static struct pipe_texture *
create_color_map_texture(GLcontext *ctx)
{
   struct pipe_context *pipe = ctx->st->pipe;
   struct pipe_texture *pt;
   enum pipe_format format;
   const uint texSize = 256; /* simple, and usually perfect */

   /* find an RGBA texture format */
   format = st_choose_format(pipe, GL_RGBA, PIPE_TEXTURE_2D, PIPE_TEXTURE_USAGE_SAMPLER);

   /* create texture for color map/table */
   pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, format, 0,
                          texSize, texSize, 1, PIPE_TEXTURE_USAGE_SAMPLER);
   return pt;
}
Example #2
0
struct pipe_resource *
st_create_color_map_texture(struct gl_context *ctx)
{
   struct st_context *st = st_context(ctx);
   struct pipe_resource *pt;
   enum pipe_format format;
   const uint texSize = 256; /* simple, and usually perfect */

   /* find an RGBA texture format */
   format = st_choose_format(st, GL_RGBA, GL_NONE, GL_NONE,
                             PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW,
                             FALSE);

   /* create texture for color map/table */
   pt = st_texture_create(st, PIPE_TEXTURE_2D, format, 0,
                          texSize, texSize, 1, 1, 0, PIPE_BIND_SAMPLER_VIEW);
   return pt;
}
Example #3
0
/**
 * Use pipe_screen::get_param() to query PIPE_CAP_ values to determine
 * which GL extensions are supported.
 * Quite a few extensions are always supported because they are standard
 * features or can be built on top of other gallium features.
 * Some fine tuning may still be needed.
 */
void st_init_extensions(struct st_context *st)
{
   struct pipe_screen *screen = st->pipe->screen;
   struct gl_context *ctx = st->ctx;
   int i, glsl_feature_level;
   GLboolean *extensions = (GLboolean *) &ctx->Extensions;

   static const struct st_extension_cap_mapping cap_mapping[] = {
      { o(ARB_base_instance),                PIPE_CAP_START_INSTANCE                   },
      { o(ARB_buffer_storage),               PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT },
      { o(ARB_depth_clamp),                  PIPE_CAP_DEPTH_CLIP_DISABLE               },
      { o(ARB_depth_texture),                PIPE_CAP_TEXTURE_SHADOW_MAP               },
      { o(ARB_draw_buffers_blend),           PIPE_CAP_INDEP_BLEND_FUNC                 },
      { o(ARB_draw_instanced),               PIPE_CAP_TGSI_INSTANCEID                  },
      { o(ARB_fragment_program_shadow),      PIPE_CAP_TEXTURE_SHADOW_MAP               },
      { o(ARB_instanced_arrays),             PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR  },
      { o(ARB_occlusion_query),              PIPE_CAP_OCCLUSION_QUERY                  },
      { o(ARB_occlusion_query2),             PIPE_CAP_OCCLUSION_QUERY                  },
      { o(ARB_point_sprite),                 PIPE_CAP_POINT_SPRITE                     },
      { o(ARB_seamless_cube_map),            PIPE_CAP_SEAMLESS_CUBE_MAP                },
      { o(ARB_shader_stencil_export),        PIPE_CAP_SHADER_STENCIL_EXPORT            },
      { o(ARB_shader_texture_lod),           PIPE_CAP_SM3                              },
      { o(ARB_shadow),                       PIPE_CAP_TEXTURE_SHADOW_MAP               },
      { o(ARB_texture_mirror_clamp_to_edge), PIPE_CAP_TEXTURE_MIRROR_CLAMP             },
      { o(ARB_texture_non_power_of_two),     PIPE_CAP_NPOT_TEXTURES                    },
      { o(ARB_timer_query),                  PIPE_CAP_QUERY_TIMESTAMP                  },
      { o(ARB_transform_feedback2),          PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME       },
      { o(ARB_transform_feedback3),          PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME       },

      { o(EXT_blend_equation_separate),      PIPE_CAP_BLEND_EQUATION_SEPARATE          },
      { o(EXT_draw_buffers2),                PIPE_CAP_INDEP_BLEND_ENABLE               },
      { o(EXT_stencil_two_side),             PIPE_CAP_TWO_SIDED_STENCIL                },
      { o(EXT_texture_array),                PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS         },
      { o(EXT_texture_filter_anisotropic),   PIPE_CAP_ANISOTROPIC_FILTER               },
      { o(EXT_texture_mirror_clamp),         PIPE_CAP_TEXTURE_MIRROR_CLAMP             },
      { o(EXT_texture_swizzle),              PIPE_CAP_TEXTURE_SWIZZLE                  },
      { o(EXT_transform_feedback),           PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS        },

