+++ /dev/null
-/*
- * 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/blend.h"
-#include "main/bufferobj.h"
-#include "main/buffers.h"
-#include "main/context.h"
-#include "main/depth.h"
-#include "main/enable.h"
-#include "main/feedback.h"
-#include "main/formats.h"
-#include "main/image.h"
-#include "main/macros.h"
-#include "main/matrix.h"
-#include "main/pixel.h"
-#include "main/polygon.h"
-#include "main/readpix.h"
-#include "main/scissor.h"
-#include "main/state.h"
-#include "main/stencil.h"
-#include "main/texobj.h"
-#include "main/texenv.h"
-#include "main/texgetimage.h"
-#include "main/teximage.h"
-#include "main/texparam.h"
-#include "main/texstate.h"
-#include "main/varray.h"
-#include "main/viewport.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))
-
-/**
- * State which we may save/restore across meta ops.
- * XXX this may be incomplete...
- */
-struct save_state
-{
- GLbitfield SavedState; /**< bitmask of MESA_META_* flags */
-
- /** MESA_META_ALPHA_TEST */
- GLboolean AlphaEnabled;
- GLenum AlphaFunc;
- GLclampf AlphaRef;
-
- /** MESA_META_BLEND */
- GLbitfield BlendEnabled;
- GLboolean ColorLogicOpEnabled;
-
- /** MESA_META_COLOR_MASK */
- GLubyte ColorMask[4];
-
- /** MESA_META_DEPTH_TEST */
- struct gl_depthbuffer_attrib Depth;
-
- /** MESA_META_FOG */
- GLboolean Fog;
-
- /** MESA_META_PIXEL_STORE */
- struct gl_pixelstore_attrib Pack, Unpack;
-
- /** MESA_META_PIXEL_TRANSFER */
- GLfloat RedBias, RedScale;
- GLfloat GreenBias, GreenScale;
- GLfloat BlueBias, BlueScale;
- GLfloat AlphaBias, AlphaScale;
- GLfloat DepthBias, DepthScale;
- GLboolean MapColorFlag;
-
- /** MESA_META_RASTERIZATION */
- GLenum FrontPolygonMode, BackPolygonMode;
- GLboolean PolygonOffset;
- GLboolean PolygonSmooth;
- GLboolean PolygonStipple;
- GLboolean PolygonCull;
-
- /** MESA_META_SCISSOR */
- struct gl_scissor_attrib Scissor;
-
- /** MESA_META_STENCIL_TEST */
- struct gl_stencil_attrib Stencil;
-
- /** MESA_META_TRANSFORM */
- GLenum MatrixMode;
- GLfloat ModelviewMatrix[16];
- GLfloat ProjectionMatrix[16];
- GLfloat TextureMatrix[16];
-
- /** MESA_META_CLIP */
- GLbitfield ClipPlanesEnabled;
-
- /** MESA_META_TEXTURE */
- struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS];
- /** mask of TEXTURE_2D_BIT, etc */
- GLbitfield TexEnabled;
- GLbitfield TexGenEnabled;
- GLuint EnvMode; /* unit[0] only */
-
- /** MESA_META_VIEWPORT */
- GLint ViewportX, ViewportY, ViewportW, ViewportH;
- GLclampd DepthNear, DepthFar;
-
- /** MESA_META_SELECT_FEEDBACK */
- GLenum RenderMode;
- struct gl_selection Select;
- struct gl_feedback Feedback;
-
- /** Miscellaneous (always disabled) */
- GLboolean Lighting;
- GLboolean RasterDiscard;
-};
-
-
-/**
- * State for glBlitFramebufer()
- */
-struct blit_state
-{
- GLuint ArrayObj;
- GLuint VBO;
- GLuint DepthFP;
-};
-
-
-/**
- * State for glClear()
- */
-struct clear_state
-{
- GLuint ArrayObj;
- GLuint VBO;
- GLint ColorLocation;
-
- GLint IntegerColorLocation;
-};
-
-
-/**
- * State for glCopyPixels()
- */
-struct copypix_state
-{
- GLuint ArrayObj;
- GLuint VBO;
-};
-
-#define MAX_META_OPS_DEPTH 8
-/**
- * All per-context meta state.
