コード例 #1
0
ファイル: viewport.c プロジェクト: ChristophHaag/mesa-mesa
void GLAPIENTRY
_mesa_ViewportIndexedf_no_error(GLuint index, GLfloat x, GLfloat y,
                                GLfloat w, GLfloat h)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_set_viewport(ctx, index, x, y, w, h);
}
コード例 #2
0
ファイル: matrix.c プロジェクト: mariuz/haiku
/**
 * Set the viewport.
 * 
 * \param x, y coordinates of the lower-left corner of the viewport rectangle.
 * \param width width of the viewport rectangle.
 * \param height height of the viewport rectangle.
 *
 * \sa Called via glViewport() or display list execution.
 *
 * Flushes the vertices and calls _mesa_set_viewport() with the given
 * parameters.
 */
void GLAPIENTRY
_mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
{
   GET_CURRENT_CONTEXT(ctx);
   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
   _mesa_set_viewport(ctx, x, y, width, height);
}
コード例 #3
0
ファイル: r128_context.c プロジェクト: aosm/X11
/* Force the context `c' to be the current context and associate with it
 * buffer `b'.
 */
GLboolean
r128MakeCurrent( __DRIcontextPrivate *driContextPriv,
                 __DRIdrawablePrivate *driDrawPriv,
                 __DRIdrawablePrivate *driReadPriv )
{
   if ( driContextPriv ) {
      GET_CURRENT_CONTEXT(ctx);
      r128ContextPtr oldR128Ctx = ctx ? R128_CONTEXT(ctx) : NULL;
      r128ContextPtr newR128Ctx = (r128ContextPtr) driContextPriv->driverPrivate;

      if ( newR128Ctx != oldR128Ctx ) {
	 newR128Ctx->new_state |= R128_NEW_CONTEXT;
	 newR128Ctx->dirty = R128_UPLOAD_ALL;
      }

      newR128Ctx->driDrawable = driDrawPriv;

      _mesa_make_current2( newR128Ctx->glCtx,
                           (GLframebuffer *) driDrawPriv->driverPrivate,
                           (GLframebuffer *) driReadPriv->driverPrivate );


      newR128Ctx->new_state |= R128_NEW_WINDOW | R128_NEW_CLIP;

      if ( !newR128Ctx->glCtx->Viewport.Width ) {
	 _mesa_set_viewport(newR128Ctx->glCtx, 0, 0,
                            driDrawPriv->w, driDrawPriv->h);
      }
   } else {
      _mesa_make_current( 0, 0 );
   }

   return GL_TRUE;
}
コード例 #4
0
ファイル: viewport.c プロジェクト: ChristophHaag/mesa-mesa
static void
viewport_indexed_err(struct gl_context *ctx, GLuint index, GLfloat x, GLfloat y,
                     GLfloat w, GLfloat h, const char *function)
{
   if (MESA_VERBOSE & VERBOSE_API)
      _mesa_debug(ctx, "%s(%d, %f, %f, %f, %f)\n",
                  function, index, x, y, w, h);

   if (index >= ctx->Const.MaxViewports) {
      _mesa_error(ctx, GL_INVALID_VALUE,
                  "%s: index (%d) >= MaxViewports (%d)",
                  function, index, ctx->Const.MaxViewports);
      return;
   }

   /* Verify width & height */
   if (w < 0 || h < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE,
                  "%s: index (%d) width or height < 0 (%f, %f)",
                  function, index, w, h);
      return;
   }

   _mesa_set_viewport(ctx, index, x, y, w, h);
}
コード例 #5
0
/**
 * Check if the viewport/scissor size has not yet been initialized.
 * Initialize the size if the given width and height are non-zero.
 */
void
_mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
{
   if (!ctx->ViewportInitialized && width > 0 && height > 0) {
      /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
       * potential infinite recursion.
       */
      ctx->ViewportInitialized = GL_TRUE;
      _mesa_set_viewport(ctx, 0, 0, width, height);
      _mesa_set_scissor(ctx, 0, 0, width, height);
   }
}
コード例 #6
0
ファイル: GalliumContext.cpp プロジェクト: pwnz7777/Mesa-3D
void
GalliumContext::ResizeViewport(int32 width, int32 height)
{
	CALLED();
	for (context_id i = 0; i < CONTEXT_MAX; i++) {
		if (fContext[i] && fContext[i]->st) {
			struct st_context *stContext = (struct st_context*)fContext[i]->st;
			_mesa_set_viewport(stContext->ctx, 0, 0, 0, width, height);
        		st_manager_validate_framebuffers(stContext);
		}
	}
}
コード例 #7
0
ファイル: radeon_context.c プロジェクト: aosm/X11
/* Force the context `c' to be the current context and associate with it
 * buffer `b'.
 */
GLboolean
radeonMakeCurrent( __DRIcontextPrivate *driContextPriv,
                   __DRIdrawablePrivate *driDrawPriv,
                   __DRIdrawablePrivate *driReadPriv )
{
   if ( driContextPriv ) {
      radeonContextPtr newCtx = 
	 (radeonContextPtr) driContextPriv->driverPrivate;

      if (RADEON_DEBUG & DEBUG_DRI)
	 fprintf(stderr, "%s ctx %p\n", __FUNCTION__, (void *)newCtx->glCtx);

      if ( newCtx->dri.drawable != driDrawPriv ) {
	 newCtx->dri.drawable = driDrawPriv;
	 radeonUpdateWindow( newCtx->glCtx );
	 radeonUpdateViewportOffset( newCtx->glCtx );
      }
  