      { o(AMD_seamless_cubemap_per_texture), PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE    },
      { o(ATI_separate_stencil),             PIPE_CAP_TWO_SIDED_STENCIL                },
      { o(ATI_texture_mirror_once),          PIPE_CAP_TEXTURE_MIRROR_CLAMP             },
      { o(NV_conditional_render),            PIPE_CAP_CONDITIONAL_RENDER               },
      { o(NV_texture_barrier),               PIPE_CAP_TEXTURE_BARRIER                  },
      /* GL_NV_point_sprite is not supported by gallium because we don't
       * support the GL_POINT_SPRITE_R_MODE_NV option. */

      { o(OES_standard_derivatives),         PIPE_CAP_SM3                              },
      { o(ARB_texture_cube_map_array),       PIPE_CAP_CUBE_MAP_ARRAY                   },
      { o(ARB_texture_multisample),          PIPE_CAP_TEXTURE_MULTISAMPLE              }
   };

   /* Required: render target and sampler support */
   static const struct st_extension_format_mapping rendertarget_mapping[] = {
      { { o(ARB_texture_float) },
        { PIPE_FORMAT_R32G32B32A32_FLOAT,
          PIPE_FORMAT_R16G16B16A16_FLOAT } },

      { { o(ARB_texture_rgb10_a2ui) },
        { PIPE_FORMAT_R10G10B10A2_UINT,
          PIPE_FORMAT_B10G10R10A2_UINT },
         GL_TRUE }, /* at least one format must be supported */

      { { o(EXT_framebuffer_sRGB) },
        { PIPE_FORMAT_A8B8G8R8_SRGB,
          PIPE_FORMAT_B8G8R8A8_SRGB },
         GL_TRUE }, /* at least one format must be supported */

      { { o(EXT_packed_float) },
        { PIPE_FORMAT_R11G11B10_FLOAT } },

      { { o(EXT_texture_integer) },
        { PIPE_FORMAT_R32G32B32A32_UINT,
          PIPE_FORMAT_R32G32B32A32_SINT } },

      { { o(ARB_texture_rg) },
        { PIPE_FORMAT_R8_UNORM,
          PIPE_FORMAT_R8G8_UNORM } },
   };

   /* Required: depth stencil and sampler support */
   static const struct st_extension_format_mapping depthstencil_mapping[] = {
      { { o(ARB_depth_buffer_float) },
        { PIPE_FORMAT_Z32_FLOAT,
          PIPE_FORMAT_Z32_FLOAT_S8X24_UINT } },
   };

   /* Required: sampler support */
   static const struct st_extension_format_mapping texture_mapping[] = {
      { { o(ARB_texture_compression_rgtc) },
        { PIPE_FORMAT_RGTC1_UNORM,
          PIPE_FORMAT_RGTC1_SNORM,
          PIPE_FORMAT_RGTC2_UNORM,
          PIPE_FORMAT_RGTC2_SNORM } },

      { { o(EXT_texture_compression_latc) },
        { PIPE_FORMAT_LATC1_UNORM,
          PIPE_FORMAT_LATC1_SNORM,
          PIPE_FORMAT_LATC2_UNORM,
          PIPE_FORMAT_LATC2_SNORM } },

      { { o(EXT_texture_compression_s3tc),
          o(ANGLE_texture_compression_dxt) },
        { PIPE_FORMAT_DXT1_RGB,
          PIPE_FORMAT_DXT1_RGBA,
          PIPE_FORMAT_DXT3_RGBA,
          PIPE_FORMAT_DXT5_RGBA } },

      { { o(EXT_texture_shared_exponent) },
        { PIPE_FORMAT_R9G9B9E5_FLOAT } },

      { { o(EXT_texture_snorm) },
        { PIPE_FORMAT_R8G8B8A8_SNORM } },

      { { o(EXT_texture_sRGB),
          o(EXT_texture_sRGB_decode) },
        { PIPE_FORMAT_A8B8G8R8_SRGB,
          PIPE_FORMAT_B8G8R8A8_SRGB },
        GL_TRUE }, /* at least one format must be supported */

      { { o(ATI_texture_compression_3dc) },
        { PIPE_FORMAT_LATC2_UNORM } },

      { { o(MESA_ycbcr_texture) },
        { PIPE_FORMAT_UYVY,
          PIPE_FORMAT_YUYV },
        GL_TRUE }, /* at least one format must be supported */

      { { o(OES_compressed_ETC1_RGB8_texture) },
        { PIPE_FORMAT_ETC1_RGB8 } },
   };

