2014-02-03 15:31:01 -08:00
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/*
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* Mesa 3-D graphics library
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*
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* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "main/glheader.h"
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#include "main/mtypes.h"
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#include "main/imports.h"
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#include "main/arbprogram.h"
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#include "main/arrayobj.h"
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#include "main/blend.h"
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#include "main/condrender.h"
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#include "main/depth.h"
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#include "main/enable.h"
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#include "main/fbobject.h"
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#include "main/macros.h"
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#include "main/matrix.h"
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#include "main/readpix.h"
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#include "main/shaderapi.h"
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#include "main/texobj.h"
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#include "main/texenv.h"
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#include "main/teximage.h"
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#include "main/texparam.h"
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#include "main/varray.h"
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#include "main/viewport.h"
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#include "swrast/swrast.h"
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#include "drivers/common/meta.h"
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#include "../glsl/ralloc.h"
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/** Return offset in bytes of the field within a vertex struct */
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#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
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/**
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* One-time init for drawing depth pixels.
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*/
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static void
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init_blit_depth_pixels(struct gl_context *ctx)
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{
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static const char *program =
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"!!ARBfp1.0\n"
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"TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
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"END \n";
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char program2[200];
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struct blit_state *blit = &ctx->Meta->Blit;
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struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
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const char *texTarget;
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assert(blit->DepthFP == 0);
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/* replace %s with "RECT" or "2D" */
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assert(strlen(program) + 4 < sizeof(program2));
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if (tex->Target == GL_TEXTURE_RECTANGLE)
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texTarget = "RECT";
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else
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texTarget = "2D";
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_mesa_snprintf(program2, sizeof(program2), program, texTarget);
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_mesa_GenProgramsARB(1, &blit->DepthFP);
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_mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
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_mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
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strlen(program2), (const GLubyte *) program2);
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}
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static void
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setup_glsl_blit_framebuffer(struct gl_context *ctx,
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struct blit_state *blit,
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GLenum target)
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{
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/* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
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assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
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_mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0);
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_mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
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}
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/**
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* Try to do a glBlitFramebuffer using no-copy texturing.
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* We can do this when the src renderbuffer is actually a texture.
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*/
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2014-02-04 14:52:27 -08:00
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static bool
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2014-02-03 15:31:01 -08:00
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blitframebuffer_texture(struct gl_context *ctx,
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GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
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GLenum filter, GLint flipX, GLint flipY,
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GLboolean glsl_version)
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2014-02-03 15:31:01 -08:00
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{
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2014-02-04 14:52:27 -08:00
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const struct gl_framebuffer *readFb = ctx->ReadBuffer;
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const struct gl_renderbuffer_attachment *readAtt =
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&readFb->Attachment[readFb->_ColorReadBufferIndex];
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struct blit_state *blit = &ctx->Meta->Blit;
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const GLint dstX = MIN2(dstX0, dstX1);
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const GLint dstY = MIN2(dstY0, dstY1);
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const GLint dstW = abs(dstX1 - dstX0);
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const GLint dstH = abs(dstY1 - dstY0);
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const struct gl_texture_object *texObj = readAtt->Texture;
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GLuint srcLevel;
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GLint baseLevelSave;
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GLint maxLevelSave;
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GLenum target;
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GLuint sampler, samplerSave =
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ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
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ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
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if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
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/* Can't handle other texture types at this time */
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return mask;
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}
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2014-02-03 15:31:01 -08:00
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2014-02-04 14:52:27 -08:00
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if (readAtt->Texture) {
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srcLevel = readAtt->TextureLevel;
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texObj = readAtt->Texture;
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} else {
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return false;
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}
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2014-02-03 15:31:01 -08:00
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2014-02-04 14:52:27 -08:00
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baseLevelSave = texObj->BaseLevel;
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maxLevelSave = texObj->MaxLevel;
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target = texObj->Target;
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2014-02-03 15:31:01 -08:00
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2014-02-04 14:52:27 -08:00
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if (glsl_version) {
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setup_glsl_blit_framebuffer(ctx, blit, target);
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}
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else {
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_mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO,
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&ctx->Meta->Blit.VBO,
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2);
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}
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_mesa_GenSamplers(1, &sampler);
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_mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
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/*
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printf("Blit from texture!\n");
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printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
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printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
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*/
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/* Prepare src texture state */
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_mesa_BindTexture(target, texObj->Name);
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_mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
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_mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
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if (target != GL_TEXTURE_RECTANGLE_ARB) {
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_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
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_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
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}
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_mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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_mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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2014-02-03 15:31:01 -08:00
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2014-02-04 14:52:27 -08:00
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/* Always do our blits with no sRGB decode or encode. Note that
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* GL_FRAMEBUFFER_SRGB has already been disabled by
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* _mesa_meta_begin().
