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Diffstat (limited to 'mesalib/src/mesa/drivers/common/meta.c')
-rw-r--r--mesalib/src/mesa/drivers/common/meta.c328
1 files changed, 191 insertions, 137 deletions
diff --git a/mesalib/src/mesa/drivers/common/meta.c b/mesalib/src/mesa/drivers/common/meta.c
index ab86f9c96..b4c30564f 100644
--- a/mesalib/src/mesa/drivers/common/meta.c
+++ b/mesalib/src/mesa/drivers/common/meta.c
@@ -86,6 +86,9 @@
/** Return offset in bytes of the field within a vertex struct */
#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
+static void
+meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
+
static struct blit_shader *
choose_blit_shader(GLenum target, struct blit_shader_table *table);
@@ -389,6 +392,24 @@ _mesa_meta_init(struct gl_context *ctx)
ctx->Meta = CALLOC_STRUCT(gl_meta_state);
}
+static GLenum
+gl_buffer_index_to_drawbuffers_enum(gl_buffer_index bufindex)
+{
+ assert(bufindex < BUFFER_COUNT);
+
+ if (bufindex >= BUFFER_COLOR0)
+ return GL_COLOR_ATTACHMENT0 + bufindex - BUFFER_COLOR0;
+ else if (bufindex == BUFFER_FRONT_LEFT)
+ return GL_FRONT_LEFT;
+ else if (bufindex == BUFFER_FRONT_RIGHT)
+ return GL_FRONT_RIGHT;
+ else if (bufindex == BUFFER_BACK_LEFT)
+ return GL_BACK_LEFT;
+ else if (bufindex == BUFFER_BACK_RIGHT)
+ return GL_BACK_RIGHT;
+
+ return GL_NONE;
+}
/**
* Free context meta-op state.
@@ -576,20 +597,21 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
_mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
}
- if (ctx->Extensions.ARB_separate_shader_objects) {
- /* Warning it must be done before _mesa_UseProgram call */
- _mesa_reference_pipeline_object(ctx, &save->_Shader, ctx->_Shader);
+ if (ctx->Pipeline.Current) {
_mesa_reference_pipeline_object(ctx, &save->Pipeline,
ctx->Pipeline.Current);
_mesa_BindProgramPipeline(0);
}
- for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
+ * that we don't have to worry about the current pipeline state.
+ */
+ for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
_mesa_reference_shader_program(ctx, &save->Shader[i],
- ctx->_Shader->CurrentProgram[i]);
+ ctx->Shader.CurrentProgram[i]);
}
_mesa_reference_shader_program(ctx, &save->ActiveShader,
- ctx->_Shader->ActiveProgram);
+ ctx->Shader.ActiveProgram);
_mesa_UseProgram(0);
}
@@ -774,6 +796,23 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
_mesa_set_framebuffer_srgb(ctx, GL_FALSE);
}
+ if (state & MESA_META_DRAW_BUFFERS) {
+ int buf, real_color_buffers = 0;
+ memset(save->ColorDrawBuffers, 0, sizeof(save->ColorDrawBuffers));
+
+ for (buf = 0; buf < MAX_DRAW_BUFFERS; buf++) {
+ int buf_index = ctx->DrawBuffer->_ColorDrawBufferIndexes[buf];
+ if (buf_index == -1)
+ continue;
+
+ save->ColorDrawBuffers[buf] =
+ gl_buffer_index_to_drawbuffers_enum(buf_index);
+
+ if (++real_color_buffers >= ctx->DrawBuffer->_NumColorDrawBuffers)
+ break;
+ }
+ }
+
/* misc */
{
save->Lighting = ctx->Light.Enabled;
@@ -908,6 +947,14 @@ _mesa_meta_end(struct gl_context *ctx)
}
if (state & MESA_META_SHADER) {
+ static const GLenum targets[] = {
+ GL_VERTEX_SHADER,
+ GL_GEOMETRY_SHADER,
+ GL_FRAGMENT_SHADER,
+ };
+
+ bool any_shader;
+
if (ctx->Extensions.ARB_vertex_program) {
_mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
save->VertexProgramEnabled);
@@ -929,37 +976,46 @@ _mesa_meta_end(struct gl_context *ctx)
save->ATIFragmentShaderEnabled);
}
- /* Warning it must be done before _mesa_use_shader_program call */
- if (ctx->Extensions.ARB_separate_shader_objects) {
- _mesa_reference_pipeline_object(ctx, &ctx->_Shader, save->_Shader);
- _mesa_reference_pipeline_object(ctx, &ctx->Pipeline.Current,
- save->Pipeline);
- _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
- }
+ any_shader = false;
+ for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
+ /* It is safe to call _mesa_use_shader_program even if the extension
+ * necessary for that program state is not supported. In that case,
+ * the saved program object must be NULL and the currently bound
+ * program object must be NULL. _mesa_use_shader_program is a no-op
+ * in that case.
