diff options
Diffstat (limited to 'mesalib/src/mesa/drivers/common/meta.c')
-rw-r--r-- | mesalib/src/mesa/drivers/common/meta.c | 1868 |
1 files changed, 487 insertions, 1381 deletions
diff --git a/mesalib/src/mesa/drivers/common/meta.c b/mesalib/src/mesa/drivers/common/meta.c index f12bcaab1..cde34f99f 100644 --- a/mesalib/src/mesa/drivers/common/meta.c +++ b/mesalib/src/mesa/drivers/common/meta.c @@ -51,6 +51,8 @@ #include "main/macros.h" #include "main/matrix.h" #include "main/mipmap.h" +#include "main/multisample.h" +#include "main/objectlabel.h" #include "main/pixel.h" #include "main/pbo.h" #include "main/polygon.h" @@ -82,283 +84,18 @@ /** Return offset in bytes of the field within a vertex struct */ #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD)) -/** - * State which we may save/restore across meta ops. - * XXX this may be incomplete... - */ -struct save_state -{ - GLbitfield SavedState; /**< bitmask of MESA_META_* flags */ - - /** MESA_META_CLEAR (and others?) */ - struct gl_query_object *CurrentOcclusionObject; - - /** MESA_META_ALPHA_TEST */ - GLboolean AlphaEnabled; - GLenum AlphaFunc; - GLclampf AlphaRef; - - /** MESA_META_BLEND */ - GLbitfield BlendEnabled; - GLboolean ColorLogicOpEnabled; - - /** MESA_META_COLOR_MASK */ - GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; - - /** MESA_META_DEPTH_TEST */ - struct gl_depthbuffer_attrib Depth; - - /** MESA_META_FOG */ - GLboolean Fog; - - /** MESA_META_PIXEL_STORE */ - struct gl_pixelstore_attrib Pack, Unpack; - - /** MESA_META_PIXEL_TRANSFER */ - GLfloat RedBias, RedScale; - GLfloat GreenBias, GreenScale; - GLfloat BlueBias, BlueScale; - GLfloat AlphaBias, AlphaScale; - GLfloat DepthBias, DepthScale; - GLboolean MapColorFlag; - - /** MESA_META_RASTERIZATION */ - GLenum FrontPolygonMode, BackPolygonMode; - GLboolean PolygonOffset; - GLboolean PolygonSmooth; - GLboolean PolygonStipple; - GLboolean PolygonCull; - - /** MESA_META_SCISSOR */ - struct gl_scissor_attrib Scissor; - - /** MESA_META_SHADER */ - GLboolean VertexProgramEnabled; - struct gl_vertex_program *VertexProgram; - GLboolean FragmentProgramEnabled; - struct gl_fragment_program *FragmentProgram; - GLboolean ATIFragmentShaderEnabled; - struct gl_shader_program *Shader[MESA_SHADER_STAGES]; - struct gl_shader_program *ActiveShader; - - /** MESA_META_STENCIL_TEST */ - struct gl_stencil_attrib Stencil; - - /** MESA_META_TRANSFORM */ - GLenum MatrixMode; - GLfloat ModelviewMatrix[16]; - GLfloat ProjectionMatrix[16]; - GLfloat TextureMatrix[16]; - - /** MESA_META_CLIP */ - GLbitfield ClipPlanesEnabled; - - /** MESA_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 */ - - /** MESA_META_VERTEX */ - struct gl_vertex_array_object *VAO; - struct gl_buffer_object *ArrayBufferObj; - - /** MESA_META_VIEWPORT */ - GLfloat ViewportX, ViewportY, ViewportW, ViewportH; - GLclampd DepthNear, DepthFar; - - /** MESA_META_CLAMP_FRAGMENT_COLOR */ - GLenum ClampFragmentColor; - - /** MESA_META_CLAMP_VERTEX_COLOR */ - GLenum ClampVertexColor; - - /** MESA_META_CONDITIONAL_RENDER */ - struct gl_query_object *CondRenderQuery; - GLenum CondRenderMode; - - /** MESA_META_SELECT_FEEDBACK */ - GLenum RenderMode; - struct gl_selection Select; - struct gl_feedback Feedback; - - /** MESA_META_MULTISAMPLE */ - GLboolean MultisampleEnabled; - - /** MESA_META_FRAMEBUFFER_SRGB */ - GLboolean sRGBEnabled; - - /** Miscellaneous (always disabled) */ - GLboolean Lighting; - GLboolean RasterDiscard; - GLboolean TransformFeedbackNeedsResume; -}; - -/** - * 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 VAO; - GLuint VBO; - GLuint DepthFP; - GLuint ShaderProg; - GLuint RectShaderProg; - struct temp_texture depthTex; -}; - - -/** - * State for glClear() - */ -struct clear_state -{ - GLuint VAO; - GLuint VBO; - GLuint ShaderProg; - GLint ColorLocation; - GLint LayerLocation; - - GLuint IntegerShaderProg; - GLint IntegerColorLocation; - GLint IntegerLayerLocation; -}; +static struct blit_shader * +choose_blit_shader(GLenum target, struct blit_shader_table *table); - -/** - * State for glCopyPixels() - */ -struct copypix_state -{ - GLuint VAO; - GLuint VBO; -}; - - -/** - * State for glDrawPixels() - */ -struct drawpix_state -{ - GLuint VAO; - - GLuint StencilFP; /**< Fragment program for drawing stencil images */ - GLuint DepthFP; /**< Fragment program for drawing depth images */ -}; - - -/** - * State for glBitmap() - */ -struct bitmap_state -{ - GLuint VAO; - GLuint VBO; - struct temp_texture Tex; /**< separate texture from other meta ops */ -}; - -/** - * State for GLSL texture sampler which is used to generate fragment - * shader in _mesa_meta_generate_mipmap(). - */ -struct glsl_sampler { - const char *type; - const char *func; - const char *texcoords; - GLuint shader_prog; -}; - -/** - * State for _mesa_meta_generate_mipmap() - */ -struct gen_mipmap_state -{ - GLuint VAO; - GLuint VBO; - GLuint FBO; - GLuint Sampler; - GLuint ShaderProg; - struct glsl_sampler sampler_1d; - struct glsl_sampler sampler_2d; - struct glsl_sampler sampler_3d; - struct glsl_sampler sampler_cubemap; - struct glsl_sampler sampler_1d_array; - struct glsl_sampler sampler_2d_array; -}; - -/** - * State for texture decompression - */ -struct decompress_state -{ - GLuint VAO; - GLuint VBO, FBO, RBO, Sampler; - GLint Width, Height; -}; - -/** - * State for glDrawTex() - */ -struct drawtex_state -{ - GLuint VAO; - GLuint VBO; -}; - -#define MAX_META_OPS_DEPTH 8 -/** - * 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() */ - struct decompress_state Decompress; /**< For texture decompression */ - struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */ -}; - -static void meta_glsl_blit_cleanup(struct blit_state *blit); static void cleanup_temp_texture(struct temp_texture *tex); static void meta_glsl_clear_cleanup(struct clear_state *clear); static void meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state *mipmap); static void meta_decompress_cleanup(struct decompress_state *decompress); static void meta_drawpix_cleanup(struct drawpix_state *drawpix); -static GLuint -compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source) +GLuint +_mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target, + const GLcharARB *source) { GLuint shader; GLint ok, size; @@ -384,7 +121,7 @@ compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB return 0; } - _mesa_GetProgramInfoLog(shader, size, NULL, info); + _mesa_GetShaderInfoLog(shader, size, NULL, info); _mesa_problem(ctx, "meta program compile failed:\n%s\n" "source:\n%s\n", @@ -396,8 +133,8 @@ compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB return 0; } -static GLuint -link_program_with_debug(struct gl_context *ctx, GLuint program) +GLuint +_mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program) { GLint ok, size; GLchar *info; @@ -425,6 +162,182 @@ link_program_with_debug(struct gl_context *ctx, GLuint program) } /** + * Generate a generic shader to blit from a texture to a framebuffer + * + * \param ctx Current GL context + * \param texTarget Texture target that will be the source of the blit + * + * \returns a handle to a shader program on success or zero on failure. + */ +void +_mesa_meta_setup_blit_shader(struct gl_context *ctx, + GLenum target, + struct blit_shader_table *table) +{ + const char *vs_source; + char *fs_source; + GLuint vs, fs; + void *const mem_ctx = ralloc_context(NULL); + struct blit_shader *shader = choose_blit_shader(target, table); + char *name; + + assert(shader != NULL); + + if (shader->shader_prog != 0) { + _mesa_UseProgram(shader->shader_prog); + return; + } + + if (ctx->Const.GLSLVersion < 130) { + vs_source = + "attribute vec2 position;\n" + "attribute vec4 textureCoords;\n" + "varying vec4 texCoords;\n" + "void main()\n" + "{\n" + " texCoords = textureCoords;\n" + " gl_Position = vec4(position, 0.0, 1.0);\n" + "}\n"; + + fs_source = ralloc_asprintf(mem_ctx, + "#extension GL_EXT_texture_array : enable\n" + "#extension GL_ARB_texture_cube_map_array: enable\n" + "uniform %s texSampler;\n" + "varying vec4 texCoords;\n" + "void main()\n" + "{\n" + " gl_FragColor = %s(texSampler, %s);\n" + " gl_FragDepth = gl_FragColor.x;\n" + "}\n", + shader->type, + shader->func, shader->texcoords); + } + else { + vs_source = ralloc_asprintf(mem_ctx, + "#version 130\n" + "in vec2 position;\n" + "in vec4 textureCoords;\n" + "out vec4 texCoords;\n" + "void main()\n" + "{\n" + " texCoords = textureCoords;\n" + " gl_Position = vec4(position, 0.0, 1.0);\n" + "}\n"); + fs_source = ralloc_asprintf(mem_ctx, + "#version 130\n" + "#extension GL_ARB_texture_cube_map_array: enable\n" + "uniform %s texSampler;\n" + "in vec4 texCoords;\n" + "out vec4 out_color;\n" + "\n" + "void main()\n" + "{\n" + " out_color = texture(texSampler, %s);\n" + " gl_FragDepth = out_color.x;\n" + "}\n", + shader->type, + shader->texcoords); + } + + vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source); + fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source); + + shader->shader_prog = _mesa_CreateProgramObjectARB(); + _mesa_AttachShader(shader->shader_prog, fs); + _mesa_DeleteObjectARB(fs); + _mesa_AttachShader(shader->shader_prog, vs); + _mesa_DeleteObjectARB(vs); + _mesa_BindAttribLocation(shader->shader_prog, 0, "position"); + _mesa_BindAttribLocation(shader->shader_prog, 1, "texcoords"); + _mesa_meta_link_program_with_debug(ctx, shader->shader_prog); + name = ralloc_asprintf(mem_ctx, "%s blit", shader->type); + _mesa_ObjectLabel(GL_PROGRAM, shader->shader_prog, -1, name); + ralloc_free(mem_ctx); + + _mesa_UseProgram(shader->shader_prog); +} + +/** + * Configure vertex buffer and vertex array objects for tests + * + * Regardless of whether a new VAO and new VBO are created, the objects + * referenced by \c VAO and \c VBO will be bound into the GL state vector + * when this function terminates. + * + * \param VAO Storage for vertex array object handle. If 0, a new VAO + * will be created. + * \param VBO Storage for vertex buffer object handle. If 0, a new VBO + * will be created. The new VBO will have storage for 4 + * \c vertex structures. + * \param use_generic_attributes Should generic attributes 0 and 1 be used, + * or should traditional, fixed-function color and texture + * coordinate be used? + * \param vertex_size Number of components for attribute 0 / vertex. + * \param texcoord_size Number of components for attribute 1 / texture + * coordinate. If this is 0, attribute 1 will not be set or + * enabled. + * \param color_size Number of components for attribute 1 / primary color. + * If this is 0, attribute 1 will not be set or enabled. + * + * \note If \c use_generic_attributes is \c true, \c color_size must be zero. + * Use \c texcoord_size instead. + */ +void +_mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO, + bool use_generic_attributes, + unsigned vertex_size, unsigned texcoord_size, + unsigned color_size) +{ + if (*VAO == 0) { + assert(*VBO == 0); + + /* create vertex array object */ + _mesa_GenVertexArrays(1, VAO); + _mesa_BindVertexArray(*VAO); + + /* create vertex array buffer */ + _mesa_GenBuffers(1, VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO); + _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL, + GL_DYNAMIC_DRAW); + + /* setup vertex arrays */ + if (use_generic_attributes) { + assert(color_size == 0); + + _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE, + sizeof(struct vertex), OFFSET(x)); + _mesa_EnableVertexAttribArray(0); + + if (texcoord_size > 0) { + _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE, + sizeof(struct vertex), OFFSET(tex)); + _mesa_EnableVertexAttribArray(1); + } + } else { + _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex), + OFFSET(x)); + _mesa_EnableClientState(GL_VERTEX_ARRAY); + + if (texcoord_size > 0) { + _mesa_TexCoordPointer(texcoord_size, GL_FLOAT, + sizeof(struct vertex), OFFSET(tex)); + _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); + } + + if (color_size > 0) { + _mesa_ColorPointer(color_size, GL_FLOAT, + sizeof(struct vertex), OFFSET(r)); + _mesa_EnableClientState(GL_COLOR_ARRAY); + } + } + } else { + _mesa_BindVertexArray(*VAO); + _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO); + } +} + +/** * Initialize meta-ops for a context. * To be called once during context creation. */ @@ -446,7 +359,7 @@ _mesa_meta_free(struct gl_context *ctx) { GET_CURRENT_CONTEXT(old_context); _mesa_make_current(ctx, NULL, NULL); - meta_glsl_blit_cleanup(&ctx->Meta->Blit); + _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit); meta_glsl_clear_cleanup(&ctx->Meta->Clear); meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap); cleanup_temp_texture(&ctx->Meta->TempTex); @@ -480,6 +393,13 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) memset(save, 0, sizeof(*save)); save->SavedState = state; + /* We always push into desktop GL mode and pop out at the end. No sense in + * writing our shaders varying based on the user's context choice, when + * Mesa can handle either. + */ + save->API = ctx->API; + ctx->API = API_OPENGL_COMPAT; + /* Pausing transform feedback needs to be done early, or else we won't be * able to change other state. */ @@ -539,9 +459,7 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE); } - if ((state & MESA_META_FOG) - && ctx->API != API_OPENGL_CORE - && ctx->API != API_OPENGLES2) { + if (state & MESA_META_FOG) { save->Fog = ctx->Fog.Enabled; if (ctx->Fog.Enabled) _mesa_set_enable(ctx, GL_FOG, GL_FALSE); @@ -586,10 +504,8 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) save->PolygonCull = ctx->Polygon.CullFlag; _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE); - if (ctx->API == API_OPENGL_COMPAT) { - _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE); - _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, 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); } @@ -601,21 +517,21 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) if (state & MESA_META_SHADER) { int i; - if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_vertex_program) { + 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->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_fragment_program) { + 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->API == API_OPENGL_COMPAT && ctx->Extensions.ATI_fragment_shader) { + if (ctx->Extensions.ATI_fragment_shader) { save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled; _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE); } @@ -645,33 +561,24 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) save->EnvMode = ctx->Texture.Unit[0].EnvMode; /* Disable all texture units */ - if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { - 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_ActiveTexture(GL_TEXTURE0 + u); - _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE); - if (ctx->Extensions.ARB_texture_cube_map) - _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE); - if (_mesa_is_gles(ctx) && - ctx->Extensions.OES_EGL_image_external) - _mesa_set_enable(ctx, GL_TEXTURE_EXTERNAL_OES, GL_FALSE); - - if (ctx->API == API_OPENGL_COMPAT) { - _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE); - _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE); - if (ctx->Extensions.NV_texture_rectangle) - _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); - } else { - _mesa_set_enable(ctx, GL_TEXTURE_GEN_STR_OES, GL_FALSE); - } - } + 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_ActiveTexture(GL_TEXTURE0 + u); + _mesa_set_enable(ctx, GL_TEXTURE_2D, 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_1D, GL_FALSE); + _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE); + if (ctx->Extensions.NV_texture_rectangle) + _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); } } @@ -684,9 +591,7 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) /* set defaults for unit[0] */ _mesa_ActiveTexture(GL_TEXTURE0); _mesa_ClientActiveTexture(GL_TEXTURE0); - if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - } + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } if (state & MESA_META_TRANSFORM) { @@ -799,9 +704,20 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) } if (state & MESA_META_MULTISAMPLE) { - save->MultisampleEnabled = ctx->Multisample.Enabled; + save->Multisample = ctx->Multisample; /* struct copy */ + if (ctx->Multisample.Enabled) _mesa_set_multisample(ctx, GL_FALSE); + if (ctx->Multisample.SampleCoverage) + _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE); + if (ctx->Multisample.SampleAlphaToCoverage) + _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE); + if (ctx->Multisample.SampleAlphaToOne) + _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE); + if (ctx->Multisample.SampleShading) + _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE); + if (ctx->Multisample.SampleMask) + _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE); } if (state & MESA_META_FRAMEBUFFER_SRGB) { @@ -892,9 +808,7 @@ _mesa_meta_end(struct gl_context *ctx) _mesa_DepthMask(save->Depth.Mask); } - if ((state & MESA_META_FOG) - && ctx->API != API_OPENGL_CORE - && ctx->API != API_OPENGLES2) { + if (state & MESA_META_FOG) { _mesa_set_enable(ctx, GL_FOG, save->Fog); } @@ -918,18 +832,10 @@ _mesa_meta_end(struct gl_context *ctx) } if (state & MESA_META_RASTERIZATION) { - /* Core context requires that front and back mode be the same. - */ - if (ctx->API == API_OPENGL_CORE) { - _mesa_PolygonMode(GL_FRONT_AND_BACK, save->FrontPolygonMode); - } else { - _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode); - _mesa_PolygonMode(GL_BACK, save->BackPolygonMode); - } - if (ctx->API == API_OPENGL_COMPAT) { - _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple); - _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth); - } + _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_SMOOTH, save->PolygonSmooth); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset); _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull); } @@ -949,7 +855,7 @@ _mesa_meta_end(struct gl_context *ctx) } if (state & MESA_META_SHADER) { - if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_vertex_program) { + if (ctx->Extensions.ARB_vertex_program) { _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, save->VertexProgramEnabled); _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, @@ -957,7 +863,7 @@ _mesa_meta_end(struct gl_context *ctx) _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL); } - if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_fragment_program) { + if (ctx->Extensions.ARB_fragment_program) { _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, save->FragmentProgramEnabled); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, @@ -965,7 +871,7 @@ _mesa_meta_end(struct gl_context *ctx) _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL); } - if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ATI_fragment_shader) { + if (ctx->Extensions.ATI_fragment_shader) { _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, save->ATIFragmentShaderEnabled); } @@ -996,7 +902,7 @@ _mesa_meta_end(struct gl_context *ctx) _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); _mesa_ClearStencil(stencil->Clear); - if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.EXT_stencil_two_side) { + if (ctx->Extensions.EXT_stencil_two_side) { _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, stencil->TestTwoSide); _mesa_ActiveStencilFaceEXT(stencil->ActiveFace @@ -1028,9 +934,7 @@ _mesa_meta_end(struct gl_context *ctx) ASSERT(ctx->Texture.CurrentUnit == 0); /* restore texenv for unit[0] */ - if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode); - } + _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++) { @@ -1043,17 +947,15 @@ _mesa_meta_end(struct gl_context *ctx) } /* Restore fixed function texture enables, texgen */ - if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { - for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) { - FLUSH_VERTICES(ctx, _NEW_TEXTURE); - ctx->Texture.Unit[u].Enabled = save->TexEnabled[u]; - } + for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { + if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) { + FLUSH_VERTICES(ctx, _NEW_TEXTURE); + ctx->Texture.Unit[u].Enabled = save->TexEnabled[u]; + } - if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) { - FLUSH_VERTICES(ctx, _NEW_TEXTURE); - ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u]; - } + if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) { + FLUSH_VERTICES(ctx, _NEW_TEXTURE); + ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u]; } } @@ -1137,8 +1039,30 @@ _mesa_meta_end(struct gl_context *ctx) } if (state & MESA_META_MULTISAMPLE) { - if (ctx->Multisample.Enabled != save->MultisampleEnabled) - _mesa_set_multisample(ctx, save->MultisampleEnabled); + struct gl_multisample_attrib *ctx_ms = &ctx->Multisample; + struct gl_multisample_attrib *save_ms = &save->Multisample; + + if (ctx_ms->Enabled != save_ms->Enabled) + _mesa_set_multisample(ctx, save_ms->Enabled); + if (ctx_ms->SampleCoverage != save_ms->SampleCoverage) + _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage); + if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage) + _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage); + if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne) + _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne); + if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue || + ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) { + _mesa_SampleCoverage(save_ms->SampleCoverageValue, + save_ms->SampleCoverageInvert); + } + if (ctx_ms->SampleShading != save_ms->SampleShading) + _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading); + if (ctx_ms->SampleMask != save_ms->SampleMask) + _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask); + if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue) + _mesa_SampleMaski(0, save_ms->SampleMaskValue); + if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue) + _mesa_MinSampleShading(save_ms->MinSampleShadingValue); } if (state & MESA_META_FRAMEBUFFER_SRGB) { @@ -1157,6 +1081,8 @@ _mesa_meta_end(struct gl_context *ctx) _mesa_ResumeTransformFeedback(); ctx->Meta->SaveStackDepth--; + + ctx->API = save->API; } @@ -1224,8 +1150,8 @@ cleanup_temp_texture(struct temp_texture *tex) * 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 * +_mesa_meta_get_temp_texture(struct gl_context *ctx) { struct temp_texture *tex = &ctx->Meta->TempTex; @@ -1258,8 +1184,8 @@ get_bitmap_temp_texture(struct gl_context *ctx) * Return pointer to depth temp_texture. * This does some one-time init if needed. */ -static struct temp_texture * -get_temp_depth_texture(struct gl_context *ctx) +struct temp_texture * +_mesa_meta_get_temp_depth_texture(struct gl_context *ctx) { struct temp_texture *tex = &ctx->Meta->Blit.depthTex; @@ -1279,9 +1205,9 @@ get_temp_depth_texture(struct gl_context *ctx) * * \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 +_mesa_meta_alloc_texture(struct temp_texture *tex, + GLsizei width, GLsizei height, GLenum intFormat) { GLboolean newTex = GL_FALSE; @@ -1332,19 +1258,22 @@ alloc_texture(struct temp_texture *tex, /** * Setup/load texture for glCopyPixels or glBlitFramebuffer. */ -static void -setup_copypix_texture(struct gl_context *ctx, - struct temp_texture *tex, - GLboolean newTex, - GLint srcX, GLint srcY, - GLsizei width, GLsizei height, GLenum intFormat, - GLenum filter) +void +_mesa_meta_setup_copypix_texture(struct gl_context *ctx, + struct temp_texture *tex, + GLint srcX, GLint srcY, + GLsizei width, GLsizei height, + GLenum intFormat, + GLenum filter) { + bool newTex; + _mesa_BindTexture(tex->Target, tex->TexObj); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter); _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter); - if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + + newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat); /* copy framebuffer image to texture */ if (newTex) { @@ -1375,20 +1304,18 @@ setup_copypix_texture(struct gl_context *ctx, /** * 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) +void +_mesa_meta_setup_drawpix_texture(struct gl_context *ctx, + struct temp_texture *tex, + GLboolean newTex, + 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); - if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); /* copy pixel data to texture */ if (newTex) { @@ -1422,617 +1349,24 @@ setup_drawpix_texture(struct gl_context *ctx, } } - - -/** - * 