Ejemplo n.º 1
0
/**
 * Allocate a renderbuffer for a an on-screen window (not a user-created
 * renderbuffer).  The window system code determines the format.
 */
struct gl_renderbuffer *
st_new_renderbuffer_fb(enum pipe_format format, int samples, boolean sw)
{
   struct st_renderbuffer *strb;

   strb = ST_CALLOC_STRUCT(st_renderbuffer);
   if (!strb) {
      _mesa_error(NULL, GL_OUT_OF_MEMORY, "creating renderbuffer");
      return NULL;
   }

   _mesa_init_renderbuffer(&strb->Base, 0);
   strb->Base.ClassID = 0x4242; /* just a unique value */
   strb->Base.NumSamples = samples;
   strb->Base.Format = st_pipe_format_to_mesa_format(format);
   strb->Base._BaseFormat = _mesa_get_format_base_format(strb->Base.Format);
   strb->software = sw;
   
   switch (format) {
   case PIPE_FORMAT_R8G8B8A8_UNORM:
   case PIPE_FORMAT_B8G8R8A8_UNORM:
   case PIPE_FORMAT_A8R8G8B8_UNORM:
      strb->Base.InternalFormat = GL_RGBA8;
      break;
   case PIPE_FORMAT_R8G8B8X8_UNORM:
   case PIPE_FORMAT_B8G8R8X8_UNORM:
   case PIPE_FORMAT_X8R8G8B8_UNORM:
      strb->Base.InternalFormat = GL_RGB8;
      break;
   case PIPE_FORMAT_B5G5R5A1_UNORM:
      strb->Base.InternalFormat = GL_RGB5_A1;
      break;
   case PIPE_FORMAT_B4G4R4A4_UNORM:
      strb->Base.InternalFormat = GL_RGBA4;
      break;
   case PIPE_FORMAT_B5G6R5_UNORM:
      strb->Base.InternalFormat = GL_RGB565;
      break;
   case PIPE_FORMAT_Z16_UNORM:
      strb->Base.InternalFormat = GL_DEPTH_COMPONENT16;
      break;
   case PIPE_FORMAT_Z32_UNORM:
      strb->Base.InternalFormat = GL_DEPTH_COMPONENT32;
      break;
   case PIPE_FORMAT_Z24_UNORM_S8_UINT:
   case PIPE_FORMAT_S8_UINT_Z24_UNORM:
      strb->Base.InternalFormat = GL_DEPTH24_STENCIL8_EXT;
      break;
   case PIPE_FORMAT_Z24X8_UNORM:
   case PIPE_FORMAT_X8Z24_UNORM:
      strb->Base.InternalFormat = GL_DEPTH_COMPONENT24;
      break;
   case PIPE_FORMAT_S8_UINT:
      strb->Base.InternalFormat = GL_STENCIL_INDEX8_EXT;
      break;
   case PIPE_FORMAT_R16G16B16A16_SNORM:
      /* accum buffer */
      strb->Base.InternalFormat = GL_RGBA16_SNORM;
      break;
   case PIPE_FORMAT_R16G16B16A16_UNORM:
      strb->Base.InternalFormat = GL_RGBA16;
      break;
   case PIPE_FORMAT_R8_UNORM:
      strb->Base.InternalFormat = GL_R8;
      break;
   case PIPE_FORMAT_R8G8_UNORM:
      strb->Base.InternalFormat = GL_RG8;
      break;
   case PIPE_FORMAT_R16_UNORM:
      strb->Base.InternalFormat = GL_R16;
      break;
   case PIPE_FORMAT_R16G16_UNORM:
      strb->Base.InternalFormat = GL_RG16;
      break;
   case PIPE_FORMAT_R32G32B32A32_FLOAT:
      strb->Base.InternalFormat = GL_RGBA32F;
      break;
   case PIPE_FORMAT_R16G16B16A16_FLOAT:
      strb->Base.InternalFormat = GL_RGBA16F;
      break;
   default:
      _mesa_problem(NULL,
		    "Unexpected format %s in st_new_renderbuffer_fb",
                    util_format_name(format));
      free(strb);
      return NULL;
   }

   /* st-specific methods */
   strb->Base.Delete = st_renderbuffer_delete;
   strb->Base.AllocStorage = st_renderbuffer_alloc_storage;

   /* surface is allocated in st_renderbuffer_alloc_storage() */
   strb->surface = NULL;

   return &strb->Base;
}
Ejemplo n.º 2
0
/**
 * Apply the given stencil operator to the array of stencil values.
 * Don't touch stencil[i] if mask[i] is zero.
 * Input:  n - size of stencil array
 *         oper - the stencil buffer operator
 *         face - 0 or 1 for front or back face operation
 *         stencil - array of stencil values
 *         mask - array [n] of flag:  1=apply operator, 0=don't apply operator
 * Output:  stencil - modified values
 */
static void
apply_stencil_op( const GLcontext *ctx, GLenum oper, GLuint face,
                  GLuint n, GLstencil stencil[], const GLubyte mask[] )
{
   const GLstencil ref = ctx->Stencil.Ref[face];
   const GLstencil wrtmask = ctx->Stencil.WriteMask[face];
   const GLstencil invmask = (GLstencil) (~wrtmask);
   GLuint i;

   switch (oper) {
      case GL_KEEP:
         /* do nothing */
         break;
      case GL_ZERO:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
		  stencil[i] = 0;
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
		  stencil[i] = (GLstencil) (stencil[i] & invmask);
	       }
	    }
	 }
	 break;
      case GL_REPLACE:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  stencil[i] = ref;
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
		  GLstencil s = stencil[i];
		  stencil[i] = (GLstencil) ((invmask & s ) | (wrtmask & ref));
	       }
	    }
	 }
	 break;
      case GL_INCR:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
		  GLstencil s = stencil[i];
		  if (s < STENCIL_MAX) {
		     stencil[i] = (GLstencil) (s+1);
		  }
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
		  /* VERIFY logic of adding 1 to a write-masked value */
		  GLstencil s = stencil[i];
		  if (s < STENCIL_MAX) {
		     stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s+1)));
		  }
	       }
	    }
	 }
	 break;
      case GL_DECR:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
		  GLstencil s = stencil[i];
		  if (s>0) {
		     stencil[i] = (GLstencil) (s-1);
		  }
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
		  /* VERIFY logic of subtracting 1 to a write-masked value */
		  GLstencil s = stencil[i];
		  if (s>0) {
		     stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s-1)));
		  }
	       }
	    }
	 }
	 break;
      case GL_INCR_WRAP_EXT:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  stencil[i]++;
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil s = stencil[i];
                  stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s+1)));
	       }
	    }
	 }
	 break;
      case GL_DECR_WRAP_EXT:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
		  stencil[i]--;
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil s = stencil[i];
                  stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s-1)));
	       }
	    }
	 }
	 break;
      case GL_INVERT:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
		  GLstencil s = stencil[i];
		  stencil[i] = (GLstencil) ~s;
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
		  GLstencil s = stencil[i];
		  stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & ~s));
	       }
	    }
	 }
	 break;
      default:
         _mesa_problem(ctx, "Bad stencil op in apply_stencil_op");
   }
}
Ejemplo n.º 3
0
/**
 * Allocate a new driRenderbuffer object.
 * Individual drivers are free to implement different versions of
 * this function.
 *
 * At this time, this function can only be used for window-system
 * renderbuffers, not user-created RBOs.
 *
 * \param format  Either GL_RGBA, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24,
 *                GL_DEPTH_COMPONENT32, or GL_STENCIL_INDEX8_EXT (for now).
 * \param addr  address in main memory of the buffer.  Probably a memory
 *              mapped region.
 * \param cpp  chars or bytes per pixel
 * \param offset  start of renderbuffer with respect to start of framebuffer
 * \param pitch   pixels per row
 */
driRenderbuffer *
driNewRenderbuffer(gl_format format, GLvoid *addr,
                   GLint cpp, GLint offset, GLint pitch,
                   __DRIdrawablePrivate *dPriv)
{
   driRenderbuffer *drb;

   assert(format == GL_RGBA ||
          format == GL_RGB5 ||
          format == GL_RGBA8 ||
          format == GL_DEPTH_COMPONENT16 ||
          format == GL_DEPTH_COMPONENT24 ||
          format == GL_DEPTH_COMPONENT32 ||
          format == GL_STENCIL_INDEX8_EXT);

   assert(cpp > 0);
   assert(pitch > 0);

   drb = _mesa_calloc(sizeof(driRenderbuffer));
   if (drb) {
      const GLuint name = 0;

      _mesa_init_renderbuffer(&drb->Base, name);

      /* Make sure we're using a null-valued GetPointer routine */
      assert(drb->Base.GetPointer(NULL, &drb->Base, 0, 0) == NULL);

      switch (format) {
      case MESA_FORMAT_ARGB8888:
         if (cpp == 2) {
            /* override format */
            format = MESA_FORMAT_RGB565;
         }
         drb->Base.DataType = GL_UNSIGNED_BYTE;
         break;
      case MESA_FORMAT_Z16:
         /* Depth */
         /* we always Get/Put 32-bit Z values */
         drb->Base.DataType = GL_UNSIGNED_INT;
         assert(cpp == 2);
         break;
      case MESA_FORMAT_Z32:
         /* Depth */
         /* we always Get/Put 32-bit Z values */
         drb->Base.DataType = GL_UNSIGNED_INT;
         assert(cpp == 4);
         break;
      case MESA_FORMAT_Z24_S8:
         drb->Base.DataType = GL_UNSIGNED_INT_24_8_EXT;
         assert(cpp == 4);
         break;
      case MESA_FORMAT_S8_Z24:
         drb->Base.DataType = GL_UNSIGNED_INT_24_8_EXT;
         assert(cpp == 4);
         break;
      case MESA_FORMAT_S8:
         /* Stencil */
         drb->Base.DataType = GL_UNSIGNED_BYTE;
         break;
      default:
         _mesa_problem(NULL, "Bad format 0x%x in driNewRenderbuffer", format);
         return NULL;
      }

      drb->Base.Format = format;

      drb->Base.InternalFormat =
      drb->Base._BaseFormat = _mesa_get_format_base_format(format);

      drb->Base.AllocStorage = driRenderbufferStorage;
      drb->Base.Delete = driDeleteRenderbuffer;

      drb->Base.Data = addr;

      /* DRI renderbuffer-specific fields: */
      drb->dPriv = dPriv;
      drb->offset = offset;
      drb->pitch = pitch;
      drb->cpp = cpp;

      /* may be changed if page flipping is active: */
      drb->flippedOffset = offset;
      drb->flippedPitch = pitch;
      drb->flippedData = addr;
   }
   return drb;
}
Ejemplo n.º 4
0
/**
 * Append instructions to implement fog
 *
 * The \c fragment.fogcoord input is used to compute the fog blend factor.
 *
 * \param ctx      The GL context
 * \param fprog    Fragment program that fog instructions will be appended to.
 * \param fog_mode Fog mode.  One of \c GL_EXP, \c GL_EXP2, or \c GL_LINEAR.
 * \param saturate True if writes to color outputs should be clamped to [0, 1]
 *
 * \note
 * This function sets \c VARYING_BIT_FOGC in \c fprog->Base.InputsRead.
 *
 * \todo With a little work, this function could be adapted to add fog code
 * to vertex programs too.
 */
void
_mesa_append_fog_code(struct gl_context *ctx,
		      struct gl_fragment_program *fprog, GLenum fog_mode,
		      GLboolean saturate)
{
   static const gl_state_index fogPStateOpt[STATE_LENGTH]
      = { STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED, 0, 0, 0 };
   static const gl_state_index fogColorState[STATE_LENGTH]
      = { STATE_FOG_COLOR, 0, 0, 0, 0};
   struct prog_instruction *newInst, *inst;
   const GLuint origLen = fprog->Base.NumInstructions;
   const GLuint newLen = origLen + 5;
   GLuint i;
   GLint fogPRefOpt, fogColorRef; /* state references */
   GLuint colorTemp, fogFactorTemp; /* temporary registerss */

   if (fog_mode == GL_NONE) {
      _mesa_problem(ctx, "_mesa_append_fog_code() called for fragment program"
                    " with fog_mode == GL_NONE");
      return;
   }

   if (!(fprog->Base.OutputsWritten & (1 << FRAG_RESULT_COLOR))) {
      /* program doesn't output color, so nothing to do */
      return;
   }

   /* Alloc storage for new instructions */
   newInst = _mesa_alloc_instructions(newLen);
   if (!newInst) {
      _mesa_error(ctx, GL_OUT_OF_MEMORY,
                  "glProgramString(inserting fog_option code)");
      return;
   }

   /* Copy orig instructions into new instruction buffer */
   _mesa_copy_instructions(newInst, fprog->Base.Instructions, origLen);

   /* PARAM fogParamsRefOpt = internal optimized fog params; */
   fogPRefOpt
      = _mesa_add_state_reference(fprog->Base.Parameters, fogPStateOpt);
   /* PARAM fogColorRef = state.fog.color; */
   fogColorRef
      = _mesa_add_state_reference(fprog->Base.Parameters, fogColorState);

   /* TEMP colorTemp; */
   colorTemp = fprog->Base.NumTemporaries++;
   /* TEMP fogFactorTemp; */
   fogFactorTemp = fprog->Base.NumTemporaries++;

   /* Scan program to find where result.color is written */
   inst = newInst;
   for (i = 0; i < fprog->Base.NumInstructions; i++) {
      if (inst->Opcode == OPCODE_END)
         break;
      if (inst->DstReg.File == PROGRAM_OUTPUT &&
          inst->DstReg.Index == FRAG_RESULT_COLOR) {
         /* change the instruction to write to colorTemp w/ clamping */
         inst->DstReg.File = PROGRAM_TEMPORARY;
         inst->DstReg.Index = colorTemp;
         inst->SaturateMode = saturate;
         /* don't break (may be several writes to result.color) */
      }
      inst++;
   }
   assert(inst->Opcode == OPCODE_END); /* we'll overwrite this inst */

   _mesa_init_instructions(inst, 5);

