/* * Mesa 3-D graphics library * * Copyright (C) 2014 Intel Corporation. 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. */ #include "glheader.h" #include "context.h" #include "enums.h" #include "imports.h" #include "macros.h" #include "teximage.h" #include "texobj.h" #include "fbobject.h" #include "framebuffer.h" #include "buffers.h" #include "state.h" #include "mtypes.h" #include "meta.h" /** * Create a texture image that wraps a renderbuffer. */ static struct gl_texture_image * wrap_renderbuffer(struct gl_context *ctx, struct gl_renderbuffer *rb) { GLenum texTarget; struct gl_texture_object *texObj; struct gl_texture_image *texImage; if (rb->NumSamples > 1) texTarget = GL_TEXTURE_2D_MULTISAMPLE; else texTarget = GL_TEXTURE_2D; /* Texture ID is not significant since it never goes into the hash table */ texObj = ctx->Driver.NewTextureObject(ctx, 0, texTarget); assert(texObj); if (!texObj) return NULL; texImage = _mesa_get_tex_image(ctx, texObj, texTarget, 0); assert(texImage); if (!texImage) return NULL; if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) { _mesa_problem(ctx, "Failed to create texture from renderbuffer"); return NULL; } if (ctx->Driver.FinishRenderTexture && !rb->NeedsFinishRenderTexture) { rb->NeedsFinishRenderTexture = true; ctx->Driver.FinishRenderTexture(ctx, rb); } return texImage; } /* This function makes a texture view without bothering with all of the API * checks. Most of them are the same for CopyTexSubImage so checking would * be redundant. The one major difference is that we don't check for * whether the texture is immutable or not. However, since the view will * be created and then immediately destroyed, this should not be a problem. */ static bool make_view(struct gl_context *ctx, struct gl_texture_image *tex_image, struct gl_texture_image **view_tex_image, GLuint *view_tex_name, GLenum internal_format) { struct gl_texture_object *tex_obj = tex_image->TexObject; struct gl_texture_object *view_tex_obj; mesa_format tex_format; /* Set up the new texture object */ _mesa_GenTextures(1, view_tex_name); view_tex_obj = _mesa_lookup_texture(ctx, *view_tex_name); if (!view_tex_obj) return false; tex_format = _mesa_choose_texture_format(ctx, view_tex_obj, tex_obj->Target, 0, internal_format, GL_NONE, GL_NONE); if (!ctx->Driver.TestProxyTexImage(ctx, tex_obj->Target, 1, 0, tex_format, 1, tex_image->Width, tex_image->Height, tex_image->Depth)) { _mesa_DeleteTextures(1, view_tex_name); *view_tex_name = 0; return false; } assert(tex_obj->Target != 0); assert(tex_obj->TargetIndex < NUM_TEXTURE_TARGETS); view_tex_obj->Target = tex_obj->Target; view_tex_obj->TargetIndex = tex_obj->TargetIndex; *view_tex_image = _mesa_get_tex_image(ctx, view_tex_obj, tex_obj->Target, 0); if (!*view_tex_image) { _mesa_DeleteTextures(1, view_tex_name); *view_tex_name = 0; return false; } _mesa_init_teximage_fields(ctx, *view_tex_image, tex_image->Width, tex_image->Height, tex_image->Depth, 0, internal_format, tex_format); view_tex_obj->MinLevel = tex_image->Level; view_tex_obj->NumLevels = 1; view_tex_obj->MinLayer = tex_obj->MinLayer; view_tex_obj->NumLayers = tex_obj->NumLayers; view_tex_obj->Immutable = tex_obj->Immutable; view_tex_obj->ImmutableLevels = tex_obj->ImmutableLevels; if (ctx->Driver.TextureView != NULL && !ctx->Driver.TextureView(ctx, view_tex_obj, tex_obj)) { _mesa_DeleteTextures(1, view_tex_name); *view_tex_name = 0; return false; /* driver recorded error */ } return true; } /** A partial implementation of glCopyImageSubData * * This is a partial implementation of glCopyImageSubData that works only * if both textures are uncompressed and the destination texture is * renderable. It uses a slight abuse of a texture view (see make_view) to * turn the source texture into the destination texture type and then uses * _mesa_meta_BlitFramebuffers to do the copy. */ bool _mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx, struct gl_texture_image *src_tex_image, struct gl_renderbuffer *src_renderbuffer, int src_x, int src_y, int