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_GenProgramsARB(1, &blit->DepthFP); - _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); - _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, - strlen(program2), (const GLubyte *) program2); -} - -static void -setup_ff_blit_framebuffer(struct blit_state *blit) +void +_mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO, + unsigned texcoord_size) { - struct vertex { - GLfloat x, y, s, t; - }; - struct vertex verts[4]; - - if (blit->VAO == 0) { - /* one-time setup */ - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &blit->VAO); - _mesa_BindVertexArray(blit->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &blit->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); - _mesa_BufferData(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); - } + _mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0); /* setup projection matrix */ _mesa_MatrixMode(GL_PROJECTION); _mesa_LoadIdentity(); - _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); - -} - -static void -setup_glsl_blit_framebuffer(struct gl_context *ctx, - struct blit_state *blit, - GLenum target) -{ - struct vertex { - GLfloat x, y, s, t; - }; - struct vertex verts[4]; - const char *vs_source; - char *fs_source; - GLuint vs, fs; - void *mem_ctx; - GLuint ShaderProg; - GLboolean texture_2d = (target == GL_TEXTURE_2D); - - /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */ - assert(_mesa_is_desktop_gl(ctx) || texture_2d); - - /* Check if already initialized */ - if (blit->VAO == 0) { - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &blit->VAO); - _mesa_BindVertexArray(blit->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &blit->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); - _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); - - /* setup vertex arrays */ - _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, - sizeof(struct vertex), OFFSET(x)); - _mesa_VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, - sizeof(struct vertex), OFFSET(s)); - - _mesa_EnableVertexAttribArray(0); - _mesa_EnableVertexAttribArray(1); - } - - /* Generate a relevant fragment shader program for the texture target */ - if ((target == GL_TEXTURE_2D && blit->ShaderProg != 0) || - (target == GL_TEXTURE_RECTANGLE && blit->RectShaderProg != 0)) { - return; - } - - mem_ctx = ralloc_context(NULL); - - if (ctx->Const.GLSLVersion < 130) { - vs_source = - "attribute vec2 position;\n" - "attribute vec2 textureCoords;\n" - "varying vec2 texCoords;\n" - "void main()\n" - "{\n" - " texCoords = textureCoords;\n" - " gl_Position = vec4(position, 0.0, 1.0);\n" - "}\n"; - - fs_source = ralloc_asprintf(mem_ctx, - "#ifdef GL_ES\n" - "precision highp float;\n" - "#endif\n" - "uniform %s texSampler;\n" - "varying vec2 texCoords;\n" - "void main()\n" - "{\n" - " gl_FragColor = %s(texSampler, texCoords);\n" - " gl_FragDepth = gl_FragColor.r;\n" - "}\n", - texture_2d ? "sampler2D" : "sampler2DRect", - texture_2d ? "texture2D" : "texture2DRect"); - } - else { - vs_source = ralloc_asprintf(mem_ctx, - "#version %s\n" - "in vec2 position;\n" - "in vec2 textureCoords;\n" - "out vec2 texCoords;\n" - "void main()\n" - "{\n" - " texCoords = textureCoords;\n" - " gl_Position = vec4(position, 0.0, 1.0);\n" - "}\n", - _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); - fs_source = ralloc_asprintf(mem_ctx, - "#version %s\n" - "#ifdef GL_ES\n" - "precision highp float;\n" - "#endif\n" - "uniform %s texSampler;\n" - "in vec2 texCoords;\n" - "out vec4 out_color;\n" - "\n" - "void main()\n" - "{\n" - " out_color = %s(texSampler, texCoords);\n" - " gl_FragDepth = out_color.r;\n" - "}\n", - _mesa_is_desktop_gl(ctx) ? "130" : "300 es", - texture_2d ? "sampler2D" : "sampler2DRect", - texture_2d ? "texture" : "texture2DRect"); - } - - vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source); - fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source); - - ShaderProg = _mesa_CreateProgramObjectARB(); - _mesa_AttachShader(ShaderProg, fs); - _mesa_DeleteObjectARB(fs); - _mesa_AttachShader(ShaderProg, vs); - _mesa_DeleteObjectARB(vs); - _mesa_BindAttribLocation(ShaderProg, 0, "position"); - _mesa_BindAttribLocation(ShaderProg, 1, "texcoords"); - link_program_with_debug(ctx, ShaderProg); - ralloc_free(mem_ctx); - if (texture_2d) - blit->ShaderProg = ShaderProg; - else - blit->RectShaderProg = ShaderProg; } /** - * 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, GLint flipX, - GLint flipY, GLboolean glsl_version) -{ - 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; - const struct gl_renderbuffer_attachment *readAtt = - &readFb->Attachment[readFb->_ColorReadBufferIndex]; - - if (readAtt && readAtt->Texture) { - struct blit_state *blit = &ctx->Meta->Blit; - const GLint dstX = MIN2(dstX0, dstX1); - const GLint dstY = MIN2(dstY0, dstY1); - const GLint dstW = abs(dstX1 - dstX0); - const GLint dstH = abs(dstY1 - dstY0); - const struct gl_texture_object *texObj = readAtt->Texture; - const GLuint srcLevel = readAtt->TextureLevel; - const GLint baseLevelSave = texObj->BaseLevel; - const GLint maxLevelSave = texObj->MaxLevel; - const GLenum target = texObj->Target; - GLuint sampler, samplerSave = - ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ? - ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0; - int i; - - /* Iterate through all draw buffers */ - for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { - int idx = ctx->DrawBuffer->_ColorDrawBufferIndexes[i]; - if (idx == -1) - continue; - drawAtt = &drawFb->Attachment[idx]; - - 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; - } - - /* Choose between glsl version and fixed function version of - * BlitFramebuffer function. - */ - if (glsl_version) { - setup_glsl_blit_framebuffer(ctx, blit, target); - if (target == GL_TEXTURE_2D) - _mesa_UseProgram(blit->ShaderProg); - else - _mesa_UseProgram(blit->RectShaderProg); - } - else { - setup_ff_blit_framebuffer(&ctx->Meta->Blit); - } - - _mesa_BindVertexArray(blit->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); - - _mesa_GenSamplers(1, &sampler); - _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler); - - /* - 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_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter); - _mesa_SamplerParameteri(sampler, 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_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - /* Always do our blits with no sRGB decode or encode. Note that - * GL_FRAMEBUFFER_SRGB has already been disabled by - * _mesa_meta_begin(). - */ - if (ctx->Extensions.EXT_texture_sRGB_decode) { - _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT, - GL_SKIP_DECODE_EXT); - } - - if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { - _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 = (float) srcX0; - s1 = (float) srcX1; - t0 = (float) srcY0; - t1 = (float) srcY1; - } - - /* setup vertex positions */ - verts[0].x = -1.0F * flipX; - verts[0].y = -1.0F * flipY; - verts[1].x = 1.0F * flipX; - verts[1].y = -1.0F * flipY; - verts[2].x = 1.0F * flipX; - verts[2].y = 1.0F * flipY; - verts[3].x = -1.0F * flipX; - verts[3].y = 1.0F * flipY; - - 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_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } - - /* setup viewport */ - _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); - _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - _mesa_DepthMask(GL_FALSE); - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - - /* Restore texture object state, the texture binding will - * be restored by _mesa_meta_end(). - */ - if (target != GL_TEXTURE_RECTANGLE_ARB) { - _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave); - _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave); - } - - _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave); - _mesa_DeleteSamplers(1, &sampler); - - /* 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); - struct temp_texture *depthTex = get_temp_depth_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 GLint dstX = MIN2(dstX0, dstX1); - const GLint dstY = MIN2(dstY0, dstY1); - const GLint dstW = abs(dstX1 - dstX0); - const GLint dstH = abs(dstY1 - dstY0); - const GLint srcFlipX = (srcX1 - srcX0) / srcW; - const GLint srcFlipY = (srcY1 - srcY0) / srcH; - const GLint dstFlipX = (dstX1 - dstX0) / dstW; - const GLint dstFlipY = (dstY1 - dstY0) / dstH; - const GLint flipX = srcFlipX * dstFlipX; - const GLint flipY = srcFlipY * dstFlipY; - - struct vertex { - GLfloat x, y, s, t; - }; - struct vertex verts[4]; - GLboolean newTex; - const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader && - ctx->Extensions.ARB_fragment_shader && - (ctx->API != API_OPENGLES); - - /* In addition to falling back if the blit size is larger than the maximum - * texture size, fallback if the source is multisampled. This fallback can - * be removed once Mesa gets support ARB_texture_multisample. - */ - if (srcW > maxTexSize || srcH > maxTexSize - || ctx->ReadBuffer->Visual.samples > 0) { - /* XXX avoid this fallback */ - _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1, - dstX0, dstY0, dstX1, dstY1, mask, filter); - return; - } - - /* only scissor effects blit so save/clear all other relevant state */ - _mesa_meta_begin(ctx, ~MESA_META_SCISSOR); - - /* Try faster, direct texture approach first */ - mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1, - dstX0, dstY0, dstX1, dstY1, mask, filter, - dstFlipX, dstFlipY, use_glsl_version); - if (mask == 0x0) { - _mesa_meta_end(ctx); - return; - } - - /* Choose between glsl version and fixed function version of - * BlitFramebuffer function. - */ - if (use_glsl_version) { - setup_glsl_blit_framebuffer(ctx, blit, tex->Target); - if (tex->Target == GL_TEXTURE_2D) - _mesa_UseProgram(blit->ShaderProg); - else - _mesa_UseProgram(blit->RectShaderProg); - } - else { - setup_ff_blit_framebuffer(blit); - } - - _mesa_BindVertexArray(blit->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); - - /* Continue with "normal" approach which involves copying the src rect - * into a temporary texture and is "blitted" by drawing a textured quad. - */ - { - /* setup vertex positions */ - verts[0].x = -1.0F * flipX; - verts[0].y = -1.0F * flipY; - verts[1].x = 1.0F * flipX; - verts[1].y = -1.0F * flipY; - verts[2].x = 1.0F * flipX; - verts[2].y = 1.0F * flipY; - verts[3].x = -1.0F * flipX; - verts[3].y = 1.0F * flipY; - - } - - /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.} - * tokens. - */ - if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES) - _mesa_set_enable(ctx, tex->Target, GL_TRUE); - - if (mask & GL_COLOR_BUFFER_BIT) { - const struct gl_framebuffer *readFb = ctx->ReadBuffer; - const struct gl_renderbuffer *colorReadRb = readFb->_ColorReadBuffer; - const GLenum rb_base_format = - _mesa_base_tex_format(ctx, colorReadRb->InternalFormat); - - /* Using the exact source rectangle to create the texture does incorrect - * linear filtering along the edges. So, allocate the texture extended along - * edges by one pixel in x, y directions. - */ - newTex = alloc_texture(tex, srcW + 2, srcH + 2, rb_base_format); - setup_copypix_texture(ctx, tex, newTex, - srcX - 1, srcY - 1, srcW + 2, srcH + 2, - rb_base_format, filter); - /* texcoords (after texture allocation!) */ - { - verts[0].s = 1.0F; - verts[0].t = 1.0F; - verts[1].s = tex->Sright - 1.0F; - verts[1].t = 1.0F; - verts[2].s = tex->Sright - 1.0F; - verts[2].t = tex->Ttop - 1.0F; - verts[3].s = 1.0F; - verts[3].t = tex->Ttop - 1.0F; - - /* upload new vertex data */ - _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } - - _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); - _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE); - _mesa_DepthMask(GL_FALSE); - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - mask &= ~GL_COLOR_BUFFER_BIT; - } - - if ((mask & GL_DEPTH_BUFFER_BIT) && - _mesa_is_desktop_gl(ctx) && - ctx->Extensions.ARB_depth_texture && - ctx->Extensions.ARB_fragment_program) { - - GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint)); - - if (tmp) { - - newTex = alloc_texture(depthTex, srcW, srcH, GL_DEPTH_COMPONENT); - _mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT, - GL_UNSIGNED_INT, tmp); - setup_drawpix_texture(ctx, depthTex, newTex, GL_DEPTH_COMPONENT, - srcW, srcH, GL_DEPTH_COMPONENT, - GL_UNSIGNED_INT, tmp); - - /* texcoords (after texture allocation!) */ - { - verts[0].s = 0.0F; - verts[0].t = 0.0F; - verts[1].s = depthTex->Sright; - verts[1].t = 0.0F; - verts[2].s = depthTex->Sright; - verts[2].t = depthTex->Ttop; - verts[3].s = 0.0F; - verts[3].t = depthTex->Ttop; - - /* upload new vertex data */ - _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } - - if (!blit->DepthFP) - init_blit_depth_pixels(ctx); - - _mesa_BindProgramARB(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_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); - _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - _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 */ - } - - if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES) - _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); - } -} - -static void -meta_glsl_blit_cleanup(struct blit_state *blit) -{ - if (blit->VAO) { - _mesa_DeleteVertexArrays(1, &blit->VAO); - blit->VAO = 0; - _mesa_DeleteBuffers(1, &blit->VBO); - blit->VBO = 0; - } - if (blit->DepthFP) { - _mesa_DeleteProgramsARB(1, &blit->DepthFP); - blit->DepthFP = 0; - } - - _mesa_DeleteObjectARB(blit->ShaderProg); - blit->ShaderProg = 0; - _mesa_DeleteObjectARB(blit->RectShaderProg); - blit->RectShaderProg = 0; - - _mesa_DeleteTextures(1, &blit->depthTex.TexObj); - blit->depthTex.TexObj = 0; -} - - -/** * 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 = (MESA_META_ALL - @@ -2049,27 +1383,7 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) _mesa_meta_begin(ctx, metaSave); - if (clear->VAO == 0) { - /* one-time setup */ - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &clear->VAO); - _mesa_BindVertexArray(clear->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &clear->VBO); - _mesa_BindBuffer(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->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); - } + _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4); /* GL_COLOR_BUFFER_BIT */ if (buffers & BUFFER_BITS_COLOR) { @@ -2171,9 +1485,6 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) " }\n" "}\n"; const char *fs_source = - "#ifdef GL_ES\n" - "precision highp float;\n" - "#endif\n" "uniform vec4 color;\n" "void main()\n" "{\n" @@ -2182,20 +1493,10 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) GLuint vs, gs = 0, fs; bool has_integer_textures; - if (clear->VAO != 0) - return; - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &clear->VAO); - _mesa_BindVertexArray(clear->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &clear->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); + _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0); - /* setup vertex arrays */ - _mesa_VertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0); - _mesa_EnableVertexAttribArray(0); + if (clear->ShaderProg != 0) + return; vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER); _mesa_ShaderSource(vs, 1, &vs_source, NULL); @@ -2235,30 +1536,27 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) void *shader_source_mem_ctx = ralloc_context(NULL); const char *vs_int_source = ralloc_asprintf(shader_source_mem_ctx, - "#version %s\n" + "#version 130\n" "in vec4 position;\n" "void main()\n" "{\n" " gl_Position = position;\n" - "}\n", - _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); + "}\n"); const char *fs_int_source = ralloc_asprintf(shader_source_mem_ctx, - "#version %s\n" - "#ifdef GL_ES\n" - "precision highp float;\n" - "#endif\n" + "#version 130\n" "uniform ivec4 color;\n" "out ivec4 out_color;\n" "\n" "void main()\n" "{\n" " out_color = color;\n" - "}\n", - _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); + "}\n"); - vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source); - fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source); + vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, + vs_int_source); + fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, + fs_int_source); ralloc_free(shader_source_mem_ctx); clear->IntegerShaderProg = _mesa_CreateProgramObjectARB(); @@ -2275,7 +1573,9 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) * BindFragDataLocation to 0. */ - link_program_with_debug(ctx, clear->IntegerShaderProg); + _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1, + "integer clear"); + _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg); clear->IntegerColorLocation = _mesa_GetUniformLocation(clear->IntegerShaderProg, "color"); @@ -2321,9 +1621,7 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) 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]; + struct vertex verts[4]; metaSave = (MESA_META_ALPHA_TEST | MESA_META_BLEND | @@ -2359,9 +1657,6 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) ctx->Color.ClearColor.f); } - _mesa_BindVertexArray(clear->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); - /* GL_COLOR_BUFFER_BIT */ if (buffers & BUFFER_BITS_COLOR) { /* leave colormask, glDrawBuffer state as-is */ @@ -2443,13 +1738,8 @@ _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, 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 temp_texture *tex = _mesa_meta_get_temp_texture(ctx); struct vertex verts[4]; - GLboolean newTex; - GLenum intFormat = GL_RGBA; if (type != GL_COLOR || ctx->_ImageTransferState || @@ -2472,31 +1762,15 @@ _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, MESA_META_VERTEX | MESA_META_VIEWPORT)); - if (copypix->VAO == 0) { - /* one-time setup */ + _mesa_meta_setup_vertex_objects(©pix->VAO, ©pix->VBO, false, + 3, 2, 0); - /* create vertex array object */ - _mesa_GenVertexArrays(1, ©pix->VAO); - _mesa_BindVertexArray(copypix->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, ©pix->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, copypix->VBO); - _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); + /* Silence valgrind warnings about reading uninitialized stack. */ + memset(verts, 0, sizeof(verts)); - /* 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->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, copypix->VBO); - } - - newTex = alloc_texture(tex, width, height, intFormat); + /* Alloc/setup texture */ + _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height, + GL_RGBA, GL_NEAREST); /* vertex positions, texcoords (after texture allocation!) */ { @@ -2509,32 +1783,28 @@ _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, verts[0].x = dstX0; verts[0].y = dstY0; verts[0].z = z; - verts[0].s = 0.0F; - verts[0].t = 0.0F; + verts[0].tex[0] = 0.0F; + verts[0].tex[1] = 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[1].tex[0] = tex->Sright; + verts[1].tex[1] = 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[2].tex[0] = tex->Sright; + verts[2].tex[1] = tex->Ttop; verts[3].x = dstX0; verts[3].y = dstY1; verts[3].z = z; - verts[3].s = 0.0F; - verts[3].t = tex->Ttop; + verts[3].tex[0] = 0.0F; + verts[3].tex[1] = tex->Ttop; /* upload new vertex data */ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } - /* Alloc/setup texture */ - setup_copypix_texture(ctx, tex, newTex, srcX, srcY, width, height, - GL_RGBA, GL_NEAREST); - _mesa_set_enable(ctx, tex->Target, GL_TRUE); /* draw textured quad */ @@ -2551,6 +1821,9 @@ meta_drawpix_cleanup(struct drawpix_state *drawpix) if (drawpix->VAO != 0) { _mesa_DeleteVertexArrays(1, &drawpix->VAO); drawpix->VAO = 0; + + _mesa_DeleteBuffers(1, &drawpix->VBO); + drawpix->VBO = 0; } if (drawpix->StencilFP != 0) { @@ -2646,7 +1919,7 @@ init_draw_stencil_pixels(struct gl_context *ctx) "END \n"; char program2[1000]; struct drawpix_state *drawpix = &ctx->Meta->DrawPix; - struct temp_texture *tex = get_temp_texture(ctx); + struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx); const char *texTarget; assert(drawpix->StencilFP == 0); @@ -2680,7 +1953,7 @@ init_draw_depth_pixels(struct gl_context *ctx) "END \n"; char program2[200]; struct drawpix_state *drawpix = &ctx->Meta->DrawPix; - struct temp_texture *tex = get_temp_texture(ctx); + struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx); const char *texTarget; assert(drawpix->DepthFP == 0); @@ -2712,17 +1985,13 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, const GLvoid *pixels) { struct drawpix_state *drawpix = &ctx->Meta->DrawPix; - struct temp_texture *tex = get_temp_texture(ctx); + struct temp_texture *tex = _mesa_meta_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. @@ -2812,7 +2081,13 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, MESA_META_VIEWPORT | metaExtraSave)); - newTex = alloc_texture(tex, width, height, texIntFormat); + newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat); + + _mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false, + 3, 2, 0); + + /* Silence valgrind warnings about reading uninitialized stack. */ + memset(verts, 0, sizeof(verts)); /* vertex positions, texcoords (after texture allocation!) */ { @@ -2825,43 +2100,29 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, verts[0].x = x0; verts[0].y = y0; verts[0].z = z; - verts[0].s = 0.0F; - verts[0].t = 0.0F; + verts[0].tex[0] = 0.0F; + verts[0].tex[1] = 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[1].tex[0] = tex->Sright; + verts[1].tex[1] = 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[2].tex[0] = tex->Sright; + verts[2].tex[1] = 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->VAO == 0) { - /* one-time setup: create vertex array object */ - _mesa_GenVertexArrays(1, &drawpix->VAO); + verts[3].tex[0] = 0.0F; + verts[3].tex[1] = tex->Ttop; } - _mesa_BindVertexArray(drawpix->VAO); - /* create vertex array buffer */ - _mesa_GenBuffers(1, &vbo); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, vbo); + /* upload new vertex data */ _mesa_BufferData(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; @@ -2874,8 +2135,8 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, if (!drawpix->StencilFP) init_draw_stencil_pixels(ctx); - setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height, - GL_ALPHA, type, pixels); + _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height, + GL_ALPHA, type, pixels); _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); @@ -2917,22 +2178,20 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, ctx->Current.RasterColor); - setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height, - format, type, pixels); + _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, 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_meta_setup_drawpix_texture(ctx, tex, newTex, width, height, + format, type, pixels); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); } _mesa_set_enable(ctx, tex->Target, GL_FALSE); - _mesa_DeleteBuffers(1, &vbo); - /* restore unpack params */ ctx->Unpack = unpackSave; @@ -2984,9 +2243,6 @@ _mesa_meta_Bitmap(struct gl_context *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; @@ -3020,33 +2276,12 @@ _mesa_meta_Bitmap(struct gl_context *ctx, MESA_META_VERTEX | MESA_META_VIEWPORT)); - if (bitmap->VAO == 0) { - /* one-time setup */ + _mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4); - /* create vertex array object */ - _mesa_GenVertexArrays(1, &bitmap->VAO); - _mesa_BindVertexArray(bitmap->VAO); + newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat); - /* create vertex array buffer */ - _mesa_GenBuffers(1, &bitmap->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, bitmap->VBO); - _mesa_BufferData(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->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, bitmap->VBO); - } - - newTex = alloc_texture(tex, width, height, texIntFormat); + /* Silence valgrind warnings about reading uninitialized stack. */ + memset(verts, 0, sizeof(verts)); /* vertex positions, texcoords, colors (after texture allocation!) */ { @@ -3060,23 +2295,23 @@ _mesa_meta_Bitmap(struct gl_context *ctx, verts[0].x = x0; verts[0].y = y0; verts[0].z = z; - verts[0].s = 0.0F; - verts[0].t = 0.0F; + verts[0].tex[0] = 0.0F; + verts[0].tex[1] = 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[1].tex[0] = tex->Sright; + verts[1].tex[1] = 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[2].tex[0] = tex->Sright; + verts[2].tex[1] = tex->Ttop; verts[3].x = x0; verts[3].y = y1; verts[3].z = z; - verts[3].s = 0.0F; - verts[3].t = tex->Ttop; + verts[3].tex[0] = 0.0F; + verts[3].tex[1] = tex->Ttop; for (i = 0; i < 4; i++) { verts[i].r = ctx->Current.RasterColor[0]; @@ -3110,8 +2345,8 @@ _mesa_meta_Bitmap(struct gl_context *ctx, _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_meta_setup_drawpix_texture(ctx, tex, newTex, width, height, + GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); @@ -3236,10 +2471,10 @@ setup_texture_coords(GLenum faceTarget, GLint width, GLint height, GLint depth, - GLfloat coords0[3], - GLfloat coords1[3], - GLfloat coords2[3], - GLfloat coords3[3]) + GLfloat coords0[4], + GLfloat coords1[4], + GLfloat coords2[4], + GLfloat coords3[4]) { static const GLfloat st[4][2] = { {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f} @@ -3247,6 +2482,13 @@ setup_texture_coords(GLenum faceTarget, GLuint i; GLfloat r; + /* Currently all texture targets want the W component to be 1.0. + */ + coords0[3] = 1.0F; + coords1[3] = 1.0F; + coords2[3] = 1.0F; + coords3[3] = 1.0F; + switch (faceTarget) { case GL_TEXTURE_1D: case GL_TEXTURE_2D: @@ -3337,6 +2579,8 @@ setup_texture_coords(GLenum faceTarget, assert(0); } + coord[3] = (float) (slice / 6); + switch (faceTarget) { case GL_TEXTURE_CUBE_MAP_POSITIVE_X: coord[0] = 1.0f; @@ -3378,74 +2622,53 @@ setup_texture_coords(GLenum faceTarget, } } - -static void -setup_ff_generate_mipmap(struct gen_mipmap_state *mipmap) -{ - struct vertex { - GLfloat x, y, tex[3]; - }; - - if (mipmap->VAO == 0) { - /* one-time setup */ - /* create vertex array object */ - _mesa_GenVertexArrays(1, &mipmap->VAO); - _mesa_BindVertexArray(mipmap->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &mipmap->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO); - /* setup vertex arrays */ - _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - } - - /* setup projection matrix */ - _mesa_MatrixMode(GL_PROJECTION); - _mesa_LoadIdentity(); - _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); -} - - -static struct glsl_sampler * -setup_texture_sampler(GLenum target, struct gen_mipmap_state *mipmap) +static struct blit_shader * +choose_blit_shader(GLenum target, struct blit_shader_table *table) { switch(target) { case GL_TEXTURE_1D: - mipmap->sampler_1d.type = "sampler1D"; - mipmap->sampler_1d.func = "texture1D"; - mipmap->sampler_1d.texcoords = "texCoords.x"; - return &mipmap->sampler_1d; + table->sampler_1d.type = "sampler1D"; + table->sampler_1d.func = "texture1D"; + table->sampler_1d.texcoords = "texCoords.x"; + return &table->sampler_1d; case GL_TEXTURE_2D: - mipmap->sampler_2d.type = "sampler2D"; - mipmap->sampler_2d.func = "texture2D"; - mipmap->sampler_2d.texcoords = "texCoords.xy"; - return &mipmap->sampler_2d; + table->sampler_2d.type = "sampler2D"; + table->sampler_2d.func = "texture2D"; + table->sampler_2d.texcoords = "texCoords.xy"; + return &table->sampler_2d; + case GL_TEXTURE_RECTANGLE: + table->sampler_rect.type = "sampler2DRect"; + table->sampler_rect.func = "texture2DRect"; + table->sampler_rect.texcoords = "texCoords.xy"; + return &table->sampler_rect; case GL_TEXTURE_3D: /* Code for mipmap generation with 3D textures is not used yet. * It's a sw fallback. */ - mipmap->sampler_3d.type = "sampler3D"; - mipmap->sampler_3d.func = "texture3D"; - mipmap->sampler_3d.texcoords = "texCoords"; - return &mipmap->sampler_3d; + table->sampler_3d.type = "sampler3D"; + table->sampler_3d.func = "texture3D"; + table->sampler_3d.texcoords = "texCoords.xyz"; + return &table->sampler_3d; case GL_TEXTURE_CUBE_MAP: - mipmap->sampler_cubemap.type = "samplerCube"; - mipmap->sampler_cubemap.func = "textureCube"; - mipmap->sampler_cubemap.texcoords = "texCoords"; - return &mipmap->sampler_cubemap; + table->sampler_cubemap.type = "samplerCube"; + table->sampler_cubemap.func = "textureCube"; + table->sampler_cubemap.texcoords = "texCoords.xyz"; + return &table->sampler_cubemap; case GL_TEXTURE_1D_ARRAY: - mipmap->sampler_1d_array.type = "sampler1DArray"; - mipmap->sampler_1d_array.func = "texture1DArray"; - mipmap->sampler_1d_array.texcoords = "texCoords.xy"; - return &mipmap->sampler_1d_array; + table->sampler_1d_array.type = "sampler1DArray"; + table->sampler_1d_array.func = "texture1DArray"; + table->sampler_1d_array.texcoords = "texCoords.xy"; + return &table->sampler_1d_array; case GL_TEXTURE_2D_ARRAY: - mipmap->sampler_2d_array.type = "sampler2DArray"; - mipmap->sampler_2d_array.func = "texture2DArray"; - mipmap->sampler_2d_array.texcoords = "texCoords"; - return &mipmap->sampler_2d_array; + table->sampler_2d_array.type = "sampler2DArray"; + table->sampler_2d_array.func = "texture2DArray"; + table->sampler_2d_array.texcoords = "texCoords.xyz"; + return &table->sampler_2d_array; + case GL_TEXTURE_CUBE_MAP_ARRAY: + table->sampler_cubemap_array.type = "samplerCubeArray"; + table->sampler_cubemap_array.func = "textureCubeArray"; + table->sampler_cubemap_array.texcoords = "texCoords.xyzw"; + return &table->sampler_cubemap_array; default: _mesa_problem(NULL, "Unexpected texture target 0x%x in" " setup_texture_sampler()\n", target); @@ -3453,122 +2676,28 @@ setup_texture_sampler(GLenum target, struct gen_mipmap_state *mipmap) } } - -static void -setup_glsl_generate_mipmap(struct gl_context *ctx, - struct gen_mipmap_state *mipmap, - GLenum target) +void +_mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table) { - struct vertex { - GLfloat x, y, tex[3]; - }; - struct glsl_sampler *sampler; - const char *vs_source; - char *fs_source; - GLuint vs, fs; - void *mem_ctx; - - /* Check if already initialized */ - if (mipmap->VAO == 0) { - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &mipmap->VAO); - _mesa_BindVertexArray(mipmap->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &mipmap->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO); - - /* setup vertex arrays */ - _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, - sizeof(struct vertex), OFFSET(x)); - _mesa_VertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, - sizeof(struct vertex), OFFSET(tex)); - _mesa_EnableVertexAttribArray(0); - _mesa_EnableVertexAttribArray(1); - } - - /* Generate a fragment shader program appropriate for the texture target */ - sampler = setup_texture_sampler(target, mipmap); - assert(sampler != NULL); - if (sampler->shader_prog != 0) { - mipmap->ShaderProg = sampler->shader_prog; - return; - } - - mem_ctx = ralloc_context(NULL); - - if (ctx->API == API_OPENGLES2 || ctx->Const.GLSLVersion < 130) { - vs_source = - "attribute vec2 position;\n" - "attribute vec3 textureCoords;\n" - "varying vec3 texCoords;\n" - "void main()\n" - "{\n" - " texCoords = textureCoords;\n" - " gl_Position = vec4(position, 0.0, 1.0);\n" - "}\n"; - - fs_source = ralloc_asprintf(mem_ctx, - "#extension GL_EXT_texture_array : enable\n" - "#ifdef GL_ES\n" - "precision highp float;\n" - "#endif\n" - "uniform %s texSampler;\n" - "varying vec3 texCoords;\n" - "void main()\n" - "{\n" - " gl_FragColor = %s(texSampler, %s);\n" - "}\n", - sampler->type, - sampler->func, sampler->texcoords); - } - else { - vs_source = ralloc_asprintf(mem_ctx, - "#version %s\n" - "in vec2 position;\n" - "in vec3 textureCoords;\n" - "out vec3 texCoords;\n" - "void main()\n" - "{\n" - " texCoords = textureCoords;\n" - " gl_Position = vec4(position, 0.0, 1.0);\n" - "}\n", - _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); - fs_source = ralloc_asprintf(mem_ctx, - "#version %s\n" - "#ifdef GL_ES\n" - "precision highp float;\n" - "#endif\n" - "uniform %s texSampler;\n" - "in vec3 texCoords;\n" - "out vec4 out_color;\n" - "\n" - "void main()\n" - "{\n" - " out_color = texture(texSampler, %s);\n" - "}\n", - _mesa_is_desktop_gl(ctx) ? "130" : "300 es", - sampler->type, - sampler->texcoords); - } - - vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source); - fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source); - - mipmap->ShaderProg = _mesa_CreateProgramObjectARB(); - _mesa_AttachShader(mipmap->ShaderProg, fs); - _mesa_DeleteObjectARB(fs); - _mesa_AttachShader(mipmap->ShaderProg, vs); - _mesa_DeleteObjectARB(vs); - _mesa_BindAttribLocation(mipmap->ShaderProg, 0, "position"); - _mesa_BindAttribLocation(mipmap->ShaderProg, 