   /* emit instructions to compute fog blending factor */
   /* this is always clamped to [0, 1] regardless of fragment clamping */
   if (fog_mode == GL_LINEAR) {
      /* MAD fogFactorTemp.x, fragment.fogcoord.x, fogPRefOpt.x, fogPRefOpt.y; */
      inst->Opcode = OPCODE_MAD;
      inst->DstReg.File = PROGRAM_TEMPORARY;
      inst->DstReg.Index = fogFactorTemp;
      inst->DstReg.WriteMask = WRITEMASK_X;
      inst->SrcReg[0].File = PROGRAM_INPUT;
      inst->SrcReg[0].Index = VARYING_SLOT_FOGC;
      inst->SrcReg[0].Swizzle = SWIZZLE_XXXX;
      inst->SrcReg[1].File = PROGRAM_STATE_VAR;
      inst->SrcReg[1].Index = fogPRefOpt;
      inst->SrcReg[1].Swizzle = SWIZZLE_XXXX;
      inst->SrcReg[2].File = PROGRAM_STATE_VAR;
      inst->SrcReg[2].Index = fogPRefOpt;
      inst->SrcReg[2].Swizzle = SWIZZLE_YYYY;
      inst->SaturateMode = SATURATE_ZERO_ONE;
      inst++;
   }
   else {
      ASSERT(fog_mode == GL_EXP || fog_mode == GL_EXP2);
      /* fogPRefOpt.z = d/ln(2), fogPRefOpt.w = d/sqrt(ln(2) */
      /* EXP: MUL fogFactorTemp.x, fogPRefOpt.z, fragment.fogcoord.x; */
      /* EXP2: MUL fogFactorTemp.x, fogPRefOpt.w, fragment.fogcoord.x; */
      inst->Opcode = OPCODE_MUL;
      inst->DstReg.File = PROGRAM_TEMPORARY;
      inst->DstReg.Index = fogFactorTemp;
      inst->DstReg.WriteMask = WRITEMASK_X;
      inst->SrcReg[0].File = PROGRAM_STATE_VAR;
      inst->SrcReg[0].Index = fogPRefOpt;
      inst->SrcReg[0].Swizzle
         = (fog_mode == GL_EXP) ? SWIZZLE_ZZZZ : SWIZZLE_WWWW;
      inst->SrcReg[1].File = PROGRAM_INPUT;
      inst->SrcReg[1].Index = VARYING_SLOT_FOGC;
      inst->SrcReg[1].Swizzle = SWIZZLE_XXXX;
      inst++;
      if (fog_mode == GL_EXP2) {
         /* MUL fogFactorTemp.x, fogFactorTemp.x, fogFactorTemp.x; */
         inst->Opcode = OPCODE_MUL;
         inst->DstReg.File = PROGRAM_TEMPORARY;
         inst->DstReg.Index = fogFactorTemp;
         inst->DstReg.WriteMask = WRITEMASK_X;
         inst->SrcReg[0].File = PROGRAM_TEMPORARY;
         inst->SrcReg[0].Index = fogFactorTemp;
         inst->SrcReg[0].Swizzle = SWIZZLE_XXXX;
         inst->SrcReg[1].File = PROGRAM_TEMPORARY;
         inst->SrcReg[1].Index = fogFactorTemp;
         inst->SrcReg[1].Swizzle = SWIZZLE_XXXX;
         inst++;
      }
      /* EX2_SAT fogFactorTemp.x, -fogFactorTemp.x; */
      inst->Opcode = OPCODE_EX2;
      inst->DstReg.File = PROGRAM_TEMPORARY;
      inst->DstReg.Index = fogFactorTemp;
      inst->DstReg.WriteMask = WRITEMASK_X;
      inst->SrcReg[0].File = PROGRAM_TEMPORARY;
      inst->SrcReg[0].Index = fogFactorTemp;
      inst->SrcReg[0].Negate = NEGATE_XYZW;
      inst->SrcReg[0].Swizzle = SWIZZLE_XXXX;
      inst->SaturateMode = SATURATE_ZERO_ONE;
      inst++;
   }
   /* LRP result.color.xyz, fogFactorTemp.xxxx, colorTemp, fogColorRef; */
   inst->Opcode = OPCODE_LRP;
   inst->DstReg.File = PROGRAM_OUTPUT;
   inst->DstReg.Index = FRAG_RESULT_COLOR;
   inst->DstReg.WriteMask = WRITEMASK_XYZ;
   inst->SrcReg[0].File = PROGRAM_TEMPORARY;
   inst->SrcReg[0].Index = fogFactorTemp;
   inst->SrcReg[0].Swizzle = SWIZZLE_XXXX;
   inst->SrcReg[1].File = PROGRAM_TEMPORARY;
   inst->SrcReg[1].Index = colorTemp;
   inst->SrcReg[1].Swizzle = SWIZZLE_NOOP;
   inst->SrcReg[2].File = PROGRAM_STATE_VAR;
   inst->SrcReg[2].Index = fogColorRef;
   inst->SrcReg[2].Swizzle = SWIZZLE_NOOP;
   inst++;
   /* MOV result.color.w, colorTemp.x;  # copy alpha */
   inst->Opcode = OPCODE_MOV;
   inst->DstReg.File = PROGRAM_OUTPUT;
   inst->DstReg.Index = FRAG_RESULT_COLOR;
   inst->DstReg.WriteMask = WRITEMASK_W;
   inst->SrcReg[0].File = PROGRAM_TEMPORARY;
   inst->SrcReg[0].Index = colorTemp;
   inst->SrcReg[0].Swizzle = SWIZZLE_NOOP;
   inst++;
   /* END; */
   inst->Opcode = OPCODE_END;
   inst++;

   /* free old instructions */
   _mesa_free_instructions(fprog->Base.Instructions, origLen);

   /* install new instructions */
   fprog->Base.Instructions = newInst;
   fprog->Base.NumInstructions = inst - newInst;
   fprog->Base.InputsRead |= VARYING_BIT_FOGC;
   assert(fprog->Base.OutputsWritten & (1 << FRAG_RESULT_COLOR));
}
Ejemplo n.º 5
0
/**
 * Apply the given stencil operator for each pixel in the array whose
 * mask flag is set.
 * \note  This is for software stencil buffers only.
 * Input:  n - number of pixels in the span
 *         x, y - array of [n] pixels
 *         operator - the stencil buffer operator
 *         mask - array [n] of flag:  1=apply operator, 0=don't apply operator
 */
static void
apply_stencil_op_to_pixels( const GLcontext *ctx,
                            GLuint n, const GLint x[], const GLint y[],
                            GLenum oper, GLuint face, const GLubyte mask[] )
{
   const GLstencil ref = ctx->Stencil.Ref[face];
   const GLstencil wrtmask = ctx->Stencil.WriteMask[face];
   const GLstencil invmask = (GLstencil) (~wrtmask);
   GLuint i;

   ASSERT(!SWRAST_CONTEXT(ctx)->Driver.WriteStencilSpan);  /* software stencil buffer only! */

   switch (oper) {
      case GL_KEEP:
         /* do nothing */
         break;
      case GL_ZERO:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
                  *sptr = 0;
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
		  *sptr = (GLstencil) (invmask & *sptr);
	       }
	    }
	 }
	 break;
      case GL_REPLACE:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
                  *sptr = ref;
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
		  *sptr = (GLstencil) ((invmask & *sptr ) | (wrtmask & ref));
	       }
	    }
	 }
	 break;
      case GL_INCR:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
		  if (*sptr < STENCIL_MAX) {
		     *sptr = (GLstencil) (*sptr + 1);
		  }
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
		  if (*sptr < STENCIL_MAX) {
		     *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr+1)));
		  }
	       }
	    }
	 }
	 break;
      case GL_DECR:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
		  if (*sptr>0) {
		     *sptr = (GLstencil) (*sptr - 1);
		  }
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
		  if (*sptr>0) {
		     *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr-1)));
		  }
	       }
	    }
	 }
	 break;
      case GL_INCR_WRAP_EXT:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
                  *sptr = (GLstencil) (*sptr + 1);
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
                  *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr+1)));
	       }
	    }
	 }
	 break;
      case GL_DECR_WRAP_EXT:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
                  *sptr = (GLstencil) (*sptr - 1);
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
                  *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr-1)));
	       }
	    }
	 }
	 break;
      case GL_INVERT:
	 if (invmask==0) {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
                  *sptr = (GLstencil) (~*sptr);
	       }
	    }
	 }
	 else {
	    for (i=0;i<n;i++) {
	       if (mask[i]) {
                  GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
                  *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & ~*sptr));
	       }
	    }
	 }
	 break;
      default:
         _mesa_problem(ctx, "Bad stencilop in apply_stencil_op_to_pixels");
   }
}
Ejemplo n.º 6
0
static const unsigned *
brw_cs_emit(struct brw_context *brw,
            void *mem_ctx,
            const struct brw_cs_prog_key *key,
            struct brw_cs_prog_data *prog_data,
            struct gl_compute_program *cp,
            struct gl_shader_program *prog,
            unsigned *final_assembly_size)
{
   bool start_busy = false;
   double start_time = 0;

   if (unlikely(brw->perf_debug)) {
      start_busy = (brw->batch.last_bo &&
                    drm_intel_bo_busy(brw->batch.last_bo));
      start_time = get_time();
   }

   struct brw_shader *shader =
      (struct brw_shader *) prog->_LinkedShaders[MESA_SHADER_COMPUTE];

   if (unlikely(INTEL_DEBUG & DEBUG_CS))
      brw_dump_ir("compute", prog, &shader->base, &cp->Base);

   prog_data->local_size[0] = cp->LocalSize[0];
   prog_data->local_size[1] = cp->LocalSize[1];
   prog_data->local_size[2] = cp->LocalSize[2];
   unsigned local_workgroup_size =
      cp->LocalSize[0] * cp->LocalSize[1] * cp->LocalSize[2];

   cfg_t *cfg = NULL;
   const char *fail_msg = NULL;

   int st_index = -1;
   if (INTEL_DEBUG & DEBUG_SHADER_TIME)
      st_index = brw_get_shader_time_index(brw, prog, &cp->Base, ST_CS);

   /* Now the main event: Visit the shader IR and generate our CS IR for it.
    */
   fs_visitor v8(brw->intelScreen->compiler, brw,
                 mem_ctx, MESA_SHADER_COMPUTE, key, &prog_data->base, prog,
                 &cp->Base, 8, st_index);
   if (!v8.run_cs()) {
      fail_msg = v8.fail_msg;
   } else if (local_workgroup_size <= 8 * brw->max_cs_threads) {
      cfg = v8.cfg;
      prog_data->simd_size = 8;
   }

   fs_visitor v16(brw->intelScreen->compiler, brw,
                  mem_ctx, MESA_SHADER_COMPUTE, key, &prog_data->base, prog,
                  &cp->Base, 16, st_index);
   if (likely(!(INTEL_DEBUG & DEBUG_NO16)) &&
       !fail_msg && !v8.simd16_unsupported &&
       local_workgroup_size <= 16 * brw->max_cs_threads) {
      /* Try a SIMD16 compile */
      v16.import_uniforms(&v8);
      if (!v16.run_cs()) {
         perf_debug("SIMD16 shader failed to compile: %s", v16.fail_msg);
         if (!cfg) {
            fail_msg =
               "Couldn't generate SIMD16 program and not "
               "enough threads for SIMD8";
         }
      } else {
         cfg = v16.cfg;
         prog_data->simd_size = 16;
      }
   }

   if (unlikely(cfg == NULL)) {
      assert(fail_msg);
      prog->LinkStatus = false;
      ralloc_strcat(&prog->InfoLog, fail_msg);
      _mesa_problem(NULL, "Failed to compile compute shader: %s\n",
                    fail_msg);
      return NULL;
   }

   fs_generator g(brw->intelScreen->compiler, brw,
                  mem_ctx, (void*) key, &prog_data->base, &cp->Base,
                  v8.promoted_constants, v8.runtime_check_aads_emit, "CS");
   if (INTEL_DEBUG & DEBUG_CS) {
      char *name = ralloc_asprintf(mem_ctx, "%s compute shader %d",
                                   prog->Label ? prog->Label : "unnamed",
                                   prog->Name);
      g.enable_debug(name);
   }

   g.generate_code(cfg, prog_data->simd_size);

   if (unlikely(brw->perf_debug) && shader) {
      if (shader->compiled_once) {
         _mesa_problem(&brw->ctx, "CS programs shouldn't need recompiles");
      }
      shader->compiled_once = true;

      if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
         perf_debug("CS compile took %.03f ms and stalled the GPU\n",
                    (get_time() - start_time) * 1000);
      }
   }

   return g.get_assembly(final_assembly_size);
}
Ejemplo n.º 7
0
/**
 * Convert "classic" texture environment to ARB_texture_env_combine style
 * environments.
 *
 * \param state  texture_env_combine state vector to be filled-in.
 * \param mode   Classic texture environment mode (i.e., \c GL_REPLACE,
 *               \c GL_BLEND, \c GL_DECAL, etc.).
 * \param texBaseFormat  Base format of the texture associated with the
 *               texture unit.
 */
static void
calculate_derived_texenv( struct gl_tex_env_combine_state *state,
			  GLenum mode, GLenum texBaseFormat )
{
   GLenum mode_rgb;
   GLenum mode_a;

   *state = default_combine_state;

   switch (texBaseFormat) {
   case GL_ALPHA:
      state->SourceRGB[0] = GL_PREVIOUS;
      break;

   case GL_LUMINANCE_ALPHA:
   case GL_INTENSITY:
   case GL_RGBA:
      break;

   case GL_LUMINANCE:
   case GL_RED:
   case GL_RG:
   case GL_RGB:
   case GL_YCBCR_MESA:
      state->SourceA[0] = GL_PREVIOUS;
      break;

   default:
      _mesa_problem(NULL,
                    "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
                    texBaseFormat);
      return;
   }

   if (mode == GL_REPLACE_EXT)
      mode = GL_REPLACE;

   switch (mode) {
   case GL_REPLACE:
   case GL_MODULATE:
      mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
      mode_a   = mode;
      break;

   case GL_DECAL:
      mode_rgb = GL_INTERPOLATE;
      mode_a   = GL_REPLACE;

      state->SourceA[0] = GL_PREVIOUS;

      /* Having alpha / luminance / intensity textures replace using the
       * incoming fragment color matches the definition in NV_texture_shader.
       * The 1.5 spec simply marks these as "undefined".
       */
      switch (texBaseFormat) {
      case GL_ALPHA:
      case GL_LUMINANCE:
      case GL_LUMINANCE_ALPHA:
      case GL_INTENSITY:
	 state->SourceRGB[0] = GL_PREVIOUS;
	 break;
      case GL_RED:
      case GL_RG:
      case GL_RGB:
      case GL_YCBCR_MESA:
	 mode_rgb = GL_REPLACE;
	 break;
      case GL_RGBA:
	 state->SourceRGB[2] = GL_TEXTURE;
	 break;
      }
      break;

   case GL_BLEND:
      mode_rgb = GL_INTERPOLATE;
      mode_a   = GL_MODULATE;

      switch (texBaseFormat) {
      case GL_ALPHA:
	 mode_rgb = GL_REPLACE;
	 break;
      case GL_INTENSITY:
	 mode_a = GL_INTERPOLATE;
	 state->SourceA[0] = GL_CONSTANT;
	 state->OperandA[2] = GL_SRC_ALPHA;
	 /* FALLTHROUGH */
      case GL_LUMINANCE:
      case GL_RED:
      case GL_RG:
      case GL_RGB:
      case GL_LUMINANCE_ALPHA:
      case GL_RGBA:
      case GL_YCBCR_MESA:
	 state->SourceRGB[2] = GL_TEXTURE;
	 state->SourceA[2]   = GL_TEXTURE;
	 state->SourceRGB[0] = GL_CONSTANT;
	 state->OperandRGB[2] = GL_SRC_COLOR;
	 break;
      }
      break;

   case GL_ADD:
      mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
      mode_a   = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
      break;

   default:
      _mesa_problem(NULL,
                    "Invalid texture env mode 0x%x in calculate_derived_texenv",
                    mode);
      return;
   }

   state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
       ? mode_rgb : GL_REPLACE;
   state->ModeA   = (state->SourceA[0]   != GL_PREVIOUS)
       ? mode_a   : GL_REPLACE;
}
Ejemplo n.º 8
0
/**
 * Clear the stencil buffer.  If the buffer is a combined
 * depth+stencil buffer, only the stencil bits will be touched.
 */
void
_swrast_clear_stencil_buffer(struct gl_context *ctx)
{
   struct gl_renderbuffer *rb =
      ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
   const GLubyte stencilBits = ctx->DrawBuffer->Visual.stencilBits;
   const GLuint writeMask = ctx->Stencil.WriteMask[0];
   const GLuint stencilMax = (1 << stencilBits) - 1;
   GLint x, y, width, height;
   GLubyte *map;
   GLint rowStride, i, j;
   GLbitfield mapMode;

   if (!rb || writeMask == 0)
      return;

   /* compute region to clear */
   x = ctx->DrawBuffer->_Xmin;
   y = ctx->DrawBuffer->_Ymin;
   width  = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
   height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;

   mapMode = GL_MAP_WRITE_BIT;
   if ((writeMask & stencilMax) != stencilMax) {
      /* need to mask stencil values */
      mapMode |= GL_MAP_READ_BIT;
   }
   else if (_mesa_get_format_bits(rb->Format, GL_DEPTH_BITS) > 0) {
      /* combined depth+stencil, need to mask Z values */
      mapMode |= GL_MAP_READ_BIT;
   }

   ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
                               mapMode, &map, &rowStride);
   if (!map) {
      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(stencil)");
      return;
   }

   switch (rb->Format) {
   case MESA_FORMAT_S8:
      {
         GLubyte clear = ctx->Stencil.Clear & writeMask & 0xff;
         GLubyte mask = (~writeMask) & 0xff;
         if (mask != 0) {
            /* masked clear */
            for (i = 0; i < height; i++) {
               GLubyte *row = map;
               for (j = 0; j < width; j++) {
                  row[j] = (row[j] & mask) | clear;
               }
               map += rowStride;
            }
         }
         else if (rowStride == width) {
            /* clear whole buffer */
            memset(map, clear, width * height);
         }
         else {
            /* clear scissored */
            for (i = 0; i < height; i++) {
               memset(map, clear, width);
               map += rowStride;
            }
         }
      }
      break;
   case MESA_FORMAT_S8_Z24:
      {
         GLuint clear = (ctx->Stencil.Clear & writeMask & 0xff) << 24;
         GLuint mask = (((~writeMask) & 0xff) << 24) | 0xffffff;
         for (i = 0; i < height; i++) {
            GLuint *row = (GLuint *) map;
            for (j = 0; j < width; j++) {
               row[j] = (row[j] & mask) | clear;
            }
            map += rowStride;
         }
      }
      break;
   case MESA_FORMAT_Z24_S8:
      {
         GLuint clear = ctx->Stencil.Clear & writeMask & 0xff;
         GLuint mask = 0xffffff00 | ((~writeMask) & 0xff);
         for (i = 0; i < height; i++) {
            GLuint *row = (GLuint *) map;
            for (j = 0; j < width; j++) {
               row[j] = (row[j] & mask) | clear;
            }
            map += rowStride;
         }
      }
      break;
   default:
      _mesa_problem(ctx, "Unexpected stencil buffer format %s"
                    " in _swrast_clear_stencil_buffer()",
                    _mesa_get_format_name(rb->Format));
   }

   ctx->Driver.UnmapRenderbuffer(ctx, rb);
}
Ejemplo n.º 9
0
/**
 * glGetTexImage() helper: decompress a compressed texture by rendering
 * a textured quad.  Store the results in the user's buffer.
 */
static void
decompress_with_blit(struct gl_context * ctx,
                     GLenum format, GLenum type, GLvoid *pixels,
                     struct gl_texture_image *texImage)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct st_texture_image *stImage = st_texture_image(texImage);
   struct st_texture_object *stObj = st_texture_object(texImage->TexObject);
   const GLuint width = texImage->Width;
   const GLuint height = texImage->Height;
   struct pipe_resource *dst_texture;
   struct pipe_blit_info blit;
   unsigned bind = (PIPE_BIND_RENDER_TARGET | PIPE_BIND_TRANSFER_READ);
   struct pipe_transfer *tex_xfer;
   ubyte *map;

