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-rw-r--r--i965/brw_metaops.c564
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diff --git a/i965/brw_metaops.c b/i965/brw_metaops.c
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+/*
+ Copyright (C) Intel Corp. 2006. All Rights Reserved.
+ Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
+ develop this 3D driver.
+
+ 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 (including the
+ next paragraph) 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 THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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.
+
+ **********************************************************************/
+ /*
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ * frame buffer texture by Gary Wong <gtw@gnu.org>
+ */
+
+
+
+#include "glheader.h"
+#include "context.h"
+#include "macros.h"
+
+#include "shader/arbprogparse.h"
+
+#include "intel_screen.h"
+#include "intel_batchbuffer.h"
+#include "intel_regions.h"
+
+#include "brw_context.h"
+#include "brw_defines.h"
+#include "brw_draw.h"
+#include "brw_fallback.h"
+
+#define INIT(brw, STRUCT, ATTRIB) \
+do { \
+ brw->attribs.ATTRIB = &ctx->ATTRIB; \
+} while (0)
+
+#define DUP(brw, STRUCT, ATTRIB) \
+do { \
+ brw->metaops.attribs.ATTRIB = MALLOC_STRUCT(STRUCT); \
+ memcpy(brw->metaops.attribs.ATTRIB, \
+ brw->attribs.ATTRIB, \
+ sizeof(struct STRUCT)); \
+} while (0)
+
+
+#define INSTALL(brw, ATTRIB, STATE) \
+do { \
+ brw->attribs.ATTRIB = brw->metaops.attribs.ATTRIB; \
+ brw->state.dirty.mesa |= STATE; \
+} while (0)
+
+#define RESTORE(brw, ATTRIB, STATE) \
+do { \
+ brw->attribs.ATTRIB = &brw->intel.ctx.ATTRIB; \
+ brw->state.dirty.mesa |= STATE; \
+} while (0)
+
+static void init_attribs( struct brw_context *brw )
+{
+ DUP(brw, gl_colorbuffer_attrib, Color);
+ DUP(brw, gl_depthbuffer_attrib, Depth);
+ DUP(brw, gl_fog_attrib, Fog);
+ DUP(brw, gl_hint_attrib, Hint);
+ DUP(brw, gl_light_attrib, Light);
+ DUP(brw, gl_line_attrib, Line);
+ DUP(brw, gl_point_attrib, Point);
+ DUP(brw, gl_polygon_attrib, Polygon);
+ DUP(brw, gl_scissor_attrib, Scissor);
+ DUP(brw, gl_stencil_attrib, Stencil);
+ DUP(brw, gl_texture_attrib, Texture);
+ DUP(brw, gl_transform_attrib, Transform);
+ DUP(brw, gl_viewport_attrib, Viewport);
+ DUP(brw, gl_vertex_program_state, VertexProgram);
+ DUP(brw, gl_fragment_program_state, FragmentProgram);
+}
+
+static void install_attribs( struct brw_context *brw )
+{
+ INSTALL(brw, Color, _NEW_COLOR);
+ INSTALL(brw, Depth, _NEW_DEPTH);
+ INSTALL(brw, Fog, _NEW_FOG);
+ INSTALL(brw, Hint, _NEW_HINT);
+ INSTALL(brw, Light, _NEW_LIGHT);
+ INSTALL(brw, Line, _NEW_LINE);