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*/
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if (ctx->Extensions.EXT_texture_sRGB_decode) {
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_mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
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GL_SKIP_DECODE_EXT);
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}
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2014-02-03 15:31:01 -08:00
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2014-02-04 14:52:27 -08:00
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if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
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_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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_mesa_set_enable(ctx, target, GL_TRUE);
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}
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/* Prepare vertex data (the VBO was previously created and bound) */
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{
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struct vertex verts[4];
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GLfloat s0, t0, s1, t1;
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if (target == GL_TEXTURE_2D) {
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const struct gl_texture_image *texImage
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= _mesa_select_tex_image(ctx, texObj, target, srcLevel);
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s0 = srcX0 / (float) texImage->Width;
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s1 = srcX1 / (float) texImage->Width;
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t0 = srcY0 / (float) texImage->Height;
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t1 = srcY1 / (float) texImage->Height;
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}
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else {
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assert(target == GL_TEXTURE_RECTANGLE_ARB);
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s0 = (float) srcX0;
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s1 = (float) srcX1;
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t0 = (float) srcY0;
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t1 = (float) srcY1;
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}
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2014-02-04 14:52:27 -08:00
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/* Silence valgrind warnings about reading uninitialized stack. */
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memset(verts, 0, sizeof(verts));
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/* setup vertex positions */
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verts[0].x = -1.0F * flipX;
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verts[0].y = -1.0F * flipY;
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verts[1].x = 1.0F * flipX;
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verts[1].y = -1.0F * flipY;
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verts[2].x = 1.0F * flipX;
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verts[2].y = 1.0F * flipY;
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verts[3].x = -1.0F * flipX;
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verts[3].y = 1.0F * flipY;
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verts[0].tex[0] = s0;
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verts[0].tex[1] = t0;
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verts[1].tex[0] = s1;
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verts[1].tex[1] = t0;
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verts[2].tex[0] = s1;
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verts[2].tex[1] = t1;
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verts[3].tex[0] = s0;
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verts[3].tex[1] = t1;
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_mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
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}
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/* setup viewport */
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_mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
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_mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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_mesa_DepthMask(GL_FALSE);
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_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
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/* Restore texture object state, the texture binding will
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* be restored by _mesa_meta_end().
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*/
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if (target != GL_TEXTURE_RECTANGLE_ARB) {
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_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
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_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
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2014-02-03 15:31:01 -08:00
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}
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2014-02-04 14:52:27 -08:00
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_mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
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_mesa_DeleteSamplers(1, &sampler);
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return true;
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2014-02-03 15:31:01 -08:00
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}
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/**
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* Meta implementation of ctx->Driver.BlitFramebuffer() in terms
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* of texture mapping and polygon rendering.
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*/
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void
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_mesa_meta_BlitFramebuffer(struct gl_context *ctx,
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GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter)
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{
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struct blit_state *blit = &ctx->Meta->Blit;
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struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
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struct temp_texture *depthTex = _mesa_meta_get_temp_depth_texture(ctx);
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const GLsizei maxTexSize = tex->MaxSize;
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const GLint srcX = MIN2(srcX0, srcX1);
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const GLint srcY = MIN2(srcY0, srcY1);
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const GLint srcW = abs(srcX1 - srcX0);
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const GLint srcH = abs(srcY1 - srcY0);
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const GLint dstX = MIN2(dstX0, dstX1);
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const GLint dstY = MIN2(dstY0, dstY1);
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const GLint dstW = abs(dstX1 - dstX0);
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const GLint dstH = abs(dstY1 - dstY0);
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const GLint srcFlipX = (srcX1 - srcX0) / srcW;
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const GLint srcFlipY = (srcY1 - srcY0) / srcH;
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const GLint dstFlipX = (dstX1 - dstX0) / dstW;
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const GLint dstFlipY = (dstY1 - dstY0) / dstH;
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const GLint flipX = srcFlipX * dstFlipX;
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const GLint flipY = srcFlipY * dstFlipY;
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struct vertex verts[4];
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GLboolean newTex;
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const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
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ctx->Extensions.ARB_fragment_shader &&
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(ctx->API != API_OPENGLES);
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/* In addition to falling back if the blit size is larger than the maximum
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* texture size, fallback if the source is multisampled. This fallback can
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* be removed once Mesa gets support ARB_texture_multisample.
