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/* |
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* Mesa 3-D graphics library |
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* Version: 7.6 |
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* |
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* Copyright (C) 2009 VMware, Inc. All Rights Reserved. |
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* |
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* Permission is hereby granted, free of charge, to any person obtaining a |
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* copy of this software and associated documentation files (the "Software"), |
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* to deal in the Software without restriction, including without limitation |
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* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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* and/or sell copies of the Software, and to permit persons to whom the |
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* Software is furnished to do so, subject to the following conditions: |
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* |
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* The above copyright notice and this permission notice shall be included |
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* in all copies or substantial portions of the Software. |
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* |
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
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*/ |
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/** |
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* Meta operations. Some GL operations can be expressed in terms of |
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* other GL operations. For example, glBlitFramebuffer() can be done |
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* with texture mapping and glClear() can be done with polygon rendering. |
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* |
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* \author Brian Paul |
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*/ |
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#include "main/glheader.h" |
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#include "main/mtypes.h" |
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#include "main/imports.h" |
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#include "main/arrayobj.h" |
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#include "main/blend.h" |
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#include "main/bufferobj.h" |
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#include "main/depth.h" |
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#include "main/enable.h" |
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#include "main/macros.h" |
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#include "main/matrix.h" |
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#include "main/polygon.h" |
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#include "main/scissor.h" |
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#include "main/shaders.h" |
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#include "main/stencil.h" |
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#include "main/texobj.h" |
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#include "main/texenv.h" |
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#include "main/teximage.h" |
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#include "main/texparam.h" |
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#include "main/texstate.h" |
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#include "main/varray.h" |
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#include "main/viewport.h" |
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#include "shader/program.h" |
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#include "swrast/swrast.h" |
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#include "drivers/common/meta.h" |
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/** |
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* State which we may save/restore across meta ops. |
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* XXX this may be incomplete... |
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*/ |
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struct save_state |
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{ |
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GLbitfield SavedState; /**< bitmask of META_* flags */ |
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/** META_ALPHA_TEST */ |
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GLboolean AlphaEnabled; |
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/** META_BLEND */ |
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GLboolean BlendEnabled; |
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GLboolean ColorLogicOpEnabled; |
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/** META_COLOR_MASK */ |
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GLubyte ColorMask[4]; |
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/** META_DEPTH_TEST */ |
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struct gl_depthbuffer_attrib Depth; |
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/** META_PIXELSTORE */ |
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/* XXX / TO-DO */ |
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/** META_RASTERIZATION */ |
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GLenum FrontPolygonMode, BackPolygonMode; |
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GLboolean PolygonOffset; |
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GLboolean PolygonSmooth; |