+ INSTALL(brw, Point, _NEW_POINT);
+ INSTALL(brw, Polygon, _NEW_POLYGON);
+ INSTALL(brw, Scissor, _NEW_SCISSOR);
+ INSTALL(brw, Stencil, _NEW_STENCIL);
+ INSTALL(brw, Texture, _NEW_TEXTURE);
+ INSTALL(brw, Transform, _NEW_TRANSFORM);
+ INSTALL(brw, Viewport, _NEW_VIEWPORT);
+ INSTALL(brw, VertexProgram, _NEW_PROGRAM);
+ INSTALL(brw, FragmentProgram, _NEW_PROGRAM);
+}
+
+static void restore_attribs( struct brw_context *brw )
+{
+ RESTORE(brw, Color, _NEW_COLOR);
+ RESTORE(brw, Depth, _NEW_DEPTH);
+ RESTORE(brw, Fog, _NEW_FOG);
+ RESTORE(brw, Hint, _NEW_HINT);
+ RESTORE(brw, Light, _NEW_LIGHT);
+ RESTORE(brw, Line, _NEW_LINE);
+ RESTORE(brw, Point, _NEW_POINT);
+ RESTORE(brw, Polygon, _NEW_POLYGON);
+ RESTORE(brw, Scissor, _NEW_SCISSOR);
+ RESTORE(brw, Stencil, _NEW_STENCIL);
+ RESTORE(brw, Texture, _NEW_TEXTURE);
+ RESTORE(brw, Transform, _NEW_TRANSFORM);
+ RESTORE(brw, Viewport, _NEW_VIEWPORT);
+ RESTORE(brw, VertexProgram, _NEW_PROGRAM);
+ RESTORE(brw, FragmentProgram, _NEW_PROGRAM);
+}
+
+
+static const char *vp_prog =
+ "!!ARBvp1.0\n"
+ "MOV result.color, vertex.color;\n"
+ "MOV result.position, vertex.position;\n"
+ "END\n";
+
+static const char *fp_prog =
+ "!!ARBfp1.0\n"
+ "MOV result.color, fragment.color;\n"
+ "END\n";
+
+static const char *fp_tex_prog =
+ "!!ARBfp1.0\n"
+ "TEMP a;\n"
+ "ADD a, fragment.position, program.local[0];\n"
+ "MUL a, a, program.local[1];\n"
+ "TEX result.color, a, texture[0], 2D;\n"
+ "MOV result.depth.z, fragment.position;\n"
+ "END\n";
+
+/* Derived values of importance:
+ *
+ * FragmentProgram->_Current
+ * VertexProgram->_Enabled
+ * brw->vertex_program
+ * DrawBuffer->_ColorDrawBufferMask[0]
+ *
+ *
+ * More if drawpixels-through-texture is added.
+ */
+static void init_metaops_state( struct brw_context *brw )
+{
+ GLcontext *ctx = &brw->intel.ctx;
+
+ brw->metaops.vbo = ctx->Driver.NewBufferObject(ctx, 1, GL_ARRAY_BUFFER_ARB);
+
+ ctx->Driver.BufferData(ctx,
+ GL_ARRAY_BUFFER_ARB,
+ 4096,
+ NULL,
+ GL_DYNAMIC_DRAW_ARB,
+ brw->metaops.vbo);
+
+ brw->metaops.fp = (struct gl_fragment_program *)
+ ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 1 );
+
+ brw->metaops.fp_tex = (struct gl_fragment_program *)
+ ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 1 );
+
+ brw->metaops.vp = (struct gl_vertex_program *)
+ ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 1 );
+
+ _mesa_parse_arb_fragment_program(ctx, GL_FRAGMENT_PROGRAM_ARB,
+ fp_prog, strlen(fp_prog),
+ brw->metaops.fp);
+
+ _mesa_parse_arb_fragment_program(ctx, GL_FRAGMENT_PROGRAM_ARB,
+ fp_tex_prog, strlen(fp_tex_prog),
+ brw->metaops.fp_tex);
+
+ _mesa_parse_arb_vertex_program(ctx, GL_VERTEX_PROGRAM_ARB,
+ vp_prog, strlen(vp_prog),