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*/
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|
|
|
|
if (srcW > maxTexSize || srcH > maxTexSize
|
|
|
|
|
|| ctx->ReadBuffer->Visual.samples > 0) {
|
|
|
|
|
/* XXX avoid this fallback */
|
|
|
|
|
_swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
|
|
|
|
|
dstX0, dstY0, dstX1, dstY1, mask, filter);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* only scissor effects blit so save/clear all other relevant state */
|
|
|
|
|
_mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
|
|
|
|
|
|
|
|
|
|
/* Try faster, direct texture approach first */
|
2014-02-04 14:52:27 -08:00
|
|
|
if (mask & GL_COLOR_BUFFER_BIT) {
|
|
|
|
|
if (blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
|
|
|
|
|
dstX0, dstY0, dstX1, dstY1,
|
|
|
|
|
filter, dstFlipX, dstFlipY,
|
|
|
|
|
use_glsl_version)) {
|
|
|
|
|
mask &= ~GL_COLOR_BUFFER_BIT;
|
|
|
|
|
if (mask == 0x0) {
|
|
|
|
|
_mesa_meta_end(ctx);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
2014-02-03 15:31:01 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Choose between glsl version and fixed function version of
|
|
|
|
|
* BlitFramebuffer function.
|
|
|
|
|
*/
|
|
|
|
|
if (use_glsl_version) {
|
|
|
|
|
setup_glsl_blit_framebuffer(ctx, blit, tex->Target);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
_mesa_meta_setup_ff_tnl_for_blit(&blit->VAO, &blit->VBO, 2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Silence valgrind warnings about reading uninitialized stack. */
|
|
|
|
|
memset(verts, 0, sizeof(verts));
|
|
|
|
|
|
|
|
|
|
/* Continue with "normal" approach which involves copying the src rect
|
|
|
|
|
* into a temporary texture and is "blitted" by drawing a textured quad.
|
|
|
|
|
*/
|
|
|
|
|
{
|
|
|
|
|
/* 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;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
|
|
|
|
|
* tokens.
|
|
|
|
|
*/
|
|
|
|
|
if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
|
|
|
|
|
_mesa_set_enable(ctx, tex->Target, GL_TRUE);
|
|
|
|
|
|
|
|
|
|
if (mask & GL_COLOR_BUFFER_BIT) {
|
|
|
|
|
const struct gl_framebuffer *readFb = ctx->ReadBuffer;
|
|
|
|
|
const struct gl_renderbuffer *colorReadRb = readFb->_ColorReadBuffer;
|
|
|
|
|
const GLenum rb_base_format =
|
|
|
|
|
_mesa_base_tex_format(ctx, colorReadRb->InternalFormat);
|
|
|
|
|
|
|
|
|
|
/* Using the exact source rectangle to create the texture does incorrect
|
|
|
|
|
* linear filtering along the edges. So, allocate the texture extended along
|
|
|
|
|
* edges by one pixel in x, y directions.