+ */
+ _mesa_use_shader_program(ctx, targets[i],
+ save->Shader[i],
+ &ctx->Shader);
- if (ctx->Extensions.ARB_vertex_shader) {
- _mesa_use_shader_program(ctx, GL_VERTEX_SHADER,
- save->Shader[MESA_SHADER_VERTEX],
- ctx->_Shader);
+ /* Do this *before* killing the reference. :)
+ */
+ if (save->Shader[i] != NULL)
+ any_shader = true;
+
+ _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
}
- if (_mesa_has_geometry_shaders(ctx))
- _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB,
- save->Shader[MESA_SHADER_GEOMETRY],
- ctx->_Shader);
+ _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
+ save->ActiveShader);
+ _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
- if (ctx->Extensions.ARB_fragment_shader)
- _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER,
- save->Shader[MESA_SHADER_FRAGMENT],
- ctx->_Shader);
+ /* If there were any stages set with programs, use ctx->Shader as the
+ * current shader state. Otherwise, use Pipeline.Default. The pipeline
+ * hasn't been restored yet, and that may modify ctx->_Shader further.
+ */
+ if (any_shader)
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
+ &ctx->Shader);
+ else
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
+ ctx->Pipeline.Default);
- _mesa_reference_shader_program(ctx, &ctx->_Shader->ActiveProgram,
- save->ActiveShader);
+ if (save->Pipeline) {
+ _mesa_bind_pipeline(ctx, save->Pipeline);
- for (i = 0; i < MESA_SHADER_STAGES; i++)
- _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
- _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
- _mesa_reference_pipeline_object(ctx, &save->_Shader, NULL);
+ _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
+ }
}
if (state & MESA_META_STENCIL_TEST) {
@@ -1155,6 +1211,10 @@ _mesa_meta_end(struct gl_context *ctx)
ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
_mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
+ if (state & MESA_META_DRAW_BUFFERS) {
+ _mesa_DrawBuffers(MAX_DRAW_BUFFERS, save->ColorDrawBuffers);
+ }
+
ctx->Meta->SaveStackDepth--;
ctx->API = save->API;
@@ -1441,100 +1501,13 @@ _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
void
_mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
{
- struct clear_state *clear = &ctx->Meta->Clear;
- struct vertex verts[4];
- /* save all state but scissor, pixel pack/unpack */
- GLbitfield metaSave = (MESA_META_ALL -
- MESA_META_SCISSOR -
- MESA_META_PIXEL_STORE -
- MESA_META_CONDITIONAL_RENDER -
- MESA_META_FRAMEBUFFER_SRGB);
- const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
-
- if (buffers & BUFFER_BITS_COLOR) {
- /* if clearing color buffers, don't save/restore colormask */
- metaSave -= MESA_META_COLOR_MASK;
- }
-
- _mesa_meta_begin(ctx, metaSave);
-
- _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
-
- /* GL_COLOR_BUFFER_BIT */
- if (buffers & BUFFER_BITS_COLOR) {
- /* leave colormask, glDrawBuffer state as-is */
-
- /* Clears never have the color clamped. */
- if (ctx->Extensions.ARB_color_buffer_float)
- _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
- }
- else {
- ASSERT(metaSave & MESA_META_COLOR_MASK);
- _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- }
-
- /* GL_DEPTH_BUFFER_BIT */
- if (buffers & BUFFER_BIT_DEPTH) {
