diff options
author | Brian Paul <[email protected]> | 2009-09-24 19:33:22 -0600 |
---|---|---|
committer | Brian Paul <[email protected]> | 2009-09-24 19:36:20 -0600 |
commit | 0876618a8d118b39b80963cc0d5e7a118961aa83 (patch) | |
tree | 192f057ceccbb6c723b5e82824f6a11e21793de4 | |
parent | e33ea11c143596d511331aceabbf60016869c304 (diff) |
mesa: _mesa_meta_GenerateMipmap() now working
Handles GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP.
But GL_TEXTURE_3D and texture borders not supported yet.
-rw-r--r-- | src/mesa/drivers/common/meta.c | 205 |
1 files changed, 172 insertions, 33 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 21756786c54..b445323aabe 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -1939,6 +1939,10 @@ _mesa_meta_Bitmap(GLcontext *ctx, } +/** + * Called via ctx->Driver.GenerateMipmap() + * Note: texture borders and 3D texture support not yet complete. + */ void _mesa_meta_GenerateMipmap(GLcontext *ctx, GLenum target, struct gl_texture_object *texObj) @@ -1952,13 +1956,20 @@ _mesa_meta_GenerateMipmap(GLcontext *ctx, GLenum target, const GLuint maxLevel = texObj->MaxLevel; const GLenum minFilterSave = texObj->MinFilter; const GLenum magFilterSave = texObj->MagFilter; + const GLint baseLevelSave = texObj->BaseLevel; + const GLint maxLevelSave = texObj->MaxLevel; + const GLboolean genMipmapSave = texObj->GenerateMipmap; + const GLenum wrapSSave = texObj->WrapS; + const GLenum wrapTSave = texObj->WrapT; + const GLenum wrapRSave = texObj->WrapR; const GLuint fboSave = ctx->DrawBuffer->Name; GLenum faceTarget; - GLuint level; + GLuint dstLevel; GLuint border = 0; /* check for fallbacks */ - if (!ctx->Extensions.EXT_framebuffer_object) { + if (!ctx->Extensions.EXT_framebuffer_object || + target == GL_TEXTURE_3D) { _mesa_generate_mipmap(ctx, target, texObj); return; } @@ -2007,12 +2018,16 @@ _mesa_meta_GenerateMipmap(GLcontext *ctx, GLenum target, _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + _mesa_set_enable(ctx, target, GL_TRUE); /* setup texcoords once (XXX what about border?) */ switch (faceTarget) { - case GL_TEXTURE_CUBE_MAP_POSITIVE_X: - break; + case GL_TEXTURE_1D: case GL_TEXTURE_2D: verts[0].s = 0.0F; verts[0].t = 0.0F; @@ -2027,63 +2042,180 @@ _mesa_meta_GenerateMipmap(GLcontext *ctx, GLenum target, verts[3].t = 1.0F; verts[3].r = 0.0F; break; + case GL_TEXTURE_3D: + abort(); + break; + default: + /* cube face */ + { + static const GLfloat st[4][2] = { + {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f} + }; + GLuint i; + + /* loop over quad verts */ + for (i = 0; i < 4; i++) { + /* Compute sc = +/-scale and tc = +/-scale. + * Not +/-1 to avoid cube face selection ambiguity near the edges, + * though that can still sometimes happen with this scale factor... + */ + const GLfloat scale = 0.9999f; + const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale; + const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale; + + switch (faceTarget) { + case GL_TEXTURE_CUBE_MAP_POSITIVE_X: + verts[i].s = 1.0f; + verts[i].t = -tc; + verts[i].r = -sc; + break; + case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: + verts[i].s = -1.0f; + verts[i].t = -tc; + verts[i].r = sc; + break; + case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: + verts[i].s = sc; + verts[i].t = 1.0f; + verts[i].r = tc; + break; + case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: + verts[i].s = sc; + verts[i].t = -1.0f; + verts[i].r = -tc; + break; + case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: + verts[i].s = sc; + verts[i].t = -tc; + verts[i].r = 1.0f; + break; + case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: + verts[i].s = -sc; + verts[i].t = -tc; + verts[i].r = -1.0f; + break; + default: + assert(0); + } + } + } } + _mesa_set_enable(ctx, target, GL_TRUE); + + /* texture is already locked, unlock now */ + _mesa_unlock_texture(ctx, texObj); - for (level = baseLevel + 1; level <= maxLevel; level++) { + for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) { const struct gl_texture_image *srcImage; - const GLuint srcLevel = level - 1; - GLsizei srcWidth, srcHeight; - GLsizei newWidth, newHeight; + const GLuint srcLevel = dstLevel - 1; + GLsizei srcWidth, srcHeight, srcDepth; + GLsizei dstWidth, dstHeight, dstDepth; GLenum status; - srcImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel); + srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel); assert(srcImage->Border == 0); /* XXX we can fix this */ + /* src size