- */
-struct gl_meta_state
-{
- /** Stack of state saved during meta-ops */
- struct save_state Save[MAX_META_OPS_DEPTH];
- /** Save stack depth */
- GLuint SaveStackDepth;
-
- struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */
-};
-
-/**
- * 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)
-{
- GET_CURRENT_CONTEXT(old_context);
- _mesa_make_current(ctx, NULL, NULL);
- if (old_context)
- _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
- else
- _mesa_make_current(NULL, NULL, NULL);
- 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 MESA_META_* flags indicating which attribute groups
- * to save and reset to their defaults
- */
-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 & MESA_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 & MESA_META_BLEND) {
- save->BlendEnabled = ctx->Color.BlendEnabled;
- if (ctx->Color.BlendEnabled) {
- _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 & MESA_META_COLOR_MASK) {
- memcpy(save->ColorMask, ctx->Color.ColorMask,
- sizeof(ctx->Color.ColorMask));
- if (!ctx->Color.ColorMask[0] ||
- !ctx->Color.ColorMask[1] ||
- !ctx->Color.ColorMask[2] ||
- !ctx->Color.ColorMask[3])
- _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- }
-
- if (state & MESA_META_DEPTH_TEST) {
- save->Depth = ctx->Depth; /* struct copy */
- if (ctx->Depth.Test)
- _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
- }
-
- if (state & MESA_META_FOG) {
- save->Fog = ctx->Fog.Enabled;
- if (ctx->Fog.Enabled)
- _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
- }
-
- if (state & MESA_META_PIXEL_STORE) {
- save->Pack = ctx->Pack;
- save->Unpack = ctx->Unpack;
- ctx->Pack = ctx->DefaultPacking;
- ctx->Unpack = ctx->DefaultPacking;
- }
-
- if (state & MESA_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 & MESA_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 & MESA_META_SCISSOR) {
- save->Scissor = ctx->Scissor; /* struct copy */
- _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
- }
-
- if (state & MESA_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 & MESA_META_TEXTURE) {
- GLuint tgt;
-
- save->EnvMode = ctx->Texture.Unit.EnvMode;
-
- /* Disable all texture units */
- save->TexEnabled = ctx->Texture.Unit.Enabled;
- save->TexGenEnabled = ctx->Texture.Unit.TexGenEnabled;
- if (ctx->Texture.Unit.Enabled ||
- ctx->Texture.Unit.TexGenEnabled) {
- _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
- if (ctx->Extensions.ARB_texture_cube_map)
- _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_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.CurrentTex[tgt]);
- }
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- }
-
- if (state & MESA_META_TRANSFORM) {
- 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.Top->m,
- 16 * sizeof(GLfloat));
- save->MatrixMode = ctx->Transform.MatrixMode;
- /* set 1:1 vertex:pixel coordinate transform */
- _mesa_MatrixMode(GL_TEXTURE);
- _mesa_LoadIdentity();
- _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);
- }
-
- if (state & MESA_META_CLIP) {
- 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 & MESA_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);
- }
-
- if (state & MESA_META_SELECT_FEEDBACK) {
- save->RenderMode = ctx->RenderMode;
- if (ctx->RenderMode == GL_SELECT) {
- save->Select = ctx->Select; /* struct copy */
- _mesa_RenderMode(GL_RENDER);
- } else if (ctx->RenderMode == GL_FEEDBACK) {
- save->Feedback = ctx->Feedback; /* struct copy */
- _mesa_RenderMode(GL_RENDER);
- }
- }
-
- /* misc */
- {
- save->Lighting = ctx->Light.Enabled;
- if (ctx->Light.Enabled)
- _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
- save->RasterDiscard = ctx->RasterDiscard;
- if (ctx->RasterDiscard)
- _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
- }
-}
-
-
-/**
- * Leave meta state. This is like a light-weight version of glPopAttrib().