   /* create temp / dest surface */
   if (!util_create_rgba_texture(pipe, width, height, bind,
                                 &dst_texture)) {
      _mesa_problem(ctx, "util_create_rgba_texture() failed "
                    "in decompress_with_blit()");
      return;
   }

   blit.src.resource = stObj->pt;
   blit.src.level = texImage->Level;
   blit.src.format = util_format_linear(stObj->pt->format);
   blit.dst.resource = dst_texture;
   blit.dst.level = 0;
   blit.dst.format = dst_texture->format;
   blit.src.box.x = blit.dst.box.x = 0;
   blit.src.box.y = blit.dst.box.y = 0;
   blit.src.box.z = 0; /* XXX compressed array textures? */
   blit.dst.box.z = 0;
   blit.src.box.width = blit.dst.box.width = width;
   blit.src.box.height = blit.dst.box.height = height;
   blit.src.box.depth = blit.dst.box.depth = 1;
   blit.mask = PIPE_MASK_RGBA;
   blit.filter = PIPE_TEX_FILTER_NEAREST;
   blit.scissor_enable = FALSE;

   /* blit/render/decompress */
   st->pipe->blit(st->pipe, &blit);

   pixels = _mesa_map_pbo_dest(ctx, &ctx->Pack, pixels);

   map = pipe_transfer_map(pipe, dst_texture, 0, 0,
                           PIPE_TRANSFER_READ,
                           0, 0, width, height, &tex_xfer);
   if (!map) {
      goto end;
   }

   /* copy/pack data into user buffer */
   if (_mesa_format_matches_format_and_type(stImage->base.TexFormat,
                                            format, type,
                                            ctx->Pack.SwapBytes)) {
      /* memcpy */
      const uint bytesPerRow = width * util_format_get_blocksize(stImage->pt->format);
      /* map the dst_surface so we can read from it */
      GLuint row;
      for (row = 0; row < height; row++) {
         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
                                              height, format, type, row, 0);
         memcpy(dest, map, bytesPerRow);
         map += tex_xfer->stride;
      }
      pipe_transfer_unmap(pipe, tex_xfer);
   }
   else {
      /* format translation via floats */
      GLuint row;
      enum pipe_format pformat = util_format_linear(dst_texture->format);
      GLfloat *rgba;

      rgba = malloc(width * 4 * sizeof(GLfloat));
      if (!rgba) {
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage()");
         goto end;
      }

      for (row = 0; row < height; row++) {
         const GLbitfield transferOps = 0x0; /* bypassed for glGetTexImage() */
         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
                                              height, format, type, row, 0);

         if (ST_DEBUG & DEBUG_FALLBACK)
            debug_printf("%s: fallback format translation\n", __FUNCTION__);

         /* get float[4] rgba row from surface */
         pipe_get_tile_rgba_format(tex_xfer, map, 0, row, width, 1,
                                   pformat, rgba);

         _mesa_pack_rgba_span_float(ctx, width, (GLfloat (*)[4]) rgba, format,
                                    type, dest, &ctx->Pack, transferOps);
      }

      free(rgba);
   }

end:
   if (map)
      pipe_transfer_unmap(pipe, tex_xfer);

   _mesa_unmap_pbo_dest(ctx, &ctx->Pack);
   pipe_resource_reference(&dst_texture, NULL);
}
Ejemplo n.º 10
0
/**
 * Check if the given register index is valid (doesn't exceed implementation-
 * dependent limits).
 * \return GL_TRUE if OK, GL_FALSE if bad index
 */
GLboolean
_mesa_valid_register_index(const struct gl_context *ctx,
                           gl_shader_type shaderType,
                           gl_register_file file, GLint index)
{
   const struct gl_program_constants *c;

   switch (shaderType) {
   case MESA_SHADER_VERTEX:
      c = &ctx->Const.VertexProgram;
      break;
   case MESA_SHADER_FRAGMENT:
      c = &ctx->Const.FragmentProgram;
      break;
   case MESA_SHADER_GEOMETRY:
      c = &ctx->Const.GeometryProgram;
      break;
   default:
      _mesa_problem(ctx,
                    "unexpected shader type in _mesa_valid_register_index()");
      return GL_FALSE;
   }

   switch (file) {
   case PROGRAM_UNDEFINED:
      return GL_TRUE;  /* XXX or maybe false? */

   case PROGRAM_TEMPORARY:
      return index >= 0 && index < c->MaxTemps;

   case PROGRAM_ENV_PARAM:
      return index >= 0 && index < c->MaxEnvParams;

   case PROGRAM_LOCAL_PARAM:
      return index >= 0 && index < c->MaxLocalParams;

   case PROGRAM_NAMED_PARAM:
      return index >= 0 && index < c->MaxParameters;

   case PROGRAM_UNIFORM:
   case PROGRAM_STATE_VAR:
      /* aka constant buffer */
      return index >= 0 && index < c->MaxUniformComponents / 4;

   case PROGRAM_CONSTANT:
      /* constant buffer w/ possible relative negative addressing */
      return (index > (int) c->MaxUniformComponents / -4 &&
              index < c->MaxUniformComponents / 4);

   case PROGRAM_INPUT:
      if (index < 0)
         return GL_FALSE;

      switch (shaderType) {
      case MESA_SHADER_VERTEX:
         return index < VERT_ATTRIB_GENERIC0 + c->MaxAttribs;
      case MESA_SHADER_FRAGMENT:
         return index < FRAG_ATTRIB_VAR0 + ctx->Const.MaxVarying;
      case MESA_SHADER_GEOMETRY:
         return index < GEOM_ATTRIB_VAR0 + ctx->Const.MaxVarying;
      default:
         return GL_FALSE;
      }

   case PROGRAM_OUTPUT:
      if (index < 0)
         return GL_FALSE;

      switch (shaderType) {
      case MESA_SHADER_VERTEX:
         return index < VERT_RESULT_VAR0 + ctx->Const.MaxVarying;
      case MESA_SHADER_FRAGMENT:
         return index < FRAG_RESULT_DATA0 + ctx->Const.MaxDrawBuffers;
      case MESA_SHADER_GEOMETRY:
         return index < GEOM_RESULT_VAR0 + ctx->Const.MaxVarying;
      default:
         return GL_FALSE;
      }

   case PROGRAM_ADDRESS:
      return index >= 0 && index < c->MaxAddressRegs;

   default:
      _mesa_problem(ctx,
                    "unexpected register file in _mesa_valid_register_index()");
      return GL_FALSE;
   }
}
Ejemplo n.º 11
0
static int test_transform_function( transform_func func, int psize,
                                    int mtype, unsigned long *cycles )
{
    GLvector4f source[1], dest[1], ref[1];
    GLmatrix mat[1];
    GLfloat *m;
    int i, j;
#ifdef  RUN_DEBUG_BENCHMARK
    int cycle_i;                /* the counter for the benchmarks we run */
#endif

    (void) cycles;

    if ( psize > 4 ) {
        _mesa_problem( NULL, "test_transform_function called with psize > 4\n" );
        return 0;
    }

    mat->m = (GLfloat *) _mesa_align_malloc( 16 * sizeof(GLfloat), 16 );
    mat->type = mtypes[mtype];

    m = mat->m;
    ASSERT( ((long)m & 15) == 0 );

    init_matrix( m );

    for ( i = 0 ; i < 4 ; i++ ) {
        for ( j = 0 ; j < 4 ; j++ ) {
            switch ( templates[mtype][i * 4 + j] ) {
            case NIL:
                m[j * 4 + i] = 0.0;
                break;
            case ONE:
                m[j * 4 + i] = 1.0;
                break;
            case NEG:
                m[j * 4 + i] = -1.0;
                break;
            case VAR:
                break;
            default:
                ASSERT(0);
                return 0;
            }
        }
    }

    for ( i = 0 ; i < TEST_COUNT ; i++) {
        ASSIGN_4V( d[i], 0.0, 0.0, 0.0, 1.0 );
        ASSIGN_4V( s[i], 0.0, 0.0, 0.0, 1.0 );
        for ( j = 0 ; j < psize ; j++ )
            s[i][j] = rnd();
    }

    source->data = (GLfloat(*)[4])s;
    source->start = (GLfloat *)s;
    source->count = TEST_COUNT;
    source->stride = sizeof(s[0]);
    source->size = 4;
    source->flags = 0;

    dest->data = (GLfloat(*)[4])d;
    dest->start = (GLfloat *)d;
    dest->count = TEST_COUNT;
    dest->stride = sizeof(float[4]);
    dest->size = 0;
    dest->flags = 0;

    ref->data = (GLfloat(*)[4])r;
    ref->start = (GLfloat *)r;
    ref->count = TEST_COUNT;
    ref->stride = sizeof(float[4]);
    ref->size = 0;
    ref->flags = 0;

    ref_transform( ref, mat, source );

    if ( mesa_profile ) {
        BEGIN_RACE( *cycles );
        func( dest, mat->m, source );
        END_RACE( *cycles );
    }
    else {
        func( dest, mat->m, source );
    }

    for ( i = 0 ; i < TEST_COUNT ; i++ ) {
        for ( j = 0 ; j < 4 ; j++ ) {
            if ( significand_match( d[i][j], r[i][j] ) < REQUIRED_PRECISION ) {
                printf("-----------------------------\n" );
                printf("(i = %i, j = %i)\n", i, j );
                printf("%f \t %f \t [diff = %e - %i bit missed]\n",
                       d[i][0], r[i][0], r[i][0]-d[i][0],
                       MAX_PRECISION - significand_match( d[i][0], r[i][0] ) );
                printf("%f \t %f \t [diff = %e - %i bit missed]\n",
                       d[i][1], r[i][1], r[i][1]-d[i][1],
                       MAX_PRECISION - significand_match( d[i][1], r[i][1] ) );
                printf("%f \t %f \t [diff = %e - %i bit missed]\n",
                       d[i][2], r[i][2], r[i][2]-d[i][2],
                       MAX_PRECISION - significand_match( d[i][2], r[i][2] ) );
                printf("%f \t %f \t [diff = %e - %i bit missed]\n",
                       d[i][3], r[i][3], r[i][3]-d[i][3],
                       MAX_PRECISION - significand_match( d[i][3], r[i][3] ) );
                return 0;
            }
        }
    }

    _mesa_align_free( mat->m );
    return 1;
}
Ejemplo n.º 12
0
/**
 * Combine two programs into one.  Fix instructions so the outputs of
 * the first program go to the inputs of the second program.
 */
struct gl_program *
_mesa_combine_programs(struct gl_context *ctx,
                       const struct gl_program *progA,
                       const struct gl_program *progB)
{
   struct prog_instruction *newInst;
   struct gl_program *newProg;
   const GLuint lenA = progA->NumInstructions - 1; /* omit END instr */
   const GLuint lenB = progB->NumInstructions;
   const GLuint numParamsA = _mesa_num_parameters(progA->Parameters);
   const GLuint newLength = lenA + lenB;
   GLboolean usedTemps[MAX_PROGRAM_TEMPS];
   GLuint firstTemp = 0;
   GLbitfield inputsB;
   GLuint i;

   ASSERT(progA->Target == progB->Target);

   newInst = _mesa_alloc_instructions(newLength);
   if (!newInst)
      return GL_FALSE;

   _mesa_copy_instructions(newInst, progA->Instructions, lenA);
   _mesa_copy_instructions(newInst + lenA, progB->Instructions, lenB);

   /* adjust branch / instruction addresses for B's instructions */
   for (i = 0; i < lenB; i++) {
      newInst[lenA + i].BranchTarget += lenA;
   }

   newProg = ctx->Driver.NewProgram(ctx, progA->Target, 0);
   newProg->Instructions = newInst;
   newProg->NumInstructions = newLength;

   /* find used temp regs (we may need new temps below) */
   _mesa_find_used_registers(newProg, PROGRAM_TEMPORARY,
                             usedTemps, MAX_PROGRAM_TEMPS);

   if (newProg->Target == GL_FRAGMENT_PROGRAM_ARB) {
      struct gl_fragment_program *fprogA, *fprogB, *newFprog;
      GLbitfield progB_inputsRead = progB->InputsRead;
      GLint progB_colorFile, progB_colorIndex;

      fprogA = (struct gl_fragment_program *) progA;
      fprogB = (struct gl_fragment_program *) progB;
      newFprog = (struct gl_fragment_program *) newProg;

      newFprog->UsesKill = fprogA->UsesKill || fprogB->UsesKill;

      /* We'll do a search and replace for instances
       * of progB_colorFile/progB_colorIndex below...
       */
      progB_colorFile = PROGRAM_INPUT;
      progB_colorIndex = FRAG_ATTRIB_COL0;

      /*
       * The fragment program may get color from a state var rather than
       * a fragment input (vertex output) if it's constant.
       * See the texenvprogram.c code.
       * So, search the program's parameter list now to see if the program
       * gets color from a state var instead of a conventional fragment
       * input register.
       */
      for (i = 0; i < progB->Parameters->NumParameters; i++) {
         struct gl_program_parameter *p = &progB->Parameters->Parameters[i];
         if (p->Type == PROGRAM_STATE_VAR &&
             p->StateIndexes[0] == STATE_INTERNAL &&
             p->StateIndexes[1] == STATE_CURRENT_ATTRIB &&
             (int) p->StateIndexes[2] == (int) VERT_ATTRIB_COLOR0) {
            progB_inputsRead |= FRAG_BIT_COL0;
            progB_colorFile = PROGRAM_STATE_VAR;
            progB_colorIndex = i;
            break;
         }
      }

      /* Connect color outputs of fprogA to color inputs of fprogB, via a
       * new temporary register.
       */
      if ((progA->OutputsWritten & (1 << FRAG_RESULT_COLOR)) &&
          (progB_inputsRead & FRAG_BIT_COL0)) {
         GLint tempReg = _mesa_find_free_register(usedTemps, MAX_PROGRAM_TEMPS,
                                                  firstTemp);
         if (tempReg < 0) {
            _mesa_problem(ctx, "No free temp regs found in "
                          "_mesa_combine_programs(), using 31");
            tempReg = 31;
         }
         firstTemp = tempReg + 1;

         /* replace writes to result.color[0] with tempReg */
         replace_registers(newInst, lenA,
                           PROGRAM_OUTPUT, FRAG_RESULT_COLOR,
                           PROGRAM_TEMPORARY, tempReg);
         /* replace reads from the input color with tempReg */
         replace_registers(newInst + lenA, lenB,
                           progB_colorFile, progB_colorIndex, /* search for */
                           PROGRAM_TEMPORARY, tempReg  /* replace with */ );
      }

      /* compute combined program's InputsRead */
      inputsB = progB_inputsRead;
      if (progA->OutputsWritten & (1 << FRAG_RESULT_COLOR)) {
         inputsB &= ~(1 << FRAG_ATTRIB_COL0);
      }
      newProg->InputsRead = progA->InputsRead | inputsB;
      newProg->OutputsWritten = progB->OutputsWritten;
      newProg->SamplersUsed = progA->SamplersUsed | progB->SamplersUsed;
   }
   else {
      /* vertex program */
      assert(0);      /* XXX todo */
   }

