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-rw-r--r--src/mesa/drivers/common/meta_generate_mipmap.c372
1 files changed, 372 insertions, 0 deletions
diff --git a/src/mesa/drivers/common/meta_generate_mipmap.c b/src/mesa/drivers/common/meta_generate_mipmap.c
new file mode 100644
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--- /dev/null
+++ b/src/mesa/drivers/common/meta_generate_mipmap.c
@@ -0,0 +1,372 @@
+/*
+ * Mesa 3-D graphics library
+ *
+ * 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
+ * THE AUTHORS OR COPYRIGHT HOLDERS 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/arrayobj.h"
+#include "main/buffers.h"
+#include "main/enums.h"
+#include "main/enable.h"
+#include "main/fbobject.h"
+#include "main/macros.h"
+#include "main/mipmap.h"
+#include "main/teximage.h"
+#include "main/texobj.h"
+#include "main/texparam.h"
+#include "main/varray.h"
+#include "main/viewport.h"
+#include "drivers/common/meta.h"
+
+/**
+ * Check if the call to _mesa_meta_GenerateMipmap() will require a
+ * software fallback. The fallback path will require that the texture
+ * images are mapped.
+ * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
+ */
+GLboolean
+_mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
+ struct gl_texture_object *texObj)
+{
+ const GLuint fboSave = ctx->DrawBuffer->Name;
+ struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
+ struct gl_texture_image *baseImage;
+ GLuint srcLevel;
+ GLenum status;
+
+ /* check for fallbacks */
+ if (target == GL_TEXTURE_3D ||
+ target == GL_TEXTURE_1D_ARRAY ||
+ target == GL_TEXTURE_2D_ARRAY) {
+ _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
+ "glGenerateMipmap() to %s target\n",
+ _mesa_lookup_enum_by_nr(target));
+ return GL_TRUE;
+ }
+
+ srcLevel = texObj->BaseLevel;
+ baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
+ if (!baseImage) {
+ _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
+ "glGenerateMipmap() couldn't find base teximage\n");
+ return GL_TRUE;
+ }
+
+ if (_mesa_is_format_compressed(baseImage->TexFormat)) {
+ _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
+ "glGenerateMipmap() with %s format\n",
+ _mesa_get_format_name(baseImage->TexFormat));
+ return GL_TRUE;
+ }
+
+ if (_mesa_get_format_color_encoding(baseImage->TexFormat) == GL_SRGB &&
+ !ctx->Extensions.EXT_texture_sRGB_decode) {
+ /* The texture format is sRGB but we can't turn off sRGB->linear
+ * texture sample conversion. So we won't be able to generate the
+ * right colors when rendering. Need to use a fallback.
+ */
+ _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
+ "glGenerateMipmap() of sRGB texture without "
+ "sRGB decode\n");
+ return GL_TRUE;
+ }
+
+ /*
+ * Test that we can actually render in the texture's format.