   /* Required: vertex fetch support. */
   static const struct st_extension_format_mapping vertex_mapping[] = {
      { { o(ARB_vertex_type_2_10_10_10_rev) },
        { PIPE_FORMAT_R10G10B10A2_UNORM,
          PIPE_FORMAT_B10G10R10A2_UNORM,
          PIPE_FORMAT_R10G10B10A2_SNORM,
          PIPE_FORMAT_B10G10R10A2_SNORM,
          PIPE_FORMAT_R10G10B10A2_USCALED,
          PIPE_FORMAT_B10G10R10A2_USCALED,
          PIPE_FORMAT_R10G10B10A2_SSCALED,
          PIPE_FORMAT_B10G10R10A2_SSCALED } },
      { { o(ARB_vertex_type_10f_11f_11f_rev) },
        { PIPE_FORMAT_R11G11B10_FLOAT } },
   };

   static const struct st_extension_format_mapping tbo_rgb32[] = {
      { {o(ARB_texture_buffer_object_rgb32) },
        { PIPE_FORMAT_R32G32B32_FLOAT,
          PIPE_FORMAT_R32G32B32_UINT,
          PIPE_FORMAT_R32G32B32_SINT,
        } },
   };

   /*
    * Extensions that are supported by all Gallium drivers:
    */
   ctx->Extensions.ARB_ES2_compatibility = GL_TRUE;
   ctx->Extensions.ARB_draw_elements_base_vertex = GL_TRUE;
   ctx->Extensions.ARB_explicit_attrib_location = GL_TRUE;
   ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
   ctx->Extensions.ARB_fragment_program = GL_TRUE;
   ctx->Extensions.ARB_fragment_shader = GL_TRUE;
   ctx->Extensions.ARB_half_float_vertex = GL_TRUE;
   ctx->Extensions.ARB_internalformat_query = GL_TRUE;
   ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
   ctx->Extensions.ARB_texture_border_clamp = GL_TRUE; /* XXX temp */
   ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
   ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
   ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE;
   ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE;
   ctx->Extensions.ARB_vertex_program = GL_TRUE;
   ctx->Extensions.ARB_vertex_shader = GL_TRUE;

   ctx->Extensions.EXT_blend_color = GL_TRUE;
   ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
   ctx->Extensions.EXT_blend_minmax = GL_TRUE;
   ctx->Extensions.EXT_gpu_program_parameters = GL_TRUE;
   ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
   ctx->Extensions.EXT_point_parameters = GL_TRUE;
   ctx->Extensions.EXT_provoking_vertex = GL_TRUE;

   /* IMPORTANT:
    *    Don't enable EXT_separate_shader_objects. It disallows a certain
    *    optimization in the GLSL compiler and therefore is considered
    *    harmful.
    */
   ctx->Extensions.EXT_separate_shader_objects = GL_FALSE;

   ctx->Extensions.EXT_texture_env_dot3 = GL_TRUE;
   ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;

   ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE;

   ctx->Extensions.MESA_pack_invert = GL_TRUE;

   ctx->Extensions.NV_fog_distance = GL_TRUE;
   ctx->Extensions.NV_texture_env_combine4 = GL_TRUE;
   ctx->Extensions.NV_texture_rectangle = GL_TRUE;
   ctx->Extensions.NV_vdpau_interop = GL_TRUE;

   ctx->Extensions.OES_EGL_image = GL_TRUE;
   ctx->Extensions.OES_EGL_image_external = GL_TRUE;
   ctx->Extensions.OES_draw_texture = GL_TRUE;

   /* Expose the extensions which directly correspond to gallium caps. */
   for (i = 0; i < Elements(cap_mapping); i++) {
      if (screen->get_param(screen, cap_mapping[i].cap)) {
         extensions[cap_mapping[i].extension_offset] = GL_TRUE;
      }
   }

   /* Expose the extensions which directly correspond to gallium formats. */
   init_format_extensions(st, rendertarget_mapping,
                          Elements(rendertarget_mapping), PIPE_TEXTURE_2D,
                          PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW);
   init_format_extensions(st, depthstencil_mapping,
                          Elements(depthstencil_mapping), PIPE_TEXTURE_2D,
                          PIPE_BIND_DEPTH_STENCIL | PIPE_BIND_SAMPLER_VIEW);
   init_format_extensions(st, texture_mapping, Elements(texture_mapping),
                          PIPE_TEXTURE_2D, PIPE_BIND_SAMPLER_VIEW);
   init_format_extensions(st, vertex_mapping, Elements(vertex_mapping),
                          PIPE_BUFFER, PIPE_BIND_VERTEX_BUFFER);

   /* Figure out GLSL support. */
   glsl_feature_level = screen->get_param(screen, PIPE_CAP_GLSL_FEATURE_LEVEL);

   ctx->Const.GLSLVersion = glsl_feature_level;
   if (glsl_feature_level >= 330)
      ctx->Const.GLSLVersion = 330;

   _mesa_override_glsl_version(st->ctx);

   if (st->options.force_glsl_version > 0 &&
       st->options.force_glsl_version <= ctx->Const.GLSLVersion) {
      ctx->Const.ForceGLSLVersion = st->options.force_glsl_version;
   }