   /*
    * Merge parameters (uniforms, constants, etc)
    */
   newProg->Parameters = _mesa_combine_parameter_lists(progA->Parameters,
                                                       progB->Parameters);

   adjust_param_indexes(newInst + lenA, lenB, numParamsA);


   return newProg;
}
Ejemplo n.º 13
0
/**
 * Return a copy of a program.
 * XXX Problem here if the program object is actually OO-derivation
 * made by a device driver.
 */
struct gl_program *
_mesa_clone_program(struct gl_context *ctx, const struct gl_program *prog)
{
   struct gl_program *clone;

   clone = ctx->Driver.NewProgram(ctx, prog->Target, prog->Id);
   if (!clone)
      return NULL;

   assert(clone->Target == prog->Target);
   assert(clone->RefCount == 1);

   clone->String = (GLubyte *) _mesa_strdup((char *) prog->String);
   clone->Format = prog->Format;
   clone->Instructions = _mesa_alloc_instructions(prog->NumInstructions);
   if (!clone->Instructions) {
      _mesa_reference_program(ctx, &clone, NULL);
      return NULL;
   }
   _mesa_copy_instructions(clone->Instructions, prog->Instructions,
                           prog->NumInstructions);
   clone->InputsRead = prog->InputsRead;
   clone->OutputsWritten = prog->OutputsWritten;
   clone->SamplersUsed = prog->SamplersUsed;
   clone->ShadowSamplers = prog->ShadowSamplers;
   memcpy(clone->TexturesUsed, prog->TexturesUsed, sizeof(prog->TexturesUsed));

   if (prog->Parameters)
      clone->Parameters = _mesa_clone_parameter_list(prog->Parameters);
   memcpy(clone->LocalParams, prog->LocalParams, sizeof(clone->LocalParams));
   if (prog->Varying)
      clone->Varying = _mesa_clone_parameter_list(prog->Varying);
   if (prog->Attributes)
      clone->Attributes = _mesa_clone_parameter_list(prog->Attributes);
   memcpy(clone->LocalParams, prog->LocalParams, sizeof(clone->LocalParams));
   clone->IndirectRegisterFiles = prog->IndirectRegisterFiles;
   clone->NumInstructions = prog->NumInstructions;
   clone->NumTemporaries = prog->NumTemporaries;
   clone->NumParameters = prog->NumParameters;
   clone->NumAttributes = prog->NumAttributes;
   clone->NumAddressRegs = prog->NumAddressRegs;
   clone->NumNativeInstructions = prog->NumNativeInstructions;
   clone->NumNativeTemporaries = prog->NumNativeTemporaries;
   clone->NumNativeParameters = prog->NumNativeParameters;
   clone->NumNativeAttributes = prog->NumNativeAttributes;
   clone->NumNativeAddressRegs = prog->NumNativeAddressRegs;
   clone->NumAluInstructions = prog->NumAluInstructions;
   clone->NumTexInstructions = prog->NumTexInstructions;
   clone->NumTexIndirections = prog->NumTexIndirections;
   clone->NumNativeAluInstructions = prog->NumNativeAluInstructions;
   clone->NumNativeTexInstructions = prog->NumNativeTexInstructions;
   clone->NumNativeTexIndirections = prog->NumNativeTexIndirections;

   switch (prog->Target) {
   case GL_VERTEX_PROGRAM_ARB:
      {
         const struct gl_vertex_program *vp
            = (const struct gl_vertex_program *) prog;
         struct gl_vertex_program *vpc = (struct gl_vertex_program *) clone;
         vpc->IsPositionInvariant = vp->IsPositionInvariant;
         vpc->IsNVProgram = vp->IsNVProgram;
      }
      break;
   case GL_FRAGMENT_PROGRAM_ARB:
      {
         const struct gl_fragment_program *fp
            = (const struct gl_fragment_program *) prog;
         struct gl_fragment_program *fpc = (struct gl_fragment_program *) clone;
         fpc->FogOption = fp->FogOption;
         fpc->UsesKill = fp->UsesKill;
         fpc->OriginUpperLeft = fp->OriginUpperLeft;
         fpc->PixelCenterInteger = fp->PixelCenterInteger;
      }
      break;
   case MESA_GEOMETRY_PROGRAM:
      {
         const struct gl_geometry_program *gp
            = (const struct gl_geometry_program *) prog;
         struct gl_geometry_program *gpc = (struct gl_geometry_program *) clone;
         gpc->VerticesOut = gp->VerticesOut;
         gpc->InputType = gp->InputType;
         gpc->OutputType = gp->OutputType;
      }
      break;
   default:
      _mesa_problem(NULL, "Unexpected target in _mesa_clone_program");
   }

   return clone;
}
Ejemplo n.º 14
0
/**
 * glGetTexImage() helper: decompress a compressed texture by rendering
 * a textured quad.  Store the results in the user's buffer.
 */
static void
decompress_with_blit(struct gl_context * ctx,
                     GLenum format, GLenum type, GLvoid *pixels,
                     struct gl_texture_image *texImage)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct st_texture_image *stImage = st_texture_image(texImage);
   struct st_texture_object *stObj = st_texture_object(texImage->TexObject);
   struct pipe_sampler_view *src_view;
   const GLuint width = texImage->Width;
   const GLuint height = texImage->Height;
   struct pipe_surface *dst_surface;
   struct pipe_resource *dst_texture;
   struct pipe_transfer *tex_xfer;
   unsigned bind = (PIPE_BIND_RENDER_TARGET | /* util_blit may choose to render */
		    PIPE_BIND_TRANSFER_READ);

   /* create temp / dest surface */
   if (!util_create_rgba_surface(pipe, width, height, bind,
                                 &dst_texture, &dst_surface)) {
      _mesa_problem(ctx, "util_create_rgba_surface() failed "
                    "in decompress_with_blit()");
      return;
   }

   /* Disable conditional rendering. */
   if (st->render_condition) {
      pipe->render_condition(pipe, NULL, 0);
   }

   /* Create sampler view that limits fetches to the source mipmap level */
   {
      struct pipe_sampler_view sv_temp;

      u_sampler_view_default_template(&sv_temp, stObj->pt, stObj->pt->format);

      sv_temp.format = util_format_linear(sv_temp.format);
      sv_temp.u.tex.first_level =
      sv_temp.u.tex.last_level = texImage->Level;

      src_view = pipe->create_sampler_view(pipe, stObj->pt, &sv_temp);
      if (!src_view) {
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
         return;
      }
   }

   /* blit/render/decompress */
   util_blit_pixels_tex(st->blit,
                        src_view,      /* pipe_resource (src) */
                        0, 0,             /* src x0, y0 */
                        width, height,    /* src x1, y1 */
                        dst_surface,      /* pipe_surface (dst) */
                        0, 0,             /* dst x0, y0 */
                        width, height,    /* dst x1, y1 */
                        0.0,              /* z */
                        PIPE_TEX_MIPFILTER_NEAREST);

   /* Restore conditional rendering state. */
   if (st->render_condition) {
      pipe->render_condition(pipe, st->render_condition,
                             st->condition_mode);
   }

   /* map the dst_surface so we can read from it */
   tex_xfer = pipe_get_transfer(pipe,
                                dst_texture, 0, 0,
                                PIPE_TRANSFER_READ,
                                0, 0, width, height);

   pixels = _mesa_map_pbo_dest(ctx, &ctx->Pack, pixels);

   /* copy/pack data into user buffer */
   if (_mesa_format_matches_format_and_type(stImage->base.TexFormat,
                                            format, type,
                                            ctx->Pack.SwapBytes)) {
      /* memcpy */
      const uint bytesPerRow = width * util_format_get_blocksize(stImage->pt->format);
      ubyte *map = pipe_transfer_map(pipe, tex_xfer);
      GLuint row;
      for (row = 0; row < height; row++) {
         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
                                              height, format, type, row, 0);
         memcpy(dest, map, bytesPerRow);
         map += tex_xfer->stride;
      }
      pipe_transfer_unmap(pipe, tex_xfer);
   }
   else {
      /* format translation via floats */
      GLuint row;
      enum pipe_format pformat = util_format_linear(dst_texture->format);
      GLfloat *rgba;

      rgba = (GLfloat *) malloc(width * 4 * sizeof(GLfloat));
      if (!rgba) {
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage()");
         goto end;
      }

      for (row = 0; row < height; row++) {
         const GLbitfield transferOps = 0x0; /* bypassed for glGetTexImage() */
         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
                                              height, format, type, row, 0);

         if (ST_DEBUG & DEBUG_FALLBACK)
            debug_printf("%s: fallback format translation\n", __FUNCTION__);

         /* get float[4] rgba row from surface */
         pipe_get_tile_rgba_format(pipe, tex_xfer, 0, row, width, 1,
                                   pformat, rgba);

         _mesa_pack_rgba_span_float(ctx, width, (GLfloat (*)[4]) rgba, format,
                                    type, dest, &ctx->Pack, transferOps);
      }

      free(rgba);
   }

end:
   _mesa_unmap_pbo_dest(ctx, &ctx->Pack);

   pipe->transfer_destroy(pipe, tex_xfer);

   /* destroy the temp / dest surface */
   util_destroy_rgba_surface(dst_texture, dst_surface);

   pipe_sampler_view_release(pipe, &src_view);
}
Ejemplo n.º 15
0
Archivo: meta.c Proyecto: GYGit/reactos
/**
 * 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);
}
Ejemplo n.º 16
0
/**
 * Vert/Geom/Frag programs have per-context variants.  Free all the
 * variants attached to the given program which match the given context.
 */
static void
destroy_program_variants(struct st_context *st, struct gl_program *program)
{
   if (!program)
      return;

   switch (program->Target) {
   case GL_VERTEX_PROGRAM_ARB:
      {
         struct st_vertex_program *stvp = (struct st_vertex_program *) program;
         struct st_vp_variant *vpv, **prevPtr = &stvp->variants;

         for (vpv = stvp->variants; vpv; ) {
            struct st_vp_variant *next = vpv->next;
            if (vpv->key.st == st) {
               /* unlink from list */
               *prevPtr = next;
               /* destroy this variant */
               delete_vp_variant(st, vpv);
            }
            else {
               prevPtr = &vpv->next;
            }
            vpv = next;
         }
      }
      break;
   case GL_FRAGMENT_PROGRAM_ARB:
      {
         struct st_fragment_program *stfp =
            (struct st_fragment_program *) program;
         struct st_fp_variant *fpv, **prevPtr = &stfp->variants;

         for (fpv = stfp->variants; fpv; ) {
            struct st_fp_variant *next = fpv->next;
            if (fpv->key.st == st) {
               /* unlink from list */
               *prevPtr = next;
               /* destroy this variant */
               delete_fp_variant(st, fpv);
            }
            else {
               prevPtr = &fpv->next;
            }
            fpv = next;
         }
      }
      break;
   case MESA_GEOMETRY_PROGRAM:
      {
         struct st_geometry_program *stgp =
            (struct st_geometry_program *) program;
         struct st_gp_variant *gpv, **prevPtr = &stgp->variants;

         for (gpv = stgp->variants; gpv; ) {
            struct st_gp_variant *next = gpv->next;
            if (gpv->key.st == st) {
               /* unlink from list */
               *prevPtr = next;
               /* destroy this variant */
               delete_gp_variant(st, gpv);
            }
            else {
               prevPtr = &gpv->next;
            }
            gpv = next;
         }
      }
      break;
   default:
      _mesa_problem(NULL, "Unexpected program target 0x%x in "
                    "destroy_program_variants_cb()", program->Target);
   }
}
Ejemplo n.º 17
0
/**
 * Generate assembly for a Vec4 IR instruction.
 *
 * \param instruction The Vec4 IR instruction to generate code for.
 * \param dst         The destination register.
 * \param src         An array of up to three source registers.
 */
void
vec4_generator::generate_vec4_instruction(vec4_instruction *instruction,
        struct brw_reg dst,
        struct brw_reg *src)
{
    vec4_instruction *inst = (vec4_instruction *) instruction;

    if (dst.width == BRW_WIDTH_4) {
        /* This happens in attribute fixups for "dual instanced" geometry
         * shaders, since they use attributes that are vec4's.  Since the exec
         * width is only 4, it's essential that the caller set
         * force_writemask_all in order to make sure the instruction is executed
         * regardless of which channels are enabled.
         */
        assert(inst->force_writemask_all);

        /* Fix up any <8;8,1> or <0;4,1> source registers to <4;4,1> to satisfy
         * the following register region restrictions (from Graphics BSpec:
         * 3D-Media-GPGPU Engine > EU Overview > Registers and Register Regions
         * > Register Region Restrictions)
         *
         *     1. ExecSize must be greater than or equal to Width.
         *
         *     2. If ExecSize = Width and HorzStride != 0, VertStride must be set
         *        to Width * HorzStride."
         */
        for (int i = 0; i < 3; i++) {
            if (src[i].file == BRW_GENERAL_REGISTER_FILE)
                src[i] = stride(src[i], 4, 4, 1);
        }
    }

    switch (inst->opcode) {
    case BRW_OPCODE_MOV:
        brw_MOV(p, dst, src[0]);
        break;
    case BRW_OPCODE_ADD:
        brw_ADD(p, dst, src[0], src[1]);
        break;
    case BRW_OPCODE_MUL:
        brw_MUL(p, dst, src[0], src[1]);
        break;
    case BRW_OPCODE_MACH:
        brw_set_acc_write_control(p, 1);
        brw_MACH(p, dst, src[0], src[1]);
        brw_set_acc_write_control(p, 0);
        break;

    case BRW_OPCODE_MAD:
        assert(brw->gen >= 6);
        brw_MAD(p, dst, src[0], src[1], src[2]);
        break;

    case BRW_OPCODE_FRC:
        brw_FRC(p, dst, src[0]);
        break;
    case BRW_OPCODE_RNDD:
        brw_RNDD(p, dst, src[0]);
        break;
    case BRW_OPCODE_RNDE:
        brw_RNDE(p, dst, src[0]);
        break;
    case BRW_OPCODE_RNDZ:
        brw_RNDZ(p, dst, src[0]);
        break;

    case BRW_OPCODE_AND:
        brw_AND(p, dst, src[0], src[1]);
        break;
    case BRW_OPCODE_OR:
        brw_OR(p, dst, src[0], src[1]);
        break;
    case BRW_OPCODE_XOR:
        brw_XOR(p, dst, src[0], src[1]);
        break;
    case BRW_OPCODE_NOT:
        brw_NOT(p, dst, src[0]);
        break;
    case BRW_OPCODE_ASR:
        brw_ASR(p, dst, src[0], src[1]);
        break;
    case BRW_OPCODE_SHR:
        brw_SHR(p, dst, src[0], src[1]);
        break;
    case BRW_OPCODE_SHL:
        brw_SHL(p, dst, src[0], src[1]);
        break;

    case BRW_OPCODE_CMP:
        brw_CMP(p, dst, inst->conditional_mod, src[0], src[1]);
        break;
    case BRW_OPCODE_SEL:
        brw_SEL(p, dst, src[0], src[1]);
        break;

    case BRW_OPCODE_DPH:
        brw_DPH(p, dst, src[0], src[1]);
        break;

    case BRW_OPCODE_DP4:
        brw_DP4(p, dst, src[0], src[1]);
        break;

    case BRW_OPCODE_DP3:
        brw_DP3(p, dst, src[0], src[1]);
        break;

    case BRW_OPCODE_DP2:
        brw_DP2(p, dst, src[0], src[1]);
        break;

    case BRW_OPCODE_F32TO16:
        assert(brw->gen >= 7);
        brw_F32TO16(p, dst, src[0]);
        break;

    case BRW_OPCODE_F16TO32:
        assert(brw->gen >= 7);
        brw_F16TO32(p, dst, src[0]);
        break;

    case BRW_OPCODE_LRP:
        assert(brw->gen >= 6);
        brw_LRP(p, dst, src[0], src[1], src[2]);
        break;

    case BRW_OPCODE_BFREV:
        assert(brw->gen >= 7);
        /* BFREV only supports UD type for src and dst. */
        brw_BFREV(p, retype(dst, BRW_REGISTER_TYPE_UD),
                  retype(src[0], BRW_REGISTER_TYPE_UD));
        break;
    case BRW_OPCODE_FBH:
        assert(brw->gen >= 7);
        /* FBH only supports UD type for dst. */
        brw_FBH(p, retype(dst, BRW_REGISTER_TYPE_UD), src[0]);
        break;
    case BRW_OPCODE_FBL:
        assert(brw->gen >= 7);
        /* FBL only supports UD type for dst. */
        brw_FBL(p, retype(dst, BRW_REGISTER_TYPE_UD), src[0]);
        break;
    case BRW_OPCODE_CBIT:
        assert(brw->gen >= 7);
        /* CBIT only supports UD type for dst. */
        brw_CBIT(p, retype(dst, BRW_REGISTER_TYPE_UD), src[0]);
        break;
    case BRW_OPCODE_ADDC:
        assert(brw->gen >= 7);
        brw_set_acc_write_control(p, 1);
        brw_ADDC(p, dst, src[0], src[1]);
        brw_set_acc_write_control(p, 0);
        break;
    case BRW_OPCODE_SUBB:
        assert(brw->gen >= 7);
        brw_set_acc_write_control(p, 1);
        brw_SUBB(p, dst, src[0], src[1]);
        brw_set_acc_write_control(p, 0);
        break;

    case BRW_OPCODE_BFE:
        assert(brw->gen >= 7);
        brw_BFE(p, dst, src[0], src[1], src[2]);
        break;

