예제 #1
0
void GL_APIENTRY
_es_Disable(GLenum cap)
{
   switch (cap) {
   case GL_TEXTURE_GEN_STR_OES:
      /* disable S, T, and R at the same time */
      _mesa_Disable(GL_TEXTURE_GEN_S);
      _mesa_Disable(GL_TEXTURE_GEN_T);
      _mesa_Disable(GL_TEXTURE_GEN_R);
      break;
   default:
      _mesa_Disable(cap);
      break;
   }
}
예제 #2
0
void
meta_restore_texcoords(struct dri_metaops *meta)
{
   GLcontext *ctx = meta->ctx;

   /* Restore the old TexCoordPointer */
   if (meta->saved_texcoord_vbo) {
      _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
			  meta->saved_texcoord_vbo->Name);
      _mesa_reference_buffer_object(ctx, &meta->saved_texcoord_vbo, NULL);
   } else {
      _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
   }

   _mesa_TexCoordPointer(meta->saved_texcoord_size,
			 meta->saved_texcoord_type,
			 meta->saved_texcoord_stride,
			 meta->saved_texcoord_ptr);
   if (!meta->saved_texcoord_enable)
      _mesa_Disable(GL_TEXTURE_COORD_ARRAY);

   _mesa_ClientActiveTextureARB(GL_TEXTURE0 +
				meta->saved_active_texture);

   if (meta->saved_array_vbo) {
      _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
			  meta->saved_array_vbo->Name);
      _mesa_reference_buffer_object(ctx, &meta->saved_array_vbo, NULL);
   } else {
      _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
   }
}
예제 #3
0
/**
 * Restores the previous fragment program after
 * meta_set_fragment_program()
 */
void
meta_restore_fragment_program(struct dri_metaops *meta)
{
   GLcontext *ctx = meta->ctx;

   FLUSH_VERTICES(ctx, _NEW_PROGRAM);
   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
			    meta->saved_fp);
   _mesa_reference_fragprog(ctx, &meta->saved_fp, NULL);
   ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
			   &ctx->FragmentProgram.Current->Base);

   if (!meta->saved_fp_enable)
      _mesa_Disable(GL_FRAGMENT_PROGRAM_ARB);
}
예제 #4
0
/**
 * Restores the previous vertex program after
 * meta_set_passthrough_vertex_program()
 */
void
meta_restore_vertex_program(struct dri_metaops *meta)
{
   GLcontext *ctx = meta->ctx;

   FLUSH_VERTICES(ctx, _NEW_PROGRAM);
   _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
			    meta->saved_vp);
   _mesa_reference_vertprog(ctx, &meta->saved_vp, NULL);
   ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
			   &ctx->VertexProgram.Current->Base);

   if (!meta->saved_vp_enable)
      _mesa_Disable(GL_VERTEX_PROGRAM_ARB);
}
예제 #5
0
/**
 * Perform glClear where mask contains only color, depth, and/or stencil.
 *
 * The implementation is based on calling into Mesa to set GL state and
 * performing normal triangle rendering.  The intent of this path is to
 * have as generic a path as possible, so that any driver could make use of
 * it.
 */
void
intel_clear_tris(GLcontext *ctx, GLbitfield mask)
{
   struct intel_context *intel = intel_context(ctx);
   GLfloat dst_z;
   struct gl_framebuffer *fb = ctx->DrawBuffer;
   int i;
   GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE;
   GLuint saved_shader_program = 0;
   unsigned int saved_active_texture;
   struct gl_array_object *arraySave = NULL;

   if (!intel->clear.arrayObj)
      init_clear(ctx);

   assert((mask & ~(TRI_CLEAR_COLOR_BITS | BUFFER_BIT_DEPTH |
		    BUFFER_BIT_STENCIL)) == 0);

   _mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
		    GL_CURRENT_BIT |
		    GL_DEPTH_BUFFER_BIT |
		    GL_ENABLE_BIT |
		    GL_POLYGON_BIT |
		    GL_STENCIL_BUFFER_BIT |
		    GL_TRANSFORM_BIT |
		    GL_CURRENT_BIT);
   saved_active_texture = ctx->Texture.CurrentUnit;

   /* Disable existing GL state we don't want to apply to a clear. */
   _mesa_Disable(GL_ALPHA_TEST);
   _mesa_Disable(GL_BLEND);
   _mesa_Disable(GL_CULL_FACE);
   _mesa_Disable(GL_FOG);
   _mesa_Disable(GL_POLYGON_SMOOTH);
   _mesa_Disable(GL_POLYGON_STIPPLE);
   _mesa_Disable(GL_POLYGON_OFFSET_FILL);
   _mesa_Disable(GL_LIGHTING);
   _mesa_Disable(GL_CLIP_PLANE0);
   _mesa_Disable(GL_CLIP_PLANE1);
   _mesa_Disable(GL_CLIP_PLANE2);
   _mesa_Disable(GL_CLIP_PLANE3);
   _mesa_Disable(GL_CLIP_PLANE4);
   _mesa_Disable(GL_CLIP_PLANE5);
   _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
   if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) {
      saved_fp_enable = GL_TRUE;
      _mesa_Disable(GL_FRAGMENT_PROGRAM_ARB);
   }
   if (ctx->Extensions.ARB_vertex_program && ctx->VertexProgram.Enabled) {
      saved_vp_enable = GL_TRUE;
      _mesa_Disable(GL_VERTEX_PROGRAM_ARB);
   }
   if (ctx->Extensions.ARB_shader_objects && ctx->Shader.CurrentProgram) {
      saved_shader_program = ctx->Shader.CurrentProgram->Name;
      _mesa_UseProgramObjectARB(0);
   }