      _mesa_make_current2( newCtx->glCtx,
			   (GLframebuffer *) driDrawPriv->driverPrivate,
			   (GLframebuffer *) driReadPriv->driverPrivate );

      if ( !newCtx->glCtx->Viewport.Width ) {
	 _mesa_set_viewport( newCtx->glCtx, 0, 0,
			     driDrawPriv->w, driDrawPriv->h );
      }

      if (newCtx->vb.enabled)
	 radeonVtxfmtMakeCurrent( newCtx->glCtx );

   } else {
      if (RADEON_DEBUG & DEBUG_DRI)
	 fprintf(stderr, "%s ctx is null\n", __FUNCTION__);
      _mesa_make_current( 0, 0 );
   }

   if (RADEON_DEBUG & DEBUG_DRI)
      fprintf(stderr, "End %s\n", __FUNCTION__);
   return GL_TRUE;
}
コード例 #8
0
ファイル: st_context.c プロジェクト: astrofimov/vgallium
void st_make_current(struct st_context *st,
                     struct st_framebuffer *draw,
                     struct st_framebuffer *read)
{
   if (st) {
      GLboolean firstTime = st->ctx->FirstTimeCurrent;
      _mesa_make_current(st->ctx, &draw->Base, &read->Base);
      /* Need to initialize viewport here since draw->Base->Width/Height
       * will still be zero at this point.
       * This could be improved, but would require rather extensive work
       * elsewhere (allocate rb surface storage sooner)
       */
      if (firstTime) {
         GLuint w = draw->InitWidth, h = draw->InitHeight;
         _mesa_set_viewport(st->ctx, 0, 0, w, h);
         _mesa_set_scissor(st->ctx, 0, 0, w, h);

      }
   }
   else {
      _mesa_make_current(NULL, NULL, NULL);
   }
}
コード例 #9
0
ファイル: meta.c プロジェクト: GYGit/reactos
/**
 * Leave meta state.  This is like a light-weight version of glPopAttrib().
 */
void
_mesa_meta_end(struct gl_context *ctx)
{
   struct save_state *save = &ctx->Meta->Save[--ctx->Meta->SaveStackDepth];
   const GLbitfield state = save->SavedState;

   if (state & MESA_META_ALPHA_TEST) {
      if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
         _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
      _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
   }

   if (state & MESA_META_BLEND) {
      if (ctx->Color.BlendEnabled != save->BlendEnabled) {
         _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
      }
      if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
         _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
   }

   if (state & MESA_META_COLOR_MASK) {
      if (!TEST_EQ_4V(ctx->Color.ColorMask, save->ColorMask)) {
         _mesa_ColorMask(save->ColorMask[0], save->ColorMask[1],
                         save->ColorMask[2], save->ColorMask[3]);         
      }
   }

   if (state & MESA_META_DEPTH_TEST) {
      if (ctx->Depth.Test != save->Depth.Test)
         _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
      _mesa_DepthFunc(save->Depth.Func);
      _mesa_DepthMask(save->Depth.Mask);
   }

   if (state & MESA_META_FOG) {
      _mesa_set_enable(ctx, GL_FOG, save->Fog);
   }

   if (state & MESA_META_PIXEL_STORE) {
      ctx->Pack = save->Pack;
      ctx->Unpack = save->Unpack;
   }

   if (state & MESA_META_PIXEL_TRANSFER) {
      ctx->Pixel.RedScale = save->RedScale;
      ctx->Pixel.RedBias = save->RedBias;
      ctx->Pixel.GreenScale = save->GreenScale;
      ctx->Pixel.GreenBias = save->GreenBias;
      ctx->Pixel.BlueScale = save->BlueScale;
      ctx->Pixel.BlueBias = save->BlueBias;
      ctx->Pixel.AlphaScale = save->AlphaScale;
      ctx->Pixel.AlphaBias = save->AlphaBias;
      ctx->Pixel.MapColorFlag = save->MapColorFlag;
      /* XXX more state */
      ctx->NewState |=_NEW_PIXEL;
   }

   if (state & MESA_META_RASTERIZATION) {
      _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
      _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
      _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
      _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
      _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
      _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
   }

   if (state & MESA_META_SCISSOR) {
      _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled);
      _mesa_Scissor(save->Scissor.X, save->Scissor.Y,
                    save->Scissor.Width, save->Scissor.Height);
   }

   if (state & MESA_META_STENCIL_TEST) {
      const struct gl_stencil_attrib *stencil = &save->Stencil;

      _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
      _mesa_ClearStencil(stencil->Clear);
      _mesa_StencilFunc(stencil->Function,
                        stencil->Ref,
                        stencil->ValueMask);
      _mesa_StencilMask(stencil->WriteMask);
      _mesa_StencilOp(stencil->FailFunc, stencil->ZFailFunc, stencil->ZPassFunc);
   }

   if (state & MESA_META_TEXTURE) {
      GLuint tgt;

      /* restore texenv for unit[0] */
      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);

      /* restore texture objects for unit[0] only */
      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
	 if (ctx->Texture.Unit.CurrentTex[tgt] != save->CurrentTexture[tgt]) {
	    FLUSH_VERTICES(ctx, _NEW_TEXTURE);
	    _mesa_reference_texobj(&ctx->Texture.Unit.CurrentTex[tgt],
				   save->CurrentTexture[tgt]);
	 }
         _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
      }

      /* Restore fixed function texture enables, texgen */
	 if (ctx->Texture.Unit.Enabled != save->TexEnabled) {
	    FLUSH_VERTICES(ctx, _NEW_TEXTURE);
	    ctx->Texture.Unit.Enabled = save->TexEnabled;
	 }

	 if (ctx->Texture.Unit.TexGenEnabled != save->TexGenEnabled) {
	    FLUSH_VERTICES(ctx, _NEW_TEXTURE);
	    ctx->Texture.Unit.TexGenEnabled = save->TexGenEnabled;
	 }
   }

   if (state & MESA_META_TRANSFORM) {
      _mesa_MatrixMode(GL_TEXTURE);
      _mesa_LoadMatrixf(save->TextureMatrix);