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GLboolean PolygonStipple; |
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GLboolean PolygonCull; |
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/** META_SCISSOR */ |
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struct gl_scissor_attrib Scissor; |
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/** META_SHADER */ |
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GLboolean VertexProgramEnabled; |
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struct gl_vertex_program *VertexProgram; |
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GLboolean FragmentProgramEnabled; |
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struct gl_fragment_program *FragmentProgram; |
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GLuint Shader; |
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/** META_STENCIL_TEST */ |
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struct gl_stencil_attrib Stencil; |
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/** META_TRANSFORM */ |
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GLenum MatrixMode; |
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GLfloat ModelviewMatrix[16]; |
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GLfloat ProjectionMatrix[16]; |
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GLbitfield ClipPlanesEnabled; |
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/** META_TEXTURE */ |
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GLuint ActiveUnit; |
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GLuint ClientActiveUnit; |
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/** for unit[0] only */ |
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struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS]; |
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/** mask of TEXTURE_2D_BIT, etc */ |
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GLbitfield TexEnabled[MAX_TEXTURE_UNITS]; |
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GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS]; |
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GLuint EnvMode; /* unit[0] only */ |
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/** META_VERTEX */ |
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struct gl_array_object *ArrayObj; |
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struct gl_buffer_object *ArrayBufferObj; |
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/** META_VIEWPORT */ |
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GLint ViewportX, ViewportY, ViewportW, ViewportH; |
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GLclampd DepthNear, DepthFar; |
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/** Miscellaneous (always disabled) */ |
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GLboolean Lighting; |
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GLboolean Fog; |
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}; |
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/** |
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* State for glBlitFramebufer() |
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*/ |
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struct blit_state |
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{ |
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GLuint TexObj; |
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GLuint ArrayObj; |
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GLuint VBO; |
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GLfloat verts[4][4]; /** four verts of X,Y,S,T */ |
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}; |
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/** |
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* State for glClear() |
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*/ |
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struct clear_state |
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{ |
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GLuint ArrayObj; |
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GLuint VBO; |
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GLfloat verts[4][7]; /** four verts of X,Y,Z,R,G,B,A */ |
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}; |
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/** |
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* All per-context meta state. |
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*/ |
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struct gl_meta_state |
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{ |
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struct save_state Save; /**< state saved during meta-ops */ |
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struct blit_state Blit; /**< For _mesa_meta_blit_framebuffer() */ |
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struct clear_state Clear; /**< For _mesa_meta_clear() */ |
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/* other possible meta-ops: |
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* glDrawPixels() |
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* glCopyPixels() |
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* glBitmap() |
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*/ |
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}; |
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/** |
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* Initialize meta-ops for a context. |
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* To be called once during context creation. |
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*/ |
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void |
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_mesa_meta_init(GLcontext *ctx) |
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{ |
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ASSERT(!ctx->Meta); |