src_z, struct gl_texture_image *dst_tex_image, struct gl_renderbuffer *dst_renderbuffer, int dst_x, int dst_y, int dst_z, int src_width, int src_height) { mesa_format src_format, dst_format; GLint src_internal_format, dst_internal_format; GLuint src_view_texture = 0; struct gl_texture_image *src_view_tex_image; struct gl_framebuffer *readFb; struct gl_framebuffer *drawFb = NULL; bool success = false; GLbitfield mask; GLenum status, attachment; if (src_renderbuffer) { src_format = src_renderbuffer->Format; src_internal_format = src_renderbuffer->InternalFormat; } else { assert(src_tex_image); src_format = src_tex_image->TexFormat; src_internal_format = src_tex_image->InternalFormat; } if (dst_renderbuffer) { dst_format = dst_renderbuffer->Format; dst_internal_format = dst_renderbuffer->InternalFormat; } else { assert(dst_tex_image); dst_format = dst_tex_image->TexFormat; dst_internal_format = dst_tex_image->InternalFormat; } if (_mesa_is_format_compressed(src_format)) return false; if (_mesa_is_format_compressed(dst_format)) return false; if (src_internal_format == dst_internal_format) { src_view_tex_image = src_tex_image; } else { if (src_renderbuffer) { assert(src_tex_image == NULL); src_tex_image = wrap_renderbuffer(ctx, src_renderbuffer); } if (!make_view(ctx, src_tex_image, &src_view_tex_image, &src_view_texture, dst_internal_format)) goto cleanup; } /* We really only need to stash the bound framebuffers and scissor. */ _mesa_meta_begin(ctx, MESA_META_SCISSOR); readFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF); if (readFb == NULL) goto meta_end; drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF); if (drawFb == NULL) goto meta_end; _mesa_bind_framebuffers(ctx, drawFb, readFb); switch (_mesa_get_format_base_format(src_format)) { case GL_DEPTH_COMPONENT: attachment = GL_DEPTH_ATTACHMENT; mask = GL_DEPTH_BUFFER_BIT; break; case GL_DEPTH_STENCIL: attachment = GL_DEPTH_STENCIL_ATTACHMENT; mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; break; case GL_STENCIL_INDEX: attachment = GL_STENCIL_ATTACHMENT; mask = GL_STENCIL_BUFFER_BIT; break; default: attachment = GL_COLOR_ATTACHMENT0; mask = GL_COLOR_BUFFER_BIT; _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0); _mesa_ReadBuffer(GL_COLOR_ATTACHMENT0); } if (src_view_tex_image) { /* Prefer the tex image because, even if we have a renderbuffer, we may * have had to wrap it in a texture view. */ _mesa_meta_framebuffer_texture_image(ctx, ctx->ReadBuffer, attachment, src_view_tex_image, src_z); } else { _mesa_framebuffer_renderbuffer(ctx, ctx->ReadBuffer, attachment, src_renderbuffer); } status = _mesa_check_framebuffer_status(ctx, ctx->ReadBuffer); if (status != GL_FRAMEBUFFER_COMPLETE) goto meta_end; if (dst_renderbuffer) { _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, attachment, dst_renderbuffer); } else { _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer, attachment, dst_tex_image, dst_z); } status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer); if (status != GL_FRAMEBUFFER_COMPLETE) goto meta_end; /* Explicitly disable sRGB encoding */ ctx->DrawBuffer->Visual.sRGBCapable = false; /* Since we've bound a new draw framebuffer, we need to update its * derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to * be correct. */ _mesa_update_state(ctx); /* We skip the core BlitFramebuffer checks for format consistency. * We have already created views to ensure that the texture formats * match. */ ctx->Driver.BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer, src_x, src_y, src_x + src_width, src_y + src_height, dst_x, dst_y, dst_x + src_width, dst_y + src_height, mask, GL_NEAREST); success = true; meta_end: _mesa_reference_framebuffer(&readFb, NULL); _mesa_reference_framebuffer(&drawFb, NULL); _mesa_meta_end(ctx); cleanup: _mesa_DeleteTextures(1, &src_view_texture); /* If we got a renderbuffer source, delete the temporary texture */ if (src_renderbuffer && src_tex_image) ctx->Driver.DeleteTexture(ctx, src_tex_image->TexObject); return success; }