+ brw->metaops.vp);
+
+ brw->metaops.attribs.VertexProgram->Current = brw->metaops.vp;
+ brw->metaops.attribs.VertexProgram->_Enabled = GL_TRUE;
+
+ brw->metaops.attribs.FragmentProgram->_Current = brw->metaops.fp;
+}
+
+static void meta_flat_shade( struct intel_context *intel )
+{
+ struct brw_context *brw = brw_context(&intel->ctx);
+
+ brw->metaops.attribs.Light->ShadeModel = GL_FLAT;
+ brw->state.dirty.mesa |= _NEW_LIGHT;
+}
+
+
+static void meta_no_stencil_write( struct intel_context *intel )
+{
+ struct brw_context *brw = brw_context(&intel->ctx);
+
+ brw->metaops.attribs.Stencil->Enabled = GL_FALSE;
+ brw->metaops.attribs.Stencil->WriteMask[0] = GL_FALSE;
+ brw->state.dirty.mesa |= _NEW_STENCIL;
+}
+
+static void meta_no_depth_write( struct intel_context *intel )
+{
+ struct brw_context *brw = brw_context(&intel->ctx);
+
+ brw->metaops.attribs.Depth->Test = GL_FALSE;
+ brw->metaops.attribs.Depth->Mask = GL_FALSE;
+ brw->state.dirty.mesa |= _NEW_DEPTH;
+}
+
+
+static void meta_depth_replace( struct intel_context *intel )
+{
+ struct brw_context *brw = brw_context(&intel->ctx);
+
+ /* ctx->Driver.Enable( ctx, GL_DEPTH_TEST, GL_TRUE )
+ * ctx->Driver.DepthMask( ctx, GL_TRUE )
+ */
+ brw->metaops.attribs.Depth->Test = GL_TRUE;
+ brw->metaops.attribs.Depth->Mask = GL_TRUE;
+ brw->state.dirty.mesa |= _NEW_DEPTH;
+
+ /* ctx->Driver.DepthFunc( ctx, GL_ALWAYS )
+ */
+ brw->metaops.attribs.Depth->Func = GL_ALWAYS;
+
+ brw->state.dirty.mesa |= _NEW_DEPTH;
+}
+
+
+static void meta_stencil_replace( struct intel_context *intel,
+ GLuint s_mask,
+ GLuint s_clear)
+{
+ struct brw_context *brw = brw_context(&intel->ctx);
+
+ brw->metaops.attribs.Stencil->Enabled = GL_TRUE;
+ brw->metaops.attribs.Stencil->WriteMask[0] = s_mask;
+ brw->metaops.attribs.Stencil->ValueMask[0] = 0xff;
+ brw->metaops.attribs.Stencil->Ref[0] = s_clear;
+ brw->metaops.attribs.Stencil->Function[0] = GL_ALWAYS;
+ brw->metaops.attribs.Stencil->FailFunc[0] = GL_REPLACE;
+ brw->metaops.attribs.Stencil->ZPassFunc[0] = GL_REPLACE;
+ brw->metaops.attribs.Stencil->ZFailFunc[0] = GL_REPLACE;
+ brw->state.dirty.mesa |= _NEW_STENCIL;
+}
+
+
+static void meta_color_mask( struct intel_context *intel, GLboolean state )
+{
+ struct brw_context *brw = brw_context(&intel->ctx);
+
+ if (state)
+ COPY_4V(brw->metaops.attribs.Color->ColorMask,
+ brw->intel.ctx.Color.ColorMask);
+ else
+ ASSIGN_4V(brw->metaops.attribs.Color->ColorMask, 0, 0, 0, 0);
+
+ brw->state.dirty.mesa |= _NEW_COLOR;
+}
+
+static void meta_no_texture( struct intel_context *intel )
+{
+ struct brw_context *brw = brw_context(&intel->ctx);
+
+ brw->metaops.attribs.FragmentProgram->_Current = brw->metaops.fp;
+
