From a18769801e521ccb5a409c377ac0a6a1141f5776 Mon Sep 17 00:00:00 2001 From: marha Date: Tue, 1 Mar 2011 07:17:23 +0000 Subject: pixman mesa git update 1 Mar 2011 --- mesalib/src/mesa/drivers/common/meta.c | 5703 ++++++++++++++++---------------- 1 file changed, 2852 insertions(+), 2851 deletions(-) (limited to 'mesalib/src/mesa/drivers') diff --git a/mesalib/src/mesa/drivers/common/meta.c b/mesalib/src/mesa/drivers/common/meta.c index 9c0507bc2..2b00e8979 100644 --- a/mesalib/src/mesa/drivers/common/meta.c +++ b/mesalib/src/mesa/drivers/common/meta.c @@ -1,2851 +1,2852 @@ -/* - * Mesa 3-D graphics library - * Version: 7.6 - * - * Copyright (C) 2009 VMware, Inc. All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - -/** - * Meta operations. Some GL operations can be expressed in terms of - * other GL operations. For example, glBlitFramebuffer() can be done - * with texture mapping and glClear() can be done with polygon rendering. - * - * \author Brian Paul - */ - - -#include "main/glheader.h" -#include "main/mtypes.h" -#include "main/imports.h" -#include "main/arbprogram.h" -#include "main/arrayobj.h" -#include "main/blend.h" -#include "main/bufferobj.h" -#include "main/buffers.h" -#include "main/colortab.h" -#include "main/depth.h" -#include "main/enable.h" -#include "main/fbobject.h" -#include "main/formats.h" -#include "main/image.h" -#include "main/macros.h" -#include "main/matrix.h" -#include "main/mipmap.h" -#include "main/polygon.h" -#include "main/readpix.h" -#include "main/scissor.h" -#include "main/shaderapi.h" -#include "main/shaderobj.h" -#include "main/state.h" -#include "main/stencil.h" -#include "main/texobj.h" -#include "main/texenv.h" -#include "main/teximage.h" -#include "main/texparam.h" -#include "main/texstate.h" -#include "main/varray.h" -#include "main/viewport.h" -#include "program/program.h" -#include "swrast/swrast.h" -#include "drivers/common/meta.h" - - -/** Return offset in bytes of the field within a vertex struct */ -#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD)) - - -/** - * Flags passed to _mesa_meta_begin(). - */ -/*@{*/ -#define META_ALL ~0x0 -#define META_ALPHA_TEST 0x1 -#define META_BLEND 0x2 /**< includes logicop */ -#define META_COLOR_MASK 0x4 -#define META_DEPTH_TEST 0x8 -#define META_FOG 0x10 -#define META_PIXEL_STORE 0x20 -#define META_PIXEL_TRANSFER 0x40 -#define META_RASTERIZATION 0x80 -#define META_SCISSOR 0x100 -#define META_SHADER 0x200 -#define META_STENCIL_TEST 0x400 -#define META_TRANSFORM 0x800 /**< modelview, projection, clip planes */ -#define META_TEXTURE 0x1000 -#define META_VERTEX 0x2000 -#define META_VIEWPORT 0x4000 -/*@}*/ - - -/** - * State which we may save/restore across meta ops. - * XXX this may be incomplete... - */ -struct save_state -{ - GLbitfield SavedState; /**< bitmask of META_* flags */ - - /** META_ALPHA_TEST */ - GLboolean AlphaEnabled; - GLenum AlphaFunc; - GLclampf AlphaRef; - - /** META_BLEND */ - GLbitfield BlendEnabled; - GLboolean ColorLogicOpEnabled; - - /** META_COLOR_MASK */ - GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; - - /** META_DEPTH_TEST */ - struct gl_depthbuffer_attrib Depth; - - /** META_FOG */ - GLboolean Fog; - - /** META_PIXEL_STORE */ - struct gl_pixelstore_attrib Pack, Unpack; - - /** META_PIXEL_TRANSFER */ - GLfloat RedBias, RedScale; - GLfloat GreenBias, GreenScale; - GLfloat BlueBias, BlueScale; - GLfloat AlphaBias, AlphaScale; - GLfloat DepthBias, DepthScale; - GLboolean MapColorFlag; - - /** META_RASTERIZATION */ - GLenum FrontPolygonMode, BackPolygonMode; - GLboolean PolygonOffset; - GLboolean PolygonSmooth; - GLboolean PolygonStipple; - GLboolean PolygonCull; - - /** META_SCISSOR */ - struct gl_scissor_attrib Scissor; - - /** META_SHADER */ - GLboolean VertexProgramEnabled; - struct gl_vertex_program *VertexProgram; - GLboolean FragmentProgramEnabled; - struct gl_fragment_program *FragmentProgram; - struct gl_shader_program *VertexShader; - struct gl_shader_program *GeometryShader; - struct gl_shader_program *FragmentShader; - struct gl_shader_program *ActiveShader; - - /** META_STENCIL_TEST */ - struct gl_stencil_attrib Stencil; - - /** META_TRANSFORM */ - GLenum MatrixMode; - GLfloat ModelviewMatrix[16]; - GLfloat ProjectionMatrix[16]; - GLfloat TextureMatrix[16]; - GLbitfield ClipPlanesEnabled; - - /** META_TEXTURE */ - GLuint ActiveUnit; - GLuint ClientActiveUnit; - /** for unit[0] only */ - struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS]; - /** mask of TEXTURE_2D_BIT, etc */ - GLbitfield TexEnabled[MAX_TEXTURE_UNITS]; - GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS]; - GLuint EnvMode; /* unit[0] only */ - - /** META_VERTEX */ - struct gl_array_object *ArrayObj; - struct gl_buffer_object *ArrayBufferObj; - - /** META_VIEWPORT */ - GLint ViewportX, ViewportY, ViewportW, ViewportH; - GLclampd DepthNear, DepthFar; - - /** Miscellaneous (always disabled) */ - GLboolean Lighting; -}; - - -/** - * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc. - * This is currently shared by all the meta ops. But we could create a - * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc. - */ -struct temp_texture -{ - GLuint TexObj; - GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */ - GLsizei MinSize; /**< Min texture size to allocate */ - GLsizei MaxSize; /**< Max possible texture size */ - GLboolean NPOT; /**< Non-power of two size OK? */ - GLsizei Width, Height; /**< Current texture size */ - GLenum IntFormat; - GLfloat Sright, Ttop; /**< right, top texcoords */ -}; - - -/** - * State for glBlitFramebufer() - */ -struct blit_state -{ - GLuint ArrayObj; - GLuint VBO; - GLuint DepthFP; -}; - - -/** - * State for glClear() - */ -struct clear_state -{ - GLuint ArrayObj; - GLuint VBO; -}; - - -/** - * State for glCopyPixels() - */ -struct copypix_state -{ - GLuint ArrayObj; - GLuint VBO; -}; - - -/** - * State for glDrawPixels() - */ -struct drawpix_state -{ - GLuint ArrayObj; - - GLuint StencilFP; /**< Fragment program for drawing stencil images */ - GLuint DepthFP; /**< Fragment program for drawing depth images */ -}; - - -/** - * State for glBitmap() - */ -struct bitmap_state -{ - GLuint ArrayObj; - GLuint VBO; - struct temp_texture Tex; /**< separate texture from other meta ops */ -}; - - -/** - * State for _mesa_meta_generate_mipmap() - */ -struct gen_mipmap_state -{ - GLuint ArrayObj; - GLuint VBO; - GLuint FBO; -}; - -#define MAX_META_OPS_DEPTH 2 -/** - * All per-context meta state. - */ -struct gl_meta_state -{ - /** Stack of state saved during meta-ops */ - struct save_state Save[MAX_META_OPS_DEPTH]; - /** Save stack depth */ - GLuint SaveStackDepth; - - struct temp_texture TempTex; - - struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */ - struct clear_state Clear; /**< For _mesa_meta_Clear() */ - struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */ - struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */ - struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */ - struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */ -}; - - -/** - * Initialize meta-ops for a context. - * To be called once during context creation. - */ -void -_mesa_meta_init(struct gl_context *ctx) -{ - ASSERT(!ctx->Meta); - - ctx->Meta = CALLOC_STRUCT(gl_meta_state); -} - - -/** - * Free context meta-op state. - * To be called once during context destruction. - */ -void -_mesa_meta_free(struct gl_context *ctx) -{ - /* Note: Any textures, VBOs, etc, that we allocate should get - * freed by the normal context destruction code. But this would be - * the place to free other meta data someday. - */ - free(ctx->Meta); - ctx->Meta = NULL; -} - - -/** - * Enter meta state. This is like a light-weight version of glPushAttrib - * but it also resets most GL state back to default values. - * - * \param state bitmask of META_* flags indicating which attribute groups - * to save and reset to their defaults - */ -static void -_mesa_meta_begin(struct gl_context *ctx, GLbitfield state) -{ - struct save_state *save; - - /* hope MAX_META_OPS_DEPTH is large enough */ - assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH); - - save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++]; - memset(save, 0, sizeof(*save)); - save->SavedState = state; - - if (state & META_ALPHA_TEST) { - save->AlphaEnabled = ctx->Color.AlphaEnabled; - save->AlphaFunc = ctx->Color.AlphaFunc; - save->AlphaRef = ctx->Color.AlphaRef; - if (ctx->Color.AlphaEnabled) - _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE); - } - - if (state & META_BLEND) { - save->BlendEnabled = ctx->Color.BlendEnabled; - if (ctx->Color.BlendEnabled) { - if (ctx->Extensions.EXT_draw_buffers2) { - GLuint i; - for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { - _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE); - } - } - else { - _mesa_set_enable(ctx, GL_BLEND, GL_FALSE); - } - } - save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled; - if (ctx->Color.ColorLogicOpEnabled) - _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE); - } - - if (state & META_COLOR_MASK) { - memcpy(save->ColorMask, ctx->Color.ColorMask, - sizeof(ctx->Color.ColorMask)); - if (!ctx->Color.ColorMask[0][0] || - !ctx->Color.ColorMask[0][1] || - !ctx->Color.ColorMask[0][2] || - !ctx->Color.ColorMask[0][3]) - _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - } - - if (state & META_DEPTH_TEST) { - save->Depth = ctx->Depth; /* struct copy */ - if (ctx->Depth.Test) - _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE); - } - - if (state & META_FOG) { - save->Fog = ctx->Fog.Enabled; - if (ctx->Fog.Enabled) - _mesa_set_enable(ctx, GL_FOG, GL_FALSE); - } - - if (state & META_PIXEL_STORE) { - save->Pack = ctx->Pack; - save->Unpack = ctx->Unpack; - ctx->Pack = ctx->DefaultPacking; - ctx->Unpack = ctx->DefaultPacking; - } - - if (state & META_PIXEL_TRANSFER) { - save->RedScale = ctx->Pixel.RedScale; - save->RedBias = ctx->Pixel.RedBias; - save->GreenScale = ctx->Pixel.GreenScale; - save->GreenBias = ctx->Pixel.GreenBias; - save->BlueScale = ctx->Pixel.BlueScale; - save->BlueBias = ctx->Pixel.BlueBias; - save->AlphaScale = ctx->Pixel.AlphaScale; - save->AlphaBias = ctx->Pixel.AlphaBias; - save->MapColorFlag = ctx->Pixel.MapColorFlag; - ctx->Pixel.RedScale = 1.0F; - ctx->Pixel.RedBias = 0.0F; - ctx->Pixel.GreenScale = 1.0F; - ctx->Pixel.GreenBias = 0.0F; - ctx->Pixel.BlueScale = 1.0F; - ctx->Pixel.BlueBias = 0.0F; - ctx->Pixel.AlphaScale = 1.0F; - ctx->Pixel.AlphaBias = 0.0F; - ctx->Pixel.MapColorFlag = GL_FALSE; - /* XXX more state */ - ctx->NewState |=_NEW_PIXEL; - } - - if (state & META_RASTERIZATION) { - save->FrontPolygonMode = ctx->Polygon.FrontMode; - save->BackPolygonMode = ctx->Polygon.BackMode; - save->PolygonOffset = ctx->Polygon.OffsetFill; - save->PolygonSmooth = ctx->Polygon.SmoothFlag; - save->PolygonStipple = ctx->Polygon.StippleFlag; - save->PolygonCull = ctx->Polygon.CullFlag; - _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); - _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE); - _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE); - _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE); - _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE); - } - - if (state & META_SCISSOR) { - save->Scissor = ctx->Scissor; /* struct copy */ - _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE); - } - - if (state & META_SHADER) { - if (ctx->Extensions.ARB_vertex_program) { - save->VertexProgramEnabled = ctx->VertexProgram.Enabled; - _mesa_reference_vertprog(ctx, &save->VertexProgram, - ctx->VertexProgram.Current); - _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE); - } - - if (ctx->Extensions.ARB_fragment_program) { - save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled; - _mesa_reference_fragprog(ctx, &save->FragmentProgram, - ctx->FragmentProgram.Current); - _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE); - } - - if (ctx->Extensions.ARB_shader_objects) { - _mesa_reference_shader_program(ctx, &save->VertexShader, - ctx->Shader.CurrentVertexProgram); - _mesa_reference_shader_program(ctx, &save->GeometryShader, - ctx->Shader.CurrentGeometryProgram); - _mesa_reference_shader_program(ctx, &save->FragmentShader, - ctx->Shader.CurrentFragmentProgram); - _mesa_reference_shader_program(ctx, &save->ActiveShader, - ctx->Shader.CurrentFragmentProgram); - - _mesa_UseProgramObjectARB(0); - } - } - - if (state & META_STENCIL_TEST) { - save->Stencil = ctx->Stencil; /* struct copy */ - if (ctx->Stencil.Enabled) - _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE); - /* NOTE: other stencil state not reset */ - } - - if (state & META_TEXTURE) { - GLuint u, tgt; - - save->ActiveUnit = ctx->Texture.CurrentUnit; - save->ClientActiveUnit = ctx->Array.ActiveTexture; - save->EnvMode = ctx->Texture.Unit[0].EnvMode; - - /* Disable all texture units */ - for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled; - save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled; - if (ctx->Texture.Unit[u].Enabled || - ctx->Texture.Unit[u].TexGenEnabled) { - _mesa_ActiveTextureARB(GL_TEXTURE0 + u); - _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE); - _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE); - _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE); - if (ctx->Extensions.ARB_texture_cube_map) - _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE); - _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE); - _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE); - _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE); - _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE); - _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE); - } - } - - /* save current texture objects for unit[0] only */ - for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { - _mesa_reference_texobj(&save->CurrentTexture[tgt], - ctx->Texture.Unit[0].CurrentTex[tgt]); - } - - /* set defaults for unit[0] */ - _mesa_ActiveTextureARB(GL_TEXTURE0); - _mesa_ClientActiveTextureARB(GL_TEXTURE0); - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - } - - if (state & META_TRANSFORM) { - GLuint activeTexture = ctx->Texture.CurrentUnit; - memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m, - 16 * sizeof(GLfloat)); - memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m, - 16 * sizeof(GLfloat)); - memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m, - 16 * sizeof(GLfloat)); - save->MatrixMode = ctx->Transform.MatrixMode; - /* set 1:1 vertex:pixel coordinate transform */ - _mesa_ActiveTextureARB(GL_TEXTURE0); - _mesa_MatrixMode(GL_TEXTURE); - _mesa_LoadIdentity(); - _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture); - _mesa_MatrixMode(GL_MODELVIEW); - _mesa_LoadIdentity(); - _mesa_MatrixMode(GL_PROJECTION); - _mesa_LoadIdentity(); - _mesa_Ortho(0.0, ctx->DrawBuffer->Width, - 0.0, ctx->DrawBuffer->Height, - -1.0, 1.0); - save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled; - if (ctx->Transform.ClipPlanesEnabled) { - GLuint i; - for (i = 0; i < ctx->Const.MaxClipPlanes; i++) { - _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); - } - } - } - - if (state & META_VERTEX) { - /* save vertex array object state */ - _mesa_reference_array_object(ctx, &save->ArrayObj, - ctx->Array.ArrayObj); - _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, - ctx->Array.ArrayBufferObj); - /* set some default state? */ - } - - if (state & META_VIEWPORT) { - /* save viewport state */ - save->ViewportX = ctx->Viewport.X; - save->ViewportY = ctx->Viewport.Y; - save->ViewportW = ctx->Viewport.Width; - save->ViewportH = ctx->Viewport.Height; - /* set viewport to match window size */ - if (ctx->Viewport.X != 0 || - ctx->Viewport.Y != 0 || - ctx->Viewport.Width != ctx->DrawBuffer->Width || - ctx->Viewport.Height != ctx->DrawBuffer->Height) { - _mesa_set_viewport(ctx, 0, 0, - ctx->DrawBuffer->Width, ctx->DrawBuffer->Height); - } - /* save depth range state */ - save->DepthNear = ctx->Viewport.Near; - save->DepthFar = ctx->Viewport.Far; - /* set depth range to default */ - _mesa_DepthRange(0.0, 1.0); - } - - /* misc */ - { - save->Lighting = ctx->Light.Enabled; - if (ctx->Light.Enabled) - _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE); - } -} - - -/** - * Leave meta state. This is like a light-weight version of glPopAttrib(). - */ -static void -_mesa_meta_end(struct gl_context *ctx) -{ - struct save_state *save = &ctx->Meta->Save[--ctx->Meta->SaveStackDepth]; - const GLbitfield state = save->SavedState; - - if (state & META_ALPHA_TEST) { - if (ctx->Color.AlphaEnabled != save->AlphaEnabled) - _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled); - _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef); - } - - if (state & META_BLEND) { - if (ctx->Color.BlendEnabled != save->BlendEnabled) { - if (ctx->Extensions.EXT_draw_buffers2) { - GLuint i; - for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { - _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1); - } - } - else { - _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1)); - } - } - if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled) - _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled); - } - - if (state & META_COLOR_MASK) { - GLuint i; - for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { - if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) { - if (i == 0) { - _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1], - save->ColorMask[i][2], save->ColorMask[i][3]); - } - else { - _mesa_ColorMaskIndexed(i, - save->ColorMask[i][0], - save->ColorMask[i][1], - save->ColorMask[i][2], - save->ColorMask[i][3]); - } - } - } - } - - if (state & META_DEPTH_TEST) { - if (ctx->Depth.Test != save->Depth.Test) - _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test); - _mesa_DepthFunc(save->Depth.Func); - _mesa_DepthMask(save->Depth.Mask); - } - - if (state & META_FOG) { - _mesa_set_enable(ctx, GL_FOG, save->Fog); - } - - if (state & META_PIXEL_STORE) { - ctx->Pack = save->Pack; - ctx->Unpack = save->Unpack; - } - - if (state & META_PIXEL_TRANSFER) { - ctx->Pixel.RedScale = save->RedScale; - ctx->Pixel.RedBias = save->RedBias; - ctx->Pixel.GreenScale = save->GreenScale; - ctx->Pixel.GreenBias = save->GreenBias; - ctx->Pixel.BlueScale = save->BlueScale; - ctx->Pixel.BlueBias = save->BlueBias; - ctx->Pixel.AlphaScale = save->AlphaScale; - ctx->Pixel.AlphaBias = save->AlphaBias; - ctx->Pixel.MapColorFlag = save->MapColorFlag; - /* XXX more state */ - ctx->NewState |=_NEW_PIXEL; - } - - if (state & META_RASTERIZATION) { - _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode); - _mesa_PolygonMode(GL_BACK, save->BackPolygonMode); - _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple); - _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset); - _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth); - _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull); - } - - if (state & META_SCISSOR) { - _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled); - _mesa_Scissor(save->Scissor.X, save->Scissor.Y, - save->Scissor.Width, save->Scissor.Height); - } - - if (state & META_SHADER) { - if (ctx->Extensions.ARB_vertex_program) { - _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, - save->VertexProgramEnabled); - _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, - save->VertexProgram); - _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL); - } - - if (ctx->Extensions.ARB_fragment_program) { - _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, - save->FragmentProgramEnabled); - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, - save->FragmentProgram); - _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL); - } - - if (ctx->Extensions.ARB_vertex_shader) - _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader); - - if (ctx->Extensions.ARB_geometry_shader4) - _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, - save->GeometryShader); - - if (ctx->Extensions.ARB_fragment_shader) - _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER, - save->FragmentShader); - - _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, - save->ActiveShader); - } - - if (state & META_STENCIL_TEST) { - const struct gl_stencil_attrib *stencil = &save->Stencil; - - _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); - _mesa_ClearStencil(stencil->Clear); - if (ctx->Extensions.EXT_stencil_two_side) { - _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, - stencil->TestTwoSide); - _mesa_ActiveStencilFaceEXT(stencil->ActiveFace - ? GL_BACK : GL_FRONT); - } - /* front state */ - _mesa_StencilFuncSeparate(GL_FRONT, - stencil->Function[0], - stencil->Ref[0], - stencil->ValueMask[0]); - _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); - _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], - stencil->ZFailFunc[0], - stencil->ZPassFunc[0]); - /* back state */ - _mesa_StencilFuncSeparate(GL_BACK, - stencil->Function[1], - stencil->Ref[1], - stencil->ValueMask[1]); - _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); - _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], - stencil->ZFailFunc[1], - stencil->ZPassFunc[1]); - } - - if (state & META_TEXTURE) { - GLuint u, tgt; - - ASSERT(ctx->Texture.CurrentUnit == 0); - - /* restore texenv for unit[0] */ - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode); - - /* restore texture objects for unit[0] only */ - for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { - _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt], - save->CurrentTexture[tgt]); - _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL); - } - - /* Re-enable textures, texgen */ - for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - if (save->TexEnabled[u]) { - _mesa_ActiveTextureARB(GL_TEXTURE0 + u); - - if (save->TexEnabled[u] & TEXTURE_1D_BIT) - _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_TRUE); - if (save->TexEnabled[u] & TEXTURE_2D_BIT) - _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_TRUE); - if (save->TexEnabled[u] & TEXTURE_3D_BIT) - _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_TRUE); - if (save->TexEnabled[u] & TEXTURE_CUBE_BIT) - _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_TRUE); - if (save->TexEnabled[u] & TEXTURE_RECT_BIT) - _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_TRUE); - } - - if (save->TexGenEnabled[u]) { - _mesa_ActiveTextureARB(GL_TEXTURE0 + u); - - if (save->TexGenEnabled[u] & S_BIT) - _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_TRUE); - if (save->TexGenEnabled[u] & T_BIT) - _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_TRUE); - if (save->TexGenEnabled[u] & R_BIT) - _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_TRUE); - if (save->TexGenEnabled[u] & Q_BIT) - _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_TRUE); - } - } - - /* restore current unit state */ - _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit); - _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit); - } - - if (state & META_TRANSFORM) { - GLuint activeTexture = ctx->Texture.CurrentUnit; - _mesa_ActiveTextureARB(GL_TEXTURE0); - _mesa_MatrixMode(GL_TEXTURE); - _mesa_LoadMatrixf(save->TextureMatrix); - _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture); - - _mesa_MatrixMode(GL_MODELVIEW); - _mesa_LoadMatrixf(save->ModelviewMatrix); - - _mesa_MatrixMode(GL_PROJECTION); - _mesa_LoadMatrixf(save->ProjectionMatrix); - - _mesa_MatrixMode(save->MatrixMode); - - if (save->ClipPlanesEnabled) { - GLuint i; - for (i = 0; i < ctx->Const.MaxClipPlanes; i++) { - if (save->ClipPlanesEnabled & (1 << i)) { - _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE); - } - } - } - } - - if (state & META_VERTEX) { - /* restore vertex buffer object */ - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name); - _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL); - - /* restore vertex array object */ - _mesa_BindVertexArray(save->ArrayObj->Name); - _mesa_reference_array_object(ctx, &save->ArrayObj, NULL); - } - - if (state & META_VIEWPORT) { - if (save->ViewportX != ctx->Viewport.X || - save->ViewportY != ctx->Viewport.Y || - save->ViewportW != ctx->Viewport.Width || - save->ViewportH != ctx->Viewport.Height) { - _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY, - save->ViewportW, save->ViewportH); - } - _mesa_DepthRange(save->DepthNear, save->DepthFar); - } - - /* misc */ - if (save->Lighting) { - _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE); - } -} - - -/** - * Convert Z from a normalized value in the range [0, 1] to an object-space - * Z coordinate in [-1, +1] so that drawing at the new Z position with the - * default/identity ortho projection results in the original Z value. - * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z - * value comes from the clear value or raster position. - */ -static INLINE GLfloat -invert_z(GLfloat normZ) -{ - GLfloat objZ = 1.0 - 2.0 * normZ; - return objZ; -} - - -/** - * One-time init for a temp_texture object. - * Choose tex target, compute max tex size, etc. - */ -static void -init_temp_texture(struct gl_context *ctx, struct temp_texture *tex) -{ - /* prefer texture rectangle */ - if (ctx->Extensions.NV_texture_rectangle) { - tex->Target = GL_TEXTURE_RECTANGLE; - tex->MaxSize = ctx->Const.MaxTextureRectSize; - tex->NPOT = GL_TRUE; - } - else { - /* use 2D texture, NPOT if possible */ - tex->Target = GL_TEXTURE_2D; - tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1); - tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two; - } - tex->MinSize = 16; /* 16 x 16 at least */ - assert(tex->MaxSize > 0); - - _mesa_GenTextures(1, &tex->TexObj); -} - - -/** - * Return pointer to temp_texture info for non-bitmap ops. - * This does some one-time init if needed. - */ -static struct temp_texture * -get_temp_texture(struct gl_context *ctx) -{ - struct temp_texture *tex = &ctx->Meta->TempTex; - - if (!tex->TexObj) { - init_temp_texture(ctx, tex); - } - - return tex; -} - - -/** - * Return pointer to temp_texture info for _mesa_meta_bitmap(). - * We use a separate texture for bitmaps to reduce texture - * allocation/deallocation. - */ -static struct temp_texture * -get_bitmap_temp_texture(struct gl_context *ctx) -{ - struct temp_texture *tex = &ctx->Meta->Bitmap.Tex; - - if (!tex->TexObj) { - init_temp_texture(ctx, tex); - } - - return tex; -} - - -/** - * Compute the width/height of texture needed to draw an image of the - * given size. Return a flag indicating whether the current texture - * can be re-used (glTexSubImage2D) or if a new texture needs to be - * allocated (glTexImage2D). - * Also, compute s/t texcoords for drawing. - * - * \return GL_TRUE if new texture is needed, GL_FALSE otherwise - */ -static GLboolean -alloc_texture(struct temp_texture *tex, - GLsizei width, GLsizei height, GLenum intFormat) -{ - GLboolean newTex = GL_FALSE; - - ASSERT(width <= tex->MaxSize); - ASSERT(height <= tex->MaxSize); - - if (width > tex->Width || - height > tex->Height || - intFormat != tex->IntFormat) { - /* alloc new texture (larger or different format) */ - - if (tex->NPOT) { - /* use non-power of two size */ - tex->Width = MAX2(tex->MinSize, width); - tex->Height = MAX2(tex->MinSize, height); - } - else { - /* find power of two size */ - GLsizei w, h; - w = h = tex->MinSize; - while (w < width) - w *= 2; - while (h < height) - h *= 2; - tex->Width = w; - tex->Height = h; - } - - tex->IntFormat = intFormat; - - newTex = GL_TRUE; - } - - /* compute texcoords */ - if (tex->Target == GL_TEXTURE_RECTANGLE) { - tex->Sright = (GLfloat) width; - tex->Ttop = (GLfloat) height; - } - else { - tex->Sright = (GLfloat) width / tex->Width; - tex->Ttop = (GLfloat) height / tex->Height; - } - - return newTex; -} - - -/** - * Setup/load texture for glCopyPixels or glBlitFramebuffer. - */ -static void -setup_copypix_texture(struct temp_texture *tex, - GLboolean newTex, - GLint srcX, GLint srcY, - GLsizei width, GLsizei height, GLenum intFormat, - GLenum filter) -{ - _mesa_BindTexture(tex->Target, tex->TexObj); - _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter); - _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter); - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - - /* copy framebuffer image to texture */ - if (newTex) { - /* create new tex image */ - if (tex->Width == width && tex->Height == height) { - /* create new tex with framebuffer data */ - _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat, - srcX, srcY, width, height, 0); - } - else { - /* create empty texture */ - _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, - tex->Width, tex->Height, 0, - intFormat, GL_UNSIGNED_BYTE, NULL); - /* load image */ - _mesa_CopyTexSubImage2D(tex->Target, 0, - 0, 0, srcX, srcY, width, height); - } - } - else { - /* replace existing tex image */ - _mesa_CopyTexSubImage2D(tex->Target, 0, - 0, 0, srcX, srcY, width, height); - } -} - - -/** - * Setup/load texture for glDrawPixels. - */ -static void -setup_drawpix_texture(struct gl_context *ctx, - struct temp_texture *tex, - GLboolean newTex, - GLenum texIntFormat, - GLsizei width, GLsizei height, - GLenum format, GLenum type, - const GLvoid *pixels) -{ - _mesa_BindTexture(tex->Target, tex->TexObj); - _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - - /* copy pixel data to texture */ - if (newTex) { - /* create new tex image */ - if (tex->Width == width && tex->Height == height) { - /* create new tex and load image data */ - _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, - tex->Width, tex->Height, 0, format, type, pixels); - } - else { - struct gl_buffer_object *save_unpack_obj = NULL; - - _mesa_reference_buffer_object(ctx, &save_unpack_obj, - ctx->Unpack.BufferObj); - _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0); - /* create empty texture */ - _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, - tex->Width, tex->Height, 0, format, type, NULL); - if (save_unpack_obj != NULL) - _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, - save_unpack_obj->Name); - /* load image */ - _mesa_TexSubImage2D(tex->Target, 0, - 0, 0, width, height, format, type, pixels); - } - } - else { - /* replace existing tex image */ - _mesa_TexSubImage2D(tex->Target, 0, - 0, 0, width, height, format, type, pixels); - } -} - - - -/** - * One-time init for drawing depth pixels. - */ -static void -init_blit_depth_pixels(struct gl_context *ctx) -{ - static const char *program = - "!!ARBfp1.0\n" - "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n" - "END \n"; - char program2[200]; - struct blit_state *blit = &ctx->Meta->Blit; - struct temp_texture *tex = get_temp_texture(ctx); - const char *texTarget; - - assert(blit->DepthFP == 0); - - /* replace %s with "RECT" or "2D" */ - assert(strlen(program) + 4 < sizeof(program2)); - if (tex->Target == GL_TEXTURE_RECTANGLE) - texTarget = "RECT"; - else - texTarget = "2D"; - _mesa_snprintf(program2, sizeof(program2), program, texTarget); - - _mesa_GenPrograms(1, &blit->DepthFP); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); - _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, - strlen(program2), (const GLubyte *) program2); -} - - -/** - * Try to do a glBlitFramebuffer using no-copy texturing. - * We can do this when the src renderbuffer is actually a texture. - * But if the src buffer == dst buffer we cannot do this. - * - * \return new buffer mask indicating the buffers left to blit using the - * normal path. - */ -static GLbitfield -blitframebuffer_texture(struct gl_context *ctx, - GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, - GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, - GLbitfield mask, GLenum filter) -{ - if (mask & GL_COLOR_BUFFER_BIT) { - const struct gl_framebuffer *drawFb = ctx->DrawBuffer; - const struct gl_framebuffer *readFb = ctx->ReadBuffer; - const struct gl_renderbuffer_attachment *drawAtt = - &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]]; - const struct gl_renderbuffer_attachment *readAtt = - &readFb->Attachment[readFb->_ColorReadBufferIndex]; - - if (readAtt && readAtt->Texture) { - const struct gl_texture_object *texObj = readAtt->Texture; - const GLuint srcLevel = readAtt->TextureLevel; - const GLenum minFilterSave = texObj->MinFilter; - const GLenum magFilterSave = texObj->MagFilter; - const GLint baseLevelSave = texObj->BaseLevel; - const GLint maxLevelSave = texObj->MaxLevel; - const GLenum wrapSSave = texObj->WrapS; - const GLenum wrapTSave = texObj->WrapT; - const GLenum target = texObj->Target; - - if (drawAtt->Texture == readAtt->Texture) { - /* Can't use same texture as both the source and dest. We need - * to handle overlapping blits and besides, some hw may not - * support this. - */ - return mask; - } - - if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) { - /* Can't handle other texture types at this time */ - return mask; - } - - /* - printf("Blit from texture!\n"); - printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt); - printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture); - */ - - /* Prepare src texture state */ - _mesa_BindTexture(target, texObj->Name); - _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); - _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); - if (target != GL_TEXTURE_RECTANGLE_ARB) { - _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel); - _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel); - } - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - _mesa_set_enable(ctx, target, GL_TRUE); - - /* Prepare vertex data (the VBO was previously created and bound) */ - { - struct vertex { - GLfloat x, y, s, t; - }; - struct vertex verts[4]; - GLfloat s0, t0, s1, t1; - - if (target == GL_TEXTURE_2D) { - const struct gl_texture_image *texImage - = _mesa_select_tex_image(ctx, texObj, target, srcLevel); - s0 = srcX0 / (float) texImage->Width; - s1 = srcX1 / (float) texImage->Width; - t0 = srcY0 / (float) texImage->Height; - t1 = srcY1 / (float) texImage->Height; - } - else { - assert(target == GL_TEXTURE_RECTANGLE_ARB); - s0 = srcX0; - s1 = srcX1; - t0 = srcY0; - t1 = srcY1; - } - - verts[0].x = (GLfloat) dstX0; - verts[0].y = (GLfloat) dstY0; - verts[1].x = (GLfloat) dstX1; - verts[1].y = (GLfloat) dstY0; - verts[2].x = (GLfloat) dstX1; - verts[2].y = (GLfloat) dstY1; - verts[3].x = (GLfloat) dstX0; - verts[3].y = (GLfloat) dstY1; - - verts[0].s = s0; - verts[0].t = t0; - verts[1].s = s1; - verts[1].t = t0; - verts[2].s = s1; - verts[2].t = t1; - verts[3].s = s0; - verts[3].t = t1; - - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } - - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - - /* Restore texture object state, the texture binding will - * be restored by _mesa_meta_end(). - */ - _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave); - _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave); - if (target != GL_TEXTURE_RECTANGLE_ARB) { - _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave); - _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave); - } - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave); - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave); - - /* Done with color buffer */ - mask &= ~GL_COLOR_BUFFER_BIT; - } - } - - return mask; -} - - -/** - * Meta implementation of ctx->Driver.BlitFramebuffer() in terms - * of texture mapping and polygon rendering. - */ -void -_mesa_meta_BlitFramebuffer(struct gl_context *ctx, - GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, - GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, - GLbitfield mask, GLenum filter) -{ - struct blit_state *blit = &ctx->Meta->Blit; - struct temp_texture *tex = get_temp_texture(ctx); - const GLsizei maxTexSize = tex->MaxSize; - const GLint srcX = MIN2(srcX0, srcX1); - const GLint srcY = MIN2(srcY0, srcY1); - const GLint srcW = abs(srcX1 - srcX0); - const GLint srcH = abs(srcY1 - srcY0); - const GLboolean srcFlipX = srcX1 < srcX0; - const GLboolean srcFlipY = srcY1 < srcY0; - struct vertex { - GLfloat x, y, s, t; - }; - struct vertex verts[4]; - GLboolean newTex; - - if (srcW > maxTexSize || srcH > maxTexSize) { - /* XXX avoid this fallback */ - _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1, - dstX0, dstY0, dstX1, dstY1, mask, filter); - return; - } - - if (srcFlipX) { - GLint tmp = dstX0; - dstX0 = dstX1; - dstX1 = tmp; - } - - if (srcFlipY) { - GLint tmp = dstY0; - dstY0 = dstY1; - dstY1 = tmp; - } - - /* only scissor effects blit so save/clear all other relevant state */ - _mesa_meta_begin(ctx, ~META_SCISSOR); - - if (blit->ArrayObj == 0) { - /* one-time setup */ - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &blit->ArrayObj); - _mesa_BindVertexArray(blit->ArrayObj); - - /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &blit->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); - - /* setup vertex arrays */ - _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - } - else { - _mesa_BindVertexArray(blit->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO); - } - - /* Try faster, direct texture approach first */ - mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1, - dstX0, dstY0, dstX1, dstY1, mask, filter); - if (mask == 0x0) { - _mesa_meta_end(ctx); - return; - } - - /* Continue with "normal" approach which involves copying the src rect - * into a temporary texture and is "blitted" by drawing a textured quad. - */ - - newTex = alloc_texture(tex, srcW, srcH, GL_RGBA); - - /* vertex positions/texcoords (after texture allocation!) */ - { - verts[0].x = (GLfloat) dstX0; - verts[0].y = (GLfloat) dstY0; - verts[1].x = (GLfloat) dstX1; - verts[1].y = (GLfloat) dstY0; - verts[2].x = (GLfloat) dstX1; - verts[2].y = (GLfloat) dstY1; - verts[3].x = (GLfloat) dstX0; - verts[3].y = (GLfloat) dstY1; - - verts[0].s = 0.0F; - verts[0].t = 0.0F; - verts[1].s = tex->Sright; - verts[1].t = 0.0F; - verts[2].s = tex->Sright; - verts[2].t = tex->Ttop; - verts[3].s = 0.0F; - verts[3].t = tex->Ttop; - - /* upload new vertex data */ - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } - - _mesa_set_enable(ctx, tex->Target, GL_TRUE); - - if (mask & GL_COLOR_BUFFER_BIT) { - setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH, - GL_RGBA, filter); - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - mask &= ~GL_COLOR_BUFFER_BIT; - } - - if (mask & GL_DEPTH_BUFFER_BIT) { - GLuint *tmp = (GLuint *) malloc(srcW * srcH * sizeof(GLuint)); - if (tmp) { - if (!blit->DepthFP) - init_blit_depth_pixels(ctx); - - /* maybe change tex format here */ - newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT); - - _mesa_ReadPixels(srcX, srcY, srcW, srcH, - GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp); - - setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH, - GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp); - - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); - _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); - _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); - _mesa_DepthFunc(GL_ALWAYS); - _mesa_DepthMask(GL_TRUE); - - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - mask &= ~GL_DEPTH_BUFFER_BIT; - - free(tmp); - } - } - - if (mask & GL_STENCIL_BUFFER_BIT) { - /* XXX can't easily do stencil */ - } - - _mesa_set_enable(ctx, tex->Target, GL_FALSE); - - _mesa_meta_end(ctx); - - if (mask) { - _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1, - dstX0, dstY0, dstX1, dstY1, mask, filter); - } -} - - -/** - * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering. - */ -void -_mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) -{ - struct clear_state *clear = &ctx->Meta->Clear; - struct vertex { - GLfloat x, y, z, r, g, b, a; - }; - struct vertex verts[4]; - /* save all state but scissor, pixel pack/unpack */ - GLbitfield metaSave = META_ALL - META_SCISSOR - META_PIXEL_STORE; - const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; - - if (buffers & BUFFER_BITS_COLOR) { - /* if clearing color buffers, don't save/restore colormask */ - metaSave -= META_COLOR_MASK; - } - - _mesa_meta_begin(ctx, metaSave); - - if (clear->ArrayObj == 0) { - /* one-time setup */ - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &clear->ArrayObj); - _mesa_BindVertexArray(clear->ArrayObj); - - /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &clear->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); - - /* setup vertex arrays */ - _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_COLOR_ARRAY); - } - else { - _mesa_BindVertexArray(clear->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); - } - - /* GL_COLOR_BUFFER_BIT */ - if (buffers & BUFFER_BITS_COLOR) { - /* leave colormask, glDrawBuffer state as-is */ - } - else { - ASSERT(metaSave & META_COLOR_MASK); - _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - } - - /* GL_DEPTH_BUFFER_BIT */ - if (buffers & BUFFER_BIT_DEPTH) { - _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); - _mesa_DepthFunc(GL_ALWAYS); - _mesa_DepthMask(GL_TRUE); - } - else { - assert(!ctx->Depth.Test); - } - - /* GL_STENCIL_BUFFER_BIT */ - if (buffers & BUFFER_BIT_STENCIL) { - _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE); - _mesa_StencilOpSeparate(GL_FRONT_AND_BACK, - GL_REPLACE, GL_REPLACE, GL_REPLACE); - _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, - ctx->Stencil.Clear & stencilMax, - ctx->Stencil.WriteMask[0]); - } - else { - assert(!ctx->Stencil.Enabled); - } - - /* vertex positions/colors */ - { - const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin; - const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin; - const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax; - const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax; - const GLfloat z = invert_z(ctx->Depth.Clear); - GLuint i; - - verts[0].x = x0; - verts[0].y = y0; - verts[0].z = z; - verts[1].x = x1; - verts[1].y = y0; - verts[1].z = z; - verts[2].x = x1; - verts[2].y = y1; - verts[2].z = z; - verts[3].x = x0; - verts[3].y = y1; - verts[3].z = z; - - /* vertex colors */ - for (i = 0; i < 4; i++) { - verts[i].r = ctx->Color.ClearColor[0]; - verts[i].g = ctx->Color.ClearColor[1]; - verts[i].b = ctx->Color.ClearColor[2]; - verts[i].a = ctx->Color.ClearColor[3]; - } - - /* upload new vertex data */ - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, - GL_DYNAMIC_DRAW_ARB); - } - - /* draw quad */ - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - - _mesa_meta_end(ctx); -} - - -/** - * Meta implementation of ctx->Driver.CopyPixels() in terms - * of texture mapping and polygon rendering. - */ -void -_mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, - GLsizei width, GLsizei height, - GLint dstX, GLint dstY, GLenum type) -{ - struct copypix_state *copypix = &ctx->Meta->CopyPix; - struct temp_texture *tex = get_temp_texture(ctx); - struct vertex { - GLfloat x, y, z, s, t; - }; - struct vertex verts[4]; - GLboolean newTex; - GLenum intFormat = GL_RGBA; - - if (type != GL_COLOR || - ctx->_ImageTransferState || - ctx->Fog.Enabled || - width > tex->MaxSize || - height > tex->MaxSize) { - /* XXX avoid this fallback */ - _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type); - return; - } - - /* Most GL state applies to glCopyPixels, but a there's a few things - * we need to override: - */ - _mesa_meta_begin(ctx, (META_RASTERIZATION | - META_SHADER | - META_TEXTURE | - META_TRANSFORM | - META_VERTEX | - META_VIEWPORT)); - - if (copypix->ArrayObj == 0) { - /* one-time setup */ - - /* create vertex array object */ - _mesa_GenVertexArrays(1, ©pix->ArrayObj); - _mesa_BindVertexArray(copypix->ArrayObj); - - /* create vertex array buffer */ - _mesa_GenBuffersARB(1, ©pix->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); - - /* setup vertex arrays */ - _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - } - else { - _mesa_BindVertexArray(copypix->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); - } - - newTex = alloc_texture(tex, width, height, intFormat); - - /* vertex positions, texcoords (after texture allocation!) */ - { - const GLfloat dstX0 = (GLfloat) dstX; - const GLfloat dstY0 = (GLfloat) dstY; - const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX; - const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY; - const GLfloat z = invert_z(ctx->Current.RasterPos[2]); - - verts[0].x = dstX0; - verts[0].y = dstY0; - verts[0].z = z; - verts[0].s = 0.0F; - verts[0].t = 0.0F; - verts[1].x = dstX1; - verts[1].y = dstY0; - verts[1].z = z; - verts[1].s = tex->Sright; - verts[1].t = 0.0F; - verts[2].x = dstX1; - verts[2].y = dstY1; - verts[2].z = z; - verts[2].s = tex->Sright; - verts[2].t = tex->Ttop; - verts[3].x = dstX0; - verts[3].y = dstY1; - verts[3].z = z; - verts[3].s = 0.0F; - verts[3].t = tex->Ttop; - - /* upload new vertex data */ - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } - - /* Alloc/setup texture */ - setup_copypix_texture(tex, newTex, srcX, srcY, width, height, - GL_RGBA, GL_NEAREST); - - _mesa_set_enable(ctx, tex->Target, GL_TRUE); - - /* draw textured quad */ - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - - _mesa_set_enable(ctx, tex->Target, GL_FALSE); - - _mesa_meta_end(ctx); -} - - - -/** - * When the glDrawPixels() image size is greater than the max rectangle - * texture size we use this function to break the glDrawPixels() image - * into tiles which fit into the max texture size. - */ -static void -tiled_draw_pixels(struct gl_context *ctx, - GLint tileSize, - GLint x, GLint y, GLsizei width, GLsizei height, - GLenum format, GLenum type, - const struct gl_pixelstore_attrib *unpack, - const GLvoid *pixels) -{ - struct gl_pixelstore_attrib tileUnpack = *unpack; - GLint i, j; - - if (tileUnpack.RowLength == 0) - tileUnpack.RowLength = width; - - for (i = 0; i < width; i += tileSize) { - const GLint tileWidth = MIN2(tileSize, width - i); - const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX); - - tileUnpack.SkipPixels = unpack->SkipPixels + i; - - for (j = 0; j < height; j += tileSize) { - const GLint tileHeight = MIN2(tileSize, height - j); - const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY); - - tileUnpack.SkipRows = unpack->SkipRows + j; - - _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight, - format, type, &tileUnpack, pixels); - } - } -} - - -/** - * One-time init for drawing stencil pixels. - */ -static void -init_draw_stencil_pixels(struct gl_context *ctx) -{ - /* This program is run eight times, once for each stencil bit. - * The stencil values to draw are found in an 8-bit alpha texture. - * We read the texture/stencil value and test if bit 'b' is set. - * If the bit is not set, use KIL to kill the fragment. - * Finally, we use the stencil test to update the stencil buffer. - * - * The basic algorithm for checking if a bit is set is: - * if (is_odd(value / (1 << bit))) - * result is one (or non-zero). - * else - * result is zero. - * The program parameter contains three values: - * parm.x = 255 / (1 << bit) - * parm.y = 0.5 - * parm.z = 0.0 - */ - static const char *program = - "!!ARBfp1.0\n" - "PARAM parm = program.local[0]; \n" - "TEMP t; \n" - "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */ - "# t = t * 255 / bit \n" - "MUL t.x, t.a, parm.x; \n" - "# t = (int) t \n" - "FRC t.y, t.x; \n" - "SUB t.x, t.x, t.y; \n" - "# t = t * 0.5 \n" - "MUL t.x, t.x, parm.y; \n" - "# t = fract(t.x) \n" - "FRC t.x, t.x; # if t.x != 0, then the bit is set \n" - "# t.x = (t.x == 0 ? 1 : 0) \n" - "SGE t.x, -t.x, parm.z; \n" - "KIL -t.x; \n" - "# for debug only \n" - "#MOV result.color, t.x; \n" - "END \n"; - char program2[1000]; - struct drawpix_state *drawpix = &ctx->Meta->DrawPix; - struct temp_texture *tex = get_temp_texture(ctx); - const char *texTarget; - - assert(drawpix->StencilFP == 0); - - /* replace %s with "RECT" or "2D" */ - assert(strlen(program) + 4 < sizeof(program2)); - if (tex->Target == GL_TEXTURE_RECTANGLE) - texTarget = "RECT"; - else - texTarget = "2D"; - _mesa_snprintf(program2, sizeof(program2), program, texTarget); - - _mesa_GenPrograms(1, &drawpix->StencilFP); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); - _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, - strlen(program2), (const GLubyte *) program2); -} - - -/** - * One-time init for drawing depth pixels. - */ -static void -init_draw_depth_pixels(struct gl_context *ctx) -{ - static const char *program = - "!!ARBfp1.0\n" - "PARAM color = program.local[0]; \n" - "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n" - "MOV result.color, color; \n" - "END \n"; - char program2[200]; - struct drawpix_state *drawpix = &ctx->Meta->DrawPix; - struct temp_texture *tex = get_temp_texture(ctx); - const char *texTarget; - - assert(drawpix->DepthFP == 0); - - /* replace %s with "RECT" or "2D" */ - assert(strlen(program) + 4 < sizeof(program2)); - if (tex->Target == GL_TEXTURE_RECTANGLE) - texTarget = "RECT"; - else - texTarget = "2D"; - _mesa_snprintf(program2, sizeof(program2), program, texTarget); - - _mesa_GenPrograms(1, &drawpix->DepthFP); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); - _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, - strlen(program2), (const GLubyte *) program2); -} - - -/** - * Meta implementation of ctx->Driver.DrawPixels() in terms - * of texture mapping and polygon rendering. - */ -void -_mesa_meta_DrawPixels(struct gl_context *ctx, - GLint x, GLint y, GLsizei width, GLsizei height, - GLenum format, GLenum type, - const struct gl_pixelstore_attrib *unpack, - const GLvoid *pixels) -{ - struct drawpix_state *drawpix = &ctx->Meta->DrawPix; - struct temp_texture *tex = get_temp_texture(ctx); - const struct gl_pixelstore_attrib unpackSave = ctx->Unpack; - const GLuint origStencilMask = ctx->Stencil.WriteMask[0]; - struct vertex { - GLfloat x, y, z, s, t; - }; - struct vertex verts[4]; - GLenum texIntFormat; - GLboolean fallback, newTex; - GLbitfield metaExtraSave = 0x0; - GLuint vbo; - - /* - * Determine if we can do the glDrawPixels with texture mapping. - */ - fallback = GL_FALSE; - if (ctx->_ImageTransferState || - ctx->Fog.Enabled) { - fallback = GL_TRUE; - } - - if (_mesa_is_color_format(format)) { - /* use more compact format when possible */ - /* XXX disable special case for GL_LUMINANCE for now to work around - * apparent i965 driver bug (see bug #23670). - */ - if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA) - texIntFormat = format; - else - texIntFormat = GL_RGBA; - } - else if (_mesa_is_stencil_format(format)) { - if (ctx->Extensions.ARB_fragment_program && - ctx->Pixel.IndexShift == 0 && - ctx->Pixel.IndexOffset == 0 && - type == GL_UNSIGNED_BYTE) { - /* We'll store stencil as alpha. This only works for GLubyte - * image data because of how incoming values are mapped to alpha - * in [0,1]. - */ - texIntFormat = GL_ALPHA; - metaExtraSave = (META_COLOR_MASK | - META_DEPTH_TEST | - META_SHADER | - META_STENCIL_TEST); - } - else { - fallback = GL_TRUE; - } - } - else if (_mesa_is_depth_format(format)) { - if (ctx->Extensions.ARB_depth_texture && - ctx->Extensions.ARB_fragment_program) { - texIntFormat = GL_DEPTH_COMPONENT; - metaExtraSave = (META_SHADER); - } - else { - fallback = GL_TRUE; - } - } - else { - fallback = GL_TRUE; - } - - if (fallback) { - _swrast_DrawPixels(ctx, x, y, width, height, - format, type, unpack, pixels); - return; - } - - /* - * Check image size against max texture size, draw as tiles if needed. - */ - if (width > tex->MaxSize || height > tex->MaxSize) { - tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height, - format, type, unpack, pixels); - return; - } - - /* Most GL state applies to glDrawPixels (like blending, stencil, etc), - * but a there's a few things we need to override: - */ - _mesa_meta_begin(ctx, (META_RASTERIZATION | - META_SHADER | - META_TEXTURE | - META_TRANSFORM | - META_VERTEX | - META_VIEWPORT | - metaExtraSave)); - - newTex = alloc_texture(tex, width, height, texIntFormat); - - /* vertex positions, texcoords (after texture allocation!) */ - { - const GLfloat x0 = (GLfloat) x; - const GLfloat y0 = (GLfloat) y; - const GLfloat x1 = x + width * ctx->Pixel.ZoomX; - const GLfloat y1 = y + height * ctx->Pixel.ZoomY; - const GLfloat z = invert_z(ctx->Current.RasterPos[2]); - - verts[0].x = x0; - verts[0].y = y0; - verts[0].z = z; - verts[0].s = 0.0F; - verts[0].t = 0.0F; - verts[1].x = x1; - verts[1].y = y0; - verts[1].z = z; - verts[1].s = tex->Sright; - verts[1].t = 0.0F; - verts[2].x = x1; - verts[2].y = y1; - verts[2].z = z; - verts[2].s = tex->Sright; - verts[2].t = tex->Ttop; - verts[3].x = x0; - verts[3].y = y1; - verts[3].z = z; - verts[3].s = 0.0F; - verts[3].t = tex->Ttop; - } - - if (drawpix->ArrayObj == 0) { - /* one-time setup: create vertex array object */ - _mesa_GenVertexArrays(1, &drawpix->ArrayObj); - } - _mesa_BindVertexArray(drawpix->ArrayObj); - - /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &vbo); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), - verts, GL_DYNAMIC_DRAW_ARB); - - /* setup vertex arrays */ - _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - - /* set given unpack params */ - ctx->Unpack = *unpack; - - _mesa_set_enable(ctx, tex->Target, GL_TRUE); - - if (_mesa_is_stencil_format(format)) { - /* Drawing stencil */ - GLint bit; - - if (!drawpix->StencilFP) - init_draw_stencil_pixels(ctx); - - setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height, - GL_ALPHA, type, pixels); - - _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - - _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE); - - /* set all stencil bits to 0 */ - _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); - _mesa_StencilFunc(GL_ALWAYS, 0, 255); - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - - /* set stencil bits to 1 where needed */ - _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); - - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); - _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); - - for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) { - const GLuint mask = 1 << bit; - if (mask & origStencilMask) { - _mesa_StencilFunc(GL_ALWAYS, mask, mask); - _mesa_StencilMask(mask); - - _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, - 255.0 / mask, 0.5, 0.0, 0.0); - - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - } - } - } - else if (_mesa_is_depth_format(format)) { - /* Drawing depth */ - if (!drawpix->DepthFP) - init_draw_depth_pixels(ctx); - - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); - _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); - - /* polygon color = current raster color */ - _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, - ctx->Current.RasterColor); - - setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height, - format, type, pixels); - - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - } - else { - /* Drawing RGBA */ - setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height, - format, type, pixels); - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - } - - _mesa_set_enable(ctx, tex->Target, GL_FALSE); - - _mesa_DeleteBuffersARB(1, &vbo); - - /* restore unpack params */ - ctx->Unpack = unpackSave; - - _mesa_meta_end(ctx); -} - -static GLboolean -alpha_test_raster_color(struct gl_context *ctx) -{ - GLfloat alpha = ctx->Current.RasterColor[ACOMP]; - GLfloat ref = ctx->Color.AlphaRef; - - switch (ctx->Color.AlphaFunc) { - case GL_NEVER: - return GL_FALSE; - case GL_LESS: - return alpha < ref; - case GL_EQUAL: - return alpha == ref; - case GL_LEQUAL: - return alpha <= ref; - case GL_GREATER: - return alpha > ref; - case GL_NOTEQUAL: - return alpha != ref; - case GL_GEQUAL: - return alpha >= ref; - case GL_ALWAYS: - return GL_TRUE; - default: - assert(0); - return GL_FALSE; - } -} - -/** - * Do glBitmap with a alpha texture quad. Use the alpha test to cull - * the 'off' bits. A bitmap cache as in the gallium/mesa state - * tracker would improve performance a lot. - */ -void -_mesa_meta_Bitmap(struct gl_context *ctx, - GLint x, GLint y, GLsizei width, GLsizei height, - const struct gl_pixelstore_attrib *unpack, - const GLubyte *bitmap1) -{ - struct bitmap_state *bitmap = &ctx->Meta->Bitmap; - struct temp_texture *tex = get_bitmap_temp_texture(ctx); - const GLenum texIntFormat = GL_ALPHA; - const struct gl_pixelstore_attrib unpackSave = *unpack; - GLubyte fg, bg; - struct vertex { - GLfloat x, y, z, s, t, r, g, b, a; - }; - struct vertex verts[4]; - GLboolean newTex; - GLubyte *bitmap8; - - /* - * Check if swrast fallback is needed. - */ - if (ctx->_ImageTransferState || - ctx->FragmentProgram._Enabled || - ctx->Fog.Enabled || - ctx->Texture._EnabledUnits || - width > tex->MaxSize || - height > tex->MaxSize) { - _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1); - return; - } - - if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx)) - return; - - /* Most GL state applies to glBitmap (like blending, stencil, etc), - * but a there's a few things we need to override: - */ - _mesa_meta_begin(ctx, (META_ALPHA_TEST | - META_PIXEL_STORE | - META_RASTERIZATION | - META_SHADER | - META_TEXTURE | - META_TRANSFORM | - META_VERTEX | - META_VIEWPORT)); - - if (bitmap->ArrayObj == 0) { - /* one-time setup */ - - /* create vertex array object */ - _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj); - _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj); - - /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &bitmap->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); - - /* setup vertex arrays */ - _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); - _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - _mesa_EnableClientState(GL_COLOR_ARRAY); - } - else { - _mesa_BindVertexArray(bitmap->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO); - } - - newTex = alloc_texture(tex, width, height, texIntFormat); - - /* vertex positions, texcoords, colors (after texture allocation!) */ - { - const GLfloat x0 = (GLfloat) x; - const GLfloat y0 = (GLfloat) y; - const GLfloat x1 = (GLfloat) (x + width); - const GLfloat y1 = (GLfloat) (y + height); - const GLfloat z = invert_z(ctx->Current.RasterPos[2]); - GLuint i; - - verts[0].x = x0; - verts[0].y = y0; - verts[0].z = z; - verts[0].s = 0.0F; - verts[0].t = 0.0F; - verts[1].x = x1; - verts[1].y = y0; - verts[1].z = z; - verts[1].s = tex->Sright; - verts[1].t = 0.0F; - verts[2].x = x1; - verts[2].y = y1; - verts[2].z = z; - verts[2].s = tex->Sright; - verts[2].t = tex->Ttop; - verts[3].x = x0; - verts[3].y = y1; - verts[3].z = z; - verts[3].s = 0.0F; - verts[3].t = tex->Ttop; - - for (i = 0; i < 4; i++) { - verts[i].r = ctx->Current.RasterColor[0]; - verts[i].g = ctx->Current.RasterColor[1]; - verts[i].b = ctx->Current.RasterColor[2]; - verts[i].a = ctx->Current.RasterColor[3]; - } - - /* upload new vertex data */ - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } - - /* choose different foreground/background alpha values */ - CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]); - bg = (fg > 127 ? 