   /* This extension needs full OpenGL 3.2, but we don't know if that's
    * supported at this point. Only check the GLSL version. */
   if (ctx->Const.GLSLVersion >= 150 &&
       screen->get_param(screen, PIPE_CAP_TGSI_VS_LAYER)) {
      ctx->Extensions.AMD_vertex_shader_layer = GL_TRUE;
   }

   if (ctx->Const.GLSLVersion >= 130) {
      ctx->Const.NativeIntegers = GL_TRUE;
      ctx->Const.MaxClipPlanes = 8;

      /* Extensions that either depend on GLSL 1.30 or are a subset thereof. */
      ctx->Extensions.ARB_conservative_depth = GL_TRUE;
      ctx->Extensions.ARB_shading_language_packing = GL_TRUE;
      ctx->Extensions.OES_depth_texture_cube_map = GL_TRUE;
      ctx->Extensions.ARB_shading_language_420pack = GL_TRUE;

      if (!st->options.disable_shader_bit_encoding) {
         ctx->Extensions.ARB_shader_bit_encoding = GL_TRUE;
      }
   } else {
      /* Optional integer support for GLSL 1.2. */
      if (screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
                                   PIPE_SHADER_CAP_INTEGERS) &&
          screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
                                   PIPE_SHADER_CAP_INTEGERS)) {
         ctx->Const.NativeIntegers = GL_TRUE;
      }
   }

   /* Below are the cases which cannot be moved into tables easily. */

   if (!ctx->Mesa_DXTn && !st->options.force_s3tc_enable) {
      ctx->Extensions.EXT_texture_compression_s3tc = GL_FALSE;
      ctx->Extensions.ANGLE_texture_compression_dxt = GL_FALSE;
   }

   if (screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY,
                                PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
#if 0 /* XXX re-enable when GLSL compiler again supports geometry shaders */
      ctx->Extensions.ARB_geometry_shader4 = GL_TRUE;
#endif
   }

   ctx->Extensions.NV_primitive_restart = GL_TRUE;
   if (!screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART)) {
      ctx->Const.PrimitiveRestartInSoftware = GL_TRUE;
   }

   /* ARB_color_buffer_float. */
   if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
      ctx->Extensions.ARB_color_buffer_float = GL_TRUE;

      if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
         st->clamp_vert_color_in_shader = TRUE;
      }

      if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
         st->clamp_frag_color_in_shader = TRUE;
      }

      /* For drivers which cannot do color clamping, it's better to just
       * disable ARB_color_buffer_float in the core profile, because
       * the clamping is deprecated there anyway. */
      if (ctx->API == API_OPENGL_CORE &&
          (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
         st->clamp_vert_color_in_shader = GL_FALSE;
         st->clamp_frag_color_in_shader = GL_FALSE;
         ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
      }
   }

   if (screen->fence_finish) {
      ctx->Extensions.ARB_sync = GL_TRUE;
   }

   /* Maximum sample count. */
   for (i = 16; i > 0; --i) {
      enum pipe_format pformat = st_choose_format(st, GL_RGBA,
                                                  GL_NONE, GL_NONE,
                                                  PIPE_TEXTURE_2D, i,
                                                  PIPE_BIND_RENDER_TARGET, FALSE);
      if (pformat != PIPE_FORMAT_NONE) {
         ctx->Const.MaxSamples = i;
         ctx->Const.MaxColorTextureSamples = i;
         break;
      }
   }
   for (i = ctx->Const.MaxSamples; i > 0; --i) {
      enum pipe_format pformat = st_choose_format(st, GL_DEPTH_STENCIL,
                                                  GL_NONE, GL_NONE,
                                                  PIPE_TEXTURE_2D, i,
                                                  PIPE_BIND_DEPTH_STENCIL, FALSE);
      if (pformat != PIPE_FORMAT_NONE) {
         ctx->Const.MaxDepthTextureSamples = i;
         break;
      }
   }
   for (i = ctx->Const.MaxSamples; i > 0; --i) {
      enum pipe_format pformat = st_choose_format(st, GL_RGBA_INTEGER,
                                                  GL_NONE, GL_NONE,
                                                  PIPE_TEXTURE_2D, i,
                                                  PIPE_BIND_RENDER_TARGET, FALSE);
      if (pformat != PIPE_FORMAT_NONE) {
         ctx->Const.MaxIntegerSamples = i;
         break;
      }
   }
   if (ctx->Const.MaxSamples == 1) {
      /* one sample doesn't really make sense */
      ctx->Const.MaxSamples = 0;
   }
   else if (ctx->Const.MaxSamples >= 2) {
      ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE;
      ctx->Extensions.EXT_framebuffer_multisample_blit_scaled = GL_TRUE;
   }

   if (ctx->Const.MaxDualSourceDrawBuffers > 0 &&
       !st->options.disable_blend_func_extended)
      ctx->Extensions.ARB_blend_func_extended = GL_TRUE;

   st->has_time_elapsed =
      screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);