    case BRW_OPCODE_BFI1:
        assert(brw->gen >= 7);
        brw_BFI1(p, dst, src[0], src[1]);
        break;
    case BRW_OPCODE_BFI2:
        assert(brw->gen >= 7);
        brw_BFI2(p, dst, src[0], src[1], src[2]);
        break;

    case BRW_OPCODE_IF:
        if (inst->src[0].file != BAD_FILE) {
            /* The instruction has an embedded compare (only allowed on gen6) */
            assert(brw->gen == 6);
            gen6_IF(p, inst->conditional_mod, src[0], src[1]);
        } else {
            struct brw_instruction *brw_inst = brw_IF(p, BRW_EXECUTE_8);
            brw_inst->header.predicate_control = inst->predicate;
        }
        break;

    case BRW_OPCODE_ELSE:
        brw_ELSE(p);
        break;
    case BRW_OPCODE_ENDIF:
        brw_ENDIF(p);
        break;

    case BRW_OPCODE_DO:
        brw_DO(p, BRW_EXECUTE_8);
        break;

    case BRW_OPCODE_BREAK:
        brw_BREAK(p);
        brw_set_predicate_control(p, BRW_PREDICATE_NONE);
        break;
    case BRW_OPCODE_CONTINUE:
        /* FINISHME: We need to write the loop instruction support still. */
        if (brw->gen >= 6)
            gen6_CONT(p);
        else
            brw_CONT(p);
        brw_set_predicate_control(p, BRW_PREDICATE_NONE);
        break;

    case BRW_OPCODE_WHILE:
        brw_WHILE(p);
        break;

    case SHADER_OPCODE_RCP:
    case SHADER_OPCODE_RSQ:
    case SHADER_OPCODE_SQRT:
    case SHADER_OPCODE_EXP2:
    case SHADER_OPCODE_LOG2:
    case SHADER_OPCODE_SIN:
    case SHADER_OPCODE_COS:
        if (brw->gen == 6) {
            generate_math1_gen6(inst, dst, src[0]);
        } else {
            /* Also works for Gen7. */
            generate_math1_gen4(inst, dst, src[0]);
        }
        break;

    case SHADER_OPCODE_POW:
    case SHADER_OPCODE_INT_QUOTIENT:
    case SHADER_OPCODE_INT_REMAINDER:
        if (brw->gen >= 7) {
            generate_math2_gen7(inst, dst, src[0], src[1]);
        } else if (brw->gen == 6) {
            generate_math2_gen6(inst, dst, src[0], src[1]);
        } else {
            generate_math2_gen4(inst, dst, src[0], src[1]);
        }
        break;

    case SHADER_OPCODE_TEX:
    case SHADER_OPCODE_TXD:
    case SHADER_OPCODE_TXF:
    case SHADER_OPCODE_TXF_CMS:
    case SHADER_OPCODE_TXF_MCS:
    case SHADER_OPCODE_TXL:
    case SHADER_OPCODE_TXS:
    case SHADER_OPCODE_TG4:
    case SHADER_OPCODE_TG4_OFFSET:
        generate_tex(inst, dst, src[0]);
        break;

    case VS_OPCODE_URB_WRITE:
        generate_vs_urb_write(inst);
        break;

    case SHADER_OPCODE_GEN4_SCRATCH_READ:
        generate_scratch_read(inst, dst, src[0]);
        break;

    case SHADER_OPCODE_GEN4_SCRATCH_WRITE:
        generate_scratch_write(inst, dst, src[0], src[1]);
        break;

    case VS_OPCODE_PULL_CONSTANT_LOAD:
        generate_pull_constant_load(inst, dst, src[0], src[1]);
        break;

    case VS_OPCODE_PULL_CONSTANT_LOAD_GEN7:
        generate_pull_constant_load_gen7(inst, dst, src[0], src[1]);
        break;

    case GS_OPCODE_URB_WRITE:
        generate_gs_urb_write(inst);
        break;

    case GS_OPCODE_THREAD_END:
        generate_gs_thread_end(inst);
        break;

    case GS_OPCODE_SET_WRITE_OFFSET:
        generate_gs_set_write_offset(dst, src[0], src[1]);
        break;

    case GS_OPCODE_SET_VERTEX_COUNT:
        generate_gs_set_vertex_count(dst, src[0]);
        break;

    case GS_OPCODE_SET_DWORD_2_IMMED:
        generate_gs_set_dword_2_immed(dst, src[0]);
        break;

    case GS_OPCODE_PREPARE_CHANNEL_MASKS:
        generate_gs_prepare_channel_masks(dst);
        break;

    case GS_OPCODE_SET_CHANNEL_MASKS:
        generate_gs_set_channel_masks(dst, src[0]);
        break;

    case GS_OPCODE_GET_INSTANCE_ID:
        generate_gs_get_instance_id(dst);
        break;

    case SHADER_OPCODE_SHADER_TIME_ADD:
        brw_shader_time_add(p, src[0],
                            prog_data->base.binding_table.shader_time_start);
        brw_mark_surface_used(&prog_data->base,
                              prog_data->base.binding_table.shader_time_start);
        break;

    case SHADER_OPCODE_UNTYPED_ATOMIC:
        generate_untyped_atomic(inst, dst, src[0], src[1]);
        break;

    case SHADER_OPCODE_UNTYPED_SURFACE_READ:
        generate_untyped_surface_read(inst, dst, src[0]);
        break;

    case VS_OPCODE_UNPACK_FLAGS_SIMD4X2:
        generate_unpack_flags(inst, dst);
        break;

    default:
        if (inst->opcode < (int) ARRAY_SIZE(opcode_descs)) {
            _mesa_problem(&brw->ctx, "Unsupported opcode in `%s' in vec4\n",
                          opcode_descs[inst->opcode].name);
        } else {
            _mesa_problem(&brw->ctx, "Unsupported opcode %d in vec4", inst->opcode);
        }
        abort();
    }
}
Ejemplo n.º 18
0
/**
 * Prepare the source or destination resource, including:
 * - Error checking
 * - Creating texture wrappers for renderbuffers
 * \param name  the texture or renderbuffer name
 * \param target  GL_TEXTURE target or GL_RENDERBUFFER.  For the later, will
 *                be changed to a compatible GL_TEXTURE target.
 * \param level  mipmap level
 * \param tex_obj  returns a pointer to a texture object
 * \param tex_image  returns a pointer to a texture image
 * \param tmp_tex  returns temporary texture object name
 * \return true if success, false if error
 */
static bool
prepare_target(struct gl_context *ctx, GLuint name, GLenum *target, int level,
               struct gl_texture_object **tex_obj,
               struct gl_texture_image **tex_image, GLuint *tmp_tex,
               GLuint *width,
               GLuint *height,
               const char *dbg_prefix)
{
   if (name == 0) {
      _mesa_error(ctx, GL_INVALID_VALUE,
                  "glCopyImageSubData(%sName = %d)", dbg_prefix, name);
      return false;
   }

   /*
    * INVALID_ENUM is generated
    *  * if either <srcTarget> or <dstTarget>
    *   - is not RENDERBUFFER or a valid non-proxy texture target
    *   - is TEXTURE_BUFFER, or
    *   - is one of the cubemap face selectors described in table 3.17,
    */
   switch (*target) {
   case GL_RENDERBUFFER:
      /* Not a texture target, but valid */
   case GL_TEXTURE_1D:
   case GL_TEXTURE_1D_ARRAY:
   case GL_TEXTURE_2D:
   case GL_TEXTURE_3D:
   case GL_TEXTURE_CUBE_MAP:
   case GL_TEXTURE_RECTANGLE:
   case GL_TEXTURE_2D_ARRAY:
   case GL_TEXTURE_CUBE_MAP_ARRAY:
   case GL_TEXTURE_2D_MULTISAMPLE:
   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
      /* These are all valid */
      break;
   case GL_TEXTURE_EXTERNAL_OES:
      /* Only exists in ES */
   case GL_TEXTURE_BUFFER:
   default:
      _mesa_error(ctx, GL_INVALID_ENUM,
                  "glCopyImageSubData(%sTarget = %s)", dbg_prefix,
                  _mesa_enum_to_string(*target));
      return false;
   }

   if (*target == GL_RENDERBUFFER) {
      struct gl_renderbuffer *rb = _mesa_lookup_renderbuffer(ctx, name);
      if (!rb) {
         _mesa_error(ctx, GL_INVALID_VALUE,
                     "glCopyImageSubData(%sName = %u)", dbg_prefix, name);
         return false;
      }

      if (!rb->Name) {
         _mesa_error(ctx, GL_INVALID_OPERATION,
                     "glCopyImageSubData(%sName incomplete)", dbg_prefix);
         return false;
      }

      if (level != 0) {
         _mesa_error(ctx, GL_INVALID_VALUE,
                     "glCopyImageSubData(%sLevel = %u)", dbg_prefix, level);
         return false;
      }

      if (rb->NumSamples > 1)
         *target = GL_TEXTURE_2D_MULTISAMPLE;
      else
         *target = GL_TEXTURE_2D;

      *tmp_tex = 0;
      _mesa_GenTextures(1, tmp_tex);
      if (*tmp_tex == 0)
         return false; /* Error already set by GenTextures */

      _mesa_BindTexture(*target, *tmp_tex);
      *tex_obj = _mesa_lookup_texture(ctx, *tmp_tex);
      *tex_image = _mesa_get_tex_image(ctx, *tex_obj, *target, 0);
      *width = rb->Width;
      *height = rb->Height;

      if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, *tex_image)) {
         _mesa_problem(ctx, "Failed to create texture from renderbuffer");
         return false;
      }

      if (ctx->Driver.FinishRenderTexture && !rb->NeedsFinishRenderTexture) {
         rb->NeedsFinishRenderTexture = true;
         ctx->Driver.FinishRenderTexture(ctx, rb);
      }
   } else {
      *tex_obj = _mesa_lookup_texture(ctx, name);
      if (!*tex_obj) {
         _mesa_error(ctx, GL_INVALID_VALUE,
                     "glCopyImageSubData(%sName = %u)", dbg_prefix, name);
         return false;
      }

      _mesa_test_texobj_completeness(ctx, *tex_obj);
      if (!(*tex_obj)->_BaseComplete ||
          (level != 0 && !(*tex_obj)->_MipmapComplete)) {
         _mesa_error(ctx, GL_INVALID_OPERATION,
                     "glCopyImageSubData(%sName incomplete)", dbg_prefix);
         return false;
      }

      if ((*tex_obj)->Target != *target) {
         _mesa_error(ctx, GL_INVALID_ENUM,
                     "glCopyImageSubData(%sTarget = %s)", dbg_prefix,
                     _mesa_enum_to_string(*target));
         return false;
      }

      if (level < 0 || level >= MAX_TEXTURE_LEVELS) {
         _mesa_error(ctx, GL_INVALID_VALUE,
                     "glCopyImageSubData(%sLevel = %d)", dbg_prefix, level);
         return false;
      }

      *tex_image = _mesa_select_tex_image(*tex_obj, *target, level);
      if (!*tex_image) {
         _mesa_error(ctx, GL_INVALID_VALUE,
                     "glCopyImageSubData(%sLevel = %u)", dbg_prefix, level);
         return false;
      }

      *width = (*tex_image)->Width;
      *height = (*tex_image)->Height;
   }

   return true;
}
Ejemplo n.º 19
0
static void ctx_emit_cs(GLcontext *ctx, struct radeon_state_atom *atom)
{
   r100ContextPtr r100 = R100_CONTEXT(ctx);
   BATCH_LOCALS(&r100->radeon);
   struct radeon_renderbuffer *rrb, *drb;
   uint32_t cbpitch = 0;
   uint32_t zbpitch = 0;
   uint32_t dwords = atom->check(ctx, atom);
   uint32_t depth_fmt;

   rrb = radeon_get_colorbuffer(&r100->radeon);
   if (!rrb || !rrb->bo) {
      fprintf(stderr, "no rrb\n");
      return;
   }

   atom->cmd[CTX_RB3D_CNTL] &= ~(0xf << 10);
   if (rrb->cpp == 4)
	atom->cmd[CTX_RB3D_CNTL] |= RADEON_COLOR_FORMAT_ARGB8888;
   else switch (rrb->base.Format) {
   case MESA_FORMAT_RGB565:
	atom->cmd[CTX_RB3D_CNTL] |= RADEON_COLOR_FORMAT_RGB565;
	break;
   case MESA_FORMAT_ARGB4444:
	atom->cmd[CTX_RB3D_CNTL] |= RADEON_COLOR_FORMAT_ARGB4444;
	break;
   case MESA_FORMAT_ARGB1555:
	atom->cmd[CTX_RB3D_CNTL] |= RADEON_COLOR_FORMAT_ARGB1555;
	break;
   default:
	_mesa_problem(ctx, "unexpected format in ctx_emit_cs()");
   }

   cbpitch = (rrb->pitch / rrb->cpp);
   if (rrb->bo->flags & RADEON_BO_FLAGS_MACRO_TILE)
       cbpitch |= R200_COLOR_TILE_ENABLE;

   drb = radeon_get_depthbuffer(&r100->radeon);
   if (drb) {
     zbpitch = (drb->pitch / drb->cpp);
     if (drb->cpp == 4)
        depth_fmt = RADEON_DEPTH_FORMAT_24BIT_INT_Z;
     else
        depth_fmt = RADEON_DEPTH_FORMAT_16BIT_INT_Z;
     atom->cmd[CTX_RB3D_ZSTENCILCNTL] &= ~RADEON_DEPTH_FORMAT_MASK;
     atom->cmd[CTX_RB3D_ZSTENCILCNTL] |= depth_fmt;
     
   }

   BEGIN_BATCH_NO_AUTOSTATE(dwords);

   /* In the CS case we need to split this up */
   OUT_BATCH(CP_PACKET0(packet[0].start, 3));
   OUT_BATCH_TABLE((atom->cmd + 1), 4);

   if (drb) {
     OUT_BATCH(CP_PACKET0(RADEON_RB3D_DEPTHOFFSET, 0));
     OUT_BATCH_RELOC(0, drb->bo, 0, 0, RADEON_GEM_DOMAIN_VRAM, 0);

     OUT_BATCH(CP_PACKET0(RADEON_RB3D_DEPTHPITCH, 0));
     OUT_BATCH(zbpitch);
   }

   OUT_BATCH(CP_PACKET0(RADEON_RB3D_ZSTENCILCNTL, 0));
   OUT_BATCH(atom->cmd[CTX_RB3D_ZSTENCILCNTL]);
   OUT_BATCH(CP_PACKET0(RADEON_PP_CNTL, 1));
   OUT_BATCH(atom->cmd[CTX_PP_CNTL]);
   OUT_BATCH(atom->cmd[CTX_RB3D_CNTL]);

   if (rrb) {
     OUT_BATCH(CP_PACKET0(RADEON_RB3D_COLOROFFSET, 0));
     OUT_BATCH_RELOC(0, rrb->bo, 0, 0, RADEON_GEM_DOMAIN_VRAM, 0);

     OUT_BATCH(CP_PACKET0(RADEON_RB3D_COLORPITCH, 0));
     OUT_BATCH_RELOC(cbpitch, rrb->bo, cbpitch, 0, RADEON_GEM_DOMAIN_VRAM, 0);
   }

   // if (atom->cmd_size == CTX_STATE_SIZE_NEWDRM) {
   //   OUT_BATCH_TABLE((atom->cmd + 14), 4);
   // }