- */
-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 & MESA_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 & MESA_META_BLEND) {
- if (ctx->Color.BlendEnabled != save->BlendEnabled) {
- _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 & MESA_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 & MESA_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 & MESA_META_FOG) {
- _mesa_set_enable(ctx, GL_FOG, save->Fog);
- }
-
- if (state & MESA_META_PIXEL_STORE) {
- ctx->Pack = save->Pack;
- ctx->Unpack = save->Unpack;
- }
-
- if (state & MESA_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 & MESA_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 & MESA_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 & MESA_META_STENCIL_TEST) {
- const struct gl_stencil_attrib *stencil = &save->Stencil;
-
- _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
- _mesa_ClearStencil(stencil->Clear);
- _mesa_StencilFunc(stencil->Function,
- stencil->Ref,
- stencil->ValueMask);
- _mesa_StencilMask(stencil->WriteMask);
- _mesa_StencilOp(stencil->FailFunc, stencil->ZFailFunc, stencil->ZPassFunc);
- }
-
- if (state & MESA_META_TEXTURE) {
- GLuint tgt;
-
- /* 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++) {
- if (ctx->Texture.Unit.CurrentTex[tgt] != save->CurrentTexture[tgt]) {
- FLUSH_VERTICES(ctx, _NEW_TEXTURE);
- _mesa_reference_texobj(&ctx->Texture.Unit.CurrentTex[tgt],
- save->CurrentTexture[tgt]);
- }
- _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
- }
-
- /* Restore fixed function texture enables, texgen */
- if (ctx->Texture.Unit.Enabled != save->TexEnabled) {
- FLUSH_VERTICES(ctx, _NEW_TEXTURE);
- ctx->Texture.Unit.Enabled = save->TexEnabled;
- }
-
- if (ctx->Texture.Unit.TexGenEnabled != save->TexGenEnabled) {
- FLUSH_VERTICES(ctx, _NEW_TEXTURE);
- ctx->Texture.Unit.TexGenEnabled = save->TexGenEnabled;
- }
- }
-
- if (state & MESA_META_TRANSFORM) {
- _mesa_MatrixMode(GL_TEXTURE);
- _mesa_LoadMatrixf(save->TextureMatrix);
-
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_LoadMatrixf(save->ModelviewMatrix);
-
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_LoadMatrixf(save->ProjectionMatrix);
-
- _mesa_MatrixMode(save->MatrixMode);
- }
-
- if (state & MESA_META_CLIP) {
- 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 & MESA_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);
- }
- if (save->RasterDiscard) {
- _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
- }
-}
-
-
-/**
- * Determine whether Mesa is currently in a meta state.
- */
-GLboolean
-_mesa_meta_in_progress(struct gl_context *ctx)
-{
- return ctx->Meta->SaveStackDepth != 0;
-}
-
-
-/**
- * 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_RG:
- case GL_RED:
- 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 <= 16)
- return GL_UNSIGNED_SHORT;
- else
- return GL_FLOAT;
- case GL_DEPTH_COMPONENT:
- return GL_UNSIGNED_INT;
- default:
- _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
- baseFormat);
- return 0;
- }
-}
-
-
-/**
- * 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,
- struct gl_texture_image *texImage,
- GLint xoffset, GLint yoffset, GLint zoffset,
- struct gl_renderbuffer *rb,
- GLint x, GLint y,
- GLsizei width, GLsizei height)
-{
- struct gl_texture_object *texObj = texImage->TexObject;
- const GLenum target = texObj->Target;
- GLenum format, type;
- GLint bpp;
- void *buf;
-
- /* Choose format/type for temporary image buffer */
- format = _mesa_get_format_base_format(texImage->TexFormat);
- if (format == GL_LUMINANCE ||
- format == GL_LUMINANCE_ALPHA ||
- format == GL_INTENSITY) {
- /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
- * temp image buffer because glReadPixels will do L=R+G+B which is
- * not what we want (should be L=R).
- */
- format = GL_RGBA;
- }
-
- if (_mesa_is_format_integer_color(texImage->TexFormat)) {
- _mesa_problem(ctx, "unsupported integer color copyteximage");
- return;
- }
-
- 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, MESA_META_PIXEL_STORE | MESA_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, MESA_META_PIXEL_STORE);
- if (target == GL_TEXTURE_1D) {
- ctx->Driver.TexSubImage1D(ctx, texImage,
- xoffset, width,
- format, type, buf, &ctx->Unpack);
- }
- else {
- ctx->Driver.TexSubImage2D(ctx, texImage,
- xoffset, yoffset, width, height,
- format, type, buf, &ctx->Unpack);
- }
- _mesa_meta_end(ctx);
-
- _mesa_lock_texture(ctx, texObj); /* re-lock */
-
- free(buf);
-}
-
-
-void
-_mesa_meta_CopyTexSubImage1D(struct gl_context *ctx,
- struct gl_texture_image *texImage,
- GLint xoffset,
- struct gl_renderbuffer *rb,
- GLint x, GLint y, GLsizei width)
-{
- copy_tex_sub_image(ctx, 1, texImage, xoffset, 0, 0,
- rb, x, y, width, 1);
-}
-
-
-void
-_mesa_meta_CopyTexSubImage2D(struct gl_context *ctx,
- struct gl_texture_image *texImage,
- GLint xoffset, GLint yoffset,
- struct gl_renderbuffer *rb,
- GLint x, GLint y,
- GLsizei width, GLsizei height)
-{
- copy_tex_sub_image(ctx, 2, texImage, xoffset, yoffset, 0,
- rb, x, y, width, height);
-}
-