      _mesa_MatrixMode(GL_MODELVIEW);
      _mesa_LoadMatrixf(save->ModelviewMatrix);

      _mesa_MatrixMode(GL_PROJECTION);
      _mesa_LoadMatrixf(save->ProjectionMatrix);

      _mesa_MatrixMode(save->MatrixMode);
   }

   if (state & MESA_META_CLIP) {
      if (save->ClipPlanesEnabled) {
         GLuint i;
         for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
            if (save->ClipPlanesEnabled & (1 << i)) {
               _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
            }
         }
      }
   }

   if (state & MESA_META_VIEWPORT) {
      if (save->ViewportX != ctx->Viewport.X ||
          save->ViewportY != ctx->Viewport.Y ||
          save->ViewportW != ctx->Viewport.Width ||
          save->ViewportH != ctx->Viewport.Height) {
         _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY,
                            save->ViewportW, save->ViewportH);
      }
      _mesa_DepthRange(save->DepthNear, save->DepthFar);
   }

   /* misc */
   if (save->Lighting) {
      _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
   }
   if (save->RasterDiscard) {
      _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
   }
}
コード例 #10
0
ファイル: meta.c プロジェクト: GYGit/reactos
/**
 * Enter meta state.  This is like a light-weight version of glPushAttrib
 * but it also resets most GL state back to default values.
 *
 * \param state  bitmask of MESA_META_* flags indicating which attribute groups
 *               to save and reset to their defaults
 */
void
_mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
{
   struct save_state *save;

   /* hope MAX_META_OPS_DEPTH is large enough */
   assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);

   save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
   memset(save, 0, sizeof(*save));
   save->SavedState = state;

   if (state & MESA_META_ALPHA_TEST) {
      save->AlphaEnabled = ctx->Color.AlphaEnabled;
      save->AlphaFunc = ctx->Color.AlphaFunc;
      save->AlphaRef = ctx->Color.AlphaRef;
      if (ctx->Color.AlphaEnabled)
         _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
   }

   if (state & MESA_META_BLEND) {
      save->BlendEnabled = ctx->Color.BlendEnabled;
      if (ctx->Color.BlendEnabled) {
         _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
      }
      save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
      if (ctx->Color.ColorLogicOpEnabled)
         _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
   }

   if (state & MESA_META_COLOR_MASK) {
      memcpy(save->ColorMask, ctx->Color.ColorMask,
             sizeof(ctx->Color.ColorMask));
      if (!ctx->Color.ColorMask[0] ||
          !ctx->Color.ColorMask[1] ||
          !ctx->Color.ColorMask[2] ||
          !ctx->Color.ColorMask[3])
         _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
   }

   if (state & MESA_META_DEPTH_TEST) {
      save->Depth = ctx->Depth; /* struct copy */
      if (ctx->Depth.Test)
         _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
   }

   if (state & MESA_META_FOG) {
      save->Fog = ctx->Fog.Enabled;
      if (ctx->Fog.Enabled)
         _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
   }

   if (state & MESA_META_PIXEL_STORE) {
      save->Pack = ctx->Pack;
      save->Unpack = ctx->Unpack;
      ctx->Pack = ctx->DefaultPacking;
      ctx->Unpack = ctx->DefaultPacking;
   }

   if (state & MESA_META_PIXEL_TRANSFER) {
      save->RedScale = ctx->Pixel.RedScale;
      save->RedBias = ctx->Pixel.RedBias;
      save->GreenScale = ctx->Pixel.GreenScale;
      save->GreenBias = ctx->Pixel.GreenBias;
      save->BlueScale = ctx->Pixel.BlueScale;
      save->BlueBias = ctx->Pixel.BlueBias;
      save->AlphaScale = ctx->Pixel.AlphaScale;
      save->AlphaBias = ctx->Pixel.AlphaBias;
      save->MapColorFlag = ctx->Pixel.MapColorFlag;
      ctx->Pixel.RedScale = 1.0F;
      ctx->Pixel.RedBias = 0.0F;
      ctx->Pixel.GreenScale = 1.0F;
      ctx->Pixel.GreenBias = 0.0F;
      ctx->Pixel.BlueScale = 1.0F;
      ctx->Pixel.BlueBias = 0.0F;
      ctx->Pixel.AlphaScale = 1.0F;
      ctx->Pixel.AlphaBias = 0.0F;
      ctx->Pixel.MapColorFlag = GL_FALSE;
      /* XXX more state */
      ctx->NewState |=_NEW_PIXEL;
   }

   if (state & MESA_META_RASTERIZATION) {
      save->FrontPolygonMode = ctx->Polygon.FrontMode;
      save->BackPolygonMode = ctx->Polygon.BackMode;
      save->PolygonOffset = ctx->Polygon.OffsetFill;
      save->PolygonSmooth = ctx->Polygon.SmoothFlag;
      save->PolygonStipple = ctx->Polygon.StippleFlag;
      save->PolygonCull = ctx->Polygon.CullFlag;
      _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
      _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
      _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
      _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
      _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
   }

   if (state & MESA_META_SCISSOR) {
      save->Scissor = ctx->Scissor; /* struct copy */
      _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
   }

   if (state & MESA_META_STENCIL_TEST) {
      save->Stencil = ctx->Stencil; /* struct copy */
      if (ctx->Stencil.Enabled)
         _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
      /* NOTE: other stencil state not reset */
   }

   if (state & MESA_META_TEXTURE) {
      GLuint tgt;

      save->EnvMode = ctx->Texture.Unit.EnvMode;