1, "texcoords"); - link_program_with_debug(ctx, mipmap->ShaderProg); - sampler->shader_prog = mipmap->ShaderProg; - ralloc_free(mem_ctx); + _mesa_DeleteObjectARB(table->sampler_1d.shader_prog); + _mesa_DeleteObjectARB(table->sampler_2d.shader_prog); + _mesa_DeleteObjectARB(table->sampler_3d.shader_prog); + _mesa_DeleteObjectARB(table->sampler_rect.shader_prog); + _mesa_DeleteObjectARB(table->sampler_cubemap.shader_prog); + _mesa_DeleteObjectARB(table->sampler_1d_array.shader_prog); + _mesa_DeleteObjectARB(table->sampler_2d_array.shader_prog); + _mesa_DeleteObjectARB(table->sampler_cubemap_array.shader_prog); + + table->sampler_1d.shader_prog = 0; + table->sampler_2d.shader_prog = 0; + table->sampler_3d.shader_prog = 0; + table->sampler_rect.shader_prog = 0; + table->sampler_cubemap.shader_prog = 0; + table->sampler_1d_array.shader_prog = 0; + table->sampler_2d_array.shader_prog = 0; + table->sampler_cubemap_array.shader_prog = 0; } - static void meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state *mipmap) { @@ -3579,19 +2708,7 @@ meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state *mipmap) _mesa_DeleteBuffers(1, &mipmap->VBO); mipmap->VBO = 0; - _mesa_DeleteObjectARB(mipmap->sampler_1d.shader_prog); - _mesa_DeleteObjectARB(mipmap->sampler_2d.shader_prog); - _mesa_DeleteObjectARB(mipmap->sampler_3d.shader_prog); - _mesa_DeleteObjectARB(mipmap->sampler_cubemap.shader_prog); - _mesa_DeleteObjectARB(mipmap->sampler_1d_array.shader_prog); - _mesa_DeleteObjectARB(mipmap->sampler_2d_array.shader_prog); - - mipmap->sampler_1d.shader_prog = 0; - mipmap->sampler_2d.shader_prog = 0; - mipmap->sampler_3d.shader_prog = 0; - mipmap->sampler_cubemap.shader_prog = 0; - mipmap->sampler_1d_array.shader_prog = 0; - mipmap->sampler_2d_array.shader_prog = 0; + _mesa_meta_blit_shader_table_cleanup(&mipmap->shaders); } @@ -3605,9 +2722,6 @@ _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, tex[3]; - }; struct vertex verts[4]; const GLuint baseLevel = texObj->BaseLevel; const GLuint maxLevel = texObj->MaxLevel; @@ -3616,8 +2730,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, const GLuint fboSave = ctx->DrawBuffer->Name; const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit; const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader && - ctx->Extensions.ARB_fragment_shader && - (ctx->API != API_OPENGLES); + ctx->Extensions.ARB_fragment_shader; GLenum faceTarget; GLuint dstLevel; const GLint slice = 0; @@ -3643,17 +2756,15 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, * GenerateMipmap function. */ if (use_glsl_version) { - setup_glsl_generate_mipmap(ctx, mipmap, target); - _mesa_UseProgram(mipmap->ShaderProg); + _mesa_meta_setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, true, + 2, 3, 0); + _mesa_meta_setup_blit_shader(ctx, target, &mipmap->shaders); } else { - setup_ff_generate_mipmap(mipmap); + _mesa_meta_setup_ff_tnl_for_blit(&mipmap->VAO, &mipmap->VBO, 3); _mesa_set_enable(ctx, target, GL_TRUE); } - _mesa_BindVertexArray(mipmap->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO); - samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ? ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0; @@ -3691,10 +2802,10 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO); - if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) - _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE); - else - assert(!genMipmapSave); + _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE); + + /* Silence valgrind warnings about reading uninitialized stack. */ + memset(verts, 0, sizeof(verts)); /* Setup texture coordinates */ setup_texture_coords(faceTarget, @@ -3895,6 +3006,12 @@ _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims, GLint bpp; void *buf; + /* The gl_renderbuffer is part of the interface for + * dd_function_table::CopyTexSubImage, but this implementation does not use + * it. + */ + (void) rb; + /* Choose format/type for temporary image buffer */ format = _mesa_get_format_base_format(texImage->TexFormat); if (format == GL_LUMINANCE || @@ -4004,17 +3121,17 @@ decompress_texture_image(struct gl_context *ctx, const GLint depth = texImage->Height; const GLenum target = texObj->Target; GLenum faceTarget; - struct vertex { - GLfloat x, y, tex[3]; - }; struct vertex verts[4]; GLuint fboDrawSave, fboReadSave; GLuint rbSave; GLuint samplerSave; + const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader && + ctx->Extensions.ARB_fragment_shader; if (slice > 0) { assert(target == GL_TEXTURE_3D || - target == GL_TEXTURE_2D_ARRAY); + target == GL_TEXTURE_2D_ARRAY || + target == GL_TEXTURE_CUBE_MAP_ARRAY); } switch (target) { @@ -4027,10 +3144,9 @@ decompress_texture_image(struct gl_context *ctx, assert(!"No compressed 3D textures."); return; - case GL_TEXTURE_2D_ARRAY: case GL_TEXTURE_CUBE_MAP_ARRAY: - /* These targets are just broken currently. */ - return; + faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6); + break; case GL_TEXTURE_CUBE_MAP: faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face; @@ -4075,27 +3191,13 @@ decompress_texture_image(struct gl_context *ctx, decompress->Height = height; } - /* setup VBO data */ - if (decompress->VAO == 0) { - /* create vertex array object */ - _mesa_GenVertexArrays(1, &decompress->VAO); - _mesa_BindVertexArray(decompress->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &decompress->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, decompress->VBO); - _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); + if (use_glsl_version) { + _mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true, + 2, 4, 0); - /* setup vertex arrays */ - _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - } - else { - _mesa_BindVertexArray(decompress->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, decompress->VBO); + _mesa_meta_setup_blit_shader(ctx, target, &decompress->shaders); + } else { + _mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3); } if (!decompress->Sampler) { @@ -4114,6 +3216,9 @@ decompress_texture_image(struct gl_context *ctx, _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler); } + /* Silence valgrind warnings about reading uninitialized stack. */ + memset(verts, 0, sizeof(verts)); + setup_texture_coords(faceTarget, slice, width, height, depth, verts[0].tex, verts[1].tex, @@ -4130,8 +3235,6 @@ decompress_texture_image(struct gl_context *ctx, verts[3].x = -1.0F; verts[3].y = 1.0F; - _mesa_MatrixMode(GL_PROJECTION); - _mesa_LoadIdentity(); _mesa_set_viewport(ctx, 0, 0, 0, width, height); /* upload new vertex data */ @@ -4139,7 +3242,9 @@ decompress_texture_image(struct gl_context *ctx, /* setup texture state */ _mesa_BindTexture(target, texObj->Name); - _mesa_set_enable(ctx, target, GL_TRUE); + + if (!use_glsl_version) + _mesa_set_enable(ctx, target, GL_TRUE); { /* save texture object state */ @@ -4199,7 +3304,8 @@ decompress_texture_image(struct gl_context *ctx, } /* disable texture unit */ - _mesa_set_enable(ctx, target, GL_FALSE); + if (!use_glsl_version) + _mesa_set_enable(ctx, target, GL_FALSE); _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave); @@ -4231,8 +3337,7 @@ _mesa_meta_GetTexImage(struct gl_context *ctx, * unsigned, normalized values. We could handle signed and unnormalized * with floating point renderbuffers... */ - if (texImage->TexObject->Target != GL_TEXTURE_CUBE_MAP_ARRAY - && _mesa_is_format_compressed(texImage->TexFormat) && + if (_mesa_is_format_compressed(texImage->TexFormat) && _mesa_get_format_datatype(texImage->TexFormat) == GL_UNSIGNED_NORMALIZED) { struct gl_texture_object *texObj = texImage->TexObject; @@ -4241,7 +3346,8 @@ _mesa_meta_GetTexImage(struct gl_context *ctx, _mesa_unlock_texture(ctx, texObj); for (slice = 0; slice < texImage->Depth; slice++) { void *dst; - if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY) { + if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY + || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) { /* Setup pixel packing. SkipPixels and SkipRows will be applied * in the decompress_texture_image() function's call to * glReadPixels but we need to compute the dest slice's address |