   if (st->has_time_elapsed ||
       ctx->Extensions.ARB_timer_query) {
      ctx->Extensions.EXT_timer_query = GL_TRUE;
   }

   if (ctx->Extensions.ARB_transform_feedback2 &&
       ctx->Extensions.ARB_draw_instanced) {
      ctx->Extensions.ARB_transform_feedback_instanced = GL_TRUE;
   }
   if (st->options.force_glsl_extensions_warn)
      ctx->Const.ForceGLSLExtensionsWarn = 1;

   if (st->options.disable_glsl_line_continuations)
      ctx->Const.DisableGLSLLineContinuations = 1;

   ctx->Const.MinMapBufferAlignment =
      screen->get_param(screen, PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT);

   if (screen->get_param(screen, PIPE_CAP_TEXTURE_BUFFER_OBJECTS)) {
      ctx->Extensions.ARB_texture_buffer_object = GL_TRUE;

      ctx->Const.MaxTextureBufferSize =
         _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE),
              (1u << 31) - 1);
      ctx->Const.TextureBufferOffsetAlignment =
         screen->get_param(screen, PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT);

      if (ctx->Const.TextureBufferOffsetAlignment)
         ctx->Extensions.ARB_texture_buffer_range = GL_TRUE;

      init_format_extensions(st, tbo_rgb32, Elements(tbo_rgb32),
                             PIPE_BUFFER, PIPE_BIND_SAMPLER_VIEW);
   }

   if (screen->get_param(screen, PIPE_CAP_MIXED_FRAMEBUFFER_SIZES)) {
      ctx->Extensions.ARB_framebuffer_object = GL_TRUE;
   }

   /* Unpacking a varying in the fragment shader costs 1 texture indirection.
    * If the number of available texture indirections is very limited, then we
    * prefer to disable varying packing rather than run the risk of varying
    * packing preventing a shader from running.
    */
   if (screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
                                PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS) <= 8) {
      /* We can't disable varying packing if transform feedback is available,
       * because transform feedback code assumes a packed varying layout.
       */
      if (!ctx->Extensions.EXT_transform_feedback)
         ctx->Const.DisableVaryingPacking = GL_TRUE;
   }

   if (ctx->API == API_OPENGL_CORE) {
      ctx->Const.MaxViewports = screen->get_param(screen, PIPE_CAP_MAX_VIEWPORTS);
      if (ctx->Const.MaxViewports >= 16) {
         ctx->Const.ViewportBounds.Min = -16384.0;
         ctx->Const.ViewportBounds.Max = 16384.0;
         ctx->Extensions.ARB_viewport_array = GL_TRUE;
      }
   }
   if (ctx->Const.MaxProgramTextureGatherComponents > 0)
      ctx->Extensions.ARB_texture_gather = GL_TRUE;
}
Example #4
0
/**
 * Called via ctx->Driver.DrawPixels()
 */
static void
st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
              GLsizei width, GLsizei height,
              GLenum format, GLenum type,
              const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels)
{
   void *driver_vp, *driver_fp;
   struct st_context *st = st_context(ctx);
   const GLfloat *color;
   struct pipe_context *pipe = st->pipe;
   GLboolean write_stencil = GL_FALSE, write_depth = GL_FALSE;
   struct pipe_sampler_view *sv[2];
   int num_sampler_view = 1;
   enum pipe_format stencil_format = PIPE_FORMAT_NONE;
   struct st_fp_variant *fpv;

   if (format == GL_DEPTH_STENCIL)
      write_stencil = write_depth = GL_TRUE;
   else if (format == GL_STENCIL_INDEX)
      write_stencil = GL_TRUE;
   else if (format == GL_DEPTH_COMPONENT)
      write_depth = GL_TRUE;

   if (write_stencil) {
      enum pipe_format tex_format;
      /* can we write to stencil if not fallback */
      if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT))
	 goto stencil_fallback;

      tex_format = st_choose_format(st->pipe->screen, base_format(format),
                                    GL_NONE, GL_NONE,
                                    PIPE_TEXTURE_2D,
				    0, PIPE_BIND_SAMPLER_VIEW);
      if (tex_format == PIPE_FORMAT_Z24_UNORM_S8_USCALED)
	 stencil_format = PIPE_FORMAT_X24S8_USCALED;
      else if (tex_format == PIPE_FORMAT_S8_USCALED_Z24_UNORM)
	 stencil_format = PIPE_FORMAT_S8X24_USCALED;
      else
	 stencil_format = PIPE_FORMAT_S8_USCALED;
      if (stencil_format == PIPE_FORMAT_NONE)
	 goto stencil_fallback;
   }

   /* Mesa state should be up to date by now */
   assert(ctx->NewState == 0x0);

   st_validate_state(st);