      /* Disable all texture units */
      save->TexEnabled = ctx->Texture.Unit.Enabled;
      save->TexGenEnabled = ctx->Texture.Unit.TexGenEnabled;
      if (ctx->Texture.Unit.Enabled ||
          ctx->Texture.Unit.TexGenEnabled) {
         _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
         _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
         if (ctx->Extensions.ARB_texture_cube_map)
            _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
         _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
         _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
         _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
         _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
      }

      /* save current texture objects for unit[0] only */
      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
         _mesa_reference_texobj(&save->CurrentTexture[tgt],
                                ctx->Texture.Unit.CurrentTex[tgt]);
      }
      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
   }

   if (state & MESA_META_TRANSFORM) {
      memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
             16 * sizeof(GLfloat));
      memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
             16 * sizeof(GLfloat));
      memcpy(save->TextureMatrix, ctx->TextureMatrixStack.Top->m,
             16 * sizeof(GLfloat));
      save->MatrixMode = ctx->Transform.MatrixMode;
      /* set 1:1 vertex:pixel coordinate transform */
      _mesa_MatrixMode(GL_TEXTURE);
      _mesa_LoadIdentity();
      _mesa_MatrixMode(GL_MODELVIEW);
      _mesa_LoadIdentity();
      _mesa_MatrixMode(GL_PROJECTION);
      _mesa_LoadIdentity();
      _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
                  0.0, ctx->DrawBuffer->Height,
                  -1.0, 1.0);
   }

   if (state & MESA_META_CLIP) {
      save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
      if (ctx->Transform.ClipPlanesEnabled) {
         GLuint i;
         for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
            _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
         }
      }
   }

   if (state & MESA_META_VIEWPORT) {
      /* save viewport state */
      save->ViewportX = ctx->Viewport.X;
      save->ViewportY = ctx->Viewport.Y;
      save->ViewportW = ctx->Viewport.Width;
      save->ViewportH = ctx->Viewport.Height;
      /* set viewport to match window size */
      if (ctx->Viewport.X != 0 ||
          ctx->Viewport.Y != 0 ||
          ctx->Viewport.Width != ctx->DrawBuffer->Width ||
          ctx->Viewport.Height != ctx->DrawBuffer->Height) {
         _mesa_set_viewport(ctx, 0, 0,
                            ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
      }
      /* save depth range state */
      save->DepthNear = ctx->Viewport.Near;
      save->DepthFar = ctx->Viewport.Far;
      /* set depth range to default */
      _mesa_DepthRange(0.0, 1.0);
   }

   if (state & MESA_META_SELECT_FEEDBACK) {
      save->RenderMode = ctx->RenderMode;
      if (ctx->RenderMode == GL_SELECT) {
	 save->Select = ctx->Select; /* struct copy */
	 _mesa_RenderMode(GL_RENDER);
      } else if (ctx->RenderMode == GL_FEEDBACK) {
	 save->Feedback = ctx->Feedback; /* struct copy */
	 _mesa_RenderMode(GL_RENDER);
      }
   }

   /* misc */
   {
      save->Lighting = ctx->Light.Enabled;
      if (ctx->Light.Enabled)
         _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
      save->RasterDiscard = ctx->RasterDiscard;
      if (ctx->RasterDiscard)
         _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
   }
}
コード例 #11
0
/**
 * Try to do a color or depth glBlitFramebuffer using texturing.
 *
 * We can do this when the src renderbuffer is actually a texture, or when the
 * driver exposes BindRenderbufferTexImage().
 */
static bool
blitframebuffer_texture(struct gl_context *ctx,
                        const struct gl_framebuffer *readFb,
                        const struct gl_framebuffer *drawFb,
                        GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
                        GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
                        GLenum filter, GLint flipX, GLint flipY,
                        GLboolean glsl_version, GLboolean do_depth)
{
   int att_index = do_depth ? BUFFER_DEPTH : readFb->_ColorReadBufferIndex;
   const struct gl_renderbuffer_attachment *readAtt =
      &readFb->Attachment[att_index];
   struct blit_state *blit = &ctx->Meta->Blit;
   struct fb_tex_blit_state fb_tex_blit;
   const GLint dstX = MIN2(dstX0, dstX1);
   const GLint dstY = MIN2(dstY0, dstY1);
   const GLint dstW = abs(dstX1 - dstX0);
   const GLint dstH = abs(dstY1 - dstY0);
   const int srcW = abs(srcX1 - srcX0);
   const int srcH = abs(srcY1 - srcY0);
   bool scaled_blit = false;
   struct gl_texture_object *texObj;
   GLuint srcLevel;
   GLenum target;
   struct gl_renderbuffer *rb = readAtt->Renderbuffer;
   struct temp_texture *meta_temp_texture;

   if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
      return false;

   _mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit);

   if (readAtt->Texture &&
       (readAtt->Texture->Target == GL_TEXTURE_2D ||
        readAtt->Texture->Target == GL_TEXTURE_RECTANGLE ||
        readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE ||
        readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) {
      /* If there's a texture attached of a type we can handle, then just use
       * it directly.
       */
      srcLevel = readAtt->TextureLevel;
      texObj = readAtt->Texture;
      target = texObj->Target;
   } else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
      if (!_mesa_meta_bind_rb_as_tex_image(ctx, rb, &fb_tex_blit.tempTex,
                                           &texObj, &target))
         return false;

      srcLevel = 0;
      if (_mesa_is_winsys_fbo(readFb)) {
         GLint temp = srcY0;
         srcY0 = rb->Height - srcY1;
         srcY1 = rb->Height - temp;
         flipY = -flipY;
      }
   } else {
      GLenum tex_base_format;
      /* Fall back to doing a CopyTexSubImage to get the destination
       * renderbuffer into a texture.
       */
      if (ctx->Meta->Blit.no_ctsi_fallback)
         return false;

      if (rb->NumSamples > 1)
         return false;

      if (do_depth) {
         meta_temp_texture = _mesa_meta_get_temp_depth_texture(ctx);
         tex_base_format = GL_DEPTH_COMPONENT;
      } else {
         meta_temp_texture = _mesa_meta_get_temp_texture(ctx);
         tex_base_format =
            _mesa_base_tex_format(ctx, rb->InternalFormat);
      }

      srcLevel = 0;
      target = meta_temp_texture->Target;
      texObj = _mesa_lookup_texture(ctx, meta_temp_texture->TexObj);
      if (texObj == NULL) {
         return false;
      }