|
|
|
|
|
*/
|
|
|
|
|
_mesa_meta_setup_copypix_texture(ctx, tex,
|
|
|
|
|
srcX - 1, srcY - 1, srcW + 2, srcH + 2,
|
|
|
|
|
rb_base_format, filter);
|
|
|
|
|
/* texcoords (after texture allocation!) */
|
|
|
|
|
{
|
|
|
|
|
verts[0].tex[0] = 1.0F;
|
|
|
|
|
verts[0].tex[1] = 1.0F;
|
|
|
|
|
verts[1].tex[0] = tex->Sright - 1.0F;
|
|
|
|
|
verts[1].tex[1] = 1.0F;
|
|
|
|
|
verts[2].tex[0] = tex->Sright - 1.0F;
|
|
|
|
|
verts[2].tex[1] = tex->Ttop - 1.0F;
|
|
|
|
|
verts[3].tex[0] = 1.0F;
|
|
|
|
|
verts[3].tex[1] = tex->Ttop - 1.0F;
|
|
|
|
|
|
|
|
|
|
/* upload new vertex data */
|
|
|
|
|
_mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
|
|
|
|
|
_mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
|
_mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
|
|
|
|
|
_mesa_DepthMask(GL_FALSE);
|
|
|
|
|
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
|
|
|
mask &= ~GL_COLOR_BUFFER_BIT;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((mask & GL_DEPTH_BUFFER_BIT) &&
|
|
|
|
|
_mesa_is_desktop_gl(ctx) &&
|
|
|
|
|
ctx->Extensions.ARB_depth_texture &&
|
|
|
|
|
ctx->Extensions.ARB_fragment_program) {
|
|
|
|
|
|
|
|
|
|
GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint));
|
|
|
|
|
|
|
|
|
|
if (tmp) {
|
|
|
|
|
|
|
|
|
|
newTex = _mesa_meta_alloc_texture(depthTex, srcW, srcH,
|
|
|
|
|
GL_DEPTH_COMPONENT);
|
|
|
|
|
_mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT,
|
|
|
|
|
GL_UNSIGNED_INT, tmp);
|
|
|
|
|
_mesa_meta_setup_drawpix_texture(ctx, depthTex, newTex,
|
|
|
|
|
srcW, srcH, GL_DEPTH_COMPONENT,
|
|
|
|
|
GL_UNSIGNED_INT, tmp);
|
|
|
|
|
|
|
|
|
|
/* texcoords (after texture allocation!) */
|
|
|
|
|
{
|
|
|
|
|
verts[0].tex[0] = 0.0F;
|
|
|
|
|
verts[0].tex[1] = 0.0F;
|
|
|
|
|
verts[1].tex[0] = depthTex->Sright;
|
|
|
|
|
verts[1].tex[1] = 0.0F;
|
|
|
|
|
verts[2].tex[0] = depthTex->Sright;
|
|
|
|
|
verts[2].tex[1] = depthTex->Ttop;
|
|
|
|
|
verts[3].tex[0] = 0.0F;
|
|
|
|
|
verts[3].tex[1] = depthTex->Ttop;
|
|
|
|
|
|
|
|
|
|
/* upload new vertex data */
|
|
|
|
|
_mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!blit->DepthFP)
|
|
|
|
|
init_blit_depth_pixels(ctx);
|
|
|
|
|
|
|
|
|
|
_mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
|
|
|
|
|
_mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
|
|
|
|
|
_mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
|
|
_mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
|
|
|
|
|
_mesa_DepthFunc(GL_ALWAYS);
|
|
|
|
|
_mesa_DepthMask(GL_TRUE);
|
|
|
|
|
|
|
|
|
|
_mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
|
|
|
|
|
_mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
|
|
|
|
|
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
|
|
|
mask &= ~GL_DEPTH_BUFFER_BIT;
|
|
|
|
|
|
|
|
|
|
free(tmp);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (mask & GL_STENCIL_BUFFER_BIT) {
|
|
|
|
|
/* XXX can't easily do stencil */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
|
|
|
|
|
_mesa_set_enable(ctx, tex->Target, GL_FALSE);
|
|
|
|
|
|
|
|
|
|
_mesa_meta_end(ctx);
|
|
|
|
|
|
|
|
|
|
if (mask) {
|
|
|
|
|
_swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
|
|
|
|
|
dstX0, dstY0, dstX1, dstY1, mask, filter);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
|
_mesa_meta_glsl_blit_cleanup(struct blit_state *blit)
|
|
|
|
|
{
|
|
|
|
|
if (blit->VAO) {
|
|
|
|
|
_mesa_DeleteVertexArrays(1, &blit->VAO);
|
|
|
|
|
blit->VAO = 0;
|
|
|
|
|
_mesa_DeleteBuffers(1, &blit->VBO);
|
|
|
|
|
blit->VBO = 0;
|
|
|
|
|
}
|
|
|
|
|
if (blit->DepthFP) {
|
|
|
|
|
_mesa_DeleteProgramsARB(1, &blit->DepthFP);
|
|
|
|
|
blit->DepthFP = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_mesa_meta_blit_shader_table_cleanup(&blit->shaders);
|
|
|
|
|
|
|
|
|
|
_mesa_DeleteTextures(1, &blit->depthTex.TexObj);
|
|
|
|
|
blit->depthTex.TexObj = 0;
|
|
|
|
|
}
|