   END_BATCH();
   BEGIN_BATCH_NO_AUTOSTATE(4);
   OUT_BATCH(CP_PACKET0(RADEON_RE_TOP_LEFT, 0));
   OUT_BATCH(0);
   OUT_BATCH(CP_PACKET0(RADEON_RE_WIDTH_HEIGHT, 0));
   if (rrb) {
       OUT_BATCH(((rrb->base.Width - 1) << RADEON_RE_WIDTH_SHIFT) |
                 ((rrb->base.Height - 1) << RADEON_RE_HEIGHT_SHIFT));
   } else {
       OUT_BATCH(0);
   }
   END_BATCH();
}
Ejemplo n.º 20
0
Archivo: mgatex.c Proyecto: aosm/X11
static const struct gl_texture_format *
mgaChooseTextureFormat( GLcontext *ctx, GLint internalFormat,
		        GLenum format, GLenum type )
{
   mgaContextPtr mmesa = MGA_CONTEXT(ctx);
   const GLboolean do32bpt = mmesa->default32BitTextures;

   switch ( internalFormat ) {
   case 4:
   case GL_RGBA:
   case GL_COMPRESSED_RGBA:
      if ( format == GL_BGRA ) {
	 if ( type == GL_UNSIGNED_INT_8_8_8_8_REV ) {
	    return &_mesa_texformat_argb8888;
	 }
         else if ( type == GL_UNSIGNED_SHORT_4_4_4_4_REV ) {
            return &_mesa_texformat_argb4444;
	 }
         else if ( type == GL_UNSIGNED_SHORT_1_5_5_5_REV ) {
	    return &_mesa_texformat_argb1555;
	 }
      }
      return do32bpt ? &_mesa_texformat_argb8888 : &_mesa_texformat_argb4444;

   case 3:
   case GL_RGB:
   case GL_COMPRESSED_RGB:
      if ( format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5 ) {
	 return &_mesa_texformat_rgb565;
      }
      return do32bpt ? &_mesa_texformat_argb8888 : &_mesa_texformat_rgb565;

   case GL_RGBA8:
   case GL_RGB10_A2:
   case GL_RGBA12:
   case GL_RGBA16:
      return do32bpt ? &_mesa_texformat_argb8888 : &_mesa_texformat_argb4444;

   case GL_RGBA4:
   case GL_RGBA2:
      return &_mesa_texformat_argb4444;

   case GL_RGB5_A1:
      return &_mesa_texformat_argb1555;

   case GL_RGB8:
   case GL_RGB10:
   case GL_RGB12:
   case GL_RGB16:
      return do32bpt ? &_mesa_texformat_argb8888 : &_mesa_texformat_rgb565;

   case GL_RGB5:
   case GL_RGB4:
   case GL_R3_G3_B2:
      return &_mesa_texformat_rgb565;

   case GL_ALPHA:
   case GL_ALPHA4:
   case GL_ALPHA8:
   case GL_ALPHA12:
   case GL_ALPHA16:
   case GL_COMPRESSED_ALPHA:
      /* FIXME: This will report incorrect component sizes... */
      return MGA_IS_G400(mmesa) ? &_mesa_texformat_al88 : &_mesa_texformat_argb4444;

   case 1:
   case GL_LUMINANCE:
   case GL_LUMINANCE4:
   case GL_LUMINANCE8:
   case GL_LUMINANCE12:
   case GL_LUMINANCE16:
   case GL_COMPRESSED_LUMINANCE:
      /* FIXME: This will report incorrect component sizes... */
      return MGA_IS_G400(mmesa) ? &_mesa_texformat_al88 : &_mesa_texformat_rgb565;

   case 2:
   case GL_LUMINANCE_ALPHA:
   case GL_LUMINANCE4_ALPHA4:
   case GL_LUMINANCE6_ALPHA2:
   case GL_LUMINANCE8_ALPHA8:
   case GL_LUMINANCE12_ALPHA4:
   case GL_LUMINANCE12_ALPHA12:
   case GL_LUMINANCE16_ALPHA16:
   case GL_COMPRESSED_LUMINANCE_ALPHA:
      /* FIXME: This will report incorrect component sizes... */
      return MGA_IS_G400(mmesa) ? &_mesa_texformat_al88 : &_mesa_texformat_argb4444;

   case GL_INTENSITY:
   case GL_INTENSITY4:
   case GL_INTENSITY8:
   case GL_INTENSITY12:
   case GL_INTENSITY16:
   case GL_COMPRESSED_INTENSITY:
      /* FIXME: This will report incorrect component sizes... */
      return MGA_IS_G400(mmesa) ? &_mesa_texformat_i8 : &_mesa_texformat_argb4444;

   case GL_YCBCR_MESA:
      if (MGA_IS_G400(mmesa) &&
          (type == GL_UNSIGNED_SHORT_8_8_APPLE ||
           type == GL_UNSIGNED_BYTE))
         return &_mesa_texformat_ycbcr;
      else
         return &_mesa_texformat_ycbcr_rev;

   case GL_COLOR_INDEX:
   case GL_COLOR_INDEX1_EXT:
   case GL_COLOR_INDEX2_EXT:
   case GL_COLOR_INDEX4_EXT:
   case GL_COLOR_INDEX8_EXT:
   case GL_COLOR_INDEX12_EXT:
   case GL_COLOR_INDEX16_EXT:
      return &_mesa_texformat_ci8;

   default:
      _mesa_problem( ctx, "unexpected texture format in %s", __FUNCTION__ );
      return NULL;
   }

   return NULL; /* never get here */
}
Ejemplo n.º 21
0
/**
 * Examine texture unit's combine/env state to update derived state.
 */
static void
update_tex_combine(struct gl_context *ctx,
                   struct gl_texture_unit *texUnit,
                   struct gl_fixedfunc_texture_unit *fftexUnit)
{
   struct gl_tex_env_combine_state *combine;

   /* No combiners will apply to this. */
   if (texUnit->_Current->Target == GL_TEXTURE_BUFFER)
      return;

   /* Set the texUnit->_CurrentCombine field to point to the user's combiner
    * state, or the combiner state which is derived from traditional texenv
    * mode.
    */
   if (fftexUnit->EnvMode == GL_COMBINE ||
       fftexUnit->EnvMode == GL_COMBINE4_NV) {
      fftexUnit->_CurrentCombine = & fftexUnit->Combine;
   }
   else {
      const struct gl_texture_object *texObj = texUnit->_Current;
      GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;

      if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
         format = texObj->DepthMode;
      }
      calculate_derived_texenv(&fftexUnit->_EnvMode, fftexUnit->EnvMode, format);
      fftexUnit->_CurrentCombine = & fftexUnit->_EnvMode;
   }

   combine = fftexUnit->_CurrentCombine;

   /* Determine number of source RGB terms in the combiner function */
   switch (combine->ModeRGB) {
   case GL_REPLACE:
      combine->_NumArgsRGB = 1;
      break;
   case GL_ADD:
   case GL_ADD_SIGNED:
      if (fftexUnit->EnvMode == GL_COMBINE4_NV)
         combine->_NumArgsRGB = 4;
      else
         combine->_NumArgsRGB = 2;
      break;
   case GL_MODULATE:
   case GL_SUBTRACT:
   case GL_DOT3_RGB:
   case GL_DOT3_RGBA:
   case GL_DOT3_RGB_EXT:
   case GL_DOT3_RGBA_EXT:
      combine->_NumArgsRGB = 2;
      break;
   case GL_INTERPOLATE:
   case GL_MODULATE_ADD_ATI:
   case GL_MODULATE_SIGNED_ADD_ATI:
   case GL_MODULATE_SUBTRACT_ATI:
      combine->_NumArgsRGB = 3;
      break;
   default:
      combine->_NumArgsRGB = 0;
      _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
      return;
   }

   /* Determine number of source Alpha terms in the combiner function */
   switch (combine->ModeA) {
   case GL_REPLACE:
      combine->_NumArgsA = 1;
      break;
   case GL_ADD:
   case GL_ADD_SIGNED:
      if (fftexUnit->EnvMode == GL_COMBINE4_NV)
         combine->_NumArgsA = 4;
      else
         combine->_NumArgsA = 2;
      break;
   case GL_MODULATE:
   case GL_SUBTRACT:
      combine->_NumArgsA = 2;
      break;
   case GL_INTERPOLATE:
   case GL_MODULATE_ADD_ATI:
   case GL_MODULATE_SIGNED_ADD_ATI:
   case GL_MODULATE_SUBTRACT_ATI:
      combine->_NumArgsA = 3;
      break;
   default:
      combine->_NumArgsA = 0;
      _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
      break;
   }

   pack_tex_combine(fftexUnit);
}
Ejemplo n.º 22
0
/**
 * As above, but color index mode.
 */
void
_swrast_fog_ci_span( const GLcontext *ctx, struct sw_span *span )
{
   const SWcontext *swrast = SWRAST_CONTEXT(ctx);
   const GLuint haveW = (span->interpMask & SPAN_W);
   const GLuint fogIndex = (GLuint) ctx->Fog.Index;
   GLuint *index = span->array->index;

   ASSERT(swrast->_FogEnabled);
   ASSERT(span->arrayMask & SPAN_INDEX);
   ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);

   /* we need to compute fog blend factors */
   if (swrast->_PreferPixelFog) {
      /* The span's fog values are fog coordinates, now compute blend factors
       * and blend the fragment colors with the fog color.
       */
      switch (ctx->Fog.Mode) {
      case GL_LINEAR:
         {
            const GLfloat fogEnd = ctx->Fog.End;
            const GLfloat fogScale = (ctx->Fog.Start == ctx->Fog.End)
               ? 1.0F : 1.0F / (ctx->Fog.End - ctx->Fog.Start);
            const GLfloat fogStep = span->fogStep;
            GLfloat fogCoord = span->fog;
            const GLfloat wStep = haveW ? span->dwdx : 0.0F;
            GLfloat w = haveW ? span->w : 1.0F;
            GLuint i;
            for (i = 0; i < span->end; i++) {
               GLfloat f = (fogEnd - fogCoord / w) * fogScale;
               f = CLAMP(f, 0.0F, 1.0F);
               index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex);
               fogCoord += fogStep;
               w += wStep;
            }
         }
         break;
      case GL_EXP:
         {
            const GLfloat density = -ctx->Fog.Density;
            const GLfloat fogStep = span->fogStep;
            GLfloat fogCoord = span->fog;
            const GLfloat wStep = haveW ? span->dwdx : 0.0F;
            GLfloat w = haveW ? span->w : 1.0F;
            GLuint i;
            for (i = 0; i < span->end; i++) {
               GLfloat f = (GLfloat) exp(density * fogCoord / w);
               f = CLAMP(f, 0.0F, 1.0F);
               index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex);
               fogCoord += fogStep;
               w += wStep;
            }
         }
         break;
      case GL_EXP2:
         {
            const GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;
            const GLfloat fogStep = span->fogStep;
            GLfloat fogCoord = span->fog;
            const GLfloat wStep = haveW ? span->dwdx : 0.0F;
            GLfloat w = haveW ? span->w : 1.0F;
            GLuint i;
            for (i = 0; i < span->end; i++) {
               const GLfloat coord = fogCoord / w;
               GLfloat tmp = negDensitySquared * coord * coord;
               GLfloat f;
#if defined(__alpha__) || defined(__alpha)
               /* XXX this underflow check may be needed for other systems*/
               if (tmp < FLT_MIN_10_EXP)
                  tmp = FLT_MIN_10_EXP;
#endif
               f = (GLfloat) exp(tmp);
               f = CLAMP(f, 0.0F, 1.0F);
               index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex);
               fogCoord += fogStep;
               w += wStep;
            }
         }
         break;
      default:
         _mesa_problem(ctx, "Bad fog mode in _swrast_fog_ci_span");
         return;
      }
   }
   else if (span->arrayMask & SPAN_FOG) {
      /* The span's fog array values are blend factors.
       * They were previously computed per-vertex.
       */
      GLuint i;
      for (i = 0; i < span->end; i++) {
         const GLfloat f = span->array->fog[i];
         index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex);
      }
   }
   else {
      /* The span's fog start/step values are blend factors.
       * They were previously computed per-vertex.
       */
      const GLfloat fogStep = span->fogStep;
      GLfloat fog = span->fog;
      const GLfloat wStep = haveW ? span->dwdx : 0.0F;
      GLfloat w = haveW ? span->w : 1.0F;
      GLuint i;
      ASSERT(span->interpMask & SPAN_FOG);
      for (i = 0; i < span->end; i++) {
         const GLfloat f = fog / w;
         index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex);
         fog += fogStep;
         w += wStep;
      }
   }
}
Ejemplo n.º 23
0
/**
 * Apply stencil test to an array of stencil values (before depth buffering).
 * Input:  face - 0 or 1 for front or back-face polygons
 *         n - number of pixels in the array
 *         stencil - array of [n] stencil values
 *         mask - array [n] of flag:  0=skip the pixel, 1=stencil the pixel
 * Output:  mask - pixels which fail the stencil test will have their
 *                 mask flag set to 0.
 *          stencil - updated stencil values (where the test passed)
 * Return:  GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
 */
static GLboolean
do_stencil_test( GLcontext *ctx, GLuint face, GLuint n, GLstencil stencil[],
                 GLubyte mask[] )
{
   GLubyte fail[MAX_WIDTH];
   GLboolean allfail = GL_FALSE;
   GLuint i;
   GLstencil r, s;
   const GLuint valueMask = ctx->Stencil.ValueMask[face];

   ASSERT(n <= MAX_WIDTH);

   /*
    * Perform stencil test.  The results of this operation are stored
    * in the fail[] array:
    *   IF fail[i] is non-zero THEN
    *       the stencil fail operator is to be applied
    *   ELSE
    *       the stencil fail operator is not to be applied
    *   ENDIF
    */
   switch (ctx->Stencil.Function[face]) {
      case GL_NEVER:
         /* never pass; always fail */
         for (i=0;i<n;i++) {
	    if (mask[i]) {
	       mask[i] = 0;
	       fail[i] = 1;
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 allfail = GL_TRUE;
	 break;
      case GL_LESS:
	 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
	 for (i=0;i<n;i++) {
	    if (mask[i]) {
	       s = (GLstencil) (stencil[i] & valueMask);
	       if (r < s) {
		  /* passed */
		  fail[i] = 0;
	       }
	       else {
		  fail[i] = 1;
		  mask[i] = 0;
	       }
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 break;
      case GL_LEQUAL:
	 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
	 for (i=0;i<n;i++) {
	    if (mask[i]) {
	       s = (GLstencil) (stencil[i] & valueMask);
	       if (r <= s) {
		  /* pass */
		  fail[i] = 0;
	       }
	       else {
		  fail[i] = 1;
		  mask[i] = 0;
	       }
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 break;
      case GL_GREATER:
	 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
	 for (i=0;i<n;i++) {
	    if (mask[i]) {
	       s = (GLstencil) (stencil[i] & valueMask);
	       if (r > s) {
		  /* passed */
		  fail[i] = 0;
	       }
	       else {
		  fail[i] = 1;
		  mask[i] = 0;
	       }
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 break;
      case GL_GEQUAL:
	 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
	 for (i=0;i<n;i++) {
	    if (mask[i]) {
	       s = (GLstencil) (stencil[i] & valueMask);
	       if (r >= s) {
		  /* passed */
		  fail[i] = 0;
	       }
	       else {
		  fail[i] = 1;
		  mask[i] = 0;
	       }
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 break;
      case GL_EQUAL:
	 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
	 for (i=0;i<n;i++) {
	    if (mask[i]) {
	       s = (GLstencil) (stencil[i] & valueMask);
	       if (r == s) {
		  /* passed */
		  fail[i] = 0;
	       }
	       else {
		  fail[i] = 1;
		  mask[i] = 0;
	       }
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 break;
      case GL_NOTEQUAL:
	 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
	 for (i=0;i<n;i++) {
	    if (mask[i]) {
	       s = (GLstencil) (stencil[i] & valueMask);
	       if (r != s) {
		  /* passed */
		  fail[i] = 0;
	       }
	       else {
		  fail[i] = 1;
		  mask[i] = 0;
	       }
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 break;
      case GL_ALWAYS:
	 /* always pass */
	 for (i=0;i<n;i++) {
	    fail[i] = 0;
	 }
	 break;
      default:
         _mesa_problem(ctx, "Bad stencil func in gl_stencil_span");
         return 0;
   }

   if (ctx->Stencil.FailFunc[face] != GL_KEEP) {
      apply_stencil_op( ctx, ctx->Stencil.FailFunc[face], face, n, stencil, fail );
   }

   return !allfail;
}
Ejemplo n.º 24
0
/**
 * Apply fog to a span of RGBA pixels.
 * The fog value are either in the span->array->fog array or interpolated from
 * the fog/fogStep values.
 * They fog values are either fog coordinates (Z) or fog blend factors.
 * _PreferPixelFog should be in sync with that state!
 */
void
_swrast_fog_rgba_span( const GLcontext *ctx, struct sw_span *span )
{
   const SWcontext *swrast = SWRAST_CONTEXT(ctx);
   const GLchan rFog = swrast->_FogColor[RCOMP];
   const GLchan gFog = swrast->_FogColor[GCOMP];
   const GLchan bFog = swrast->_FogColor[BCOMP];
   const GLuint haveW = (span->interpMask & SPAN_W);
   GLchan (*rgba)[4] = (GLchan (*)[4]) span->array->rgba;

   ASSERT(swrast->_FogEnabled);
   ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);
   ASSERT(span->arrayMask & SPAN_RGBA);

   /* NOTE: if haveW is true, that means the fog start/step values are
    * perspective-corrected and we have to divide each fog coord by W.
    */

