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; }
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; }
/** * 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; }
/** * 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); }
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); }
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); }