0 : 255); - - bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1); - if (!bitmap1) { - _mesa_meta_end(ctx); - return; - } - - bitmap8 = (GLubyte *) malloc(width * height); - if (bitmap8) { - memset(bitmap8, bg, width * height); - _mesa_expand_bitmap(width, height, &unpackSave, bitmap1, - bitmap8, width, fg); - - _mesa_set_enable(ctx, tex->Target, GL_TRUE); - - _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE); - _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg)); - - setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height, - GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8); - - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - - _mesa_set_enable(ctx, tex->Target, GL_FALSE); - - free(bitmap8); - } - - _mesa_unmap_pbo_source(ctx, &unpackSave); - - _mesa_meta_end(ctx); -} - - -/** - * Check if the call to _mesa_meta_GenerateMipmap() will require a - * software fallback. The fallback path will require that the texture - * images are mapped. - * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise - */ -GLboolean -_mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target, - struct gl_texture_object *texObj) -{ - const GLuint fboSave = ctx->DrawBuffer->Name; - struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap; - struct gl_texture_image *baseImage; - GLuint srcLevel; - GLenum status; - - /* check for fallbacks */ - if (!ctx->Extensions.EXT_framebuffer_object || - target == GL_TEXTURE_3D) { - return GL_TRUE; - } - - srcLevel = texObj->BaseLevel; - baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel); - if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) { - return GL_TRUE; - } - - /* - * Test that we can actually render in the texture's format. - */ - if (!mipmap->FBO) - _mesa_GenFramebuffersEXT(1, &mipmap->FBO); - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO); - - if (target == GL_TEXTURE_1D) { - _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, - GL_COLOR_ATTACHMENT0_EXT, - target, texObj->Name, srcLevel); - } -#if 0 - /* other work is needed to enable 3D mipmap generation */ - else if (target == GL_TEXTURE_3D) { - GLint zoffset = 0; - _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, - GL_COLOR_ATTACHMENT0_EXT, - target, texObj->Name, srcLevel, zoffset); - } -#endif - else { - /* 2D / cube */ - _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, - GL_COLOR_ATTACHMENT0_EXT, - target, texObj->Name, srcLevel); - } - - status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave); - - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { - return GL_TRUE; - } - - return GL_FALSE; -} - - -/** - * Called via ctx->Driver.GenerateMipmap() - * Note: texture borders and 3D texture support not yet complete. - */ -void -_mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, - struct gl_texture_object *texObj) -{ - struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap; - struct vertex { - GLfloat x, y, s, t, r; - }; - struct vertex verts[4]; - const GLuint baseLevel = texObj->BaseLevel; - const GLuint maxLevel = texObj->MaxLevel; - const GLenum minFilterSave = texObj->MinFilter; - const GLenum magFilterSave = texObj->MagFilter; - const GLint maxLevelSave = texObj->MaxLevel; - const GLboolean genMipmapSave = texObj->GenerateMipmap; - const GLenum wrapSSave = texObj->WrapS; - const GLenum wrapTSave = texObj->WrapT; - const GLenum wrapRSave = texObj->WrapR; - const GLuint fboSave = ctx->DrawBuffer->Name; - const GLuint original_active_unit = ctx->Texture.CurrentUnit; - GLenum faceTarget; - GLuint dstLevel; - GLuint border = 0; - - if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) { - _mesa_generate_mipmap(ctx, target, texObj); - return; - } - - if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && - target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) { - faceTarget = target; - target = GL_TEXTURE_CUBE_MAP; - } - else { - faceTarget = target; - } - - _mesa_meta_begin(ctx, META_ALL); - - if (original_active_unit != 0) - _mesa_BindTexture(target, texObj->Name); - - if (mipmap->ArrayObj == 0) { - /* one-time setup */ - - /* create vertex array object */ - _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj); - _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj); - - /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &mipmap->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); - - /* setup vertex arrays */ - _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - } - else { - _mesa_BindVertexArray(mipmap->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO); - } - - if (!mipmap->FBO) { - _mesa_GenFramebuffersEXT(1, &mipmap->FBO); - } - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO); - - _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE); - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); - - _mesa_set_enable(ctx, target, GL_TRUE); - - /* setup texcoords once (XXX what about border?) */ - switch (faceTarget) { - case GL_TEXTURE_1D: - case GL_TEXTURE_2D: - verts[0].s = 0.0F; - verts[0].t = 0.0F; - verts[0].r = 0.0F; - verts[1].s = 1.0F; - verts[1].t = 0.0F; - verts[1].r = 0.0F; - verts[2].s = 1.0F; - verts[2].t = 1.0F; - verts[2].r = 0.0F; - verts[3].s = 0.0F; - verts[3].t = 1.0F; - verts[3].r = 0.0F; - break; - case GL_TEXTURE_3D: - abort(); - break; - default: - /* cube face */ - { - static const GLfloat st[4][2] = { - {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f} - }; - GLuint i; - - /* loop over quad verts */ - for (i = 0; i < 4; i++) { - /* Compute sc = +/-scale and tc = +/-scale. - * Not +/-1 to avoid cube face selection ambiguity near the edges, - * though that can still sometimes happen with this scale factor... - */ - const GLfloat scale = 0.9999f; - const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale; - const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale; - - switch (faceTarget) { - case GL_TEXTURE_CUBE_MAP_POSITIVE_X: - verts[i].s = 1.0f; - verts[i].t = -tc; - verts[i].r = -sc; - break; - case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: - verts[i].s = -1.0f; - verts[i].t = -tc; - verts[i].r = sc; - break; - case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: - verts[i].s = sc; - verts[i].t = 1.0f; - verts[i].r = tc; - break; - case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: - verts[i].s = sc; - verts[i].t = -1.0f; - verts[i].r = -tc; - break; - case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: - verts[i].s = sc; - verts[i].t = -tc; - verts[i].r = 1.0f; - break; - case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: - verts[i].s = -sc; - verts[i].t = -tc; - verts[i].r = -1.0f; - break; - default: - assert(0); - } - } - } - } - - _mesa_set_enable(ctx, target, GL_TRUE); - - /* setup vertex positions */ - { - verts[0].x = 0.0F; - verts[0].y = 0.0F; - verts[1].x = 1.0F; - verts[1].y = 0.0F; - verts[2].x = 1.0F; - verts[2].y = 1.0F; - verts[3].x = 0.0F; - verts[3].y = 1.0F; - - /* upload new vertex data */ - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } - - /* setup projection matrix */ - _mesa_MatrixMode(GL_PROJECTION); - _mesa_LoadIdentity(); - _mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); - - /* texture is already locked, unlock now */ - _mesa_unlock_texture(ctx, texObj); - - for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) { - const struct gl_texture_image *srcImage; - const GLuint srcLevel = dstLevel - 1; - GLsizei srcWidth, srcHeight, srcDepth; - GLsizei dstWidth, dstHeight, dstDepth; - GLenum status; - - srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel); - assert(srcImage->Border == 0); /* XXX we can fix this */ - - /* src size w/out border */ - srcWidth = srcImage->Width - 2 * border; - srcHeight = srcImage->Height - 2 * border; - srcDepth = srcImage->Depth - 2 * border; - - /* new dst size w/ border */ - dstWidth = MAX2(1, srcWidth / 2) + 2 * border; - dstHeight = MAX2(1, srcHeight / 2) + 2 * border; - dstDepth = MAX2(1, srcDepth / 2) + 2 * border; - - if (dstWidth == srcImage->Width && - dstHeight == srcImage->Height && - dstDepth == srcImage->Depth) { - /* all done */ - break; - } - - /* Set MaxLevel large enough to hold the new level when we allocate it */ - _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel); - - /* Create empty dest image */ - if (target == GL_TEXTURE_1D) { - _mesa_TexImage1D(target, dstLevel, srcImage->InternalFormat, - dstWidth, border, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); - } - else if (target == GL_TEXTURE_3D) { - _mesa_TexImage3D(target, dstLevel, srcImage->InternalFormat, - dstWidth, dstHeight, dstDepth, border, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); - } - else { - /* 2D or cube */ - _mesa_TexImage2D(faceTarget, dstLevel, srcImage->InternalFormat, - dstWidth, dstHeight, border, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); - - if (target == GL_TEXTURE_CUBE_MAP) { - /* If texturing from a cube, we need to make sure all src faces - * have been defined (even if we're not sampling from them.) - * Otherwise the texture object will be 'incomplete' and - * texturing from it will not be allowed. - */ - GLuint face; - for (face = 0; face < 6; face++) { - if (!texObj->Image[face][srcLevel] || - texObj->Image[face][srcLevel]->Width != srcWidth) { - _mesa_TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, - srcLevel, srcImage->InternalFormat, - srcWidth, srcHeight, border, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); - } - } - } - } - - /* limit minification to src level */ - _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel); - - /* Set to draw into the current dstLevel */ - if (target == GL_TEXTURE_1D) { - _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, - GL_COLOR_ATTACHMENT0_EXT, - target, - texObj->Name, - dstLevel); - } - else if (target == GL_TEXTURE_3D) { - GLint zoffset = 0; /* XXX unfinished */ - _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, - GL_COLOR_ATTACHMENT0_EXT, - target, - texObj->Name, - dstLevel, zoffset); - } - else { - /* 2D / cube */ - _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, - GL_COLOR_ATTACHMENT0_EXT, - faceTarget, - texObj->Name, - dstLevel); - } - - _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT); - - /* sanity check */ - status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { - abort(); - break; - } - - assert(dstWidth == ctx->DrawBuffer->Width); - assert(dstHeight == ctx->DrawBuffer->Height); - - /* setup viewport */ - _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight); - - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - } - - _mesa_lock_texture(ctx, texObj); /* relock */ - - _mesa_meta_end(ctx); - - _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave); - _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave); - _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave); - _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave); - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave); - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave); - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, wrapRSave); - - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave); -} - - -/** - * Determine the GL data type to use for the temporary image read with - * ReadPixels() and passed to Tex[Sub]Image(). - */ -static GLenum -get_temp_image_type(struct gl_context *ctx, GLenum baseFormat) -{ - switch (baseFormat) { - case GL_RGBA: - case GL_RGB: - case GL_ALPHA: - case GL_LUMINANCE: - case GL_LUMINANCE_ALPHA: - case GL_INTENSITY: - if (ctx->DrawBuffer->Visual.redBits <= 8) - return GL_UNSIGNED_BYTE; - else if (ctx->DrawBuffer->Visual.redBits <= 8) - return GL_UNSIGNED_SHORT; - else - return GL_FLOAT; - case GL_DEPTH_COMPONENT: - return GL_UNSIGNED_INT; - case GL_DEPTH_STENCIL: - return GL_UNSIGNED_INT_24_8; - default: - _mesa_problem(ctx, "Unexpected format in get_temp_image_type()"); - return 0; - } -} - - -/** - * Helper for _mesa_meta_CopyTexImage1/2D() functions. - * Have to be careful with locking and meta state for pixel transfer. - */ -static void -copy_tex_image(struct gl_context *ctx, GLuint dims, GLenum target, GLint level, - GLenum internalFormat, GLint x, GLint y, - GLsizei width, GLsizei height, GLint border) -{ - struct gl_texture_object *texObj; - struct gl_texture_image *texImage; - GLenum format, type; - GLint bpp; - void *buf; - - texObj = _mesa_get_current_tex_object(ctx, target); - texImage = _mesa_get_tex_image(ctx, texObj, target, level); - - /* Choose format/type for temporary image buffer */ - format = _mesa_base_tex_format(ctx, internalFormat); - type = get_temp_image_type(ctx, format); - bpp = _mesa_bytes_per_pixel(format, type); - if (bpp <= 0) { - _mesa_problem(ctx, "Bad bpp in meta copy_tex_image()"); - return; - } - - /* - * Alloc image buffer (XXX could use a PBO) - */ - buf = malloc(width * height * bpp); - if (!buf) { - _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage%uD", dims); - return; - } - - _mesa_unlock_texture(ctx, texObj); /* need to unlock first */ - - /* - * Read image from framebuffer (disable pixel transfer ops) - */ - _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER); - ctx->Driver.ReadPixels(ctx, x, y, width, height, - format, type, &ctx->Pack, buf); - _mesa_meta_end(ctx); - - if (texImage->Data) { - ctx->Driver.FreeTexImageData(ctx, texImage); - } - - /* The texture's format was already chosen in _mesa_CopyTexImage() */ - ASSERT(texImage->TexFormat != MESA_FORMAT_NONE); - - /* - * Store texture data (with pixel transfer ops) - */ - _mesa_meta_begin(ctx, META_PIXEL_STORE); - - _mesa_update_state(ctx); /* to update pixel transfer state */ - - if (target == GL_TEXTURE_1D) { - ctx->Driver.TexImage1D(ctx, target, level, internalFormat, - width, border, format, type, - buf, &ctx->Unpack, texObj, texImage); - } - else { - ctx->Driver.TexImage2D(ctx, target, level, internalFormat, - width, height, border, format, type, - buf, &ctx->Unpack, texObj, texImage); - } - _mesa_meta_end(ctx); - - _mesa_lock_texture(ctx, texObj); /* re-lock */ - - free(buf); -} - - -void -_mesa_meta_CopyTexImage1D(struct gl_context *ctx, GLenum target, GLint level, - GLenum internalFormat, GLint x, GLint y, - GLsizei width, GLint border) -{ - copy_tex_image(ctx, 1, target, level, internalFormat, x, y, - width, 1, border); -} - - -void -_mesa_meta_CopyTexImage2D(struct gl_context *ctx, GLenum target, GLint level, - GLenum internalFormat, GLint x, GLint y, - GLsizei width, GLsizei height, GLint border) -{ - copy_tex_image(ctx, 2, target, level, internalFormat, x, y, - width, height, border); -} - - - -/** - * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions. - * Have to be careful with locking and meta state for pixel transfer. - */ -static void -copy_tex_sub_image(struct gl_context *ctx, - GLuint dims, GLenum target, GLint level, - GLint xoffset, GLint yoffset, GLint zoffset, - GLint x, GLint y, - GLsizei width, GLsizei height) -{ - struct gl_texture_object *texObj; - struct gl_texture_image *texImage; - GLenum format, type; - GLint bpp; - void *buf; - - texObj = _mesa_get_current_tex_object(ctx, target); - texImage = _mesa_select_tex_image(ctx, texObj, target, level); - - /* Choose format/type for temporary image buffer */ - format = _mesa_get_format_base_format(texImage->TexFormat); - type = get_temp_image_type(ctx, format); - bpp = _mesa_bytes_per_pixel(format, type); - if (bpp <= 0) { - _mesa_problem(ctx, "Bad bpp in meta copy_tex_sub_image()"); - return; - } - - /* - * Alloc image buffer (XXX could use a PBO) - */ - buf = malloc(width * height * bpp); - if (!buf) { - _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims); - return; - } - - _mesa_unlock_texture(ctx, texObj); /* need to unlock first */ - - /* - * Read image from framebuffer (disable pixel transfer ops) - */ - _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER); - ctx->Driver.ReadPixels(ctx, x, y, width, height, - format, type, &ctx->Pack, buf); - _mesa_meta_end(ctx); - - _mesa_update_state(ctx); /* to update pixel transfer state */ - - /* - * Store texture data (with pixel transfer ops) - */ - _mesa_meta_begin(ctx, META_PIXEL_STORE); - if (target == GL_TEXTURE_1D) { - ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, - width, format, type, buf, - &ctx->Unpack, texObj, texImage); - } - else if (target == GL_TEXTURE_3D) { - ctx->Driver.TexSubImage3D(ctx, target, level, xoffset, yoffset, zoffset, - width, height, 1, format, type, buf, - &ctx->Unpack, texObj, texImage); - } - else { - ctx->Driver.TexSubImage2D(ctx, target, level, xoffset, yoffset, - width, height, format, type, buf, - &ctx->Unpack, texObj, texImage); - } - _mesa_meta_end(ctx); - - _mesa_lock_texture(ctx, texObj); /* re-lock */ - - free(buf); -} - - -void -_mesa_meta_CopyTexSubImage1D(struct gl_context *ctx, GLenum target, GLint level, - GLint xoffset, - GLint x, GLint y, GLsizei width) -{ - copy_tex_sub_image(ctx, 1, target, level, xoffset, 0, 0, - x, y, width, 1); -} - - -void -_mesa_meta_CopyTexSubImage2D(struct gl_context *ctx, GLenum target, GLint level, - GLint xoffset, GLint yoffset, - GLint x, GLint y, - GLsizei width, GLsizei height) -{ - copy_tex_sub_image(ctx, 2, target, level, xoffset, yoffset, 0, - x, y, width, height); -} - - -void -_mesa_meta_CopyTexSubImage3D(struct gl_context *ctx, GLenum target, GLint level, - GLint xoffset, GLint yoffset, GLint zoffset, - GLint x, GLint y, - GLsizei width, GLsizei height) -{ - copy_tex_sub_image(ctx, 3, target, level, xoffset, yoffset, zoffset, - x, y, width, height); -} - - -void -_mesa_meta_CopyColorTable(struct gl_context *ctx, - GLenum target, GLenum internalformat, - GLint x, GLint y, GLsizei width) -{ - GLfloat *buf; - - buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat)); - if (!buf) { - _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyColorTable"); - return; - } - - /* - * Read image from framebuffer (disable pixel transfer ops) - */ - _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER); - ctx->Driver.ReadPixels(ctx, x, y, width, 1, - GL_RGBA, GL_FLOAT, &ctx->Pack, buf); - - _mesa_ColorTable(target, internalformat, width, GL_RGBA, GL_FLOAT, buf); - - _mesa_meta_end(ctx); - - free(buf); -} - - -void -_mesa_meta_CopyColorSubTable(struct gl_context *ctx,GLenum target, GLsizei start, - GLint x, GLint y, GLsizei width) -{ - GLfloat *buf; - - buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat)); - if (!buf) { - _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyColorSubTable"); - return; - } - - /* - * Read image from framebuffer (disable pixel transfer ops) - */ - _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER); - ctx->Driver.ReadPixels(ctx, x, y, width, 1, - GL_RGBA, GL_FLOAT, &ctx->Pack, buf); - - _mesa_ColorSubTable(target, start, width, GL_RGBA, GL_FLOAT, buf); - - _mesa_meta_end(ctx); - - free(buf); -} +/* + * Mesa 3-D graphics library + * Version: 7.6 + * + * Copyright (C) 2009 VMware, Inc. All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +/** + * Meta operations. Some GL operations can be expressed in terms of + * other GL operations. For example, glBlitFramebuffer() can be done + * with texture mapping and glClear() can be done with polygon rendering. + * + * \author Brian