   /*
    * Get vertex/fragment shaders
    */
   if (write_depth || write_stencil) {
      fpv = get_depth_stencil_fp_variant(st, write_depth, write_stencil);

      driver_fp = fpv->driver_shader;

      driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);

      color = ctx->Current.RasterColor;
   }
   else {
      fpv = get_color_fp_variant(st);

      driver_fp = fpv->driver_shader;

      driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);

      color = NULL;
      if (st->pixel_xfer.pixelmap_enabled) {
	  sv[1] = st->pixel_xfer.pixelmap_sampler_view;
	  num_sampler_view++;
      }
   }

   /* update fragment program constants */
   st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);

   /* draw with textured quad */
   {
      struct pipe_resource *pt
         = make_texture(st, width, height, format, type, unpack, pixels);
      if (pt) {
         sv[0] = st_create_texture_sampler_view(st->pipe, pt);

         if (sv[0]) {
	    if (write_stencil) {
	       sv[1] = st_create_texture_sampler_view_format(st->pipe, pt,
                                                             stencil_format);
	       num_sampler_view++;
	    }

            draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
                               width, height,
                               ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
                               sv,
                               num_sampler_view,
                               driver_vp,
                               driver_fp,
                               color, GL_FALSE, write_depth, write_stencil);
            pipe_sampler_view_reference(&sv[0], NULL);
            if (num_sampler_view > 1)
               pipe_sampler_view_reference(&sv[1], NULL);
         }
         pipe_resource_reference(&pt, NULL);
      }
   }
   return;

stencil_fallback:
   draw_stencil_pixels(ctx, x, y, width, height, format, type,
		       unpack, pixels);
}
Example #5
0
static void
st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy,
              GLsizei width, GLsizei height,
              GLint dstx, GLint dsty, GLenum type)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct st_renderbuffer *rbRead;
   void *driver_vp, *driver_fp;
   struct pipe_resource *pt;
   struct pipe_sampler_view *sv[2];
   int num_sampler_view = 1;
   GLfloat *color;
   enum pipe_format srcFormat, texFormat;
   GLboolean invertTex = GL_FALSE;
   GLint readX, readY, readW, readH;
   GLuint sample_count;
   struct gl_pixelstore_attrib pack = ctx->DefaultPacking;
   struct st_fp_variant *fpv;

   st_validate_state(st);

   if (type == GL_STENCIL) {
      /* can't use texturing to do stencil */
      copy_stencil_pixels(ctx, srcx, srcy, width, height, dstx, dsty);
      return;
   }

   if (blit_copy_pixels(ctx, srcx, srcy, width, height, dstx, dsty, type))
      return;

   /*
    * The subsequent code implements glCopyPixels by copying the source
    * pixels into a temporary texture that's then applied to a textured quad.
    * When we draw the textured quad, all the usual per-fragment operations
    * are handled.
    */


   /*
    * Get vertex/fragment shaders
    */
   if (type == GL_COLOR) {
      rbRead = st_get_color_read_renderbuffer(ctx);
      color = NULL;

      fpv = get_color_fp_variant(st);
      driver_fp = fpv->driver_shader;

      driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);

      if (st->pixel_xfer.pixelmap_enabled) {
	  sv[1] = st->pixel_xfer.pixelmap_sampler_view;
	  num_sampler_view++;
      }
   }
   else {
      assert(type == GL_DEPTH);
      rbRead = st_renderbuffer(ctx->ReadBuffer->_DepthBuffer);
      color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];

      fpv = get_depth_stencil_fp_variant(st, GL_TRUE, GL_FALSE);
      driver_fp = fpv->driver_shader;

      driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
   }

   /* update fragment program constants */
   st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);


   if (rbRead->Base.Wrapped)
      rbRead = st_renderbuffer(rbRead->Base.Wrapped);

   sample_count = rbRead->texture->nr_samples;
   /* I believe this would be legal, presumably would need to do a resolve
      for color, and for depth/stencil spec says to just use one of the
      depth/stencil samples per pixel? Need some transfer clarifications. */
   assert(sample_count < 2);

   srcFormat = rbRead->texture->format;

   if (screen->is_format_supported(screen, srcFormat, st->internal_target,
                                   sample_count,
                                   PIPE_BIND_SAMPLER_VIEW)) {
      texFormat = srcFormat;
   }
   else {
      /* srcFormat can't be used as a texture format */
      if (type == GL_DEPTH) {
         texFormat = st_choose_format(screen, GL_DEPTH_COMPONENT,
                                      GL_NONE, GL_NONE, st->internal_target,
				      sample_count, PIPE_BIND_DEPTH_STENCIL);
         assert(texFormat != PIPE_FORMAT_NONE);
      }
      else {
         /* default color format */
         texFormat = st_choose_format(screen, GL_RGBA,
                                      GL_NONE, GL_NONE, st->internal_target,
                                      sample_count, PIPE_BIND_SAMPLER_VIEW);
         assert(texFormat != PIPE_FORMAT_NONE);
      }
   }