+ brw->metaops.attribs.Texture->CurrentUnit = 0;
+ brw->metaops.attribs.Texture->_EnabledUnits = 0;
+ brw->metaops.attribs.Texture->_EnabledCoordUnits = 0;
+ brw->metaops.attribs.Texture->Unit[ 0 ].Enabled = 0;
+ brw->metaops.attribs.Texture->Unit[ 0 ]._ReallyEnabled = 0;
+
+ brw->state.dirty.mesa |= _NEW_TEXTURE | _NEW_PROGRAM;
+}
+
+static void meta_texture_blend_replace(struct intel_context *intel)
+{
+ struct brw_context *brw = brw_context(&intel->ctx);
+
+ brw->metaops.attribs.Texture->CurrentUnit = 0;
+ brw->metaops.attribs.Texture->_EnabledUnits = 1;
+ brw->metaops.attribs.Texture->_EnabledCoordUnits = 1;
+ brw->metaops.attribs.Texture->Unit[ 0 ].Enabled = TEXTURE_2D_BIT;
+ brw->metaops.attribs.Texture->Unit[ 0 ]._ReallyEnabled = TEXTURE_2D_BIT;
+ brw->metaops.attribs.Texture->Unit[ 0 ].Current2D =
+ intel->frame_buffer_texobj;
+ brw->metaops.attribs.Texture->Unit[ 0 ]._Current =
+ intel->frame_buffer_texobj;
+
+ brw->state.dirty.mesa |= _NEW_TEXTURE | _NEW_PROGRAM;
+}
+
+static void meta_import_pixel_state(struct intel_context *intel)
+{
+ struct brw_context *brw = brw_context(&intel->ctx);
+
+ RESTORE(brw, Color, _NEW_COLOR);
+ RESTORE(brw, Depth, _NEW_DEPTH);
+ RESTORE(brw, Fog, _NEW_FOG);
+ RESTORE(brw, Scissor, _NEW_SCISSOR);
+ RESTORE(brw, Stencil, _NEW_STENCIL);
+ RESTORE(brw, Texture, _NEW_TEXTURE);
+ RESTORE(brw, FragmentProgram, _NEW_PROGRAM);
+}
+
+static void meta_frame_buffer_texture( struct intel_context *intel,
+ GLint xoff, GLint yoff )
+{
+ struct brw_context *brw = brw_context(&intel->ctx);
+ struct intel_region *region = intel_drawbuf_region( intel );
+
+ INSTALL(brw, FragmentProgram, _NEW_PROGRAM);
+
+ brw->metaops.attribs.FragmentProgram->_Current = brw->metaops.fp_tex;
+ /* This is unfortunate, but seems to be necessary, since later on we
+ will end up calling _mesa_load_state_parameters to lookup the
+ local params (below), and that will want to look in ctx.FragmentProgram
+ instead of brw->attribs.FragmentProgram. */
+ intel->ctx.FragmentProgram.Current = brw->metaops.fp_tex;
+
+ brw->metaops.fp_tex->Base.LocalParams[ 0 ][ 0 ] = xoff;
+ brw->metaops.fp_tex->Base.LocalParams[ 0 ][ 1 ] = yoff;
+ brw->metaops.fp_tex->Base.LocalParams[ 0 ][ 2 ] = 0.0;
+ brw->metaops.fp_tex->Base.LocalParams[ 0 ][ 3 ] = 0.0;
+ brw->metaops.fp_tex->Base.LocalParams[ 1 ][ 0 ] =
+ 1.0 / region->pitch;
+ brw->metaops.fp_tex->Base.LocalParams[ 1 ][ 1 ] =
+ -1.0 / region->height;
+ brw->metaops.fp_tex->Base.LocalParams[ 1 ][ 2 ] = 0.0;
+ brw->metaops.fp_tex->Base.LocalParams[ 1 ][ 3 ] = 1.0;
+
+ brw->state.dirty.mesa |= _NEW_PROGRAM;
+}
+
+
+static void meta_draw_region( struct intel_context *intel,
+ struct intel_region *draw_region,