Paul + */ + + +#include "main/glheader.h" +#include "main/mtypes.h" +#include "main/imports.h" +#include "main/arbprogram.h" +#include "main/arrayobj.h" +#include "main/blend.h" +#include "main/bufferobj.h" +#include "main/buffers.h" +#include "main/colortab.h" +#include "main/depth.h" +#include "main/enable.h" +#include "main/fbobject.h" +#include "main/formats.h" +#include "main/image.h" +#include "main/macros.h" +#include "main/matrix.h" +#include "main/mipmap.h" +#include "main/pbo.h" +#include "main/polygon.h" +#include "main/readpix.h" +#include "main/scissor.h" +#include "main/shaderapi.h" +#include "main/shaderobj.h" +#include "main/state.h" +#include "main/stencil.h" +#include "main/texobj.h" +#include "main/texenv.h" +#include "main/teximage.h" +#include "main/texparam.h" +#include "main/texstate.h" +#include "main/varray.h" +#include "main/viewport.h" +#include "program/program.h" +#include "swrast/swrast.h" +#include "drivers/common/meta.h" + + +/** Return offset in bytes of the field within a vertex struct */ +#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD)) + + +/** + * Flags passed to _mesa_meta_begin(). + */ +/*@{*/ +#define META_ALL ~0x0 +#define META_ALPHA_TEST 0x1 +#define META_BLEND 0x2 /**< includes logicop */ +#define META_COLOR_MASK 0x4 +#define META_DEPTH_TEST 0x8 +#define META_FOG 0x10 +#define META_PIXEL_STORE 0x20 +#define META_PIXEL_TRANSFER 0x40 +#define META_RASTERIZATION 0x80 +#define META_SCISSOR 0x100 +#define META_SHADER 0x200 +#define META_STENCIL_TEST 0x400 +#define META_TRANSFORM 0x800 /**< modelview, projection, clip planes */ +#define META_TEXTURE 0x1000 +#define META_VERTEX 0x2000 +#define META_VIEWPORT 0x4000 +/*@}*/ + + +/** + * State which we may save/restore across meta ops. + * XXX this may be incomplete... + */ +struct save_state +{ + GLbitfield SavedState; /**< bitmask of META_* flags */ + + /** META_ALPHA_TEST */ + GLboolean AlphaEnabled; + GLenum AlphaFunc; + GLclampf AlphaRef; + + /** META_BLEND */ + GLbitfield BlendEnabled; + GLboolean ColorLogicOpEnabled; + + /** META_COLOR_MASK */ + GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; + + /** META_DEPTH_TEST */ + struct gl_depthbuffer_attrib Depth; + + /** META_FOG */ + GLboolean Fog; + + /** META_PIXEL_STORE */ + struct gl_pixelstore_attrib Pack, Unpack; + + /** META_PIXEL_TRANSFER */ + GLfloat RedBias, RedScale; + GLfloat GreenBias, GreenScale; + GLfloat BlueBias, BlueScale; + GLfloat AlphaBias, AlphaScale; + GLfloat DepthBias, DepthScale; + GLboolean MapColorFlag; + + /** META_RASTERIZATION */ + GLenum FrontPolygonMode, BackPolygonMode; + GLboolean PolygonOffset; + GLboolean PolygonSmooth; + GLboolean PolygonStipple; + GLboolean PolygonCull; + + /** META_SCISSOR */ + struct gl_scissor_attrib Scissor; + + /** META_SHADER */ + GLboolean VertexProgramEnabled; + struct gl_vertex_program *VertexProgram; + GLboolean FragmentProgramEnabled; + struct gl_fragment_program *FragmentProgram; + struct gl_shader_program *VertexShader; + struct gl_shader_program *GeometryShader; + struct gl_shader_program *FragmentShader; + struct gl_shader_program *ActiveShader; + + /** META_STENCIL_TEST */ + struct gl_stencil_attrib Stencil; + + /** META_TRANSFORM */ + GLenum MatrixMode; + GLfloat ModelviewMatrix[16]; + GLfloat ProjectionMatrix[16]; + GLfloat TextureMatrix[16]; + GLbitfield ClipPlanesEnabled; + + /** META_TEXTURE */ + GLuint ActiveUnit; + GLuint ClientActiveUnit; + /** for unit[0] only */ + struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS]; + /** mask of TEXTURE_2D_BIT, etc */ + GLbitfield TexEnabled[MAX_TEXTURE_UNITS]; + GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS]; + GLuint EnvMode; /* unit[0] only */ + + /** META_VERTEX */ + struct gl_array_object *ArrayObj; + struct gl_buffer_object *ArrayBufferObj; + + /** META_VIEWPORT */ + GLint ViewportX, ViewportY, ViewportW, ViewportH; + GLclampd DepthNear, DepthFar; + + /** Miscellaneous (always disabled) */ + GLboolean Lighting; +}; + + +/** + * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc. + * This is currently shared by all the meta ops. But we could create a + * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc. + */ +struct temp_texture +{ + GLuint TexObj; + GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */ + GLsizei MinSize; /**< Min texture size to allocate */ + GLsizei MaxSize; /**< Max possible texture size */ + GLboolean NPOT; /**< Non-power of two size OK? */ + GLsizei Width, Height; /**< Current texture size */ + GLenum IntFormat; + GLfloat Sright, Ttop; /**< right, top texcoords */ +}; + + +/** + * State for glBlitFramebufer() + */ +struct blit_state +{ + GLuint ArrayObj; + GLuint VBO; + GLuint DepthFP; +}; + + +/** + * State for glClear() + */ +struct clear_state +{ + GLuint ArrayObj; + GLuint VBO; +}; + + +/** + * State for glCopyPixels() + */ +struct copypix_state +{ + GLuint ArrayObj; + GLuint VBO; +}; + + +/** + * State for glDrawPixels() + */ +struct drawpix_state +{ + GLuint ArrayObj; + + GLuint StencilFP; /**< Fragment program for drawing stencil images */ + GLuint DepthFP; /**< Fragment program for drawing depth images */ +}; + + +/** + * State for glBitmap() + */ +struct bitmap_state +{ + GLuint ArrayObj; + GLuint VBO; + struct temp_texture Tex; /**< separate texture from other meta ops */ +}; + + +/** + * State for _mesa_meta_generate_mipmap() + */ +struct gen_mipmap_state +{ + GLuint ArrayObj; + GLuint VBO; + GLuint FBO; +}; + +#define MAX_META_OPS_DEPTH 2 +/** + * All per-context meta state. + */ +struct gl_meta_state +{ + /** Stack of state saved during meta-ops */ + struct save_state Save[MAX_META_OPS_DEPTH]; + /** Save stack depth */ + GLuint SaveStackDepth; + + struct temp_texture TempTex; + + struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */ + struct clear_state Clear; /**< For _mesa_meta_Clear() */ + struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */ + struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */ + struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */ + struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */ +}; + + +/** + * Initialize meta-ops for a context. + * To be called once during context creation. + */ +void +_mesa_meta_init(struct gl_context *ctx) +{ + ASSERT(!ctx->Meta); + + ctx->Meta = CALLOC_STRUCT(gl_meta_state); +} + + +/** + * Free context meta-op state. + * To be called once during context destruction. + */ +void +_mesa_meta_free(struct gl_context *ctx) +{ + /* Note: Any textures, VBOs, etc, that we allocate should get + * freed by the normal context destruction code. But this would be + * the place to free other meta data someday. + */ + free(ctx->Meta); + ctx->Meta = NULL; +} + + +/** + * Enter meta state. This is like a light-weight version of glPushAttrib + * but it also resets most GL state back to default values. + * + * \param state bitmask of META_* flags indicating which attribute groups + * to save and reset to their defaults + */ +static void +_mesa_meta_begin(struct gl_context *ctx, GLbitfield state) +{ + struct save_state *save; + + /* hope MAX_META_OPS_DEPTH is large enough */ + assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH); + + save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++]; + memset(save, 0, sizeof(*save)); + save->SavedState = state; + + if (state & META_ALPHA_TEST) { + save->AlphaEnabled = ctx->Color.AlphaEnabled; + save->AlphaFunc = ctx->Color.AlphaFunc; + save->AlphaRef = ctx->Color.AlphaRef; + if (ctx->Color.AlphaEnabled) + _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE); + } + + if (state & META_BLEND) { + save->BlendEnabled = ctx->Color.BlendEnabled; + if (ctx->Color.BlendEnabled) { + if (ctx->Extensions.EXT_draw_buffers2) { + GLuint i; + for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { + _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE); + } + } + else { + _mesa_set_enable(ctx, GL_BLEND, GL_FALSE); + } + } + save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled; + if (ctx->Color.ColorLogicOpEnabled) + _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE); + } + + if (state & META_COLOR_MASK) { + memcpy(save->ColorMask, ctx->Color.ColorMask, + sizeof(ctx->Color.ColorMask)); + if (!ctx->Color.ColorMask[0][0] || + !ctx->Color.ColorMask[0][1] || + !ctx->Color.ColorMask[0][2] || + !ctx->Color.ColorMask[0][3]) + _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + } + + if (state & META_DEPTH_TEST) { + save->Depth = ctx->Depth; /* struct copy */ + if (ctx->Depth.Test) + _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE); + } + + if (state & META_FOG) { + save->Fog = ctx->Fog.Enabled; + if (ctx->Fog.Enabled) + _mesa_set_enable(ctx, GL_FOG, GL_FALSE); + } + + if (state & META_PIXEL_STORE) { + save->Pack = ctx->Pack; + save->Unpack = ctx->Unpack; + ctx->Pack = ctx->DefaultPacking; + ctx->Unpack = ctx->DefaultPacking; + } + + if (state & META_PIXEL_TRANSFER) { + save->RedScale = ctx->Pixel.RedScale; + save->RedBias = ctx->Pixel.RedBias; + save->GreenScale = ctx->Pixel.GreenScale; + save->GreenBias = ctx->Pixel.GreenBias; + save->BlueScale = ctx->Pixel.BlueScale; + save->BlueBias = ctx->Pixel.BlueBias; + save->AlphaScale = ctx->Pixel.AlphaScale; + save->AlphaBias = ctx->Pixel.AlphaBias; + save->MapColorFlag = ctx->Pixel.MapColorFlag; + ctx->Pixel.RedScale = 1.0F; + ctx->Pixel.RedBias = 0.0F; + ctx->Pixel.GreenScale = 1.0F; + ctx->Pixel.GreenBias = 0.0F; + ctx->Pixel.BlueScale = 1.0F; + ctx->Pixel.BlueBias = 0.0F; + ctx->Pixel.AlphaScale = 1.0F; + ctx->Pixel.AlphaBias = 0.0F; + ctx->Pixel.MapColorFlag = GL_FALSE; + /* XXX more state */ + ctx->NewState |=_NEW_PIXEL; + } + + if (state & META_RASTERIZATION) { + save->FrontPolygonMode = ctx->Polygon.FrontMode; + save->BackPolygonMode = ctx->Polygon.BackMode; + save->PolygonOffset = ctx->Polygon.OffsetFill; + save->PolygonSmooth = ctx->Polygon.SmoothFlag; + save->PolygonStipple = ctx->Polygon.StippleFlag; + save->PolygonCull = ctx->Polygon.CullFlag; + _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); + _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE); + _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE); + _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE); + _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE); + } + + if (state & META_SCISSOR) { + save->Scissor = ctx->Scissor; /* struct copy */ + _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE); + } + + if (state & META_SHADER) { + if (ctx->Extensions.ARB_vertex_program) { + save->VertexProgramEnabled = ctx->VertexProgram.Enabled; + _mesa_reference_vertprog(ctx, &save->VertexProgram, + ctx->VertexProgram.Current); + _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE); + } + + if (ctx->Extensions.ARB_fragment_program) { + save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled; + _mesa_reference_fragprog(ctx, &save->FragmentProgram, + ctx->FragmentProgram.Current); + _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE); + } + + if (ctx->Extensions.ARB_shader_objects) { + _mesa_reference_shader_program(ctx, &save->VertexShader, + ctx->Shader.CurrentVertexProgram); + _mesa_reference_shader_program(ctx, &save->GeometryShader, + ctx->Shader.CurrentGeometryProgram); + _mesa_reference_shader_program(ctx, &save->FragmentShader, + ctx->Shader.CurrentFragmentProgram); + _mesa_reference_shader_program(ctx, &save->ActiveShader, + ctx->Shader.CurrentFragmentProgram); + + _mesa_UseProgramObjectARB(0); + } + } + + if (state & META_STENCIL_TEST) { + save->Stencil = ctx->Stencil; /* struct copy */ + if (ctx->Stencil.Enabled) + _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE); + /* NOTE: other stencil state not reset */ + } + + if (state & META_TEXTURE) { + GLuint u, tgt; + + save->ActiveUnit = ctx->Texture.CurrentUnit; + save->ClientActiveUnit = ctx->Array.ActiveTexture; + save->EnvMode = ctx->Texture.Unit[0].EnvMode; + + /* Disable all texture units */ + for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { + save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled; + save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled; + if (ctx->Texture.Unit[u].Enabled || + ctx->Texture.Unit[u].TexGenEnabled) { + _mesa_ActiveTextureARB(GL_TEXTURE0 + u); + _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE); + _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE); + _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE); + if (ctx->Extensions.ARB_texture_cube_map) + _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE); + _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE); + _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE); + _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE); + _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE); + _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE); + } + } + + /* save current texture objects for unit[0] only */ + for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { + _mesa_reference_texobj(&save->CurrentTexture[tgt], + ctx->Texture.Unit[0].CurrentTex[tgt]); + } + + /* set defaults for unit[0] */ + _mesa_ActiveTextureARB(GL_TEXTURE0); + _mesa_ClientActiveTextureARB(GL_TEXTURE0); + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + } + + if (state & META_TRANSFORM) { + GLuint activeTexture = ctx->Texture.CurrentUnit; + memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m, + 16 * sizeof(GLfloat)); + memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m, + 16 * sizeof(GLfloat)); + memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m, + 16 * sizeof(GLfloat)); + save->MatrixMode = ctx->Transform.MatrixMode; + /* set 1:1 vertex:pixel coordinate transform */ + _mesa_ActiveTextureARB(GL_TEXTURE0); + _mesa_MatrixMode(GL_TEXTURE); + _mesa_LoadIdentity(); + _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture); + _mesa_MatrixMode(GL_MODELVIEW); + _mesa_LoadIdentity(); + _mesa_MatrixMode(GL_PROJECTION); + _mesa_LoadIdentity(); + _mesa_Ortho(0.0, ctx->DrawBuffer->Width, + 0.0, ctx->DrawBuffer->Height, + -1.0, 1.0); + save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled; + if (ctx->Transform.ClipPlanesEnabled) { + GLuint i; + for (i = 0; i < ctx->Const.MaxClipPlanes; i++) { + _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); + } + } + } + + if (state & META_VERTEX) { + /* save vertex array object state */ + _mesa_reference_array_object(ctx, &save->ArrayObj, + ctx->Array.ArrayObj); + _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, + ctx->Array.ArrayBufferObj); + /* set some default state? */ + } + + if (state & META_VIEWPORT) { + /* save viewport state */ + save->ViewportX = ctx->Viewport.X; + save->ViewportY = ctx->Viewport.Y; + save->ViewportW = ctx->Viewport.Width; + save->ViewportH = ctx->Viewport.Height; + /* set viewport to match window size */ + if (ctx->Viewport.X != 0 || + ctx->Viewport.Y != 0 || + ctx->Viewport.Width != ctx->DrawBuffer->Width || + ctx->Viewport.Height != ctx->DrawBuffer->Height) { + _mesa_set_viewport(ctx, 0, 0, + ctx->DrawBuffer->Width, ctx->DrawBuffer->Height); + } + /* save depth range state */ + save->DepthNear = ctx->Viewport.Near; + save->DepthFar = ctx->Viewport.Far; + /* set depth range to default */ + _mesa_DepthRange(0.0, 1.0); + } + + /* misc */ + { + save->Lighting = ctx->Light.Enabled; + if (ctx->Light.Enabled) + _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE); + } +} + + +/** + * Leave meta state. This is like a light-weight version of glPopAttrib(). + */ +static void +_mesa_meta_end(struct gl_context *ctx) +{ + struct save_state *save = &ctx->Meta->Save[--ctx->Meta->SaveStackDepth]; + const GLbitfield state = save->SavedState; + + if (state & META_ALPHA_TEST) { + if (ctx->Color.AlphaEnabled != save->AlphaEnabled) + _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled); + _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef); + } + + if (state & META_BLEND) { + if (ctx->Color.BlendEnabled != save->BlendEnabled) { + if (ctx->Extensions.EXT_draw_buffers2) { + GLuint i; + for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { + _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1); + } + } + else { + _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1)); + } + } + if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled) + _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled); + } + + if (state & META_COLOR_MASK) { + GLuint i; + for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { + if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) { + if (i == 0) { + _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1], + save->ColorMask[i][2], save->ColorMask[i][3]); + } + else { + _mesa_ColorMaskIndexed(i, + save->ColorMask[i][0], + save->ColorMask[i][1], + save->ColorMask[i][2], + save->ColorMask[i][3]); + } + } + } + } + + if (state & META_DEPTH_TEST) { + if (ctx->Depth.Test != save->Depth.Test) + _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test); + _mesa_DepthFunc(save->Depth.Func); + _mesa_DepthMask(save->Depth.Mask); + } + + if (state & META_FOG) { + _mesa_set_enable(ctx, GL_FOG, save->Fog); + } + + if (state & META_PIXEL_STORE) { + ctx->Pack = save->Pack; + ctx->Unpack = save->Unpack; + } + + if (state & META_PIXEL_TRANSFER) { + ctx->Pixel.RedScale = save->RedScale; + ctx->Pixel.RedBias = save->RedBias; + ctx->Pixel.GreenScale = save->GreenScale; + ctx->Pixel.GreenBias = save->GreenBias; + ctx->Pixel.BlueScale = save->BlueScale; + ctx->Pixel.BlueBias = save->BlueBias; + ctx->Pixel.AlphaScale = save->AlphaScale; + ctx->Pixel.AlphaBias = save->AlphaBias; + ctx->Pixel.MapColorFlag = save->MapColorFlag; + /* XXX more state */ + ctx->NewState |=_NEW_PIXEL; + } + + if (state & META_RASTERIZATION) { + _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode); + _mesa_PolygonMode(GL_BACK, save->BackPolygonMode); + _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple); + _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset); + _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth); + _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull); + } + + if (state & META_SCISSOR) { + _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled); + _mesa_Scissor(save->Scissor.X, save->Scissor.Y, + save->Scissor.Width, save->Scissor.Height); + } + + if (state & META_SHADER) { + if (ctx->Extensions.ARB_vertex_program) { + _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, + save->VertexProgramEnabled); + _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, + save->VertexProgram); + _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL); + } + + if (ctx->Extensions.ARB_fragment_program) { + _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, + save->FragmentProgramEnabled); + _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, + save->FragmentProgram); + _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL); + } + + if (ctx->Extensions.ARB_vertex_shader) + _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader); + + if (ctx->Extensions.ARB_geometry_shader4) + _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, + save->GeometryShader); + + if (ctx->Extensions.ARB_fragment_shader) + _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER, + save->FragmentShader); + + _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, + save->ActiveShader); + } + + if (state & META_STENCIL_TEST) { + const struct gl_stencil_attrib *stencil = &save->Stencil; + + _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); + _mesa_ClearStencil(stencil->Clear); + if (ctx->Extensions.EXT_stencil_two_side) { + _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, + stencil->TestTwoSide); + _mesa_ActiveStencilFaceEXT(stencil->ActiveFace + ? GL_BACK : GL_FRONT); + } + /* front state */ + _mesa_StencilFuncSeparate(GL_FRONT, + stencil->Function[0], + stencil->Ref[0], + stencil->ValueMask[0]); + _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); + _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], + stencil->ZFailFunc[0], + stencil->ZPassFunc[0]); + /* back state */ + _mesa_StencilFuncSeparate(GL_BACK, + stencil->Function[1], + stencil->Ref[1], + stencil->ValueMask[1]); + _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); + _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], + stencil->ZFailFunc[1], + stencil->ZPassFunc[1]); + } + + if (state & META_TEXTURE) { + GLuint u, tgt; + + ASSERT(ctx->Texture.CurrentUnit == 0); + + /* restore texenv for unit[0] */ + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode); + + /* restore texture objects for unit[0] only */ + for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { + _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt], + save->CurrentTexture[tgt]); + _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL); + } + + /* Re-enable textures, texgen */ + for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { + if (save->TexEnabled[u]) { + _mesa_ActiveTextureARB(GL_TEXTURE0 + u); + + if (save->TexEnabled[u] & TEXTURE_1D_BIT) + _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_TRUE); + if (save->TexEnabled[u] & TEXTURE_2D_BIT) + _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_TRUE); + if (save->TexEnabled[u] & TEXTURE_3D_BIT) + _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_TRUE); + if (save->TexEnabled[u] & TEXTURE_CUBE_BIT) + _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_TRUE); + if (save->TexEnabled[u] & TEXTURE_RECT_BIT) + _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_TRUE); + } + + if (save->TexGenEnabled[u]) { + _mesa_ActiveTextureARB(GL_TEXTURE0 + u); + + if (save->TexGenEnabled[u] & S_BIT) + _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_TRUE); + if (save->TexGenEnabled[u] & T_BIT) + _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_TRUE); + if (save->TexGenEnabled[u] & R_BIT) + _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_TRUE); + if (save->TexGenEnabled[u] & Q_BIT) + _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_TRUE); + } + } + + /* restore current unit state */ + _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit); + _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit); + } + + if (state & META_TRANSFORM) { + GLuint activeTexture = ctx->Texture.CurrentUnit; + _mesa_ActiveTextureARB(GL_TEXTURE0); + _mesa_MatrixMode(GL_TEXTURE); + _mesa_LoadMatrixf(save->TextureMatrix); + _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture); + + _mesa_MatrixMode(GL_MODELVIEW); + _mesa_LoadMatrixf(save->ModelviewMatrix); + + _mesa_MatrixMode(GL_PROJECTION); + _mesa_LoadMatrixf(save->ProjectionMatrix); + + _mesa_MatrixMode(save->MatrixMode); + + if (save->ClipPlanesEnabled) { + GLuint i; + for (i = 0; i < ctx->Const.MaxClipPlanes; i++) { + if (save->ClipPlanesEnabled & (1 << i)) { + _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE); + } + } + } + } + + if (state & META_VERTEX) { + /* restore vertex buffer object */ + _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name); + _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL); + + /* restore vertex array object */ + _mesa_BindVertexArray(save->ArrayObj->Name); + _mesa_reference_array_object(ctx, &save->ArrayObj, NULL); + } + + if (state & META_VIEWPORT) { + if (save->ViewportX != ctx->Viewport.X || + save->ViewportY != ctx->Viewport.Y || + save->ViewportW != ctx->Viewport.Width || + save->ViewportH != ctx->Viewport.Height) { + _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY, + save->ViewportW, save->ViewportH); + } + _mesa_DepthRange(save->DepthNear, save->DepthFar); + } + + /* misc */ + if (save->Lighting) { + _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE); + } +} + + +/** + * Convert Z from a normalized value in the range [0, 1] to an object-space + * Z coordinate in [-1, +1] so that drawing at the new Z position with the + * default/identity ortho projection results in the original Z value. + * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z + * value comes from the clear value or raster position. + */ +static INLINE GLfloat +invert_z(GLfloat normZ) +{ + GLfloat objZ = 1.0 - 2.0 * normZ; + return objZ; +} + + +/** + * One-time init for a temp_texture object. + * Choose tex target, compute max tex size, etc. + */ +static void +init_temp_texture(struct gl_context *ctx, struct temp_texture *tex) +{ + /* prefer texture rectangle */ + if (ctx->Extensions.NV_texture_rectangle) { + tex->Target = GL_TEXTURE_RECTANGLE; + tex->MaxSize = ctx->Const.MaxTextureRectSize; + tex->NPOT = GL_TRUE; + } + else { + /* use 2D texture, NPOT if possible */ + tex->Target = GL_TEXTURE_2D; + tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1); + tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two; + } + tex->MinSize = 16; /* 16 x 16 at least */ + assert(tex->MaxSize > 0); + + _mesa_GenTextures(1, &tex->TexObj); +} + + +/** + * Return pointer to temp_texture info for non-bitmap ops. + * This does some one-time init if needed. + */ +static struct temp_texture * +get_temp_texture(struct gl_context *ctx) +{ + struct temp_texture *tex = &ctx->Meta->TempTex; + + if (!tex->TexObj) { + init_temp_texture(ctx, tex); + } + + return tex; +} + + +/** + * Return pointer to temp_texture info for _mesa_meta_bitmap(). + * We use a separate texture for bitmaps to reduce texture + * allocation/deallocation. + */ +static struct temp_texture * +get_bitmap_temp_texture(struct gl_context *ctx) +{ + struct temp_texture *tex = &ctx->Meta->Bitmap.Tex; + + if (!tex->TexObj) { + init_temp_texture(ctx, tex); + } + + return tex; +} + + +/** + * Compute the width/height of texture needed to draw an image of the + * given size. Return a flag indicating whether the current texture + * can be re-used (glTexSubImage2D) or if a new texture needs to be + * allocated (glTexImage2D). + * Also, compute s/t texcoords for drawing. + * + * \return GL_TRUE if new texture is needed, GL_FALSE otherwise + */ +static GLboolean +alloc_texture(struct temp_texture *tex, + GLsizei width, GLsizei height, GLenum intFormat) +{ + GLboolean newTex = GL_FALSE; + + ASSERT(width <= tex->MaxSize); + ASSERT(height <= tex->MaxSize); + + if (width > tex->Width || + height > tex->Height || + intFormat != tex->IntFormat) { + /* alloc new texture (larger or different format) */ + + if (tex->NPOT) { + /* use non-power of two size */ + tex->Width = MAX2(tex->MinSize, width); + tex->Height = MAX2(tex->MinSize, height); + } + else { + /* find power of two size */ + GLsizei w, h; + w = h = tex->MinSize; + while (w < width) + w *= 2; + while (h < height) + h *= 2; + tex->Width = w; + tex->Height = h; + } + + tex->IntFormat = intFormat; + + newTex = GL_TRUE; + } + + /* compute texcoords */ + if (tex->Target == GL_TEXTURE_RECTANGLE) { + tex->Sright = (GLfloat) width; + tex->Ttop = (GLfloat) height; + } + else { + tex->Sright = (GLfloat) width / tex->Width; + tex->Ttop = (GLfloat) height / tex->Height; + } + + return newTex; +} + + +/** + * Setup/load texture for glCopyPixels or glBlitFramebuffer. + */ +static void +setup_copypix_texture(struct temp_texture *tex, + GLboolean newTex, + GLint srcX, GLint srcY, + GLsizei width, GLsizei height, GLenum intFormat, + GLenum filter) +{ + _mesa_BindTexture(tex->Target, tex->TexObj); + _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter); + _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter); + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + + /* copy framebuffer image to texture */ + if (newTex) { + /* create new tex image */ + if (tex->Width == width && tex->Height == height) { + /* create new tex with framebuffer data */ + _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat, + srcX, srcY, width, height, 0); + } + else { + /* create empty texture */ + _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, + tex->Width, tex->Height, 0, + intFormat, GL_UNSIGNED_BYTE, NULL); + /* load image */ + _mesa_CopyTexSubImage2D(tex->Target, 0, + 0, 0, srcX, srcY, width, height); + } + } + else { + /* replace existing tex image */ + _mesa_CopyTexSubImage2D(tex->Target, 0, + 0, 0, srcX, srcY, width, height); + } +} + + +/** + * Setup/load texture for glDrawPixels. + */ +static void +setup_drawpix_texture(struct gl_context *ctx, + struct temp_texture *tex, + GLboolean newTex, + GLenum texIntFormat, + GLsizei width, GLsizei height, + GLenum format, GLenum type, + const GLvoid *pixels) +{ + _mesa_BindTexture(tex->Target, tex->TexObj); + _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + + /* copy pixel data to texture */ + if (newTex) { + /* create new tex image */ + if (tex->Width == width && tex->Height == height) { + /* create new tex and load image data */ + _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, + tex->Width, tex->Height, 0, format, type, pixels); + } + else { + struct gl_buffer_object *save_unpack_obj = NULL; + + _mesa_reference_buffer_object(ctx, &save_unpack_obj, + ctx->Unpack.BufferObj); + _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0); + /* create empty texture */ + _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, + tex->Width, tex->Height, 0, format, type, NULL); + if (save_unpack_obj != NULL) + _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, + save_unpack_obj->Name); + /* load image */ + _mesa_TexSubImage2D(tex->Target, 0, + 0, 0, width, height, format, type, pixels); + } + } + else { + /* replace existing tex image */ + _mesa_TexSubImage2D(tex->Target, 0, + 0, 0, width, height, format, type, pixels); + } +} + + + +/** + * One-time init for drawing depth pixels. + */ +static void +init_blit_depth_pixels(struct gl_context *ctx) +{ + static const char *program = + "!!ARBfp1.0\n" + "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n" + "END \n"; + char program2[200]; + struct blit_state *blit = &ctx->Meta->Blit; + struct temp_texture *tex = get_temp_texture(ctx); + const char *texTarget; + + assert(blit->DepthFP == 0); + + /* replace %s with "RECT" or "2D" */ + assert(strlen(program) + 4 < sizeof(program2)); + if (tex->Target == GL_TEXTURE_RECTANGLE) + texTarget = "RECT"; + else + texTarget = "2D"; + _mesa_snprintf(program2, sizeof(program2), program, texTarget); + + _mesa_GenPrograms(1, &blit->DepthFP); + _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); + _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, + strlen(program2), (const GLubyte *) program2); +} + + +/** + * Try to do a glBlitFramebuffer using no-copy texturing. + * We can do this when the src renderbuffer is actually a texture. + * But if the src buffer == dst buffer we cannot do this. + * + * \return new buffer mask indicating the buffers left to blit using the + * normal path. + */ +static GLbitfield +blitframebuffer_texture(struct gl_context *ctx, + GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, + GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, + GLbitfield mask, GLenum filter) +{ + if (mask & GL_COLOR_BUFFER_BIT) { + const struct gl_framebuffer *drawFb = ctx->DrawBuffer; + const struct gl_framebuffer *readFb = ctx->ReadBuffer; + const struct gl_renderbuffer_attachment *drawAtt = + &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]]; + const struct gl_renderbuffer_attachment *readAtt = + &readFb->Attachment[readFb->_ColorReadBufferIndex]; + + if (readAtt && readAtt->Texture) { + const struct gl_texture_object *texObj = readAtt->Texture; + const GLuint srcLevel = readAtt->TextureLevel; + const GLenum minFilterSave = texObj->MinFilter; + const GLenum magFilterSave = texObj->MagFilter; + const GLint baseLevelSave = texObj->BaseLevel; + const GLint maxLevelSave = texObj->MaxLevel; + const GLenum wrapSSave = texObj->WrapS; + const GLenum wrapTSave = texObj->WrapT; + const GLenum target = texObj->Target; + + if (drawAtt->Texture == readAtt->Texture) { + /* Can't use same texture as both the source and dest. We need + * to handle overlapping blits and besides, some hw may not + * support this. + */ + return mask; + } + + if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) { + /* Can't handle other texture types at this time */ + return mask; + } + + /* + printf("Blit from texture!\n"); + printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt); + printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture); + */ + + /* Prepare src texture state */ + _mesa_BindTexture(target, texObj->Name); + _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); + _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); + if (target != GL_TEXTURE_RECTANGLE_ARB) { + _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel); + _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel); + } + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + _mesa_set_enable(ctx, target, GL_TRUE); + + /* Prepare vertex data (the VBO was previously created and bound) */ + { + struct vertex { + GLfloat x, y, s, t; + }; + struct vertex verts[4]; + GLfloat s0, t0, s1, t1; + + if (target == GL_TEXTURE_2D) { + const struct gl_texture_image *texImage + = _mesa_select_tex_image(ctx, texObj, target, srcLevel); + s0 = srcX0 / (float) texImage->Width; + s1 = srcX1 / (float) texImage->Width; + t0 = srcY0 / (float) texImage->Height; + t1 = srcY1 / (float) texImage->Height; + } + else { + assert(target == GL_TEXTURE_RECTANGLE_ARB); + s0 = srcX0; + s1 = srcX1; + t0 = srcY0; + t1 = srcY1; + } + + verts[0].x = (GLfloat) dstX0; + verts[0].y = (GLfloat) dstY0; + verts[1].x = (GLfloat) dstX1; + verts[1].y = (GLfloat) dstY0; + verts[2].x = (GLfloat) dstX1; + verts[2].y = (GLfloat) dstY1; + verts[3].x = (GLfloat) dstX0; + verts[3].y = (GLfloat) dstY1; + + verts[0].s = s0; + verts[0].t = t0; + verts[1].s = s1; + verts[1].t = t0; + verts[2].s = s1; + verts[2].t = t1; + verts[3].s = s0; + verts[3].t = t1; + + _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + } + + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + + /* Restore texture object state, the texture binding will + * be restored by _mesa_meta_end(). + */ + _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave); + _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave); + if (target != GL_TEXTURE_RECTANGLE_ARB) { + _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave); + _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave); + } + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave); + + /* Done with color buffer */ + mask &= ~GL_COLOR_BUFFER_BIT; + } + } + + return mask; +} + + +/** + * Meta implementation of ctx->Driver.BlitFramebuffer() in terms + * of texture mapping and polygon rendering. + */ +void +_mesa_meta_BlitFramebuffer(struct gl_context *ctx, + GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, + GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, + GLbitfield mask, GLenum filter) +{ + struct blit_state *blit = &ctx->Meta->Blit; + struct temp_texture *tex = get_temp_texture(ctx); + const GLsizei maxTexSize = tex->MaxSize; + const GLint srcX = MIN2(srcX0, srcX1); + const GLint srcY = MIN2(srcY0, srcY1); + const GLint srcW = abs(srcX1 - srcX0); + const GLint srcH = abs(srcY1 - srcY0); + const GLboolean srcFlipX = srcX1 < srcX0; + const GLboolean srcFlipY = srcY1 < srcY0; + struct vertex { + GLfloat x, y, s, t; + }; + struct vertex verts[4]; + GLboolean newTex; + + if (srcW > maxTexSize || srcH > maxTexSize) { + /* XXX avoid this fallback */ + _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1, + dstX0, dstY0, dstX1, dstY1, mask, filter); + return; + } + + if (srcFlipX) { + GLint tmp = dstX0; + dstX0 = dstX1; + dstX1 = tmp; + } + + if (srcFlipY) { + GLint tmp = dstY0; + dstY0 = dstY1; + dstY1 = tmp; + } + + /* only scissor effects blit so save/clear all other relevant state */ + _mesa_meta_begin(ctx, ~META_SCISSOR); + + if (blit->ArrayObj == 0) { + /* one-time setup */ + + /* create vertex array object */ + _mesa_GenVertexArrays(1, &blit->ArrayObj); + _mesa_BindVertexArray(blit->ArrayObj); + + /* create vertex array buffer */ + _mesa_GenBuffersARB(1, &blit->VBO); + _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO); + _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + NULL, GL_DYNAMIC_DRAW_ARB); + + /* setup vertex arrays */ + _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); + _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); + _mesa_EnableClientState(GL_VERTEX_ARRAY); + _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); + } + else { + _mesa_BindVertexArray(blit->ArrayObj); + _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO); + } + + /* Try faster, direct texture approach first */ + mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1, + dstX0, dstY0, dstX1, dstY1, mask, filter); + if (mask == 0x0) { + _mesa_meta_end(ctx); + return; + } + + /* Continue with "normal" approach which involves copying the src rect + * into a temporary texture and is "blitted" by drawing a textured quad. + */ + + newTex = alloc_texture(tex, srcW, srcH, GL_RGBA); + + /* vertex positions/texcoords (after texture allocation!) */ + { + verts[0].x = (GLfloat) dstX0; + verts[0].y = (GLfloat) dstY0; + verts[1].x = (GLfloat) dstX1; + verts[1].y = (GLfloat) dstY0; + verts[2].x = (GLfloat) dstX1; + verts[2].y = (GLfloat) dstY1; + verts[3].x = (GLfloat) dstX0; + verts[3].y = (GLfloat) dstY1; + + verts[0].s = 0.0F; + verts[0].t = 0.0F; + verts[1].s = tex->Sright; + verts[1].t = 0.0F; + verts[2].s = tex->Sright; + verts[2].t = tex->Ttop; + verts[3].s = 0.0F; + verts[3].t = tex->Ttop; + + /* upload new vertex data */ + _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + } + + _mesa_set_enable(ctx, tex->Target, GL_TRUE); + + if (mask & GL_COLOR_BUFFER_BIT) { + setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH, + GL_RGBA, filter); + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + mask &= ~GL_COLOR_BUFFER_BIT; + } + + if (mask & GL_DEPTH_BUFFER_BIT) { + GLuint *tmp = (GLuint *) malloc(srcW * srcH * sizeof(GLuint)); + if (tmp) { + if (!blit->DepthFP) + init_blit_depth_pixels(ctx); + + /* maybe change tex format here */ + newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT); + + _mesa_ReadPixels(srcX, srcY, srcW, srcH, + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp); + + setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH, + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp); + + _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); + _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); + _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); + _mesa_DepthFunc(GL_ALWAYS); + _mesa_DepthMask(GL_TRUE); + + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + mask &= ~GL_DEPTH_BUFFER_BIT; + + free(tmp); + } + } + + if (mask & GL_STENCIL_BUFFER_BIT) { + /* XXX can't easily do stencil */ + } + + _mesa_set_enable(ctx, tex->Target, GL_FALSE); + + _mesa_meta_end(ctx); + + if (mask) { + _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1, + dstX0, dstY0, dstX1, dstY1, mask, filter); + } +} + + +/** + * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering. + */ +void +_mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) +{ + struct clear_state *clear = &ctx->Meta->Clear; + struct vertex { + GLfloat x, y, z, r, g, b, a; + }; + struct vertex verts[4]; + /* save all state but scissor, pixel