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ctx->Meta = CALLOC_STRUCT(gl_meta_state); |
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} |
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/** |
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* Free context meta-op state. |
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* To be called once during context destruction. |
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*/ |
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void |
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_mesa_meta_free(GLcontext *ctx) |
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{ |
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struct gl_meta_state *meta = ctx->Meta; |
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if (meta->Blit.TexObj) { |
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_mesa_DeleteTextures(1, &meta->Blit.TexObj); |
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_mesa_DeleteBuffersARB(1, & meta->Blit.VBO); |
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_mesa_DeleteVertexArraysAPPLE(1, &meta->Blit.ArrayObj); |
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} |
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if (meta->Clear.VBO) { |
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_mesa_DeleteBuffersARB(1, & meta->Clear.VBO); |
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_mesa_DeleteVertexArraysAPPLE(1, &meta->Clear.ArrayObj); |
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} |
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_mesa_free(ctx->Meta); |
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ctx->Meta = NULL; |
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} |
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/** |
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* Enter meta state. This is like a light-weight version of glPushAttrib |
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* but it also resets most GL state back to default values. |
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* |
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* \param state bitmask of META_* flags indicating which attribute groups |
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* to save and reset to their defaults |
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*/ |
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static void |
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_mesa_meta_begin(GLcontext *ctx, GLbitfield state) |
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{ |
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struct save_state *save = &ctx->Meta->Save; |
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save->SavedState = state; |
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if (state & META_ALPHA_TEST) { |
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save->AlphaEnabled = ctx->Color.AlphaEnabled; |
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if (ctx->Color.AlphaEnabled) |
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_mesa_Disable(GL_ALPHA_TEST); |
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} |
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if (state & META_BLEND) { |
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save->BlendEnabled = ctx->Color.BlendEnabled; |
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if (ctx->Color.BlendEnabled) |
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_mesa_Disable(GL_BLEND); |
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save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled; |
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if (ctx->Color.ColorLogicOpEnabled) |
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_mesa_Disable(GL_COLOR_LOGIC_OP); |
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} |
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if (state & META_COLOR_MASK) { |
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COPY_4V(save->ColorMask, ctx->Color.ColorMask); |
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if (!ctx->Color.ColorMask[0] || |
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!ctx->Color.ColorMask[1] || |
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!ctx->Color.ColorMask[2] || |
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!ctx->Color.ColorMask[3]) |
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_mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
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} |
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if (state & META_DEPTH_TEST) { |
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save->Depth = ctx->Depth; /* struct copy */ |
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if (ctx->Depth.Test) |
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_mesa_Disable(GL_DEPTH_TEST); |
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} |
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if (state & META_RASTERIZATION) { |
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save->FrontPolygonMode = ctx->Polygon.FrontMode; |
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save->BackPolygonMode = ctx->Polygon.BackMode; |
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save->PolygonOffset = ctx->Polygon.OffsetFill; |
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save->PolygonSmooth = ctx->Polygon.SmoothFlag; |
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save->PolygonStipple = ctx->Polygon.StippleFlag; |
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save->PolygonCull = ctx->Polygon.CullFlag; |
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_mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
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_mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE); |
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_mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE); |