   /* Invert src region if needed */
   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
      srcy = ctx->ReadBuffer->Height - srcy - height;
      invertTex = !invertTex;
   }

   /* Clip the read region against the src buffer bounds.
    * We'll still allocate a temporary buffer/texture for the original
    * src region size but we'll only read the region which is on-screen.
    * This may mean that we draw garbage pixels into the dest region, but
    * that's expected.
    */
   readX = srcx;
   readY = srcy;
   readW = width;
   readH = height;
   _mesa_clip_readpixels(ctx, &readX, &readY, &readW, &readH, &pack);
   readW = MAX2(0, readW);
   readH = MAX2(0, readH);

   /* alloc temporary texture */
   pt = alloc_texture(st, width, height, texFormat);
   if (!pt)
      return;

   sv[0] = st_create_texture_sampler_view(st->pipe, pt);
   if (!sv[0]) {
      pipe_resource_reference(&pt, NULL);
      return;
   }

   /* Make temporary texture which is a copy of the src region.
    */
   if (srcFormat == texFormat) {
      struct pipe_box src_box;
      u_box_2d(readX, readY, readW, readH, &src_box);
      /* copy source framebuffer surface into mipmap/texture */
      pipe->resource_copy_region(pipe,
                                 pt,                                /* dest tex */
                                 0,                                 /* dest lvl */
                                 pack.SkipPixels, pack.SkipRows, 0, /* dest pos */
                                 rbRead->texture,                   /* src tex */
                                 rbRead->rtt_level,                 /* src lvl */
                                 &src_box);

   }
   else {
      /* CPU-based fallback/conversion */
      struct pipe_transfer *ptRead =
         pipe_get_transfer(st->pipe, rbRead->texture,
                           rbRead->rtt_level,
                           rbRead->rtt_face + rbRead->rtt_slice,
                           PIPE_TRANSFER_READ,
                           readX, readY, readW, readH);
      struct pipe_transfer *ptTex;
      enum pipe_transfer_usage transfer_usage;

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

      if (type == GL_DEPTH && util_format_is_depth_and_stencil(pt->format))
         transfer_usage = PIPE_TRANSFER_READ_WRITE;
      else
         transfer_usage = PIPE_TRANSFER_WRITE;

      ptTex = pipe_get_transfer(st->pipe, pt, 0, 0, transfer_usage,
                                0, 0, width, height);

      /* copy image from ptRead surface to ptTex surface */
      if (type == GL_COLOR) {
         /* alternate path using get/put_tile() */
         GLfloat *buf = (GLfloat *) malloc(width * height * 4 * sizeof(GLfloat));
         enum pipe_format readFormat, drawFormat;
         readFormat = util_format_linear(rbRead->texture->format);
         drawFormat = util_format_linear(pt->format);
         pipe_get_tile_rgba_format(pipe, ptRead, 0, 0, readW, readH,
                                   readFormat, buf);
         pipe_put_tile_rgba_format(pipe, ptTex, pack.SkipPixels, pack.SkipRows,
                                   readW, readH, drawFormat, buf);
         free(buf);
      }
      else {
         /* GL_DEPTH */
         GLuint *buf = (GLuint *) malloc(width * height * sizeof(GLuint));
         pipe_get_tile_z(pipe, ptRead, 0, 0, readW, readH, buf);
         pipe_put_tile_z(pipe, ptTex, pack.SkipPixels, pack.SkipRows,
                         readW, readH, buf);
         free(buf);
      }

      pipe->transfer_destroy(pipe, ptRead);
      pipe->transfer_destroy(pipe, ptTex);
   }

   /* OK, the texture 'pt' contains the src image/pixels.  Now draw a
    * textured quad with that texture.
    */
   draw_textured_quad(ctx, dstx, dsty, ctx->Current.RasterPos[2],
                      width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
                      sv,
                      num_sampler_view,
                      driver_vp, 
                      driver_fp,
                      color, invertTex, GL_FALSE, GL_FALSE);

   pipe_resource_reference(&pt, NULL);
   pipe_sampler_view_reference(&sv[0], NULL);
}
Example #6
0
static void
st_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy,
              GLsizei width, GLsizei height,
              GLint dstx, GLint dsty, GLenum type)
{
   struct st_context *st = ctx->st;
   struct pipe_context *pipe = st->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct st_renderbuffer *rbRead;
   struct st_vertex_program *stvp;
   struct st_fragment_program *stfp;
   struct pipe_texture *pt;
   GLfloat *color;
   enum pipe_format srcFormat, texFormat;

   pipe->flush(pipe, PIPE_FLUSH_RENDER_CACHE, NULL);

   st_validate_state(st);