- _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
- _mesa_DepthFunc(GL_ALWAYS);
- _mesa_DepthMask(GL_TRUE);
- }
- else {
- assert(!ctx->Depth.Test);
- }
-
- /* GL_STENCIL_BUFFER_BIT */
- if (buffers & BUFFER_BIT_STENCIL) {
- _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
- _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
- GL_REPLACE, GL_REPLACE, GL_REPLACE);
- _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
- ctx->Stencil.Clear & stencilMax,
- ctx->Stencil.WriteMask[0]);
- }
- else {
- assert(!ctx->Stencil.Enabled);
- }
-
- /* vertex positions/colors */
- {
- const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
- const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
- const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
- const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
- const GLfloat z = invert_z(ctx->Depth.Clear);
- GLuint i;
-
- verts[0].x = x0;
- verts[0].y = y0;
- verts[0].z = z;
- verts[1].x = x1;
- verts[1].y = y0;
- verts[1].z = z;
- verts[2].x = x1;
- verts[2].y = y1;
- verts[2].z = z;
- verts[3].x = x0;
- verts[3].y = y1;
- verts[3].z = z;
-
- /* vertex colors */
- for (i = 0; i < 4; i++) {
- verts[i].r = ctx->Color.ClearColor.f[0];
- verts[i].g = ctx->Color.ClearColor.f[1];
- verts[i].b = ctx->Color.ClearColor.f[2];
- verts[i].a = ctx->Color.ClearColor.f[3];
- }
-
- /* upload new vertex data */
- _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
- GL_DYNAMIC_DRAW_ARB);
- }
-
- /* draw quad */
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ meta_clear(ctx, buffers, false);
+}
- _mesa_meta_end(ctx);
+void
+_mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
+{
+ meta_clear(ctx, buffers, true);
}
static void
@@ -1682,21 +1655,60 @@ meta_glsl_clear_cleanup(struct clear_state *clear)
}
/**
+ * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
+ * set GL to only draw to those buffers.
+ *
+ * Since the bitfield has no associated order, the assignment of draw buffer
+ * indices to color attachment indices is rather arbitrary.
+ */
+static void
+drawbuffers_from_bitfield(GLbitfield bits)
+{
+ GLenum enums[MAX_DRAW_BUFFERS];
+ int i = 0;
+ int n;
+
+ /* This function is only legal for color buffer bitfields. */
+ assert((bits & ~BUFFER_BITS_COLOR) == 0);
+
+ /* Make sure we don't overflow any arrays. */
+ assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
+
+ enums[0] = GL_NONE;
+
+ if (bits & BUFFER_BIT_FRONT_LEFT)
+ enums[i++] = GL_FRONT_LEFT;
+
+ if (bits & BUFFER_BIT_FRONT_RIGHT)
+ enums[i++] = GL_FRONT_RIGHT;
+
+ if (bits & BUFFER_BIT_BACK_LEFT)
+ enums[i++] = GL_BACK_LEFT;
+
+ if (bits & BUFFER_BIT_BACK_RIGHT)
+ enums[i++] = GL_BACK_RIGHT;
+
+ for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
+ if (bits & (1 << (BUFFER_COLOR0 + n)))
+ enums[i++] = GL_COLOR_ATTACHMENT0 + n;
+ }
+
+ _mesa_DrawBuffers(i, enums);
+}
+
+/**
* Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
*/
-void
-_mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
+static void
+meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
{
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);
+ float x0, y0, x1, y1, z;
struct vertex verts[4];
+ int i;
metaSave = (MESA_META_ALPHA_TEST |
MESA_META_BLEND |