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_mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE); |
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_mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE); |
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} |
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if (state & META_SCISSOR) { |
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save->Scissor = ctx->Scissor; /* struct copy */ |
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} |
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if (state & META_SHADER) { |
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if (ctx->Extensions.ARB_vertex_program) { |
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save->VertexProgramEnabled = ctx->VertexProgram.Enabled; |
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save->VertexProgram = ctx->VertexProgram.Current; |
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_mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE); |
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} |
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if (ctx->Extensions.ARB_fragment_program) { |
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save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled; |
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save->FragmentProgram = ctx->FragmentProgram.Current; |
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_mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE); |
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} |
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if (ctx->Extensions.ARB_shader_objects) { |
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save->Shader = ctx->Shader.CurrentProgram ? |
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ctx->Shader.CurrentProgram->Name : 0; |
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_mesa_UseProgramObjectARB(0); |
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} |
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} |
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if (state & META_STENCIL_TEST) { |
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save->Stencil = ctx->Stencil; /* struct copy */ |
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if (ctx->Stencil.Enabled) |
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_mesa_Disable(GL_STENCIL_TEST); |
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/* NOTE: other stencil state not reset */ |
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} |
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if (state & META_TEXTURE) { |
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GLuint u, tgt; |
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save->ActiveUnit = ctx->Texture.CurrentUnit; |
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save->ClientActiveUnit = ctx->Array.ActiveTexture; |
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save->EnvMode = ctx->Texture.Unit[0].EnvMode; |
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/* Disable all texture units */ |
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for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
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save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled; |
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save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled; |
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_mesa_ActiveTextureARB(GL_TEXTURE0 + u); |
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_mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE); |
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_mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE); |
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_mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE); |
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_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE); |
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_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE); |
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_mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE); |
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_mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE); |
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_mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE); |
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_mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE); |
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} |
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/* save current texture objects for unit[0] only */ |
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for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { |
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_mesa_reference_texobj(&save->CurrentTexture[tgt], |
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ctx->Texture.Unit[0].CurrentTex[tgt]); |
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} |
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/* set defaults for unit[0] */ |
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_mesa_ActiveTextureARB(GL_TEXTURE0); |
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_mesa_ClientActiveTextureARB(GL_TEXTURE0); |
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_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
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_mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE); |
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_mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE); |
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_mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE); |
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_mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE); |