      _mesa_meta_setup_copypix_texture(ctx, meta_temp_texture,
                                       srcX0, srcY0,
                                       srcW, srcH,
                                       tex_base_format,
                                       filter);


      srcX0 = 0;
      srcY0 = 0;
      srcX1 = srcW;
      srcY1 = srcH;
   }

   fb_tex_blit.baseLevelSave = texObj->BaseLevel;
   fb_tex_blit.maxLevelSave = texObj->MaxLevel;
   fb_tex_blit.stencilSamplingSave = texObj->StencilSampling;

   scaled_blit = dstW != srcW || dstH != srcH;

   if (glsl_version) {
      setup_glsl_blit_framebuffer(ctx, blit, drawFb, rb, target, filter, scaled_blit,
                                  do_depth);
   }
   else {
      _mesa_meta_setup_ff_tnl_for_blit(ctx,
                                       &ctx->Meta->Blit.VAO,
                                       &ctx->Meta->Blit.buf_obj,
                                       2);
   }

   /*
     printf("Blit from texture!\n");
     printf("  srcAtt %p  dstAtt %p\n", readAtt, drawAtt);
     printf("  srcTex %p  dstText %p\n", texObj, drawAtt->Texture);
   */

   fb_tex_blit.sampler = _mesa_meta_setup_sampler(ctx, texObj, target, filter,
                                                  srcLevel);

   /* Always do our blits with no net sRGB decode or encode.
    *
    * However, if both the src and dst can be srgb decode/encoded, enable them
    * so that we do any blending (from scaling or from MSAA resolves) in the
    * right colorspace.
    *
    * Our choice of not doing any net encode/decode is from the GL 3.0
    * specification:
    *
    *     "Blit operations bypass the fragment pipeline. The only fragment
    *      operations which affect a blit are the pixel ownership test and the
    *      scissor test."
    *
    * The GL 4.4 specification disagrees and says that the sRGB part of the
    * fragment pipeline applies, but this was found to break applications.
    */
   if (ctx->Extensions.EXT_texture_sRGB_decode) {
      if (_mesa_get_format_color_encoding(rb->Format) == GL_SRGB &&
          drawFb->Visual.sRGBCapable) {
         _mesa_SamplerParameteri(fb_tex_blit.sampler,
                                 GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
         _mesa_set_framebuffer_srgb(ctx, GL_TRUE);
      } else {
         _mesa_SamplerParameteri(fb_tex_blit.sampler,
                                 GL_TEXTURE_SRGB_DECODE_EXT,
                                 GL_SKIP_DECODE_EXT);
         /* set_framebuffer_srgb was set by _mesa_meta_begin(). */
      }
   }

   if (!glsl_version) {
      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
      _mesa_set_enable(ctx, target, GL_TRUE);
   }

   /* Prepare vertex data (the VBO was previously created and bound) */
   {
      struct vertex verts[4];
      GLfloat s0, t0, s1, t1;

      if (target == GL_TEXTURE_2D) {
         const struct gl_texture_image *texImage
            = _mesa_select_tex_image(texObj, target, srcLevel);
         s0 = srcX0 / (float) texImage->Width;
         s1 = srcX1 / (float) texImage->Width;
         t0 = srcY0 / (float) texImage->Height;
         t1 = srcY1 / (float) texImage->Height;
      }
      else {
         assert(target == GL_TEXTURE_RECTANGLE_ARB ||
                target == GL_TEXTURE_2D_MULTISAMPLE ||
                target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
         s0 = (float) srcX0;
         s1 = (float) srcX1;
         t0 = (float) srcY0;
         t1 = (float) srcY1;
      }

      /* Silence valgrind warnings about reading uninitialized stack. */
      memset(verts, 0, sizeof(verts));

      /* setup vertex positions */
      verts[0].x = -1.0F * flipX;
      verts[0].y = -1.0F * flipY;
      verts[1].x =  1.0F * flipX;
      verts[1].y = -1.0F * flipY;
      verts[2].x =  1.0F * flipX;
      verts[2].y =  1.0F * flipY;
      verts[3].x = -1.0F * flipX;
      verts[3].y =  1.0F * flipY;

      verts[0].tex[0] = s0;
      verts[0].tex[1] = t0;
      verts[0].tex[2] = readAtt->Zoffset;
      verts[1].tex[0] = s1;
      verts[1].tex[1] = t0;
      verts[1].tex[2] = readAtt->Zoffset;
      verts[2].tex[0] = s1;
      verts[2].tex[1] = t1;
      verts[2].tex[2] = readAtt->Zoffset;
      verts[3].tex[0] = s0;
      verts[3].tex[1] = t1;
      verts[3].tex[2] = readAtt->Zoffset;

      _mesa_buffer_sub_data(ctx, blit->buf_obj, 0, sizeof(verts), verts,
                            __func__);
   }

   /* setup viewport */
   _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
   _mesa_ColorMask(!do_depth, !do_depth, !do_depth, !do_depth);
   _mesa_set_enable(ctx, GL_DEPTH_TEST, do_depth);
   _mesa_DepthMask(do_depth);
   _mesa_DepthFunc(GL_ALWAYS);