   /* we need to compute fog blend factors */
   if (swrast->_PreferPixelFog) {
      /* The span's fog values are fog coordinates, now compute blend factors
       * and blend the fragment colors with the fog color.
       */
      switch (swrast->_FogMode) {
      case GL_LINEAR:
         {
            const GLfloat fogEnd = ctx->Fog.End;
            const GLfloat fogScale = (ctx->Fog.Start == ctx->Fog.End)
               ? 1.0F : 1.0F / (ctx->Fog.End - ctx->Fog.Start);
            const GLfloat fogStep = span->fogStep;
            GLfloat fogCoord = span->fog;
            const GLfloat wStep = haveW ? span->dwdx : 0.0F;
            GLfloat w = haveW ? span->w : 1.0F;
            GLuint i;
            for (i = 0; i < span->end; i++) {
               GLfloat f, oneMinusF;
               f = (fogEnd - fogCoord / w) * fogScale;
               f = CLAMP(f, 0.0F, 1.0F);
               oneMinusF = 1.0F - f;
               rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + oneMinusF * rFog);
               rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + oneMinusF * gFog);
               rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + oneMinusF * bFog);
               fogCoord += fogStep;
               w += wStep;
            }
         }
         break;
      case GL_EXP:
         {
            const GLfloat density = -ctx->Fog.Density;
            const GLfloat fogStep = span->fogStep;
            GLfloat fogCoord = span->fog;
            const GLfloat wStep = haveW ? span->dwdx : 0.0F;
            GLfloat w = haveW ? span->w : 1.0F;
            GLuint i;
            for (i = 0; i < span->end; i++) {
               GLfloat f, oneMinusF;
               f = (GLfloat) exp(density * fogCoord / w);
               f = CLAMP(f, 0.0F, 1.0F);
               oneMinusF = 1.0F - f;
               rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + oneMinusF * rFog);
               rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + oneMinusF * gFog);
               rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + oneMinusF * bFog);
               fogCoord += fogStep;
               w += wStep;
            }
         }
         break;
      case GL_EXP2:
         {
            const GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;
            const GLfloat fogStep = span->fogStep;
            GLfloat fogCoord = span->fog;
            const GLfloat wStep = haveW ? span->dwdx : 0.0F;
            GLfloat w = haveW ? span->w : 1.0F;
            GLuint i;
            for (i = 0; i < span->end; i++) {
               const GLfloat coord = fogCoord / w;
               GLfloat tmp = negDensitySquared * coord * coord;
               GLfloat f, oneMinusF;
#if defined(__alpha__) || defined(__alpha)
               /* XXX this underflow check may be needed for other systems*/
               if (tmp < FLT_MIN_10_EXP)
                  tmp = FLT_MIN_10_EXP;
#endif
               f = (GLfloat) exp(tmp);
               f = CLAMP(f, 0.0F, 1.0F);
               oneMinusF = 1.0F - f;
               rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + oneMinusF * rFog);
               rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + oneMinusF * gFog);
               rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + oneMinusF * bFog);
               fogCoord += fogStep;
               w += wStep;
            }
         }
         break;
      default:
         _mesa_problem(ctx, "Bad fog mode in _swrast_fog_rgba_span");
         return;
      }
   }
   else if (span->arrayMask & SPAN_FOG) {
      /* The span's fog array values are blend factors.
       * They were previously computed per-vertex.
       */
      GLuint i;
      for (i = 0; i < span->end; i++) {
         const GLfloat f = span->array->fog[i];
         const GLfloat oneMinusF = 1.0F - f;
         rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + oneMinusF * rFog);
         rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + oneMinusF * gFog);
         rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + oneMinusF * bFog);
      }
   }
   else {
      /* The span's fog start/step values are blend factors.
       * They were previously computed per-vertex.
       */
      const GLfloat fogStep = span->fogStep;
      GLfloat fog = span->fog;
      const GLfloat wStep = haveW ? span->dwdx : 0.0F;
      GLfloat w = haveW ? span->w : 1.0F;
      GLuint i;
      ASSERT(span->interpMask & SPAN_FOG);
      for (i = 0; i < span->end; i++) {
         const GLfloat fact = fog / w;
         const GLfloat oneMinusF = 1.0F - fact;
         rgba[i][RCOMP] = (GLchan) (fact * rgba[i][RCOMP] + oneMinusF * rFog);
         rgba[i][GCOMP] = (GLchan) (fact * rgba[i][GCOMP] + oneMinusF * gFog);
         rgba[i][BCOMP] = (GLchan) (fact * rgba[i][BCOMP] + oneMinusF * bFog);
         fog += fogStep;
         w += wStep;
      }
   }
}
Ejemplo n.º 25
0
/**
 * Apply stencil test to an array of pixels before depth buffering.
 *
 * \note Used for software stencil buffer only.
 * Input:  n - number of pixels in the span
 *         x, y - array of [n] pixels to stencil
 *         mask - array [n] of flag:  0=skip the pixel, 1=stencil the pixel
 * Output:  mask - pixels which fail the stencil test will have their
 *                 mask flag set to 0.
 * \return  GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
 */
static GLboolean
stencil_test_pixels( GLcontext *ctx, GLuint face, GLuint n,
                     const GLint x[], const GLint y[], GLubyte mask[] )
{
   GLubyte fail[MAX_WIDTH];
   GLstencil r, s;
   GLuint i;
   GLboolean allfail = GL_FALSE;
   const GLuint valueMask = ctx->Stencil.ValueMask[face];

  /* software stencil buffer only! */
   ASSERT(ctx->DrawBuffer->UseSoftwareStencilBuffer);
   ASSERT(!SWRAST_CONTEXT(ctx)->Driver.ReadStencilSpan);
   ASSERT(!SWRAST_CONTEXT(ctx)->Driver.WriteStencilSpan);

   /*
    * Perform stencil test.  The results of this operation are stored
    * in the fail[] array:
    *   IF fail[i] is non-zero THEN
    *       the stencil fail operator is to be applied
    *   ELSE
    *       the stencil fail operator is not to be applied
    *   ENDIF
    */

   switch (ctx->Stencil.Function[face]) {
      case GL_NEVER:
         /* always fail */
         for (i=0;i<n;i++) {
	    if (mask[i]) {
	       mask[i] = 0;
	       fail[i] = 1;
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 allfail = GL_TRUE;
	 break;
      case GL_LESS:
	 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
	 for (i=0;i<n;i++) {
	    if (mask[i]) {
               GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
	       s = (GLstencil) (*sptr & valueMask);
	       if (r < s) {
		  /* passed */
		  fail[i] = 0;
	       }
	       else {
		  fail[i] = 1;
		  mask[i] = 0;
	       }
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 break;
      case GL_LEQUAL:
	 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
	 for (i=0;i<n;i++) {
	    if (mask[i]) {
               GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
	       s = (GLstencil) (*sptr & valueMask);
	       if (r <= s) {
		  /* pass */
		  fail[i] = 0;
	       }
	       else {
		  fail[i] = 1;
		  mask[i] = 0;
	       }
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 break;
      case GL_GREATER:
	 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
	 for (i=0;i<n;i++) {
	    if (mask[i]) {
               GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
	       s = (GLstencil) (*sptr & valueMask);
	       if (r > s) {
		  /* passed */
		  fail[i] = 0;
	       }
	       else {
		  fail[i] = 1;
		  mask[i] = 0;
	       }
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 break;
      case GL_GEQUAL:
	 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
	 for (i=0;i<n;i++) {
	    if (mask[i]) {
               GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
	       s = (GLstencil) (*sptr & valueMask);
	       if (r >= s) {
		  /* passed */
		  fail[i] = 0;
	       }
	       else {
		  fail[i] = 1;
		  mask[i] = 0;
	       }
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 break;
      case GL_EQUAL:
	 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
	 for (i=0;i<n;i++) {
	    if (mask[i]) {
               GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
	       s = (GLstencil) (*sptr & valueMask);
	       if (r == s) {
		  /* passed */
		  fail[i] = 0;
	       }
	       else {
		  fail[i] = 1;
		  mask[i] = 0;
	       }
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 break;
      case GL_NOTEQUAL:
	 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
	 for (i=0;i<n;i++) {
	    if (mask[i]) {
               GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
	       s = (GLstencil) (*sptr & valueMask);
	       if (r != s) {
		  /* passed */
		  fail[i] = 0;
	       }
	       else {
		  fail[i] = 1;
		  mask[i] = 0;
	       }
	    }
	    else {
	       fail[i] = 0;
	    }
	 }
	 break;
      case GL_ALWAYS:
	 /* always pass */
	 for (i=0;i<n;i++) {
	    fail[i] = 0;
	 }
	 break;
      default:
         _mesa_problem(ctx, "Bad stencil func in gl_stencil_pixels");
         return 0;
   }

   if (ctx->Stencil.FailFunc[face] != GL_KEEP) {
      apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc[face],
                                  face, fail );
   }

   return !allfail;
}
Ejemplo n.º 26
0
static void
setup_glsl_msaa_blit_shader(struct gl_context *ctx,
                            struct blit_state *blit,
                            const struct gl_framebuffer *drawFb,
                            struct gl_renderbuffer *src_rb,
                            GLenum target)
{
   const char *vs_source;
   char *fs_source;
   void *mem_ctx;
   enum blit_msaa_shader shader_index;
   bool dst_is_msaa = false;
   GLenum src_datatype;
   const char *vec4_prefix;
   const char *sampler_array_suffix = "";
   char *name;
   const char *texcoord_type = "vec2";
   int samples;
   int shader_offset = 0;

   if (src_rb) {
      samples = MAX2(src_rb->NumSamples, 1);
      src_datatype = _mesa_get_format_datatype(src_rb->Format);
   } else {
      /* depth-or-color glCopyTexImage fallback path that passes a NULL rb and
       * doesn't handle integer.
       */
      samples = 1;
      src_datatype = GL_UNSIGNED_NORMALIZED;
   }

   /* We expect only power of 2 samples in source multisample buffer. */
   assert(samples > 0 && _mesa_is_pow_two(samples));
   while (samples >> (shader_offset + 1)) {
      shader_offset++;
   }
   /* Update the assert if we plan to support more than 16X MSAA. */
   assert(shader_offset >= 0 && shader_offset <= 4);

   if (drawFb->Visual.samples > 1) {
      /* If you're calling meta_BlitFramebuffer with the destination
       * multisampled, this is the only path that will work -- swrast and
       * CopyTexImage won't work on it either.
       */
      assert(ctx->Extensions.ARB_sample_shading);

      dst_is_msaa = true;

      /* We need shader invocation per sample, not per pixel */
      _mesa_set_enable(ctx, GL_MULTISAMPLE, GL_TRUE);
      _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_TRUE);
      _mesa_MinSampleShading(1.0);
   }

   switch (target) {
   case GL_TEXTURE_2D_MULTISAMPLE:
   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
      if (src_rb && (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
          src_rb->_BaseFormat == GL_DEPTH_STENCIL)) {
         if (dst_is_msaa)
            shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
         else
            shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE;
      } else {
         if (dst_is_msaa)
            shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
         else {
            shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE +
                           shader_offset;
         }
      }

      if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
         shader_index += (BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
                          BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
         sampler_array_suffix = "Array";
         texcoord_type = "vec3";
      }
      break;
   default:
      _mesa_problem(ctx, "Unkown texture target %s\n",
                    _mesa_enum_to_string(target));
      shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
   }

   /* We rely on the enum being sorted this way. */
   STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
                 BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 5);
   STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
                 BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 10);
   if (src_datatype == GL_INT) {
      shader_index += 5;
      vec4_prefix = "i";
   } else if (src_datatype == GL_UNSIGNED_INT) {
      shader_index += 10;
      vec4_prefix = "u";
   } else {
      vec4_prefix = "";
   }

   if (blit->msaa_shaders[shader_index]) {
      _mesa_UseProgram(blit->msaa_shaders[shader_index]);
      return;
   }

   mem_ctx = ralloc_context(NULL);

   if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE ||
       shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE ||
       shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
       shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) {
      char *sample_index;
      const char *arb_sample_shading_extension_string;

      if (dst_is_msaa) {
         arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
         sample_index = "gl_SampleID";
         name = "depth MSAA copy";
      } else {
         /* Don't need that extension, since we're drawing to a single-sampled
          * destination.
          */
         arb_sample_shading_extension_string = "";
         /* From the GL 4.3 spec:
          *
          *     "If there is a multisample buffer (the value of SAMPLE_BUFFERS
          *      is one), then values are obtained from the depth samples in
          *      this buffer. It is recommended that the depth value of the
          *      centermost sample be used, though implementations may choose
          *      any function of the depth sample values at each pixel.
          *
          * We're slacking and instead of choosing centermost, we've got 0.
          */
         sample_index = "0";
         name = "depth MSAA resolve";
      }

      vs_source = ralloc_asprintf(mem_ctx,
                                  "#version 130\n"
                                  "in vec2 position;\n"
                                  "in %s textureCoords;\n"
                                  "out %s texCoords;\n"
                                  "void main()\n"
                                  "{\n"
                                  "   texCoords = textureCoords;\n"
                                  "   gl_Position = vec4(position, 0.0, 1.0);\n"
                                  "}\n",
                                  texcoord_type,
                                  texcoord_type);
      fs_source = ralloc_asprintf(mem_ctx,
                                  "#version 130\n"
                                  "#extension GL_ARB_texture_multisample : enable\n"
                                  "%s\n"
                                  "uniform sampler2DMS%s texSampler;\n"
                                  "in %s texCoords;\n"
                                  "out vec4 out_color;\n"
                                  "\n"
                                  "void main()\n"
                                  "{\n"
                                  "   gl_FragDepth = texelFetch(texSampler, i%s(texCoords), %s).r;\n"
                                  "}\n",
                                  arb_sample_shading_extension_string,
                                  sampler_array_suffix,
                                  texcoord_type,
                                  texcoord_type,
                                  sample_index);
   } else {
      /* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
       * sample).  Yes, this is ridiculous.
       */
      char *sample_resolve;
      const char *arb_sample_shading_extension_string;
      const char *merge_function;
      name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
                             vec4_prefix,
                             dst_is_msaa ? "copy" : "resolve");

      if (dst_is_msaa) {
         arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
         sample_resolve = ralloc_asprintf(mem_ctx, "   out_color = texelFetch(texSampler, i%s(texCoords), gl_SampleID);", texcoord_type);
         merge_function = "";
      } else {
         int i;
         int step;

         if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) {
            merge_function =
               "gvec4 merge(gvec4 a, gvec4 b) { return (a >> gvec4(1)) + (b >> gvec4(1)) + (a & b & gvec4(1)); }\n";
         } else {
            /* The divide will happen at the end for floats. */
            merge_function =
               "vec4 merge(vec4 a, vec4 b) { return (a + b); }\n";
         }

         arb_sample_shading_extension_string = "";

         /* We're assuming power of two samples for this resolution procedure.
          *
          * To avoid losing any floating point precision if the samples all
          * happen to have the same value, we merge pairs of values at a time
          * (so the floating point exponent just gets increased), rather than
          * doing a naive sum and dividing.
          */
         assert(_mesa_is_pow_two(samples));
         /* Fetch each individual sample. */
         sample_resolve = rzalloc_size(mem_ctx, 1);
         for (i = 0; i < samples; i++) {
            ralloc_asprintf_append(&sample_resolve,
                                   "   gvec4 sample_1_%d = texelFetch(texSampler, i%s(texCoords), %d);\n",
                                   i, texcoord_type, i);
         }
         /* Now, merge each pair of samples, then merge each pair of those,
          * etc.
          */
         for (step = 2; step <= samples; step *= 2) {
            for (i = 0; i < samples; i += step) {
               ralloc_asprintf_append(&sample_resolve,
                                      "   gvec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n",
                                      step, i,
                                      step / 2, i,
                                      step / 2, i + step / 2);
            }
         }

         /* Scale the final result. */
         if (src_datatype == GL_UNSIGNED_INT || src_datatype == GL_INT) {
            ralloc_asprintf_append(&sample_resolve,
                                   "   out_color = sample_%d_0;\n",
                                   samples);
         } else {
            ralloc_asprintf_append(&sample_resolve,
                                   "   gl_FragColor = sample_%d_0 / %f;\n",
                                   samples, (float)samples);
         }
      }

      vs_source = ralloc_asprintf(mem_ctx,
                                  "#version 130\n"
                                  "in vec2 position;\n"
                                  "in %s textureCoords;\n"
                                  "out %s texCoords;\n"
                                  "void main()\n"
                                  "{\n"
                                  "   texCoords = textureCoords;\n"
                                  "   gl_Position = vec4(position, 0.0, 1.0);\n"
                                  "}\n",
                                  texcoord_type,
                                  texcoord_type);
      fs_source = ralloc_asprintf(mem_ctx,
                                  "#version 130\n"
                                  "#extension GL_ARB_texture_multisample : enable\n"
                                  "%s\n"
                                  "#define gvec4 %svec4\n"
                                  "uniform %ssampler2DMS%s texSampler;\n"
                                  "in %s texCoords;\n"
                                  "out gvec4 out_color;\n"
                                  "\n"
                                  "%s" /* merge_function */
                                  "void main()\n"
                                  "{\n"
                                  "%s\n" /* sample_resolve */
                                  "}\n",
                                  arb_sample_shading_extension_string,
                                  vec4_prefix,
                                  vec4_prefix,
                                  sampler_array_suffix,
                                  texcoord_type,
                                  merge_function,
                                  sample_resolve);
   }

