/* * Mesa 3-D graphics library * Version: 7.6 * * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** * Meta operations. Some GL operations can be expressed in terms of * other GL operations. For example, glBlitFramebuffer() can be done * with texture mapping and glClear() can be done with polygon rendering. * * \author Brian Paul */ #include "main/glheader.h" #include "main/mtypes.h" #include "main/imports.h" #include "main/blend.h" #include "main/bufferobj.h" #include "main/buffers.h" #include "main/context.h" #include "main/depth.h" #include "main/enable.h" #include "main/feedback.h" #include "main/formats.h" #include "main/image.h" #include "main/macros.h" #include "main/matrix.h" #include "main/pixel.h" #include "main/polygon.h" #include "main/readpix.h" #include "main/scissor.h" #include "main/state.h" #include "main/stencil.h" #include "main/texobj.h" #include "main/texenv.h" #include "main/texgetimage.h" #include "main/teximage.h" #include "main/texparam.h" #include "main/texstate.h" #include "main/varray.h" #include "main/viewport.h" #include "swrast/swrast.h" #include "drivers/common/meta.h" /** Return offset in bytes of the field within a vertex struct */ #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD)) /** * State which we may save/restore across meta ops. * XXX this may be incomplete... */ struct save_state { GLbitfield SavedState; /**< bitmask of MESA_META_* flags */ /** MESA_META_ALPHA_TEST */ GLboolean AlphaEnabled; GLenum AlphaFunc; GLclampf AlphaRef; /** MESA_META_BLEND */ GLbitfield BlendEnabled; GLboolean ColorLogicOpEnabled; /** MESA_META_COLOR_MASK */ GLubyte ColorMask[4]; /** MESA_META_DEPTH_TEST */ struct gl_depthbuffer_attrib Depth; /** MESA_META_FOG */ GLboolean Fog; /** MESA_META_PIXEL_STORE */ struct gl_pixelstore_attrib Pack, Unpack; /** MESA_META_PIXEL_TRANSFER */ GLfloat RedBias, RedScale; GLfloat GreenBias, GreenScale; GLfloat BlueBias, BlueScale; GLfloat AlphaBias, AlphaScale; GLfloat DepthBias, DepthScale; GLboolean MapColorFlag; /** MESA_META_RASTERIZATION */ GLenum FrontPolygonMode, BackPolygonMode; GLboolean PolygonOffset; GLboolean PolygonSmooth; GLboolean PolygonStipple; GLboolean PolygonCull; /** MESA_META_SCISSOR */ struct gl_scissor_attrib Scissor; /** MESA_META_STENCIL_TEST */ struct gl_stencil_attrib Stencil; /** MESA_META_TRANSFORM */ GLenum MatrixMode; GLfloat ModelviewMatrix[16]; GLfloat ProjectionMatrix[16]; GLfloat TextureMatrix[16]; /** MESA_META_CLIP */ GLbitfield ClipPlanesEnabled; /** MESA_META_TEXTURE */ struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS]; /** mask of TEXTURE_2D_BIT, etc */ GLbitfield TexEnabled; GLbitfield TexGenEnabled; GLuint EnvMode; /* unit[0] only */ /** MESA_META_VIEWPORT */ GLint ViewportX, ViewportY, ViewportW, ViewportH; GLclampd DepthNear, DepthFar; /** MESA_META_SELECT_FEEDBACK */ GLenum RenderMode; struct gl_selection Select; struct gl_feedback Feedback; /** Miscellaneous (always disabled) */ GLboolean Lighting; GLboolean RasterDiscard; }; /** * State for glBlitFramebufer() */ struct blit_state { GLuint ArrayObj; GLuint VBO; GLuint DepthFP; }; /** * State for glClear() */ struct clear_state { GLuint ArrayObj; GLuint VBO; GLint ColorLocation; GLint IntegerColorLocation; }; /** * State for glCopyPixels() */ struct copypix_state { GLuint ArrayObj; GLuint VBO; }; #define MAX_META_OPS_DEPTH 8 /** * All per-context meta state. */ struct gl_meta_state { /** Stack of state saved during meta-ops */ struct save_state Save[MAX_META_OPS_DEPTH]; /** Save stack depth */ GLuint SaveStackDepth; struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */ }; /** * Initialize meta-ops for a context. * To be called once during context creation. */ void _mesa_meta_init(struct gl_context *ctx) { ASSERT(!ctx->Meta); ctx->Meta = CALLOC_STRUCT(gl_meta_state); } /** * Free context meta-op state. * To be called