   _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
   _mesa_meta_fb_tex_blit_end(ctx, target, &fb_tex_blit);

   return true;
}
コード例 #12
0
ファイル: viewport.c プロジェクト: ChristophHaag/mesa-mesa
void GLAPIENTRY
_mesa_ViewportIndexedfv_no_error(GLuint index, const GLfloat *v)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_set_viewport(ctx, index, v[0], v[1], v[2], v[3]);
}
コード例 #13
0
ファイル: meta_generate_mipmap.c プロジェクト: cpp3ds/gl3ds
/**
 * Called via ctx->Driver.GenerateMipmap()
 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
 * borders.
 */
void
_mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
                          struct gl_texture_object *texObj)
{
   struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
   struct vertex verts[4];
   const GLuint baseLevel = texObj->BaseLevel;
   const GLuint maxLevel = texObj->MaxLevel;
   const GLint maxLevelSave = texObj->MaxLevel;
   const GLboolean genMipmapSave = texObj->GenerateMipmap;
   const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
   const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
                                      ctx->Extensions.ARB_fragment_shader;
   GLenum faceTarget;
   GLuint dstLevel;
   GLuint samplerSave;
   GLint swizzle[4];
   GLboolean swizzleSaved = GL_FALSE;

   if (fallback_required(ctx, target, texObj)) {
      _mesa_generate_mipmap(ctx, target, texObj);
      return;
   }

   if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
       target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
      faceTarget = target;
      target = GL_TEXTURE_CUBE_MAP;
   } else {
      faceTarget = target;
   }

   _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);

   /* Choose between glsl version and fixed function version of
    * GenerateMipmap function.
    */
   if (use_glsl_version) {
      _mesa_meta_setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, true,
                                      2, 4, 0);
      _mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders);
   } else {
      _mesa_meta_setup_ff_tnl_for_blit(&mipmap->VAO, &mipmap->VBO, 3);
      _mesa_set_enable(ctx, target, GL_TRUE);
   }

   samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
      ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;

   if (currentTexUnitSave != 0)
      glBindTexture(target, texObj->Name);

   if (!mipmap->Sampler) {
      glGenSamplers(1, &mipmap->Sampler);
      glBindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);

      glSamplerParameteri(mipmap->Sampler,
                              GL_TEXTURE_MIN_FILTER,
                              GL_LINEAR_MIPMAP_LINEAR);
      glSamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      glSamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
      glSamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
      glSamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

      /* We don't want to encode or decode sRGB values; treat them as linear.
       * This is not technically correct for GLES3 but we don't get any API
       * error at the moment.
       */
      if (ctx->Extensions.EXT_texture_sRGB_decode) {
         glSamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
               GL_SKIP_DECODE_EXT);
      }
   } else {
      glBindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
   }

   assert(mipmap->FBO != 0);
   glBindFramebuffer(GL_FRAMEBUFFER, mipmap->FBO);

   glTexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);

//   if (texObj->_Swizzle != SWIZZLE_NOOP) {
//      static const GLint swizzleNoop[4] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
//      memcpy(swizzle, texObj->Swizzle, sizeof(swizzle));
//      swizzleSaved = GL_TRUE;
//      glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzleNoop);
//   }

   /* Silence valgrind warnings about reading uninitialized stack. */
   memset(verts, 0, sizeof(verts));

   /* setup vertex positions */
   verts[0].x = -1.0F;
   verts[0].y = -1.0F;
   verts[1].x =  1.0F;
   verts[1].y = -1.0F;
   verts[2].x =  1.0F;
   verts[2].y =  1.0F;
   verts[3].x = -1.0F;
   verts[3].y =  1.0F;

   /* texture is already locked, unlock now */
   _mesa_unlock_texture(ctx, texObj);

   for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
      const struct gl_texture_image *srcImage;
      struct gl_texture_image *dstImage;
      const GLuint srcLevel = dstLevel - 1;
      GLuint layer;
      GLsizei srcWidth, srcHeight, srcDepth;
      GLsizei dstWidth, dstHeight, dstDepth;

      srcImage = _mesa_select_tex_image(texObj, faceTarget, srcLevel);
      assert(srcImage->Border == 0);

      /* src size */
      srcWidth = srcImage->Width;
      if (target == GL_TEXTURE_1D_ARRAY) {
         srcHeight = 1;
         srcDepth = srcImage->Height;
      } else {
         srcHeight = srcImage->Height;
         srcDepth = srcImage->Depth;
      }

      /* new dst size */
      dstWidth = minify(srcWidth, 1);
      dstHeight = minify(srcHeight, 1);
//      dstDepth = target == GL_TEXTURE_3D ? minify(srcDepth, 1) : srcDepth;
      dstDepth = srcDepth;

      if (dstWidth == srcWidth &&
          dstHeight == srcHeight &&
          dstDepth == srcDepth) {
         /* all done */
         break;
      }

      /* Allocate storage for the destination mipmap image(s) */

      /* Set MaxLevel large enough to hold the new level when we allocate it */
      glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);

      if (!prepare_mipmap_level(ctx, texObj, dstLevel,
                                dstWidth, dstHeight, dstDepth,
                                srcImage->InternalFormat,
                                srcImage->TexFormat)) {
         /* All done.  We either ran out of memory or we would go beyond the
          * last valid level of an immutable texture if we continued.
          */
         break;
      }
      dstImage = _mesa_select_tex_image(texObj, faceTarget, dstLevel);

      /* limit minification to src level */
      glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);

      /* setup viewport */
      _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
      glDrawBuffer(GL_COLOR_ATTACHMENT0);

      for (layer = 0; layer < dstDepth; ++layer) {
         /* Setup texture coordinates */
         _mesa_meta_setup_texture_coords(faceTarget,
                                         layer,
                                         0, 0, 1, /* width, height never used here */
                                         verts[0].tex,
                                         verts[1].tex,
                                         verts[2].tex,
                                         verts[3].tex);