   _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
                                       &blit->msaa_shaders[shader_index]);

   ralloc_free(mem_ctx);
}
Ejemplo n.º 27
0
static void texgen( GLcontext *ctx,
		    struct texgen_stage_data *store,
		    GLuint unit )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   GLvector4f *in = VB->AttribPtr[VERT_ATTRIB_TEX0 + unit];
   GLvector4f *out = &store->texcoord[unit];
   const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
   const GLvector4f *obj = VB->ObjPtr;
   const GLvector4f *eye = VB->EyePtr;
   const GLvector4f *normal = VB->AttribPtr[_TNL_ATTRIB_NORMAL];
   const GLfloat *m = store->tmp_m;
   const GLuint count = VB->Count;
   GLfloat (*texcoord)[4] = (GLfloat (*)[4])out->data;
   GLfloat (*f)[3] = store->tmp_f;
   GLuint copy;

   if (texUnit->_GenFlags & TEXGEN_NEED_M) {
      build_m_tab[eye->size]( store->tmp_f, store->tmp_m, normal, eye );
   } else if (texUnit->_GenFlags & TEXGEN_NEED_F) {
      build_f_tab[eye->size]( (GLfloat *)store->tmp_f, 3, normal, eye );
   }


   out->size = MAX2(in->size, store->TexgenSize[unit]);
   out->flags |= (in->flags & VEC_SIZE_FLAGS) | texUnit->TexGenEnabled;
   out->count = count;

   copy = (all_bits[in->size] & ~texUnit->TexGenEnabled);
   if (copy)
      _mesa_copy_tab[copy]( out, in );

   if (texUnit->TexGenEnabled & S_BIT) {
      GLuint i;
      switch (texUnit->GenS.Mode) {
      case GL_OBJECT_LINEAR:
	 _mesa_dotprod_tab[obj->size]( (GLfloat *)out->data,
				       sizeof(out->data[0]), obj,
				       texUnit->GenS.ObjectPlane );
	 break;
      case GL_EYE_LINEAR:
	 _mesa_dotprod_tab[eye->size]( (GLfloat *)out->data,
				       sizeof(out->data[0]), eye,
				       texUnit->GenS.EyePlane );
	 break;
      case GL_SPHERE_MAP:
         for (i = 0; i < count; i++)
            texcoord[i][0] = f[i][0] * m[i] + 0.5F;
	 break;
      case GL_REFLECTION_MAP_NV:
	 for (i=0;i<count;i++)
	     texcoord[i][0] = f[i][0];
	 break;
      case GL_NORMAL_MAP_NV: {
	 const GLfloat *norm = normal->start;
	 for (i=0;i<count;i++, STRIDE_F(norm, normal->stride)) {
	     texcoord[i][0] = norm[0];
	 }
	 break;
      }
      default:
	 _mesa_problem(ctx, "Bad S texgen");
      }
   }

   if (texUnit->TexGenEnabled & T_BIT) {
      GLuint i;
      switch (texUnit->GenT.Mode) {
      case GL_OBJECT_LINEAR:
	 _mesa_dotprod_tab[obj->size]( &(out->data[0][1]),
				       sizeof(out->data[0]), obj,
				       texUnit->GenT.ObjectPlane );
	 break;
      case GL_EYE_LINEAR:
	 _mesa_dotprod_tab[eye->size]( &(out->data[0][1]),
				       sizeof(out->data[0]), eye,
				       texUnit->GenT.EyePlane );
	 break;
      case GL_SPHERE_MAP:
         for (i = 0; i < count; i++)
            texcoord[i][1] = f[i][1] * m[i] + 0.5F;
	 break;
      case GL_REFLECTION_MAP_NV:
	 for (i=0;i<count;i++)
	     texcoord[i][1] = f[i][1];
	 break;
      case GL_NORMAL_MAP_NV: {
	 const GLfloat *norm = normal->start;
	 for (i=0;i<count;i++, STRIDE_F(norm, normal->stride)) {
	     texcoord[i][1] = norm[1];
	 }
	 break;
      }
      default:
	 _mesa_problem(ctx, "Bad T texgen");
      }
   }

   if (texUnit->TexGenEnabled & R_BIT) {
      GLuint i;
      switch (texUnit->GenR.Mode) {
      case GL_OBJECT_LINEAR:
	 _mesa_dotprod_tab[obj->size]( &(out->data[0][2]),
				       sizeof(out->data[0]), obj,
				       texUnit->GenR.ObjectPlane );
	 break;
      case GL_EYE_LINEAR:
	 _mesa_dotprod_tab[eye->size]( &(out->data[0][2]),
				       sizeof(out->data[0]), eye,
				       texUnit->GenR.EyePlane );
	 break;
      case GL_REFLECTION_MAP_NV:
	 for (i=0;i<count;i++)
	     texcoord[i][2] = f[i][2];
	 break;
      case GL_NORMAL_MAP_NV: {
	 const GLfloat *norm = normal->start;
	 for (i=0;i<count;i++,STRIDE_F(norm, normal->stride)) {
	     texcoord[i][2] = norm[2];
	 }
	 break;
      }
      default:
	 _mesa_problem(ctx, "Bad R texgen");
      }
   }

   if (texUnit->TexGenEnabled & Q_BIT) {
      switch (texUnit->GenQ.Mode) {
      case GL_OBJECT_LINEAR:
	 _mesa_dotprod_tab[obj->size]( &(out->data[0][3]),
				       sizeof(out->data[0]), obj,
				       texUnit->GenQ.ObjectPlane );
	 break;
      case GL_EYE_LINEAR:
	 _mesa_dotprod_tab[eye->size]( &(out->data[0][3]),
				       sizeof(out->data[0]), eye,
				       texUnit->GenQ.EyePlane );
	 break;
      default:
	 _mesa_problem(ctx, "Bad Q texgen");
      }
   }
}
Ejemplo n.º 28
0
static void
setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
                                   struct blit_state *blit,
                                   struct gl_renderbuffer *src_rb,
                                   GLenum target, GLenum filter)
{
   GLint loc_src_width, loc_src_height;
   int i, samples;
   int shader_offset = 0;
   void *mem_ctx = ralloc_context(NULL);
   char *fs_source;
   char *name, *sample_number;
   const uint8_t *sample_map;
   char *sample_map_str = rzalloc_size(mem_ctx, 1);
   char *sample_map_expr = rzalloc_size(mem_ctx, 1);
   char *texel_fetch_macro = rzalloc_size(mem_ctx, 1);
   const char *sampler_array_suffix = "";
   float y_scale;
   enum blit_msaa_shader shader_index;

   assert(src_rb);
   samples = MAX2(src_rb->NumSamples, 1);
   y_scale = samples * 0.5;

   /* We expect only power of 2 samples in source multisample buffer. */
   assert(samples > 0 && _mesa_is_pow_two(samples));
   while (samples >> (shader_offset + 1)) {
      shader_offset++;
   }
   /* Update the assert if we plan to support more than 8X MSAA. */
   assert(shader_offset > 0 && shader_offset < 4);

   assert(target == GL_TEXTURE_2D_MULTISAMPLE ||
          target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);

   shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE +
                  shader_offset - 1;

   if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
      shader_index += BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE -
                      BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE;
      sampler_array_suffix = "Array";
   }

   if (blit->msaa_shaders[shader_index]) {
      _mesa_UseProgram(blit->msaa_shaders[shader_index]);
      /* Update the uniform values. */
      loc_src_width =
         _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
      loc_src_height =
         _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
      _mesa_Uniform1f(loc_src_width, src_rb->Width);
      _mesa_Uniform1f(loc_src_height, src_rb->Height);
      return;
   }

   name = ralloc_asprintf(mem_ctx, "vec4 MSAA scaled resolve");

   /* Below switch is used to setup the shader expression, which computes
    * sample index and map it to to a sample number on hardware.
    */
   switch(samples) {
   case 2:
      sample_number =  "sample_map[int(2 * fract(coord.x))]";
      sample_map = ctx->Const.SampleMap2x;
      break;
   case 4:
      sample_number =  "sample_map[int(2 * fract(coord.x) + 4 * fract(coord.y))]";
      sample_map = ctx->Const.SampleMap4x;
      break;
   case 8:
      sample_number =  "sample_map[int(2 * fract(coord.x) + 8 * fract(coord.y))]";
      sample_map = ctx->Const.SampleMap8x;
      break;
   default:
      sample_number = NULL;
      sample_map = NULL;
      _mesa_problem(ctx, "Unsupported sample count %d\n", samples);
      unreachable("Unsupported sample count");
   }

   /* Create sample map string. */
   for (i = 0 ; i < samples - 1; i++) {
      ralloc_asprintf_append(&sample_map_str, "%d, ", sample_map[i]);
   }
   ralloc_asprintf_append(&sample_map_str, "%d", sample_map[samples - 1]);

   /* Create sample map expression using above string. */
   ralloc_asprintf_append(&sample_map_expr,
                          "   const int sample_map[%d] = int[%d](%s);\n",
                          samples, samples, sample_map_str);

   if (target == GL_TEXTURE_2D_MULTISAMPLE) {
      ralloc_asprintf_append(&texel_fetch_macro,
                             "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec2(coord), %s);\n",
                             sample_number);
   } else {
      ralloc_asprintf_append(&texel_fetch_macro,
                             "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec3(coord, layer), %s);\n",
                             sample_number);
   }

   static const char vs_source[] =
                               "#version 130\n"
                               "in vec2 position;\n"
                               "in vec3 textureCoords;\n"
                               "out vec2 texCoords;\n"
                               "flat out int layer;\n"
                               "void main()\n"
                               "{\n"
                               "   texCoords = textureCoords.xy;\n"
                               "   layer = int(textureCoords.z);\n"
                               "   gl_Position = vec4(position, 0.0, 1.0);\n"
                               "}\n"
      ;

   fs_source = ralloc_asprintf(mem_ctx,
                               "#version 130\n"
                               "#extension GL_ARB_texture_multisample : enable\n"
                               "uniform sampler2DMS%s texSampler;\n"
                               "uniform float src_width, src_height;\n"
                               "in vec2 texCoords;\n"
                               "flat in int layer;\n"
                               "out vec4 out_color;\n"
                               "\n"
                               "void main()\n"
                               "{\n"
                               "%s"
                               "   vec2 interp;\n"
                               "   const vec2 scale = vec2(2.0f, %ff);\n"
                               "   const vec2 scale_inv = vec2(0.5f, %ff);\n"
                               "   const vec2 s_0_offset = vec2(0.25f, %ff);\n"
                               "   vec2 s_0_coord, s_1_coord, s_2_coord, s_3_coord;\n"
                               "   vec4 s_0_color, s_1_color, s_2_color, s_3_color;\n"
                               "   vec4 x_0_color, x_1_color;\n"
                               "   vec2 tex_coord = texCoords - s_0_offset;\n"
                               "\n"
                               "   tex_coord *= scale;\n"
                               "   clamp(tex_coord.x, 0.0f, scale.x * src_width - 1.0f);\n"
                               "   clamp(tex_coord.y, 0.0f, scale.y * src_height - 1.0f);\n"
                               "   interp = fract(tex_coord);\n"
                               "   tex_coord = ivec2(tex_coord) * scale_inv;\n"
                               "\n"
                               "   /* Compute the sample coordinates used for filtering. */\n"
                               "   s_0_coord = tex_coord;\n"
                               "   s_1_coord = tex_coord + vec2(scale_inv.x, 0.0f);\n"
                               "   s_2_coord = tex_coord + vec2(0.0f, scale_inv.y);\n"
                               "   s_3_coord = tex_coord + vec2(scale_inv.x, scale_inv.y);\n"
                               "\n"
                               "   /* Fetch sample color values. */\n"
                               "%s"
                               "   s_0_color = TEXEL_FETCH(s_0_coord)\n"
                               "   s_1_color = TEXEL_FETCH(s_1_coord)\n"
                               "   s_2_color = TEXEL_FETCH(s_2_coord)\n"
                               "   s_3_color = TEXEL_FETCH(s_3_coord)\n"
                               "#undef TEXEL_FETCH\n"
                               "\n"
                               "   /* Do bilinear filtering on sample colors. */\n"
                               "   x_0_color =  mix(s_0_color, s_1_color, interp.x);\n"
                               "   x_1_color =  mix(s_2_color, s_3_color, interp.x);\n"
                               "   out_color = mix(x_0_color, x_1_color, interp.y);\n"
                               "}\n",
                               sampler_array_suffix,
                               sample_map_expr,
                               y_scale,
                               1.0f / y_scale,
                               1.0f / samples,
                               texel_fetch_macro);

   _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
                                       &blit->msaa_shaders[shader_index]);
   loc_src_width =
      _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
   loc_src_height =
      _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
   _mesa_Uniform1f(loc_src_width, src_rb->Width);
   _mesa_Uniform1f(loc_src_height, src_rb->Height);

   ralloc_free(mem_ctx);
}
Ejemplo n.º 29
0
/**
 * Called via glRenderbufferStorageEXT() to set the format and allocate
 * storage for a user-created renderbuffer.
 */
static GLboolean
intel_alloc_renderbuffer_storage(GLcontext * ctx, struct gl_renderbuffer *rb,
                                 GLenum internalFormat,
                                 GLuint width, GLuint height)
{
   struct intel_context *intel = intel_context(ctx);
   struct intel_renderbuffer *irb = intel_renderbuffer(rb);
   int cpp;
   GLuint pitch;

   ASSERT(rb->Name != 0);

   switch (internalFormat) {
   case GL_R3_G3_B2:
   case GL_RGB4:
   case GL_RGB5:
      rb->Format = MESA_FORMAT_RGB565;
      rb->DataType = GL_UNSIGNED_BYTE;
      break;
   case GL_RGB:
   case GL_RGB8:
   case GL_RGB10:
   case GL_RGB12:
   case GL_RGB16:
      rb->Format = MESA_FORMAT_XRGB8888;
      rb->DataType = GL_UNSIGNED_BYTE;
      break;
   case GL_RGBA:
   case GL_RGBA2:
   case GL_RGBA4:
   case GL_RGB5_A1:
   case GL_RGBA8:
   case GL_RGB10_A2:
   case GL_RGBA12:
   case GL_RGBA16:
      rb->Format = MESA_FORMAT_ARGB8888;
      rb->DataType = GL_UNSIGNED_BYTE;
      break;
   case GL_STENCIL_INDEX:
   case GL_STENCIL_INDEX1_EXT:
   case GL_STENCIL_INDEX4_EXT:
   case GL_STENCIL_INDEX8_EXT:
   case GL_STENCIL_INDEX16_EXT:
      /* alloc a depth+stencil buffer */
      rb->Format = MESA_FORMAT_S8_Z24;
      rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
      break;
   case GL_DEPTH_COMPONENT16:
      rb->Format = MESA_FORMAT_Z16;
      rb->DataType = GL_UNSIGNED_SHORT;
      break;
   case GL_DEPTH_COMPONENT:
   case GL_DEPTH_COMPONENT24:
   case GL_DEPTH_COMPONENT32:
      rb->Format = MESA_FORMAT_S8_Z24;
      rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
      break;
   case GL_DEPTH_STENCIL_EXT:
   case GL_DEPTH24_STENCIL8_EXT:
      rb->Format = MESA_FORMAT_S8_Z24;
      rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
      break;
   default:
      _mesa_problem(ctx,
                    "Unexpected format in intel_alloc_renderbuffer_storage");
      return GL_FALSE;
   }

   rb->_BaseFormat = _mesa_base_fbo_format(ctx, internalFormat);
   cpp = _mesa_get_format_bytes(rb->Format);

   intelFlush(ctx);

   /* free old region */
   if (irb->region) {
      intel_region_release(&irb->region);
   }

   /* allocate new memory region/renderbuffer */

   /* Choose a pitch to match hardware requirements:
    */
   pitch = ((cpp * width + 63) & ~63) / cpp;

   /* alloc hardware renderbuffer */
   DBG("Allocating %d x %d Intel RBO (pitch %d)\n", width, height, pitch);

   irb->region = intel_region_alloc(intel, I915_TILING_NONE, cpp,
				    width, height, pitch, GL_TRUE);
   if (!irb->region)
      return GL_FALSE;       /* out of memory? */

   ASSERT(irb->region->buffer);

   rb->Width = width;
   rb->Height = height;

   return GL_TRUE;
}
Ejemplo n.º 30
0
/**
 * Disable the named extension.
 * XXX is this really needed???
 */
void
_mesa_disable_extension( struct gl_context *ctx, const char *name )
{
   if (!set_extension(ctx, name, GL_FALSE))
      _mesa_problem(ctx, "Trying to disable unknown extension: %s", name);
}