+ struct intel_region *depth_region )
+{
+ struct brw_context *brw = brw_context(&intel->ctx);
+
+ if (!brw->metaops.saved_draw_region) {
+ brw->metaops.saved_draw_region = brw->state.draw_region;
+ brw->metaops.saved_depth_region = brw->state.depth_region;
+ }
+
+ brw->state.draw_region = draw_region;
+ brw->state.depth_region = depth_region;
+
+ brw->state.dirty.mesa |= _NEW_BUFFERS;
+}
+
+
+static void meta_draw_quad(struct intel_context *intel,
+ GLfloat x0, GLfloat x1,
+ GLfloat y0, GLfloat y1,
+ GLfloat z,
+ GLubyte red, GLubyte green,
+ GLubyte blue, GLubyte alpha,
+ GLfloat s0, GLfloat s1,
+ GLfloat t0, GLfloat t1)
+{
+ GLcontext *ctx = &intel->ctx;
+ struct brw_context *brw = brw_context(&intel->ctx);
+ struct gl_client_array pos_array;
+ struct gl_client_array color_array;
+ struct gl_client_array *attribs[VERT_ATTRIB_MAX];
+ struct _mesa_prim prim[1];
+ GLfloat pos[4][3];
+ GLubyte color[4];
+
+ ctx->Driver.BufferData(ctx,
+ GL_ARRAY_BUFFER_ARB,
+ sizeof(pos) + sizeof(color),
+ NULL,
+ GL_DYNAMIC_DRAW_ARB,
+ brw->metaops.vbo);
+
+ pos[0][0] = x0;
+ pos[0][1] = y0;
+ pos[0][2] = z;
+
+ pos[1][0] = x1;
+ pos[1][1] = y0;
+ pos[1][2] = z;
+
+ pos[2][0] = x1;
+ pos[2][1] = y1;
+ pos[2][2] = z;
+
+ pos[3][0] = x0;
+ pos[3][1] = y1;
+ pos[3][2] = z;
+
+
+ ctx->Driver.BufferSubData(ctx,
+ GL_ARRAY_BUFFER_ARB,
+ 0,
+ sizeof(pos),
+ pos,
+ brw->metaops.vbo);
+
+ color[0] = red;
+ color[1] = green;
+ color[2] = blue;
+ color[3] = alpha;
+
+ ctx->Driver.BufferSubData(ctx,
+ GL_ARRAY_BUFFER_ARB,
+ sizeof(pos),
+ sizeof(color),
+ color,
+ brw->metaops.vbo);
+
+ /* Ignoring texture coords.
+ */
+
+ memset(attribs, 0, VERT_ATTRIB_MAX * sizeof(*attribs));
+
+ attribs[VERT_ATTRIB_POS] = &pos_array;
+ attribs[VERT_ATTRIB_POS]->Ptr = 0;
+ attribs[VERT_ATTRIB_POS]->Type = GL_FLOAT;
+ attribs[VERT_ATTRIB_POS]->Enabled = 1;
+ attribs[VERT_ATTRIB_POS]->Size = 3;
+ attribs[VERT_ATTRIB_POS]->StrideB = 3 * sizeof(GLfloat);
+ attribs[VERT_ATTRIB_POS]->Stride = 3 * sizeof(GLfloat);
+ attribs[VERT_ATTRIB_POS]->_MaxElement = 4;
+ attribs[VERT_ATTRIB_POS]->Normalized = 0;
+ attribs[VERT_ATTRIB_POS]->BufferObj = brw->metaops.vbo;
+
+ attribs[VERT_ATTRIB_COLOR0] = &color_array;
+ attribs[VERT_ATTRIB_COLOR0]->Ptr = (const GLubyte *)sizeof(pos);
+ attribs[VERT_ATTRIB_COLOR0]->Type = GL_UNSIGNED_BYTE;
+ attribs[VERT_ATTRIB_COLOR0]->Enabled = 1;
+ attribs[VERT_ATTRIB_COLOR0]->Size = 4;
+ attribs[VERT_ATTRIB_COLOR0]->StrideB = 0;
+ attribs[VERT_ATTRIB_COLOR0]->Stride = 0;
+ attribs[VERT_ATTRIB_COLOR0]->_MaxElement = 1;
+ attribs[VERT_ATTRIB_COLOR0]->Normalized = 1;
+ attribs[VERT_ATTRIB_COLOR0]->BufferObj = brw->metaops.vbo;
+
+ /* Just ignoring texture coordinates for now.
