/* * 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 */ static GLboolean fallback_required(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 (fallback_required(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); }