pack/unpack */ + GLbitfield metaSave = META_ALL - META_SCISSOR - META_PIXEL_STORE; + const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; + + if (buffers & BUFFER_BITS_COLOR) { + /* if clearing color buffers, don't save/restore colormask */ + metaSave -= META_COLOR_MASK; + } + + _mesa_meta_begin(ctx, metaSave); + + if (clear->ArrayObj == 0) { + /* one-time setup */ + + /* create vertex array object */ + _mesa_GenVertexArrays(1, &clear->ArrayObj); + _mesa_BindVertexArray(clear->ArrayObj); + + /* create vertex array buffer */ + _mesa_GenBuffersARB(1, &clear->VBO); + _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); + + /* setup vertex arrays */ + _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); + _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r)); + _mesa_EnableClientState(GL_VERTEX_ARRAY); + _mesa_EnableClientState(GL_COLOR_ARRAY); + } + else { + _mesa_BindVertexArray(clear->ArrayObj); + _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); + } + + /* GL_COLOR_BUFFER_BIT */ + if (buffers & BUFFER_BITS_COLOR) { + /* leave colormask, glDrawBuffer state as-is */ + } + else { + ASSERT(metaSave & META_COLOR_MASK); + _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + } + + /* GL_DEPTH_BUFFER_BIT */ + if (buffers & BUFFER_BIT_DEPTH) { + _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); + _mesa_DepthFunc(GL_ALWAYS); + _mesa_DepthMask(GL_TRUE); + } + else { + assert(!ctx->Depth.Test); + } + + /* GL_STENCIL_BUFFER_BIT */ + if (buffers & BUFFER_BIT_STENCIL) { + _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE); + _mesa_StencilOpSeparate(GL_FRONT_AND_BACK, + GL_REPLACE, GL_REPLACE, GL_REPLACE); + _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, + ctx->Stencil.Clear & stencilMax, + ctx->Stencil.WriteMask[0]); + } + else { + assert(!ctx->Stencil.Enabled); + } + + /* vertex positions/colors */ + { + const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin; + const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin; + const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax; + const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax; + const GLfloat z = invert_z(ctx->Depth.Clear); + GLuint i; + + verts[0].x = x0; + verts[0].y = y0; + verts[0].z = z; + verts[1].x = x1; + verts[1].y = y0; + verts[1].z = z; + verts[2].x = x1; + verts[2].y = y1; + verts[2].z = z; + verts[3].x = x0; + verts[3].y = y1; + verts[3].z = z; + + /* vertex colors */ + for (i = 0; i < 4; i++) { + verts[i].r = ctx->Color.ClearColor[0]; + verts[i].g = ctx->Color.ClearColor[1]; + verts[i].b = ctx->Color.ClearColor[2]; + verts[i].a = ctx->Color.ClearColor[3]; + } + + /* upload new vertex data */ + _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, + GL_DYNAMIC_DRAW_ARB); + } + + /* draw quad */ + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + + _mesa_meta_end(ctx); +} + + +/** + * Meta implementation of ctx->Driver.CopyPixels() in terms + * of texture mapping and polygon rendering. + */ +void +_mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, + GLsizei width, GLsizei height, + GLint dstX, GLint dstY, GLenum type) +{ + struct copypix_state *copypix = &ctx->Meta->CopyPix; + struct temp_texture *tex = get_temp_texture(ctx); + struct vertex { + GLfloat x, y, z, s, t; + }; + struct vertex verts[4]; + GLboolean newTex; + GLenum intFormat = GL_RGBA; + + if (type != GL_COLOR || + ctx->_ImageTransferState || + ctx->Fog.Enabled || + width > tex->MaxSize || + height > tex->MaxSize) { + /* XXX avoid this fallback */ + _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type); + return; + } + + /* Most GL state applies to glCopyPixels, but a there's a few things + * we need to override: + */ + _mesa_meta_begin(ctx, (META_RASTERIZATION | + META_SHADER | + META_TEXTURE | + META_TRANSFORM | + META_VERTEX | + META_VIEWPORT)); + + if (copypix->ArrayObj == 0) { + /* one-time setup */ + + /* create vertex array object */ + _mesa_GenVertexArrays(1, ©pix->ArrayObj); + _mesa_BindVertexArray(copypix->ArrayObj); + + /* create vertex array buffer */ + _mesa_GenBuffersARB(1, ©pix->VBO); + _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); + _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + NULL, GL_DYNAMIC_DRAW_ARB); + + /* setup vertex arrays */ + _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); + _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); + _mesa_EnableClientState(GL_VERTEX_ARRAY); + _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); + } + else { + _mesa_BindVertexArray(copypix->ArrayObj); + _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); + } + + newTex = alloc_texture(tex, width, height, intFormat); + + /* vertex positions, texcoords (after texture allocation!) */ + { + const GLfloat dstX0 = (GLfloat) dstX; + const GLfloat dstY0 = (GLfloat) dstY; + const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX; + const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY; + const GLfloat z = invert_z(ctx->Current.RasterPos[2]); + + verts[0].x = dstX0; + verts[0].y = dstY0; + verts[0].z = z; + verts[0].s = 0.0F; + verts[0].t = 0.0F; + verts[1].x = dstX1; + verts[1].y = dstY0; + verts[1].z = z; + verts[1].s = tex->Sright; + verts[1].t = 0.0F; + verts[2].x = dstX1; + verts[2].y = dstY1; + verts[2].z = z; + verts[2].s = tex->Sright; + verts[2].t = tex->Ttop; + verts[3].x = dstX0; + verts[3].y = dstY1; + verts[3].z = z; + verts[3].s = 0.0F; + verts[3].t = tex->Ttop; + + /* upload new vertex data */ + _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + } + + /* Alloc/setup texture */ + setup_copypix_texture(tex, newTex, srcX, srcY, width, height, + GL_RGBA, GL_NEAREST); + + _mesa_set_enable(ctx, tex->Target, GL_TRUE); + + /* draw textured quad */ + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + + _mesa_set_enable(ctx, tex->Target, GL_FALSE); + + _mesa_meta_end(ctx); +} + + + +/** + * When the glDrawPixels() image size is greater than the max rectangle + * texture size we use this function to break the glDrawPixels() image + * into tiles which fit into the max texture size. + */ +static void +tiled_draw_pixels(struct gl_context *ctx, + GLint tileSize, + GLint x, GLint y, GLsizei width, GLsizei height, + GLenum format, GLenum type, + const struct gl_pixelstore_attrib *unpack, + const GLvoid *pixels) +{ + struct gl_pixelstore_attrib tileUnpack = *unpack; + GLint i, j; + + if (tileUnpack.RowLength == 0) + tileUnpack.RowLength = width; + + for (i = 0; i < width; i += tileSize) { + const GLint tileWidth = MIN2(tileSize, width - i); + const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX); + + tileUnpack.SkipPixels = unpack->SkipPixels + i; + + for (j = 0; j < height; j += tileSize) { + const GLint tileHeight = MIN2(tileSize, height - j); + const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY); + + tileUnpack.SkipRows = unpack->SkipRows + j; + + _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight, + format, type, &tileUnpack, pixels); + } + } +} + + +/** + * One-time init for drawing stencil pixels. + */ +static void +init_draw_stencil_pixels(struct gl_context *ctx) +{ + /* This program is run eight times, once for each stencil bit. + * The stencil values to draw are found in an 8-bit alpha texture. + * We read the texture/stencil value and test if bit 'b' is set. + * If the bit is not set, use KIL to kill the fragment. + * Finally, we use the stencil test to update the stencil buffer. + * + * The basic algorithm for checking if a bit is set is: + * if (is_odd(value / (1 << bit))) + * result is one (or non-zero). + * else + * result is zero. + * The program parameter contains three values: + * parm.x = 255 / (1 << bit) + * parm.y = 0.5 + * parm.z = 0.0 + */ + static const char *program = + "!!ARBfp1.0\n" + "PARAM parm = program.local[0]; \n" + "TEMP t; \n" + "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */ + "# t = t * 255 / bit \n" + "MUL t.x, t.a, parm.x; \n" + "# t = (int) t \n" + "FRC t.y, t.x; \n" + "SUB t.x, t.x, t.y; \n" + "# t = t * 0.5 \n" + "MUL t.x, t.x, parm.y; \n" + "# t = fract(t.x) \n" + "FRC t.x, t.x; # if t.x != 0, then the bit is set \n" + "# t.x = (t.x == 0 ? 1 : 0) \n" + "SGE t.x, -t.x, parm.z; \n" + "KIL -t.x; \n" + "# for debug only \n" + "#MOV result.color, t.x; \n" + "END \n"; + char program2[1000]; + struct drawpix_state *drawpix = &ctx->Meta->DrawPix; + struct temp_texture *tex = get_temp_texture(ctx); + const char *texTarget; + + assert(drawpix->StencilFP == 0); + + /* replace %s with "RECT" or "2D" */ + assert(strlen(program) + 4 < sizeof(program2)); + if (tex->Target == GL_TEXTURE_RECTANGLE) + texTarget = "RECT"; + else + texTarget = "2D"; + _mesa_snprintf(program2, sizeof(program2), program, texTarget); + + _mesa_GenPrograms(1, &drawpix->StencilFP); + _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); + _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, + strlen(program2), (const GLubyte *) program2); +} + + +/** + * One-time init for drawing depth pixels. + */ +static void +init_draw_depth_pixels(struct gl_context *ctx) +{ + static const char *program = + "!!ARBfp1.0\n" + "PARAM color = program.local[0]; \n" + "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n" + "MOV result.color, color; \n" + "END \n"; + char program2[200]; + struct drawpix_state *drawpix = &ctx->Meta->DrawPix; + struct temp_texture *tex = get_temp_texture(ctx); + const char *texTarget; + + assert(drawpix->DepthFP == 0); + + /* replace %s with "RECT" or "2D" */ + assert(strlen(program) + 4 < sizeof(program2)); + if (tex->Target == GL_TEXTURE_RECTANGLE) + texTarget = "RECT"; + else + texTarget = "2D"; + _mesa_snprintf(program2, sizeof(program2), program, texTarget); + + _mesa_GenPrograms(1, &drawpix->DepthFP); + _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); + _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, + strlen(program2), (const GLubyte *) program2); +} + + +/** + * Meta implementation of ctx->Driver.DrawPixels() in terms + * of texture mapping and polygon rendering. + */ +void +_mesa_meta_DrawPixels(struct gl_context *ctx, + GLint x, GLint y, GLsizei width, GLsizei height, + GLenum format, GLenum type, + const struct gl_pixelstore_attrib *unpack, + const GLvoid *pixels) +{ + struct drawpix_state *drawpix = &ctx->Meta->DrawPix; + struct temp_texture *tex = get_temp_texture(ctx); + const struct gl_pixelstore_attrib unpackSave = ctx->Unpack; + const GLuint origStencilMask = ctx->Stencil.WriteMask[0]; + struct vertex { + GLfloat x, y, z, s, t; + }; + struct vertex verts[4]; + GLenum texIntFormat; + GLboolean fallback, newTex; + GLbitfield metaExtraSave = 0x0; + GLuint vbo; + + /* + * Determine if we can do the glDrawPixels with texture mapping. + */ + fallback = GL_FALSE; + if (ctx->_ImageTransferState || + ctx->Fog.Enabled) { + fallback = GL_TRUE; + } + + if (_mesa_is_color_format(format)) { + /* use more compact format when possible */ + /* XXX disable special case for GL_LUMINANCE for now to work around + * apparent i965 driver bug (see bug #23670). + */ + if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA) + texIntFormat = format; + else + texIntFormat = GL_RGBA; + } + else if (_mesa_is_stencil_format(format)) { + if (ctx->Extensions.ARB_fragment_program && + ctx->Pixel.IndexShift == 0 && + ctx->Pixel.IndexOffset == 0 && + type == GL_UNSIGNED_BYTE) { + /* We'll store stencil as alpha. This only works for GLubyte + * image data because of how incoming values are mapped to alpha + * in [0,1]. + */ + texIntFormat = GL_ALPHA; + metaExtraSave = (META_COLOR_MASK | + META_DEPTH_TEST | + META_SHADER | + META_STENCIL_TEST); + } + else { + fallback = GL_TRUE; + } + } + else if (_mesa_is_depth_format(format)) { + if (ctx->Extensions.ARB_depth_texture && + ctx->Extensions.ARB_fragment_program) { + texIntFormat = GL_DEPTH_COMPONENT; + metaExtraSave = (META_SHADER); + } + else { + fallback = GL_TRUE; + } + } + else { + fallback = GL_TRUE; + } + + if (fallback) { + _swrast_DrawPixels(ctx, x, y, width, height, + format, type, unpack, pixels); + return; + } + + /* + * Check image size against max texture size, draw as tiles if needed. + */ + if (width > tex->MaxSize || height > tex->MaxSize) { + tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height, + format, type, unpack, pixels); + return; + } + + /* Most GL state applies to glDrawPixels (like blending, stencil, etc), + * but a there's a few things we need to override: + */ + _mesa_meta_begin(ctx, (META_RASTERIZATION | + META_SHADER | + META_TEXTURE | + META_TRANSFORM | + META_VERTEX | + META_VIEWPORT | + metaExtraSave)); + + newTex = alloc_texture(tex, width, height, texIntFormat); + + /* vertex positions, texcoords (after texture allocation!) */ + { + const GLfloat x0 = (GLfloat) x; + const GLfloat y0 = (GLfloat) y; + const GLfloat x1 = x + width * ctx->Pixel.ZoomX; + const GLfloat y1 = y + height * ctx->Pixel.ZoomY; + const GLfloat z = invert_z(ctx->Current.RasterPos[2]); + + verts[0].x = x0; + verts[0].y = y0; + verts[0].z = z; + verts[0].s = 0.0F; + verts[0].t = 0.0F; + verts[1].x = x1; + verts[1].y = y0; + verts[1].z = z; + verts[1].s = tex->Sright; + verts[1].t = 0.0F; + verts[2].x = x1; + verts[2].y = y1; + verts[2].z = z; + verts[2].s = tex->Sright; + verts[2].t = tex->Ttop; + verts[3].x = x0; + verts[3].y = y1; + verts[3].z = z; + verts[3].s = 0.0F; + verts[3].t = tex->Ttop; + } + + if (drawpix->ArrayObj == 0) { + /* one-time setup: create vertex array object */ + _mesa_GenVertexArrays(1, &drawpix->ArrayObj); + } + _mesa_BindVertexArray(drawpix->ArrayObj); + + /* create vertex array buffer */ + _mesa_GenBuffersARB(1, &vbo); + _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo); + _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + verts, GL_DYNAMIC_DRAW_ARB); + + /* setup vertex arrays */ + _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); + _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); + _mesa_EnableClientState(GL_VERTEX_ARRAY); + _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); + + /* set given unpack params */ + ctx->Unpack = *unpack; + + _mesa_set_enable(ctx, tex->Target, GL_TRUE); + + if (_mesa_is_stencil_format(format)) { + /* Drawing stencil */ + GLint bit; + + if (!drawpix->StencilFP) + init_draw_stencil_pixels(ctx); + + setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height, + GL_ALPHA, type, pixels); + + _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + + _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE); + + /* set all stencil bits to 0 */ + _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + _mesa_StencilFunc(GL_ALWAYS, 0, 255); + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + + /* set stencil bits to 1 where needed */ + _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + + _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); + _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); + + for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) { + const GLuint mask = 1 << bit; + if (mask & origStencilMask) { + _mesa_StencilFunc(GL_ALWAYS, mask, mask); + _mesa_StencilMask(mask); + + _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, + 255.0 / mask, 0.5, 0.0, 0.0); + + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + } + } + else if (_mesa_is_depth_format(format)) { + /* Drawing depth */ + if (!drawpix->DepthFP) + init_draw_depth_pixels(ctx); + + _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); + _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); + + /* polygon color = current raster color */ + _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, + ctx->Current.RasterColor); + + setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height, + format, type, pixels); + + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + else { + /* Drawing RGBA */ + setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height, + format, type, pixels); + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + + _mesa_set_enable(ctx, tex->Target, GL_FALSE); + + _mesa_DeleteBuffersARB(1, &vbo); + + /* restore unpack params */ + ctx->Unpack = unpackSave; + + _mesa_meta_end(ctx); +} + +static GLboolean +alpha_test_raster_color(struct gl_context *ctx) +{ + GLfloat alpha = ctx->Current.RasterColor[ACOMP]; + GLfloat ref = ctx->Color.AlphaRef; + + switch (ctx->Color.AlphaFunc) { + case GL_NEVER: + return GL_FALSE; + case GL_LESS: + return alpha < ref; + case GL_EQUAL: + return alpha == ref; + case GL_LEQUAL: + return alpha <= ref; + case GL_GREATER: + return alpha > ref; + case GL_NOTEQUAL: + return alpha != ref; + case GL_GEQUAL: + return alpha >= ref; + case GL_ALWAYS: + return GL_TRUE; + default: + assert(0); + return GL_FALSE; + } +} + +/** + * Do glBitmap with a alpha texture quad. Use the alpha test to cull + * the 'off' bits. A bitmap cache as in the gallium/mesa state + * tracker would improve performance a lot. + */ +void +_mesa_meta_Bitmap(struct gl_context *ctx, + GLint x, GLint y, GLsizei width, GLsizei height, + const struct gl_pixelstore_attrib *unpack, + const GLubyte *bitmap1) +{ + struct bitmap_state *bitmap = &ctx->Meta->Bitmap; + struct temp_texture *tex = get_bitmap_temp_texture(ctx); + const GLenum texIntFormat = GL_ALPHA; + const struct gl_pixelstore_attrib unpackSave = *unpack; + GLubyte fg, bg; + struct vertex { + GLfloat x, y, z, s, t, r, g, b, a; + }; + struct vertex verts[4]; + GLboolean newTex; + GLubyte *bitmap8; + + /* + * Check if swrast fallback is needed. + */ + if (ctx->_ImageTransferState || + ctx->FragmentProgram._Enabled || + ctx->Fog.Enabled || + ctx->Texture._EnabledUnits || + width > tex->MaxSize || + height > tex->MaxSize) { + _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1); + return; + } + + if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx)) + return; + + /* Most GL state applies to glBitmap (like blending, stencil, etc), + * but a there's a few things we need to override: + */ + _mesa_meta_begin(ctx, (META_ALPHA_TEST | + META_PIXEL_STORE | + META_RASTERIZATION | + META_SHADER | + META_TEXTURE | + META_TRANSFORM | + META_VERTEX | + META_VIEWPORT)); + + if (bitmap->ArrayObj == 0) { + /* one-time setup */ + + /* create vertex array object */ + _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj); + _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj); + + /* create vertex array buffer */ + _mesa_GenBuffersARB(1, &bitmap->VBO); + _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO); + _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + NULL, GL_DYNAMIC_DRAW_ARB); + + /* setup vertex arrays */ + _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); + _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); + _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r)); + _mesa_EnableClientState(GL_VERTEX_ARRAY); + _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); + _mesa_EnableClientState(GL_COLOR_ARRAY); + } + else { + _mesa_BindVertexArray(bitmap->ArrayObj); + _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO); + } + + newTex = alloc_texture(tex, width, height, texIntFormat); + + /* vertex positions, texcoords, colors (after texture allocation!) */ + { + const GLfloat x0 = (GLfloat) x; + const GLfloat y0 = (GLfloat) y; + const GLfloat x1 = (GLfloat) (x + width); + const GLfloat y1 = (GLfloat) (y + height); + const GLfloat z = invert_z(ctx->Current.RasterPos[2]); + GLuint i; + + verts[0].x = x0; + verts[0].y = y0; + verts[0].z = z; + verts[0].s = 0.0F; + verts[0].t = 0.0F; + verts[1].x = x1; + verts[1].y = y0; + verts[1].z = z; + verts[1].s = tex->Sright; + verts[1].t = 0.0F; + verts[2].x = x1; + verts[2].y = y1; + verts[2].z = z; + verts[2].s = tex->Sright; + verts[2].t = tex->Ttop; + verts[3].x = x0; + verts[3].y = y1; + verts[3].z = z; + verts[3].s = 0.0F; + verts[3].t = tex->Ttop; + + for (i = 0; i < 4; i++) { + verts[i].r = ctx->Current.RasterColor[0]; + verts[i].g = ctx->Current.RasterColor[1]; + verts[i].b = ctx->Current.RasterColor[2]; + verts[i].a = ctx->Current.RasterColor[3]; + } + + /* upload new vertex data */ + _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + } + + /* choose different foreground/background alpha values */ + CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]); + bg = (fg > 127 ? 