+ */
+
+ memset(prim, 0, sizeof(*prim));
+
+ prim[0].mode = GL_TRIANGLE_FAN;
+ prim[0].begin = 1;
+ prim[0].end = 1;
+ prim[0].weak = 0;
+ prim[0].pad = 0;
+ prim[0].start = 0;
+ prim[0].count = 4;
+
+ brw_draw_prims(&brw->intel.ctx,
+ (const struct gl_client_array **)attribs,
+ prim, 1,
+ NULL,
+ 0,
+ 3 );
+}
+
+
+static void install_meta_state( struct intel_context *intel )
+{
+ GLcontext *ctx = &intel->ctx;
+ struct brw_context *brw = brw_context(ctx);
+
+ if (!brw->metaops.vbo) {
+ init_metaops_state(brw);
+ }
+
+ install_attribs(brw);
+
+ meta_no_texture(&brw->intel);
+ meta_flat_shade(&brw->intel);
+ brw->metaops.restore_draw_mask = ctx->DrawBuffer->_ColorDrawBufferMask[0];
+ brw->metaops.restore_fp = ctx->FragmentProgram.Current;
+
+ /* This works without adjusting refcounts. Fix later?
+ */
+ brw->metaops.saved_draw_region = brw->state.draw_region;
+ brw->metaops.saved_depth_region = brw->state.depth_region;
+ brw->metaops.active = 1;
+
+ brw->state.dirty.brw |= BRW_NEW_METAOPS;
+}
+
+static void leave_meta_state( struct intel_context *intel )
+{
+ GLcontext *ctx = &intel->ctx;
+ struct brw_context *brw = brw_context(ctx);
+
+ restore_attribs(brw);
+
+ ctx->DrawBuffer->_ColorDrawBufferMask[0] = brw->metaops.restore_draw_mask;
+ ctx->FragmentProgram.Current = brw->metaops.restore_fp;
+
+ brw->state.draw_region = brw->metaops.saved_draw_region;
+ brw->state.depth_region = brw->metaops.saved_depth_region;
+ brw->metaops.saved_draw_region = NULL;
+ brw->metaops.saved_depth_region = NULL;
+ brw->metaops.active = 0;
+
+ brw->state.dirty.mesa |= _NEW_BUFFERS;
+ brw->state.dirty.brw |= BRW_NEW_METAOPS;
+}
+
+
+
+void brw_init_metaops( struct brw_context *brw )
+{
+ init_attribs(brw);
+
+
+ brw->intel.vtbl.install_meta_state = install_meta_state;
+ brw->intel.vtbl.leave_meta_state = leave_meta_state;
+ brw->intel.vtbl.meta_no_depth_write = meta_no_depth_write;
+ brw->intel.vtbl.meta_no_stencil_write = meta_no_stencil_write;
+ brw->intel.vtbl.meta_stencil_replace = meta_stencil_replace;
+ brw->intel.vtbl.meta_depth_replace = meta_depth_replace;
+ brw->intel.vtbl.meta_color_mask = meta_color_mask;
+ brw->intel.vtbl.meta_no_texture = meta_no_texture;
+ brw->intel.vtbl.meta_import_pixel_state = meta_import_pixel_state;
+ brw->intel.vtbl.meta_frame_buffer_texture = meta_frame_buffer_texture;
+ brw->intel.vtbl.meta_draw_region = meta_draw_region;
+ brw->intel.vtbl.meta_draw_quad = meta_draw_quad;
+ brw->intel.vtbl.meta_texture_blend_replace = meta_texture_blend_replace;
+/* brw->intel.vtbl.meta_tex_rect_source = meta_tex_rect_source; */
+/* brw->intel.vtbl.meta_draw_format = set_draw_format; */
+}
+
+void brw_destroy_metaops( struct brw_context *brw )
+{
+ GLcontext *ctx = &brw->intel.ctx;
+
+ if (brw->metaops.vbo)
+ ctx->Driver.DeleteBuffer( ctx, brw->metaops.vbo );
+
+/* ctx->Driver.DeleteProgram( ctx, brw->metaops.fp ); */
+/* ctx->Driver.DeleteProgram( ctx, brw->metaops.fp_tex ); */
+/* ctx->Driver.DeleteProgram( ctx, brw->metaops.vp ); */
+}