         /* upload vertex data */
         glBufferData(GL_ARRAY_BUFFER, sizeof(verts),
                          verts, GL_DYNAMIC_DRAW);

         _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dstImage, layer);

         /* sanity check */
         if (glCheckFramebufferStatus(GL_FRAMEBUFFER) !=
             GL_FRAMEBUFFER_COMPLETE) {
            _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
                          "_mesa_meta_GenerateMipmap()");
            break;
         }

         assert(dstWidth == ctx->DrawBuffer->Width);
         if (target == GL_TEXTURE_1D_ARRAY) {
            assert(dstHeight == 1);
         } else {
            assert(dstHeight == ctx->DrawBuffer->Height);
         }

         glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
      }
   }

   _mesa_lock_texture(ctx, texObj); /* relock */

   glBindSampler(ctx->Texture.CurrentUnit, samplerSave);

   _mesa_meta_end(ctx);

   glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
   if (genMipmapSave)
      glTexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
//   if (swizzleSaved)
//      glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
}
コード例 #14
0
/**
 * Called via ctx->Driver.GenerateMipmap()
 * Note: We don't yet support 3D textures, or texture borders.
 */
void
_mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
                          struct gl_texture_object *texObj)
{
   struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
   struct vertex verts[4];
   const GLuint baseLevel = texObj->BaseLevel;
   const GLuint maxLevel = texObj->MaxLevel;
   const GLint maxLevelSave = texObj->MaxLevel;
   const GLboolean genMipmapSave = texObj->GenerateMipmap;
   const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
                                      ctx->Extensions.ARB_fragment_shader;
   GLenum faceTarget;
   GLuint dstLevel;
   struct gl_sampler_object *samp_obj_save = NULL;
   GLint swizzle[4];
   GLboolean swizzleSaved = GL_FALSE;

   /* GLint so the compiler won't complain about type signedness mismatch in
    * the calls to _mesa_texture_parameteriv below.
    */
   static const GLint always_false = GL_FALSE;
   static const GLint always_true = GL_TRUE;

   if (fallback_required(ctx, target, texObj)) {
      _mesa_generate_mipmap(ctx, target, texObj);
      return;
   }

   if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
       target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
      faceTarget = target;
      target = GL_TEXTURE_CUBE_MAP;
   } else {
      faceTarget = target;
   }

   _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
   _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

   /* Choose between glsl version and fixed function version of
    * GenerateMipmap function.
    */
   if (use_glsl_version) {
      _mesa_meta_setup_vertex_objects(ctx, &mipmap->VAO, &mipmap->buf_obj, true,
                                      2, 4, 0);
      _mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders);
   } else {
      _mesa_meta_setup_ff_tnl_for_blit(ctx, &mipmap->VAO, &mipmap->buf_obj, 3);
      _mesa_set_enable(ctx, target, GL_TRUE);
   }

   _mesa_reference_sampler_object(ctx, &samp_obj_save,
                                  ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);

   /* We may have been called from glGenerateTextureMipmap with CurrentUnit
    * still set to 0, so we don't know when we can skip binding the texture.
    * Assume that _mesa_BindTexture will be fast if we're rebinding the same
    * texture.
    */
   _mesa_BindTexture(target, texObj->Name);

   if (mipmap->samp_obj == NULL) {
      mipmap->samp_obj =  ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
      if (mipmap->samp_obj == NULL) {
         /* This is a bit lazy.  Flag out of memory, and then don't bother to
          * clean up.  Once out of memory is flagged, the only realistic next
          * move is to destroy the context.  That will trigger all the right
          * clean up.
          */
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenerateMipmap");
         return;
      }

      _mesa_set_sampler_filters(ctx, mipmap->samp_obj, GL_LINEAR_MIPMAP_LINEAR,
                                GL_LINEAR);
      _mesa_set_sampler_wrap(ctx, mipmap->samp_obj, GL_CLAMP_TO_EDGE,
                             GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);

      /* We don't want to encode or decode sRGB values; treat them as linear. */
      _mesa_set_sampler_srgb_decode(ctx, mipmap->samp_obj, GL_SKIP_DECODE_EXT);
   }

   _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, mipmap->samp_obj);

   assert(mipmap->fb != NULL);
   _mesa_bind_framebuffers(ctx, mipmap->fb, mipmap->fb);

   _mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_false, false);

   if (texObj->_Swizzle != SWIZZLE_NOOP) {
      static const GLint swizzleNoop[4] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
      memcpy(swizzle, texObj->Swizzle, sizeof(swizzle));
      swizzleSaved = GL_TRUE;
      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA,
                                swizzleNoop, false);
   }

   /* Silence valgrind warnings about reading uninitialized stack. */
   memset(verts, 0, sizeof(verts));

   /* setup vertex positions */
   verts[0].x = -1.0F;
   verts[0].y = -1.0F;
   verts[1].x =  1.0F;
   verts[1].y = -1.0F;
   verts[2].x =  1.0F;
   verts[2].y =  1.0F;
   verts[3].x = -1.0F;
   verts[3].y =  1.0F;

   /* texture is already locked, unlock now */
   _mesa_unlock_texture(ctx, texObj);

   _mesa_prepare_mipmap_levels(ctx, texObj, baseLevel, maxLevel);

   for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
      const struct gl_texture_image *srcImage;
      struct gl_texture_image *dstImage;
      const GLuint srcLevel = dstLevel - 1;
      GLuint layer;
      GLsizei srcWidth, srcHeight, srcDepth;
      GLsizei dstWidth, dstHeight, dstDepth;

      srcImage = _mesa_select_tex_image(texObj, faceTarget, srcLevel);
      assert(srcImage->Border == 0);