+ */
+ if (!mipmap->FBO)
+ _mesa_GenFramebuffers(1, &mipmap->FBO);
+ _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
+
+ if (target == GL_TEXTURE_1D) {
+ _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ target, texObj->Name, srcLevel);
+ }
+#if 0
+ /* other work is needed to enable 3D mipmap generation */
+ else if (target == GL_TEXTURE_3D) {
+ GLint zoffset = 0;
+ _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ target, texObj->Name, srcLevel, zoffset);
+ }
+#endif
+ else {
+ /* 2D / cube */
+ _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ target, texObj->Name, srcLevel);
+ }
+
+ status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
+
+ _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
+ "glGenerateMipmap() got incomplete FBO\n");
+ return GL_TRUE;
+ }
+
+ return GL_FALSE;
+}
+
+void
+_mesa_meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state *mipmap)
+{
+ if (mipmap->VAO == 0)
+ return;
+ _mesa_DeleteVertexArrays(1, &mipmap->VAO);
+ mipmap->VAO = 0;
+ _mesa_DeleteBuffers(1, &mipmap->VBO);
+ mipmap->VBO = 0;
+
+ _mesa_meta_blit_shader_table_cleanup(&mipmap->shaders);
+}
+
+/**
+ * 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 fboSave = ctx->DrawBuffer->Name;
+ 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;
+ const GLint slice = 0;
+ GLuint samplerSave;
+
+ if (_mesa_meta_check_generate_mipmap_fallback(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);
+
+ /* 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, 3, 0);
+ _mesa_meta_setup_blit_shader(ctx, target, &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)
+ _mesa_BindTexture(target, texObj->Name);
+
+ if (!mipmap->FBO) {
+ _mesa_GenFramebuffers(1, &mipmap->FBO);
+ }
+
+ if (!mipmap->Sampler) {
+ _mesa_GenSamplers(1, &mipmap->Sampler);
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
+
+ _mesa_SamplerParameteri(mipmap->Sampler,
+ GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR_MIPMAP_LINEAR);
+ _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ _mesa_SamplerParameteri(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) {
+ _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
+ GL_SKIP_DECODE_EXT);
+ }
+ } else {
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
+ }
+
+ _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
+
+ _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
+
+ /* Silence valgrind warnings about reading uninitialized stack. */
+ memset(verts, 0, sizeof(verts));
+
+ /* Setup texture coordinates */
+ _mesa_meta_setup_texture_coords(faceTarget,
+ slice,
+ 0, 0, 1, /* width, height never used here */
+ verts[0].tex,
+ verts[1].tex,
+ verts[2].tex,
+ verts[3].tex);
+
+ /* 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;
+
+ /* upload vertex data */
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ verts, GL_DYNAMIC_DRAW_ARB);
+
+ /* texture is already locked, unlock now */
+ _mesa_unlock_texture(ctx, texObj);
+
+ for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
+ const struct gl_texture_image *srcImage;
+ const GLuint srcLevel = dstLevel - 1;
+ GLsizei srcWidth, srcHeight, srcDepth;
+ GLsizei dstWidth, dstHeight, dstDepth;
+ GLenum status;
+
+ srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
+ assert(srcImage->Border == 0);
+
+ /* src size */
+ srcWidth = srcImage->Width;
+ srcHeight = srcImage->Height;
+ srcDepth = srcImage->Depth;
+
+ /* new dst size */
+ dstWidth = MAX2(1, srcWidth / 2);
+ dstHeight = MAX2(1, srcHeight / 2);
+ dstDepth = MAX2(1, srcDepth / 2);
+
+ if (dstWidth == srcImage->Width &&
+ dstHeight == srcImage->Height &&
+ dstDepth == srcImage->Depth) {
+ /* 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_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
+
+ if (!_mesa_prepare_mipmap_level(ctx, texObj, dstLevel,
+ dstWidth, dstHeight, dstDepth,
+ srcImage->Border,
+ 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;
+ }
+
+ /* limit minification to src level */
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
+
+ /* Set to draw into the current dstLevel */
+ if (target == GL_TEXTURE_1D) {
+ _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ target,
+ texObj->Name,
+ dstLevel);
+ }
+ else if (target == GL_TEXTURE_3D) {
+ GLint zoffset = 0; /* XXX unfinished */
+ _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ target,
+ texObj->Name,
+ dstLevel, zoffset);
+ } else {
+ /* 2D / cube */
+ _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ faceTarget,
+ texObj->Name,
+ dstLevel);
+ }
+
+ _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
+
+ /* sanity check */
+ status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
+ "_mesa_meta_GenerateMipmap()");
+ break;
+ }
+
+ assert(dstWidth == ctx->DrawBuffer->Width);
+ assert(dstHeight == ctx->DrawBuffer->Height);
+
+ /* setup viewport */
+ _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
+
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+
+ _mesa_lock_texture(ctx, texObj); /* relock */
+
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
+
+ _mesa_meta_end(ctx);
+
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
+ if (genMipmapSave)
+ _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
+
+ _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave);
+}