once during context destruction. */ void _mesa_meta_free(struct gl_context *ctx) { GET_CURRENT_CONTEXT(old_context); _mesa_make_current(ctx, NULL, NULL); if (old_context) _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer); else _mesa_make_current(NULL, NULL, NULL); free(ctx->Meta); ctx->Meta = NULL; } /** * 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); } } /** * 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); } } /** * Determine whether Mesa is currently in a meta state. */ GLboolean _mesa_meta_in_progress(struct gl_context *ctx) { return ctx->Meta->SaveStackDepth != 0; } /** * Determine the GL data type to use for the temporary image read with * ReadPixels() and passed to Tex[Sub]Image(). */ static GLenum get_temp_image_type(struct gl_context *ctx, GLenum baseFormat) { switch (baseFormat) { case GL_RGBA: case GL_RGB: case GL_RG: case GL_RED: case GL_ALPHA: case GL_LUMINANCE: case GL_LUMINANCE_ALPHA: case GL_INTENSITY: if (ctx->DrawBuffer->Visual.redBits <= 8) return GL_UNSIGNED_BYTE; else if (ctx->DrawBuffer->Visual.redBits <= 16) return GL_UNSIGNED_SHORT; else return GL_FLOAT; case GL_DEPTH_COMPONENT: return GL_UNSIGNED_INT; default: _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()", baseFormat); return 0; } } /** * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions. * Have to be careful with locking and meta state for pixel transfer. */ static void copy_tex_sub_image(struct gl_context *ctx, GLuint dims, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, GLint zoffset, struct gl_renderbuffer *rb, GLint x, GLint y, GLsizei width, GLsizei height) { struct gl_texture_object *texObj = texImage->TexObject; const GLenum target = texObj->Target; GLenum format, type; GLint bpp; void *buf; /* Choose format/type for temporary image buffer */ format = _mesa_get_format_base_format(texImage->TexFormat); if (format == GL_LUMINANCE || format == GL_LUMINANCE_ALPHA || format == GL_INTENSITY) { /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the * temp image buffer because glReadPixels will do L=R+G+B which is * not what we want (should be L=R). */ format = GL_RGBA; } if (_mesa_is_format_integer_color(texImage->TexFormat)) { _mesa_problem(ctx, "unsupported integer color copyteximage"); return; } type = get_temp_image_type(ctx, format); bpp = _mesa_bytes_per_pixel(format, type); if (bpp <= 0) { _mesa_problem(ctx, "Bad bpp in meta copy_tex_sub_image()"); return; } /* * Alloc image buffer (XXX could use a PBO) */ buf = malloc(width * height * bpp); if (!buf) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims); return; } _mesa_unlock_texture(ctx, texObj); /* need to unlock first */ /* * Read image from framebuffer (disable pixel transfer ops) */ _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER); ctx->Driver.ReadPixels(ctx, x, y, width, height, format, type, &ctx->Pack, buf); _mesa_meta_end(ctx); _mesa_update_state(ctx); /* to update pixel transfer state */ /* * Store texture data (with pixel transfer ops) */ _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE); if (target == GL_TEXTURE_1D) { ctx->Driver.TexSubImage1D(ctx, texImage, xoffset, width, format, type, buf, &ctx->Unpack); } else { ctx->Driver.TexSubImage2D(ctx, texImage, xoffset, yoffset, width, height, format, type, buf, &ctx->Unpack); } _mesa_meta_end(ctx); _mesa_lock_texture(ctx, texObj); /* re-lock */ free(buf); } void _mesa_meta_CopyTexSubImage1D(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, struct gl_renderbuffer *rb, GLint x, GLint y, GLsizei width) { copy_tex_sub_image(ctx, 1, texImage, xoffset, 0, 0, rb, x, y, width, 1); } void _mesa_meta_CopyTexSubImage2D(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, struct gl_renderbuffer *rb, GLint x, GLint y, GLsizei width, GLsizei height) { copy_tex_sub_image(ctx, 2, texImage, xoffset, yoffset, 0, rb, x, y, width, height); }