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} |
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if (state & META_TRANSFORM) { |
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_mesa_memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m, |
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16 * sizeof(GLfloat)); |
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_mesa_memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m, |
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16 * sizeof(GLfloat)); |
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save->MatrixMode = ctx->Transform.MatrixMode; |
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/* set 1:1 vertex:pixel coordinate transform */ |
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_mesa_MatrixMode(GL_MODELVIEW); |
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_mesa_LoadIdentity(); |
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_mesa_MatrixMode(GL_PROJECTION); |
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_mesa_LoadIdentity(); |
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_mesa_Ortho(0.0F, ctx->DrawBuffer->Width, |
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0.0F, ctx->DrawBuffer->Height, |
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-1.0F, 1.0F); |
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save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled; |
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if (ctx->Transform.ClipPlanesEnabled) { |
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GLuint i; |
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for (i = 0; i < ctx->Const.MaxClipPlanes; i++) { |
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_mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); |
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} |
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} |
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} |
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if (state & META_VERTEX) { |
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/* save vertex array object state */ |
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_mesa_reference_array_object(ctx, &save->ArrayObj, |
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ctx->Array.ArrayObj); |
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_mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, |
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ctx->Array.ArrayBufferObj); |
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/* set some default state? */ |
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} |
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if (state & META_VIEWPORT) { |
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save->ViewportX = ctx->Viewport.X; |
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save->ViewportY = ctx->Viewport.Y; |
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save->ViewportW = ctx->Viewport.Width; |
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save->ViewportH = ctx->Viewport.Height; |
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_mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height); |
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save->DepthNear = ctx->Viewport.Near; |
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save->DepthFar = ctx->Viewport.Far; |
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_mesa_DepthRange(0.0, 1.0); |
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} |
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/* misc */ |
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{ |
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save->Lighting = ctx->Light.Enabled; |
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if (ctx->Light.Enabled) |
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_mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE); |
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save->Fog = ctx->Fog.Enabled; |
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if (ctx->Fog.Enabled) |
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_mesa_set_enable(ctx, GL_FOG, GL_FALSE); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
/** |
|
|
|
* Leave meta state. This is like a light-weight version of glPopAttrib(). |
|
|
|
*/ |
|
|
|
static void |
|
|
|
_mesa_meta_end(GLcontext *ctx) |
|
|
|
{ |
|
|
|
struct save_state *save = &ctx->Meta->Save; |
|
|
|
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); |
|
|
|
} |
|
|
|
|
|
|
|
if (state & META_BLEND) { |
|
|
|
if (ctx->Color.BlendEnabled != save->BlendEnabled) |
|
|
|
_mesa_set_enable(ctx, GL_BLEND, save->BlendEnabled); |
|
|
|
if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled) |
|
|
|
_mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled); |
|
|
|
} |
|
|
|
|
|
|
|
if (state & META_COLOR_MASK) { |
|
|
|
if (!TEST_EQ_4V(ctx->Color.ColorMask, save->ColorMask)) |
|
|
|
_mesa_ColorMask(save->ColorMask[0], save->ColorMask[1], |
|
|
|
save->ColorMask[2], save->ColorMask[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_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); |
|
|
|
} |
|
|
|
|
|
|
|
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); |
|
|
|
} |
|
|
|
|
|
|
|
if (ctx->Extensions.ARB_shader_objects) { |
|
|
|
_mesa_UseProgramObjectARB(save->Shader); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
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]); |
|
|
|
} |
|
|
|
|
|
|
|
/* 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) { |
|
|
|
_mesa_MatrixMode(GL_MODELVIEW); |
|
|
|
_mesa_LoadMatrixf(save->ModelviewMatrix); |
|
|
|
_mesa_MatrixMode(GL_PROJECTION); |
|
|
|
_mesa_LoadMatrixf(save->ProjectionMatrix); |
|
|
|
_mesa_MatrixMode(save->MatrixMode); |
|
|
|
save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled; |
|
|
|
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) { |
|
|
|
_mesa_Viewport(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); |