   if (srcx < 0) {
      width -= -srcx;
      dstx += -srcx;
      srcx = 0;
   }

   if (srcy < 0) {
      height -= -srcy;
      dsty += -srcy;
      srcy = 0;
   }

   if (dstx < 0) {
      width -= -dstx;
      srcx += -dstx;
      dstx = 0;
   }

   if (dsty < 0) {
      height -= -dsty;
      srcy += -dsty;
      dsty = 0;
   }

   if (width < 0 || height < 0)
      return;


   if (type == GL_STENCIL) {
      /* can't use texturing to do stencil */
      copy_stencil_pixels(ctx, srcx, srcy, width, height, dstx, dsty);
      return;
   }

   if (type == GL_COLOR) {
      rbRead = st_get_color_read_renderbuffer(ctx);
      color = NULL;
      stfp = combined_drawpix_fragment_program(ctx);
      stvp = st_make_passthrough_vertex_shader(ctx->st, GL_FALSE);
   }
   else {
      assert(type == GL_DEPTH);
      rbRead = st_renderbuffer(ctx->ReadBuffer->_DepthBuffer);
      color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
      stfp = make_fragment_shader_z(ctx->st);
      stvp = st_make_passthrough_vertex_shader(ctx->st, GL_TRUE);
   }

   srcFormat = rbRead->texture->format;

   if (screen->is_format_supported(screen, srcFormat, PIPE_TEXTURE_2D, 
                                   PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
      texFormat = srcFormat;
   }
   else {
      /* srcFormat can't be used as a texture format */
      if (type == GL_DEPTH) {
         texFormat = st_choose_format(pipe, GL_DEPTH_COMPONENT, PIPE_TEXTURE_2D, 
                                      PIPE_TEXTURE_USAGE_DEPTH_STENCIL);
         assert(texFormat != PIPE_FORMAT_NONE); /* XXX no depth texture formats??? */
      }
      else {
         /* default color format */
         texFormat = st_choose_format(pipe, GL_RGBA, PIPE_TEXTURE_2D, 
                                      PIPE_TEXTURE_USAGE_SAMPLER);
         assert(texFormat != PIPE_FORMAT_NONE);
      }
   }

   if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
      srcy = ctx->DrawBuffer->Height - srcy - height;

      if (srcy < 0) {
         height -= -srcy;
         srcy = 0;
      }
      
      if (height < 0)
         return;
   }

   pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, texFormat, 0,
                          width, height, 1,
                          PIPE_TEXTURE_USAGE_SAMPLER);
   if (!pt)
      return;


   if (srcFormat == texFormat) {
      /* copy source framebuffer surface into mipmap/texture */
      struct pipe_surface *psRead = screen->get_tex_surface(screen,
                                       rbRead->texture, 0, 0, 0,
                                       PIPE_BUFFER_USAGE_GPU_READ);
      struct pipe_surface *psTex = screen->get_tex_surface(screen, pt, 0, 0, 0, 
                                      PIPE_BUFFER_USAGE_GPU_WRITE );
      pipe->surface_copy(pipe,
			 psTex, /* dest */
			 0, 0, /* destx/y */
			 psRead,
			 srcx, srcy, width, height);
      pipe_surface_reference(&psRead, NULL); 
      pipe_surface_reference(&psTex, NULL);
   }
   else {
      /* CPU-based fallback/conversion */
      struct pipe_transfer *ptRead =
         st_cond_flush_get_tex_transfer(st, rbRead->texture, 0, 0, 0,
					PIPE_TRANSFER_READ, srcx, srcy, width,
					height);
      struct pipe_transfer *ptTex;
      enum pipe_transfer_usage transfer_usage;

      if (type == GL_DEPTH && pf_is_depth_and_stencil(pt->format))
         transfer_usage = PIPE_TRANSFER_READ_WRITE;
      else
         transfer_usage = PIPE_TRANSFER_WRITE;

      ptTex = st_cond_flush_get_tex_transfer(st, pt, 0, 0, 0, transfer_usage,
                                             0, 0, width, height);

      if (type == GL_COLOR) {
         /* alternate path using get/put_tile() */
         GLfloat *buf = (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));

         pipe_get_tile_rgba(ptRead, 0, 0, width, height, buf);
         pipe_put_tile_rgba(ptTex, 0, 0, width, height, buf);

         _mesa_free(buf);
      }
      else {
         /* GL_DEPTH */
         GLuint *buf = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint));
         pipe_get_tile_z(ptRead, 0, 0, width, height, buf);
         pipe_put_tile_z(ptTex, 0, 0, width, height, buf);
         _mesa_free(buf);
      }

      screen->tex_transfer_destroy(ptRead);
      screen->tex_transfer_destroy(ptTex);
   }

   /* draw textured quad */
   draw_textured_quad(ctx, dstx, dsty, ctx->Current.RasterPos[2],
                      width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
                      pt, stvp, stfp, color, GL_TRUE);

   pipe_texture_reference(&pt, NULL);
}