@@ -1711,7 +1723,18 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
MESA_META_MULTISAMPLE |
MESA_META_OCCLUSION_QUERY);
- if (!(buffers & BUFFER_BITS_COLOR)) {
+ if (!glsl) {
+ metaSave |= MESA_META_FOG |
+ MESA_META_PIXEL_TRANSFER |
+ MESA_META_TRANSFORM |
+ MESA_META_TEXTURE |
+ MESA_META_CLAMP_VERTEX_COLOR |
+ MESA_META_SELECT_FEEDBACK;
+ }
+
+ if (buffers & BUFFER_BITS_COLOR) {
+ metaSave |= MESA_META_DRAW_BUFFERS;
+ } else {
/* We'll use colormask to disable color writes. Otherwise,
* respect color mask
*/
@@ -1720,13 +1743,30 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
_mesa_meta_begin(ctx, metaSave);
- meta_glsl_clear_init(ctx, clear);
+ if (glsl) {
+ meta_glsl_clear_init(ctx, clear);
+
+ x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
+ y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
+ x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
+ y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
+ z = -invert_z(ctx->Depth.Clear);
+ } else {
+ _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
+
+ x0 = (float) fb->_Xmin;
+ y0 = (float) fb->_Ymin;
+ x1 = (float) fb->_Xmax;
+ y1 = (float) fb->_Ymax;
+ z = invert_z(ctx->Depth.Clear);
+ }
if (fb->_IntegerColor) {
+ assert(glsl);
_mesa_UseProgram(clear->IntegerShaderProg);
_mesa_Uniform4iv(clear->IntegerColorLocation, 1,
ctx->Color.ClearColor.i);
- } else {
+ } else if (glsl) {
_mesa_UseProgram(clear->ShaderProg);
_mesa_Uniform4fv(clear->ColorLocation, 1,
ctx->Color.ClearColor.f);
@@ -1734,7 +1774,10 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
/* GL_COLOR_BUFFER_BIT */
if (buffers & BUFFER_BITS_COLOR) {
- /* leave colormask, glDrawBuffer state as-is */
+ /* Only draw to the buffers we were asked to clear. */
+ drawbuffers_from_bitfield(buffers & BUFFER_BITS_COLOR);
+
+ /* leave colormask state as-is */
/* Clears never have the color clamped. */
if (ctx->Extensions.ARB_color_buffer_float)
@@ -1782,6 +1825,15 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
verts[3].y = y1;
verts[3].z = z;
+ if (!glsl) {
+ for (i = 0; i < 4; i++) {
+ verts[i].r = ctx->Color.ClearColor.f[0];
+ verts[i].g = ctx->Color.ClearColor.f[1];
+ verts[i].b = ctx->Color.ClearColor.f[2];
+ verts[i].a = ctx->Color.ClearColor.f[3];
+ }
+ }
+
/* upload new vertex data */
_mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
GL_DYNAMIC_DRAW_ARB);
@@ -1789,6 +1841,7 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
/* draw quad(s) */
if (fb->MaxNumLayers > 0) {
unsigned layer;
+ assert(glsl);
for (layer = 0; layer < fb->MaxNumLayers; layer++) {
if (fb->_IntegerColor)
_mesa_Uniform1i(clear->IntegerLayerLocation, layer);
@@ -2756,7 +2809,7 @@ copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
_mesa_unlock_texture(ctx, texObj);
- _mesa_meta_begin(ctx, MESA_META_ALL);
+ _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
_mesa_GenFramebuffers(1, &fbo);
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
@@ -2978,7 +3031,8 @@ decompress_texture_image(struct gl_context *ctx,
break;
}
- _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_PIXEL_STORE);
+ _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
+ MESA_META_DRAW_BUFFERS));
samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;