalib/src/mesa/drivers/common/meta.c +++ b/mesalib/src/mesa/drivers/common/meta.c @@ -62,6 +62,7 @@ #include "main/teximage.h" #include "main/texparam.h" #include "main/texstate.h" +#include "main/uniforms.h" #include "main/varray.h" #include "main/viewport.h" #include "program/program.h" @@ -235,6 +236,8 @@ struct clear_state { GLuint ArrayObj; GLuint VBO; + GLuint ShaderProg; + GLint ColorLocation; }; @@ -1589,10 +1592,165 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) _mesa_meta_end(ctx); } +static void +meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) +{ + const char *vs_source = + "attribute vec4 position;\n" + "void main()\n" + "{\n" + " gl_Position = position;\n" + "}\n"; + const char *fs_source = + "uniform vec4 color;\n" + "void main()\n" + "{\n" + " gl_FragColor = color;\n" + "}\n"; + GLuint vs, fs; + + if (clear->ArrayObj != 0) + return; + + /* 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_VertexAttribPointerARB(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0); + _mesa_EnableVertexAttribArrayARB(0); + + vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER); + _mesa_ShaderSourceARB(vs, 1, &vs_source, NULL); + _mesa_CompileShaderARB(vs); + + fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER); + _mesa_ShaderSourceARB(fs, 1, &fs_source, NULL); + _mesa_CompileShaderARB(fs); + + clear->ShaderProg = _mesa_CreateProgramObjectARB(); + _mesa_AttachShader(clear->ShaderProg, fs); + _mesa_AttachShader(clear->ShaderProg, vs); + _mesa_BindAttribLocationARB(clear->ShaderProg, 0, "position"); + _mesa_LinkProgramARB(clear->ShaderProg); + + clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg, + "color"); +} + +/** + * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering. + */ +void +_mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) +{ + struct clear_state *clear = &ctx->Meta->Clear; + GLbitfield metaSave; + const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; + struct gl_framebuffer *fb = ctx->DrawBuffer; + const float x0 = ((float)fb->_Xmin / fb->Width) * 2.0f - 1.0f; + const float y0 = ((float)fb->_Ymin / fb->Height) * 2.0f - 1.0f; + const float x1 = ((float)fb->_Xmax / fb->Width) * 2.0f - 1.0f; + const float y1 = ((float)fb->_Ymax / fb->Height) * 2.0f - 1.0f; + const float z = -invert_z(ctx->Depth.Clear); + struct vertex { + GLfloat x, y, z; + } verts[4]; + + metaSave = (META_ALPHA_TEST | + META_BLEND | + META_DEPTH_TEST | + META_RASTERIZATION | + META_SHADER | + META_STENCIL_TEST | + META_VERTEX | + META_VIEWPORT | + META_CLAMP_FRAGMENT_COLOR); + + if (!(buffers & BUFFER_BITS_COLOR)) { + /* We'll use colormask to disable color writes. Otherwise, + * respect color mask + */ + metaSave |= META_COLOR_MASK; + } + + _mesa_meta_begin(ctx, metaSave); + + meta_glsl_clear_init(ctx, clear); + + _mesa_UseProgramObjectARB(clear->ShaderProg); + _mesa_Uniform4fvARB(clear->ColorLocation, 1, + ctx->Color.ClearColorUnclamped); + + _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 */ + + /* Clears never have the color clamped. */ + _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); + } + 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 */ + 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; + + /* 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. + * of texture mapping and polygon rendering and GLSL shaders. */ void _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, @@ -2678,119 +2836,6 @@ get_temp_image_type(struct gl_context *ctx, GLenum baseFormat) /** - * 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; - struct gl_renderbuffer *read_rb = ctx->ReadBuffer->_ColorReadBuffer; - - 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); - - if (format == GL_LUMINANCE && - _mesa_get_format_base_format(read_rb->Format) != GL_LUMINANCE) { - /* The glReadPixels() path will convert RGB to luminance by - * summing R+G+B. glCopyTexImage() is supposed to behave as - * glCopyPixels, which doesn't do that change, and instead - * leaves it up to glTexImage which converts RGB to luminance by - * just taking the R channel. To avoid glReadPixels() trashing - * our data, use RGBA for our temporary image. - */ - format = GL_RGBA; - } - - 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. */ |