w/out border */ srcWidth = srcImage->Width - 2 * border; srcHeight = srcImage->Height - 2 * border; + srcDepth = srcImage->Depth - 2 * border; - newWidth = MAX2(1, srcWidth / 2) + 2 * border; - newHeight = MAX2(1, srcHeight / 2) + 2 * border; + /* new dst size w/ border */ + dstWidth = MAX2(1, srcWidth / 2) + 2 * border; + dstHeight = MAX2(1, srcHeight / 2) + 2 * border; + dstDepth = MAX2(1, srcDepth / 2) + 2 * border; - if (newWidth == srcImage->Width && newHeight == srcImage->Height) { - break; + if (dstWidth == srcImage->Width && + dstHeight == srcImage->Height && + dstDepth == srcImage->Depth) { + /* all done */ + break; } - /* Create empty image */ - _mesa_TexImage2D(GL_TEXTURE_2D, level, srcImage->InternalFormat, - newWidth, newHeight, border, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); + /* Create empty dest image */ + if (target == GL_TEXTURE_1D) { + _mesa_TexImage1D(target, dstLevel, srcImage->InternalFormat, + dstWidth, border, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + } + else if (target == GL_TEXTURE_3D) { + _mesa_TexImage3D(target, dstLevel, srcImage->InternalFormat, + dstWidth, dstHeight, dstDepth, border, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + } + else { + /* 2D or cube */ + _mesa_TexImage2D(faceTarget, dstLevel, srcImage->InternalFormat, + dstWidth, dstHeight, border, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + if (target == GL_TEXTURE_CUBE_MAP) { + /* If texturing from a cube, we need to make sure all src faces + * have been defined (even if we're not sampling from them.) + * Otherwise the texture object will be 'incomplete' and + * texturing from it will not be allowed. + */ + GLuint face; + for (face = 0; face < 6; face++) { + if (!texObj->Image[face][srcLevel] || + texObj->Image[face][srcLevel]->Width != srcWidth) { + _mesa_TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, + srcLevel, srcImage->InternalFormat, + srcWidth, srcHeight, border, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + } + } + } + } - /* vertex positions */ + /* setup vertex positions */ { verts[0].x = 0.0F; verts[0].y = 0.0F; - verts[1].x = (GLfloat) newWidth; + verts[1].x = (GLfloat) dstWidth; verts[1].y = 0.0F; - verts[2].x = (GLfloat) newWidth; - verts[2].y = (GLfloat) newHeight; + verts[2].x = (GLfloat) dstWidth; + verts[2].y = (GLfloat) dstHeight; verts[3].x = 0.0F; - verts[3].y = (GLfloat) newHeight; + verts[3].y = (GLfloat) dstHeight; /* upload new vertex data */ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } /* limit sampling to src level */ - _mesa_TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, srcLevel); - _mesa_TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, srcLevel); - - /* Set to draw into the current level */ - _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, - GL_COLOR_ATTACHMENT0_EXT, - target, - texObj->Name, - level); + _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel); + _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel); + + /* Set to draw into the current dstLevel */ + if (target == GL_TEXTURE_1D) { + _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, + GL_COLOR_ATTACHMENT0_EXT, + target, + texObj->Name, + dstLevel); + } + else if (target == GL_TEXTURE_3D) { + GLint zoffset = 0; /* XXX unfinished */ + _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, + GL_COLOR_ATTACHMENT0_EXT, + target, + texObj->Name, + dstLevel, zoffset); + } + else { + /* 2D / cube */ + _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, + GL_COLOR_ATTACHMENT0_EXT, + faceTarget, + texObj->Name, + dstLevel); + } - /* Choose to render to the color attachment. */ _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT); + /* sanity check */ status = _mesa_CheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { abort(); @@ -2093,12 +2225,19 @@ _mesa_meta_GenerateMipmap(GLcontext *ctx, GLenum target, _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); } + _mesa_lock_texture(ctx, texObj); /* relock */ + _mesa_meta_end(ctx); _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave); _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave); + _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave); + _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave); + _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave); + _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, wrapRSave); - /* restore (XXX add to meta_begin/end()? */ _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave); } |