      /* src size */
      srcWidth = srcImage->Width;
      if (target == GL_TEXTURE_1D_ARRAY) {
         srcHeight = 1;
         srcDepth = srcImage->Height;
      } else {
         srcHeight = srcImage->Height;
         srcDepth = srcImage->Depth;
      }

      /* new dst size */
      dstWidth = minify(srcWidth, 1);
      dstHeight = minify(srcHeight, 1);
      dstDepth = target == GL_TEXTURE_3D ? minify(srcDepth, 1) : srcDepth;

      if (dstWidth == srcWidth &&
          dstHeight == srcHeight &&
          dstDepth == srcDepth) {
         /* all done */
         break;
      }

      /* Allocate storage for the destination mipmap image(s) */

      /* Set MaxLevel large enough to hold the new level when we allocate it */
      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
                                (GLint *) &dstLevel, false);

      dstImage = _mesa_select_tex_image(texObj, faceTarget, dstLevel);

      /* All done.  We either ran out of memory or we would go beyond the last
       * valid level of an immutable texture if we continued.
       */
      if (dstImage == NULL)
         break;

      /* limit minification to src level */
      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
                                (GLint *) &srcLevel, false);

      /* setup viewport */
      _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
      _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);

      for (layer = 0; layer < dstDepth; ++layer) {
         /* Setup texture coordinates */
         _mesa_meta_setup_texture_coords(faceTarget,
                                         layer,
                                         0, 0, /* xoffset, yoffset */
                                         srcWidth, srcHeight, /* img size */
                                         srcWidth, srcHeight, srcDepth,
                                         verts[0].tex,
                                         verts[1].tex,
                                         verts[2].tex,
                                         verts[3].tex);

         /* upload vertex data */
         _mesa_buffer_data(ctx, mipmap->buf_obj, GL_NONE, sizeof(verts), verts,
                           GL_DYNAMIC_DRAW, __func__);

         _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
                                              GL_COLOR_ATTACHMENT0, dstImage,
                                              layer);

         /* sanity check */
         if (_mesa_check_framebuffer_status(ctx, ctx->DrawBuffer) !=
             GL_FRAMEBUFFER_COMPLETE) {
            _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
                          "_mesa_meta_GenerateMipmap()");
            break;
         }

         assert(dstWidth == ctx->DrawBuffer->Width);
         if (target == GL_TEXTURE_1D_ARRAY) {
            assert(dstHeight == 1);
         } else {
            assert(dstHeight == ctx->DrawBuffer->Height);
         }

         _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
      }
   }

   _mesa_lock_texture(ctx, texObj); /* relock */

   _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
   _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);

   _mesa_meta_end(ctx);

   _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, &maxLevelSave,
                             false);
   if (genMipmapSave)
      _mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_true,
                                false);
   if (swizzleSaved)
      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA, swizzle,
                                false);
}
コード例 #15
0
ファイル: swimpl.c プロジェクト: hoangduit/reactos
BOOL sw_SetContext(struct wgl_dc_data* dc_data, DHGLRC dhglrc)
{
    struct sw_context* sw_ctx = (struct sw_context*)dhglrc;
    struct sw_framebuffer* fb = dc_data->sw_data;
    UINT width, height;
    
    /* Update state */
    sw_update_state(&sw_ctx->mesa, 0);
    
    /* Get framebuffer size */
    if(dc_data->flags & WGL_DC_OBJ_DC)
    {
        HWND hwnd = dc_data->owner.hwnd;
        RECT client_rect;
        if(!hwnd)
        {
            ERR("Physical DC without a window!\n");
            return FALSE;
        }
        if(!GetClientRect(hwnd, &client_rect))
        {
            ERR("GetClientRect failed!\n");
            return FALSE;
        }
        /* This is a physical DC. Setup the hook */
        sw_ctx->hook = SetWindowsHookEx(WH_CALLWNDPROC,
                            sw_call_window_proc,
                            NULL,
                            GetCurrentThreadId());
        /* Calculate width & height */
        width  = client_rect.right  - client_rect.left;
        height = client_rect.bottom - client_rect.top;
    }
    else /* OBJ_MEMDC */
    {
        BITMAP bm;
        HBITMAP hbmp;
        HDC hdc = dc_data->owner.hdc;
        
        if(fb->flags & SW_FB_DOUBLEBUFFERED)
        {
            ERR("Memory DC called with a double buffered format.\n");
            return FALSE;
        }
        
        hbmp = GetCurrentObject( hdc, OBJ_BITMAP );
        if(!hbmp)
        {
            ERR("No Bitmap!\n");
            return FALSE;
        }
        if(GetObject(hbmp, sizeof(bm), &bm) == 0)
        {
            ERR("GetObject failed!\n");
            return FALSE;
        }
        width = bm.bmWidth;
        height = bm.bmHeight;
    }
    
    if(!width) width = 1;
    if(!height) height = 1;
    
    fb->bmi.bmiHeader.biWidth = width;
    fb->bmi.bmiHeader.biHeight = height;
    
    /* Also make the mesa context current to mesa */
    if(!_mesa_make_current(&sw_ctx->mesa, fb->gl_buffer, fb->gl_buffer))
    {
        ERR("_mesa_make_current filaed!\n");
        return FALSE;
    }
    
    /* Set the viewport if this is the first time we initialize this context */
    if(sw_ctx->mesa.Viewport.X == 0 && 
       sw_ctx->mesa.Viewport.Y == 0 &&
       sw_ctx->mesa.Viewport.Width == 0 &&
       sw_ctx->mesa.Viewport.Height == 0)
    {
        _mesa_set_viewport(&sw_ctx->mesa, 0, 0, width, height);
    }

    /* update the framebuffer size */
    _mesa_resize_framebuffer(&sw_ctx->mesa, fb->gl_buffer, width, height);
   
   /* We're good */
   return TRUE;
}