|
|
|
} |
|
|
|
if (save->Fog) { |
|
|
|
_mesa_set_enable(ctx, GL_FOG, GL_TRUE); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
/** |
|
|
|
* Meta implementation of ctx->Driver.BlitFramebuffer() in terms |
|
|
|
* of texture mapping and polygon rendering. |
|
|
|
* Note: this function requires GL_ARB_texture_rectangle support. |
|
|
|
*/ |
|
|
|
void |
|
|
|
_mesa_meta_blit_framebuffer(GLcontext *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; |
|
|
|
const GLint srcX = MIN2(srcX0, srcX1); |
|
|
|
const GLint srcY = MIN2(srcY0, srcY1); |
|
|
|
const GLint srcW = abs(srcX1 - srcX0); |
|
|
|
const GLint srcH = abs(srcY1 - srcY0); |
|
|
|
GLboolean srcFlipX = srcX1 < srcX0; |
|
|
|
GLboolean srcFlipY = srcY1 < srcY0; |
|
|
|
|
|
|
|
ASSERT(ctx->Extensions.NV_texture_rectangle); |
|
|
|
|
|
|
|
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->TexObj == 0) { |
|
|
|
/* one-time setup */ |
|
|
|
|
|
|
|
/* create texture object */ |
|
|
|
_mesa_GenTextures(1, &blit->TexObj); |
|
|
|
_mesa_BindTexture(GL_TEXTURE_RECTANGLE, blit->TexObj); |
|
|
|
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
|
|
|
} |
|
|
|
else { |
|
|
|
_mesa_BindTexture(GL_TEXTURE_RECTANGLE, blit->TexObj); |
|
|
|
} |
|
|
|
|
|
|
|
_mesa_TexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, filter); |
|
|
|
_mesa_TexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, filter); |
|
|
|
|
|
|
|
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(blit->verts), |
|
|
|
blit->verts, GL_STREAM_DRAW_ARB); |
|
|
|
|
|
|
|
/* setup vertex arrays */ |
|
|
|
_mesa_VertexPointer(2, GL_FLOAT, 4 * sizeof(GLfloat), |
|
|
|
(void*) (0 * sizeof(GLfloat))); |
|
|
|
_mesa_TexCoordPointer(2, GL_FLOAT, 4 * sizeof(GLfloat), |
|
|
|
(void *) (2 * sizeof(GLfloat))); |
|
|
|
_mesa_EnableClientState(GL_VERTEX_ARRAY); |
|
|
|
_mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); |
|
|
|
} |
|
|
|
else { |
|
|
|
_mesa_BindVertexArray(blit->ArrayObj); |
|
|
|
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO); |
|
|
|
} |
|
|
|
|
|
|
|
/* vertex positions */ |
|
|
|
blit->verts[0][0] = (GLfloat) dstX0; |
|
|
|
blit->verts[0][1] = (GLfloat) dstY0; |
|
|
|
blit->verts[1][0] = (GLfloat) dstX1; |
|
|
|
blit->verts[1][1] = (GLfloat) dstY0; |
|
|
|
blit->verts[2][0] = (GLfloat) dstX1; |
|
|
|
blit->verts[2][1] = (GLfloat) dstY1; |
|
|
|
blit->verts[3][0] = (GLfloat) dstX0; |
|
|
|
blit->verts[3][1] = (GLfloat) dstY1; |
|
|
|
|
|
|
|
/* texcoords */ |
|
|
|
blit->verts[0][2] = 0.0F; |
|
|
|
blit->verts[0][3] = 0.0F; |
|
|
|
blit->verts[1][2] = (GLfloat) srcW; |
|
|
|
blit->verts[1][3] = 0.0F; |
|
|
|
blit->verts[2][2] = (GLfloat) srcW; |
|
|
|
blit->verts[2][3] = (GLfloat) srcH; |
|
|
|
blit->verts[3][2] = 0.0F; |
|
|
|
blit->verts[3][3] = (GLfloat) srcH; |
|
|
|
|
|
|
|
/* upload new vertex data */ |
|
|
|
_mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, |
|
|
|
sizeof(blit->verts), blit->verts); |
|
|
|
|
|
|
|
/* copy framebuffer image to texture */ |
|
|
|
if (mask & GL_COLOR_BUFFER_BIT) { |
|
|
|
_mesa_CopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, |
|
|
|
srcX, srcY, srcW, srcH, 0); |
|
|
|
mask &= ~GL_COLOR_BUFFER_BIT; |
|
|
|
} |
|
|
|
|
|
|
|
_mesa_Enable(GL_TEXTURE_RECTANGLE); |
|
|
|
|
|
|
|
/* draw textured quad */ |
|
|
|
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); |
|
|
|
|
|
|
|
_mesa_Disable(GL_TEXTURE_RECTANGLE); |
|
|
|
|
|
|
|
_mesa_meta_end(ctx); |
|
|
|
|
|
|
|
/* XXX, TO-DO: try to handle these cases above! */ |
|
|
|
if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) { |
|
|
|
_swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1, |
|
|
|
dstX0, dstY0, dstX1, dstY1, mask, filter); |
|
|
|
} |
|
|
|
|
|
|
|
_mesa_Finish(); |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
/** |
|
|
|
* Meta implementation of ctx->Driver.Clear() in terms of polygon rendering. |
|
|
|
*/ |
|
|
|
void |
|
|
|
_mesa_meta_clear(GLcontext *ctx, GLbitfield buffers) |
|
|
|
{ |
|
|
|
struct clear_state *clear = &ctx->Meta->Clear; |
|
|
|
GLfloat z = 1.0 - 2.0 * ctx->Depth.Clear; |
|
|
|
GLuint i; |
|
|
|
|
|
|
|
/* only scissor and color mask effects clearing */ |
|
|
|
_mesa_meta_begin(ctx, ~(META_SCISSOR | META_COLOR_MASK)); |
|
|
|
|
|
|
|
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); |
|
|
|
_mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(clear->verts), |
|
|
|
clear->verts, GL_STREAM_DRAW_ARB); |
|
|
|
|
|
|
|
/* setup vertex arrays */ |
|
|
|
_mesa_VertexPointer(3, GL_FLOAT, 7 * sizeof(GLfloat), (void *) 0); |
|
|
|
_mesa_ColorPointer(4, GL_FLOAT, 7 * sizeof(GLfloat), |
|
|
|
(void *) (3 * sizeof(GLfloat))); |
|
|
|
_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 { |
|
|
|
_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 & 0x7fffffff, |
|
|
|
ctx->Stencil.WriteMask[0]); |
|
|
|
} |
|
|
|
else { |
|
|
|
assert(!ctx->Stencil.Enabled); |
|
|
|
} |
|
|
|
|
|
|
|
/* vertex positions */ |
|
|
|
clear->verts[0][0] = (GLfloat) ctx->DrawBuffer->_Xmin; |
|
|
|
clear->verts[0][1] = (GLfloat) ctx->DrawBuffer->_Ymin; |
|
|
|
clear->verts[0][2] = z; |
|
|
|
clear->verts[1][0] = (GLfloat) ctx->DrawBuffer->_Xmax; |
|
|
|
clear->verts[1][1] = (GLfloat) ctx->DrawBuffer->_Ymin; |
|
|
|
clear->verts[1][2] = z; |
|
|
|
clear->verts[2][0] = (GLfloat) ctx->DrawBuffer->_Xmax; |
|
|
|
clear->verts[2][1] = (GLfloat) ctx->DrawBuffer->_Ymax; |
|
|
|
clear->verts[2][2] = z; |
|
|
|
clear->verts[3][0] = (GLfloat) ctx->DrawBuffer->_Xmin; |
|
|
|
clear->verts[3][1] = (GLfloat) ctx->DrawBuffer->_Ymax; |
|
|
|
clear->verts[3][2] = z; |
|
|
|
|
|
|
|
/* vertex colors */ |
|
|
|
for (i = 0; i < 4; i++) { |
|
|
|
COPY_4FV(&clear->verts[i][3], ctx->Color.ClearColor); |
|
|
|
} |
|
|
|
|
|
|
|
/* upload new vertex data */ |
|
|
|
_mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, |
|
|
|
sizeof(clear->verts), clear->verts); |
|
|
|
|
|
|
|
/* draw quad */ |
|
|
|
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); |
|
|
|
|
|
|
|
_mesa_meta_end(ctx); |
|
|
|
} |
|
|
|
|