0 : 255); + + bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1); + if (!bitmap1) { + _mesa_meta_end(ctx); + return; + } + + bitmap8 = (GLubyte *) malloc(width * height); + if (bitmap8) { + memset(bitmap8, bg, width * height); + _mesa_expand_bitmap(width, height, &unpackSave, bitmap1, + bitmap8, width, fg); + + _mesa_set_enable(ctx, tex->Target, GL_TRUE); + + _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE); + _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg)); + + setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height, + GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8); + + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + + _mesa_set_enable(ctx, tex->Target, GL_FALSE); + + free(bitmap8); + } + + _mesa_unmap_pbo_source(ctx, &unpackSave); + + _mesa_meta_end(ctx); +} + + +/** + * Check if the call to _mesa_meta_GenerateMipmap() will require a + * software fallback. The fallback path will require that the texture + * images are mapped. + * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise + */ +GLboolean +_mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target, + struct gl_texture_object *texObj) +{ + const GLuint fboSave = ctx->DrawBuffer->Name; + struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap; + struct gl_texture_image *baseImage; + GLuint srcLevel; + GLenum status; + + /* check for fallbacks */ + if (!ctx->Extensions.EXT_framebuffer_object || + target == GL_TEXTURE_3D) { + return GL_TRUE; + } + + srcLevel = texObj->BaseLevel; + baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel); + if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) { + return GL_TRUE; + } + + /* + * Test that we can actually render in the texture's format. + */ + if (!mipmap->FBO) + _mesa_GenFramebuffersEXT(1, &mipmap->FBO); + _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO); + + if (target == GL_TEXTURE_1D) { + _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, + GL_COLOR_ATTACHMENT0_EXT, + target, texObj->Name, srcLevel); + } +#if 0 + /* other work is needed to enable 3D mipmap generation */ + else if (target == GL_TEXTURE_3D) { + GLint zoffset = 0; + _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, + GL_COLOR_ATTACHMENT0_EXT, + target, texObj->Name, srcLevel, zoffset); + } +#endif + else { + /* 2D / cube */ + _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, + GL_COLOR_ATTACHMENT0_EXT, + target, texObj->Name, srcLevel); + } + + status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + + _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave); + + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { + return GL_TRUE; + } + + return GL_FALSE; +} + + +/** + * Called via ctx->Driver.GenerateMipmap() + * Note: texture borders and 3D texture support not yet complete. + */ +void +_mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, + struct gl_texture_object *texObj) +{ + struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap; + struct vertex { + GLfloat x, y, s, t, r; + }; + struct vertex verts[4]; + const GLuint baseLevel = texObj->BaseLevel; + const GLuint maxLevel = texObj->MaxLevel; + const GLenum minFilterSave = texObj->MinFilter; + const GLenum magFilterSave = texObj->MagFilter; + const GLint maxLevelSave = texObj->MaxLevel; + const GLboolean genMipmapSave = texObj->GenerateMipmap; + const GLenum wrapSSave = texObj->WrapS; + const GLenum wrapTSave = texObj->WrapT; + const GLenum wrapRSave = texObj->WrapR; + const GLuint fboSave = ctx->DrawBuffer->Name; + const GLuint original_active_unit = ctx->Texture.CurrentUnit; + GLenum faceTarget; + GLuint dstLevel; + GLuint border = 0; + + if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) { + _mesa_generate_mipmap(ctx, target, texObj); + return; + } + + if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && + target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) { + faceTarget = target; + target = GL_TEXTURE_CUBE_MAP; + } + else { + faceTarget = target; + } + + _mesa_meta_begin(ctx, META_ALL); + + if (original_active_unit != 0) + _mesa_BindTexture(target, texObj->Name); + + if (mipmap->ArrayObj == 0) { + /* one-time setup */ + + /* create vertex array object */ + _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj); + _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj); + + /* create vertex array buffer */ + _mesa_GenBuffersARB(1, &mipmap->VBO); + _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO); + _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + NULL, GL_DYNAMIC_DRAW_ARB); + + /* setup vertex arrays */ + _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); + _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); + _mesa_EnableClientState(GL_VERTEX_ARRAY); + _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); + } + else { + _mesa_BindVertexArray(mipmap->ArrayObj); + _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO); + } + + if (!mipmap->FBO) { + _mesa_GenFramebuffersEXT(1, &mipmap->FBO); + } + _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO); + + _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + + _mesa_set_enable(ctx, target, GL_TRUE); + + /* setup texcoords once (XXX what about border?) */ + switch (faceTarget) { + case GL_TEXTURE_1D: + case GL_TEXTURE_2D: + verts[0].s = 0.0F; + verts[0].t = 0.0F; + verts[0].r = 0.0F; + verts[1].s = 1.0F; + verts[1].t = 0.0F; + verts[1].r = 0.0F; + verts[2].s = 1.0F; + verts[2].t = 1.0F; + verts[2].r = 0.0F; + verts[3].s = 0.0F; + verts[3].t = 1.0F; + verts[3].r = 0.0F; + break; + case GL_TEXTURE_3D: + abort(); + break; + default: + /* cube face */ + { + static const GLfloat st[4][2] = { + {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f} + }; + GLuint i; + + /* loop over quad verts */ + for (i = 0; i < 4; i++) { + /* Compute sc = +/-scale and tc = +/-scale. + * Not +/-1 to avoid cube face selection ambiguity near the edges, + * though that can still sometimes happen with this scale factor... + */ + const GLfloat scale = 0.9999f; + const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale; + const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale; + + switch (faceTarget) { + case GL_TEXTURE_CUBE_MAP_POSITIVE_X: + verts[i].s = 1.0f; + verts[i].t = -tc; + verts[i].r = -sc; + break; + case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: + verts[i].s = -1.0f; + verts[i].t = -tc; + verts[i].r = sc; + break; + case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: + verts[i].s = sc; + verts[i].t = 1.0f; + verts[i].r = tc; + break; + case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: + verts[i].s = sc; + verts[i].t = -1.0f; + verts[i].r = -tc; + break; + case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: + verts[i].s = sc; + verts[i].t = -tc; + verts[i].r = 1.0f; + break; + case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: + verts[i].s = -sc; + verts[i].t = -tc; + verts[i].r = -1.0f; + break; + default: + assert(0); + } + } + } + } + + _mesa_set_enable(ctx, target, GL_TRUE); + + /* setup vertex positions */ + { + verts[0].x = 0.0F; + verts[0].y = 0.0F; + verts[1].x = 1.0F; + verts[1].y = 0.0F; + verts[2].x = 1.0F; + verts[2].y = 1.0F; + verts[3].x = 0.0F; + verts[3].y = 1.0F; + + /* upload new vertex data */ + _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + } + + /* setup projection matrix */ + _mesa_MatrixMode(GL_PROJECTION); + _mesa_LoadIdentity(); + _mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); + + /* texture is already locked, unlock now */ + _mesa_unlock_texture(ctx, texObj); + + for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) { + const struct gl_texture_image *srcImage; + const GLuint srcLevel = dstLevel - 1; + GLsizei srcWidth, srcHeight, srcDepth; + GLsizei dstWidth, dstHeight, dstDepth; + GLenum status; + + srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel); + assert(srcImage->Border == 0); /* XXX we can fix this */ + + /* src size w/out border */ + srcWidth = srcImage->Width - 2 * border; + srcHeight = srcImage->Height - 2 * border; + srcDepth = srcImage->Depth - 2 * border; + + /* new dst size w/ border */ + dstWidth = MAX2(1, srcWidth / 2) + 2 * border; + dstHeight = MAX2(1, srcHeight / 2) + 2 * border; + dstDepth = MAX2(1, srcDepth / 2) + 2 * border; + + if (dstWidth == srcImage->Width && + dstHeight == srcImage->Height && + dstDepth == srcImage->Depth) { + /* all done */ + break; + } + + /* Set MaxLevel large enough to hold the new level when we allocate it */ + _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel); + + /* Create empty dest image */ + if (target == GL_TEXTURE_1D) { + _mesa_TexImage1D(target, dstLevel, srcImage->InternalFormat, + dstWidth, border, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + } + else if (target == GL_TEXTURE_3D) { + _mesa_TexImage3D(target, dstLevel, srcImage->InternalFormat, + dstWidth, dstHeight, dstDepth, border, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + } + else { + /* 2D or cube */ + _mesa_TexImage2D(faceTarget, dstLevel, srcImage->InternalFormat, + dstWidth, dstHeight, border, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + if (target == GL_TEXTURE_CUBE_MAP) { + /* If texturing from a cube, we need to make sure all src faces + * have been defined (even if we're not sampling from them.) + * Otherwise the texture object will be 'incomplete' and + * texturing from it will not be allowed. + */ + GLuint face; + for (face = 0; face < 6; face++) { + if (!texObj->Image[face][srcLevel] || + texObj->Image[face][srcLevel]->Width != srcWidth) { + _mesa_TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, + srcLevel, srcImage->InternalFormat, + srcWidth, srcHeight, border, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + } + } + } + } + + /* limit minification to src level */ + _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel); + + /* Set to draw into the current dstLevel */ + if (target == GL_TEXTURE_1D) { + _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, + GL_COLOR_ATTACHMENT0_EXT, + target, + texObj->Name, + dstLevel); + } + else if (target == GL_TEXTURE_3D) { + GLint zoffset = 0; /* XXX unfinished */ + _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, + GL_COLOR_ATTACHMENT0_EXT, + target, + texObj->Name, + dstLevel, zoffset); + } + else { + /* 2D / cube */ + _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, + GL_COLOR_ATTACHMENT0_EXT, + faceTarget, + texObj->Name, + dstLevel); + } + + _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT); + + /* sanity check */ + status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { + abort(); + break; + } + + assert(dstWidth == ctx->DrawBuffer->Width); + assert(dstHeight == ctx->DrawBuffer->Height); + + /* setup viewport */ + _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight); + + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + + _mesa_lock_texture(ctx, texObj); /* relock */ + + _mesa_meta_end(ctx); + + _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave); + _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave); + _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave); + _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, wrapRSave); + + _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave); +} + + +/** + * Determine the GL data type to use for the temporary image read with + * ReadPixels() and passed to Tex[Sub]Image(). + */ +static GLenum +get_temp_image_type(struct gl_context *ctx, GLenum baseFormat) +{ + switch (baseFormat) { + case GL_RGBA: + case GL_RGB: + case GL_ALPHA: + case GL_LUMINANCE: + case GL_LUMINANCE_ALPHA: + case GL_INTENSITY: + if (ctx->DrawBuffer->Visual.redBits <= 8) + return GL_UNSIGNED_BYTE; + else if (ctx->DrawBuffer->Visual.redBits <= 8) + return GL_UNSIGNED_SHORT; + else + return GL_FLOAT; + case GL_DEPTH_COMPONENT: + return GL_UNSIGNED_INT; + case GL_DEPTH_STENCIL: + return GL_UNSIGNED_INT_24_8; + default: + _mesa_problem(ctx, "Unexpected format in get_temp_image_type()"); + return 0; + } +} + + +/** + * Helper for _mesa_meta_CopyTexImage1/2D() functions. + * Have to be careful with locking and meta state for pixel transfer. + */ +static void +copy_tex_image(struct gl_context *ctx, GLuint dims, GLenum target, GLint level, + GLenum internalFormat, GLint x, GLint y, + GLsizei width, GLsizei height, GLint border) +{ + struct gl_texture_object *texObj; + struct gl_texture_image *texImage; + GLenum format, type; + GLint bpp; + void *buf; + + texObj = _mesa_get_current_tex_object(ctx, target); + texImage = _mesa_get_tex_image(ctx, texObj, target, level); + + /* Choose format/type for temporary image buffer */ + format = _mesa_base_tex_format(ctx, internalFormat); + type = get_temp_image_type(ctx, format); + bpp = _mesa_bytes_per_pixel(format, type); + if (bpp <= 0) { + _mesa_problem(ctx, "Bad bpp in meta copy_tex_image()"); + return; + } + + /* + * Alloc image buffer (XXX could use a PBO) + */ + buf = malloc(width * height * bpp); + if (!buf) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage%uD", dims); + return; + } + + _mesa_unlock_texture(ctx, texObj); /* need to unlock first */ + + /* + * Read image from framebuffer (disable pixel transfer ops) + */ + _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER); + ctx->Driver.ReadPixels(ctx, x, y, width, height, + format, type, &ctx->Pack, buf); + _mesa_meta_end(ctx); + + if (texImage->Data) { + ctx->Driver.FreeTexImageData(ctx, texImage); + } + + /* The texture's format was already chosen in _mesa_CopyTexImage() */ + ASSERT(texImage->TexFormat != MESA_FORMAT_NONE); + + /* + * Store texture data (with pixel transfer ops) + */ + _mesa_meta_begin(ctx, META_PIXEL_STORE); + + _mesa_update_state(ctx); /* to update pixel transfer state */ + + if (target == GL_TEXTURE_1D) { + ctx->Driver.TexImage1D(ctx, target, level, internalFormat, + width, border, format, type, + buf, &ctx->Unpack, texObj, texImage); + } + else { + ctx->Driver.TexImage2D(ctx, target, level, internalFormat, + width, height, border, format, type, + buf, &ctx->Unpack, texObj, texImage); + } + _mesa_meta_end(ctx); + + _mesa_lock_texture(ctx, texObj); /* re-lock */ + + free(buf); +} + + +void +_mesa_meta_CopyTexImage1D(struct gl_context *ctx, GLenum target, GLint level, + GLenum internalFormat, GLint x, GLint y, + GLsizei width, GLint border) +{ + copy_tex_image(ctx, 1, target, level, internalFormat, x, y, + width, 1, border); +} + + +void +_mesa_meta_CopyTexImage2D(struct gl_context *ctx, GLenum target, GLint level, + GLenum internalFormat, GLint x, GLint y, + GLsizei width, GLsizei height, GLint border) +{ + copy_tex_image(ctx, 2, target, level, internalFormat, x, y, + width, height, border); +} + + + +/** + * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions. + * Have to be careful with locking and meta state for pixel transfer. + */ +static void +copy_tex_sub_image(struct gl_context *ctx, + GLuint dims, GLenum target, GLint level, + GLint xoffset, GLint yoffset, GLint zoffset, + GLint x, GLint y, + GLsizei width, GLsizei height) +{ + struct gl_texture_object *texObj; + struct gl_texture_image *texImage; + GLenum format, type; + GLint bpp; + void *buf; + + texObj = _mesa_get_current_tex_object(ctx, target); + texImage = _mesa_select_tex_image(ctx, texObj, target, level); + + /* Choose format/type for temporary image buffer */ + format = _mesa_get_format_base_format(texImage->TexFormat); + type = get_temp_image_type(ctx, format); + bpp = _mesa_bytes_per_pixel(format, type); + if (bpp <= 0) { + _mesa_problem(ctx, "Bad bpp in meta copy_tex_sub_image()"); + return; + } + + /* + * Alloc image buffer (XXX could use a PBO) + */ + buf = malloc(width * height * bpp); + if (!buf) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims); + return; + } + + _mesa_unlock_texture(ctx, texObj); /* need to unlock first */ + + /* + * Read image from framebuffer (disable pixel transfer ops) + */ + _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER); + ctx->Driver.ReadPixels(ctx, x, y, width, height, + format, type, &ctx->Pack, buf); + _mesa_meta_end(ctx); + + _mesa_update_state(ctx); /* to update pixel transfer state */ + + /* + * Store texture data (with pixel transfer ops) + */ + _mesa_meta_begin(ctx, META_PIXEL_STORE); + if (target == GL_TEXTURE_1D) { + ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, + width, format, type, buf, + &ctx->Unpack, texObj, texImage); + } + else if (target == GL_TEXTURE_3D) { + ctx->Driver.TexSubImage3D(ctx, target, level, xoffset, yoffset, zoffset, + width, height, 1, format, type, buf, + &ctx->Unpack, texObj, texImage); + } + else { + ctx->Driver.TexSubImage2D(ctx, target, level, xoffset, yoffset, + width, height, format, type, buf, + &ctx->Unpack, texObj, texImage); + } + _mesa_meta_end(ctx); + + _mesa_lock_texture(ctx, texObj); /* re-lock */ + + free(buf); +} + + +void +_mesa_meta_CopyTexSubImage1D(struct gl_context *ctx, GLenum target, GLint level, + GLint xoffset, + GLint x, GLint y, GLsizei width) +{ + copy_tex_sub_image(ctx, 1, target, level, xoffset, 0, 0, + x, y, width, 1); +} + + +void +_mesa_meta_CopyTexSubImage2D(struct gl_context *ctx, GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint x, GLint y, + GLsizei width, GLsizei height) +{ + copy_tex_sub_image(ctx, 2, target, level, xoffset, yoffset, 0, + x, y, width, height); +} + + +void +_mesa_meta_CopyTexSubImage3D(struct gl_context *ctx, GLenum target, GLint level, + GLint xoffset, GLint yoffset, GLint zoffset, + GLint x, GLint y, + GLsizei width, GLsizei height) +{ + copy_tex_sub_image(ctx, 3, target, level, xoffset, yoffset, zoffset, + x, y, width, height); +} + + +void +_mesa_meta_CopyColorTable(struct gl_context *ctx, + GLenum target, GLenum internalformat, + GLint x, GLint y, GLsizei width) +{ + GLfloat *buf; + + buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat)); + if (!buf) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyColorTable"); + return; + } + + /* + * Read image from framebuffer (disable pixel transfer ops) + */ + _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER); + ctx->Driver.ReadPixels(ctx, x, y, width, 1, + GL_RGBA, GL_FLOAT, &ctx->Pack, buf); + + _mesa_ColorTable(target, internalformat, width, GL_RGBA, GL_FLOAT, buf); + + _mesa_meta_end(ctx); + + free(buf); +} + + +void +_mesa_meta_CopyColorSubTable(struct gl_context *ctx,GLenum target, GLsizei start, + GLint x, GLint y, GLsizei width) +{ + GLfloat *buf; + + buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat)); + if (!buf) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyColorSubTable"); + return; + } + + /* + * Read image from framebuffer (disable pixel transfer ops) + */ + _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER); + ctx->Driver.ReadPixels(ctx, x, y, width, 1, + GL_RGBA, GL_FLOAT, &ctx->Pack, buf); + + _mesa_ColorSubTable(target, start, width, GL_RGBA, GL_FLOAT, buf); + + _mesa_meta_end(ctx); + + free(buf); +} -- cgit v1.2.3