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authormarha <marha@users.sourceforge.net>2011-07-22 08:22:17 +0200
committermarha <marha@users.sourceforge.net>2011-07-22 08:22:17 +0200
commit91e91b72f07f4e61db17ee86c6933a7217f0e25c (patch)
tree67cfe3dfc7562d2f53e9827b979e1dbbc1acec7b /mesalib/src/mesa/drivers/common/meta.c
parent88101146f2ec7d53ffb793e365f05097ffd35fd3 (diff)
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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.c273
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.
*/