   if (ctx->Texture._EnabledUnits != 0) {
      int i;

      for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
	 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
	 _mesa_Disable(GL_TEXTURE_1D);
	 _mesa_Disable(GL_TEXTURE_2D);
	 _mesa_Disable(GL_TEXTURE_3D);
	 if (ctx->Extensions.ARB_texture_cube_map)
	    _mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB);
	 if (ctx->Extensions.NV_texture_rectangle)
	    _mesa_Disable(GL_TEXTURE_RECTANGLE_NV);
	 if (ctx->Extensions.MESA_texture_array) {
	    _mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT);
	    _mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT);
	 }
      }
   }

   /* save current array object, bind our private one */
   _mesa_reference_array_object(ctx, &arraySave, ctx->Array.ArrayObj);
   _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, intel->clear.arrayObj);

   intel_meta_set_passthrough_transform(intel);

   for (i = 0; i < 4; i++) {
      COPY_4FV(intel->clear.color[i], ctx->Color.ClearColor);
   }

   /* convert clear Z from [0,1] to NDC coord in [-1,1] */
   dst_z = -1.0 + 2.0 * ctx->Depth.Clear;

   /* Prepare the vertices, which are the same regardless of which buffer we're
    * drawing to.
    */
   intel->clear.vertices[0][0] = fb->_Xmin;
   intel->clear.vertices[0][1] = fb->_Ymin;
   intel->clear.vertices[0][2] = dst_z;
   intel->clear.vertices[1][0] = fb->_Xmax;
   intel->clear.vertices[1][1] = fb->_Ymin;
   intel->clear.vertices[1][2] = dst_z;
   intel->clear.vertices[2][0] = fb->_Xmax;
   intel->clear.vertices[2][1] = fb->_Ymax;
   intel->clear.vertices[2][2] = dst_z;
   intel->clear.vertices[3][0] = fb->_Xmin;
   intel->clear.vertices[3][1] = fb->_Ymax;
   intel->clear.vertices[3][2] = dst_z;

   while (mask != 0) {
      GLuint this_mask = 0;
      GLuint color_bit;

      color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS);
      if (color_bit != 0)
	 this_mask |= (1 << (color_bit - 1));

      /* Clear depth/stencil in the same pass as color. */
      this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL));

      /* Select the current color buffer and use the color write mask if
       * we have one, otherwise don't write any color channels.
       */
      if (this_mask & BUFFER_BIT_FRONT_LEFT)
	 _mesa_DrawBuffer(GL_FRONT_LEFT);
      else if (this_mask & BUFFER_BIT_BACK_LEFT)
	 _mesa_DrawBuffer(GL_BACK_LEFT);
      else if (color_bit != 0)
	 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0 +
			  (color_bit - BUFFER_COLOR0 - 1));
      else
	 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);

      /* Control writing of the depth clear value to depth. */
      if (this_mask & BUFFER_BIT_DEPTH) {
	 _mesa_DepthFunc(GL_ALWAYS);
	 _mesa_Enable(GL_DEPTH_TEST);
      } else {
	 _mesa_Disable(GL_DEPTH_TEST);
	 _mesa_DepthMask(GL_FALSE);
      }

      /* Control writing of the stencil clear value to stencil. */
      if (this_mask & BUFFER_BIT_STENCIL) {
	 _mesa_Enable(GL_STENCIL_TEST);
	 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
				 GL_REPLACE, GL_REPLACE, GL_REPLACE);
	 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
				   ctx->Stencil.Clear,
				   ctx->Stencil.WriteMask[0]);
      } else {
	 _mesa_Disable(GL_STENCIL_TEST);
      }

      _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);

      mask &= ~this_mask;
   }

   intel_meta_restore_transform(intel);

   _mesa_ActiveTextureARB(GL_TEXTURE0 + saved_active_texture);
   if (saved_fp_enable)
      _mesa_Enable(GL_FRAGMENT_PROGRAM_ARB);
   if (saved_vp_enable)
      _mesa_Enable(GL_VERTEX_PROGRAM_ARB);

   if (saved_shader_program)
      _mesa_UseProgramObjectARB(saved_shader_program);

   _mesa_PopAttrib();

   /* restore current array object */
   _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, arraySave);
   _mesa_reference_array_object(ctx, &arraySave, NULL);
}