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/*
* Mesa 3-D graphics library
*
* Copyright (C) 2015 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.
*
* Authors:
* Jason Ekstrand <jason.ekstrand@intel.com>
*/
#include "blend.h"
#include "bufferobj.h"
#include "buffers.h"
#include "clear.h"
#include "fbobject.h"
#include "glformats.h"
#include "glheader.h"
#include "image.h"
#include "macros.h"
#include "meta.h"
#include "pbo.h"
#include "readpix.h"
#include "shaderapi.h"
#include "state.h"
#include "teximage.h"
#include "texobj.h"
#include "texstate.h"
#include "uniforms.h"
#include "varray.h"
static struct gl_texture_image *
create_texture_for_pbo(struct gl_context *ctx, bool create_pbo,
GLenum pbo_target, int width, int height,
GLenum format, GLenum type, const void *pixels,
const struct gl_pixelstore_attrib *packing,
GLuint *tmp_pbo, GLuint *tmp_tex)
{
uint32_t pbo_format;
GLenum internal_format;
unsigned row_stride;
struct gl_buffer_object *buffer_obj;
struct gl_texture_object *tex_obj;
struct gl_texture_image *tex_image;
bool read_only;
if (packing->SwapBytes ||
packing->LsbFirst ||
packing->Invert)
return NULL;
pbo_format = _mesa_format_from_format_and_type(format, type);
if (_mesa_format_is_mesa_array_format(pbo_format))
pbo_format = _mesa_format_from_array_format(pbo_format);
if (!pbo_format || !ctx->TextureFormatSupported[pbo_format])
return NULL;
/* Account for SKIP_PIXELS, SKIP_ROWS, ALIGNMENT, and SKIP_IMAGES */
pixels = _mesa_image_address3d(packing, pixels,
width, height, format, type, 0, 0, 0);
row_stride = _mesa_image_row_stride(packing, width, format, type);
if (_mesa_is_bufferobj(packing->BufferObj)) {
*tmp_pbo = 0;
buffer_obj = packing->BufferObj;
} else {
bool is_pixel_pack = pbo_target == GL_PIXEL_PACK_BUFFER;
assert(create_pbo);
_mesa_GenBuffers(1, tmp_pbo);
/* We are not doing this inside meta_begin/end. However, we know the
* client doesn't have the given target bound, so we can go ahead and
* squash it. We'll set it back when we're done.
*/
_mesa_BindBuffer(pbo_target, *tmp_pbo);
/* In case of GL_PIXEL_PACK_BUFFER, pass null pointer for the pixel
* data to avoid unnecessary data copying in _mesa_BufferData().
*/
if (is_pixel_pack)
_mesa_BufferData(pbo_target, row_stride * height, NULL,
GL_STREAM_READ);
else
_mesa_BufferData(pbo_target, row_stride * height, pixels,
GL_STREAM_DRAW);
buffer_obj = packing->BufferObj;
pixels = NULL;
_mesa_BindBuffer(pbo_target, 0);
}
_mesa_GenTextures(1, tmp_tex);
tex_obj = _mesa_lookup_texture(ctx, *tmp_tex);
_mesa_initialize_texture_object(ctx, tex_obj, *tmp_tex, GL_TEXTURE_2D);
/* This must be set after _mesa_initialize_texture_object, not before. */
tex_obj->Immutable = GL_TRUE;
/* This is required for interactions with ARB_texture_view. */
tex_obj->NumLayers = 1;
internal_format = _mesa_get_format_base_format(pbo_format);
tex_image = _mesa_get_tex_image(ctx, tex_obj, tex_obj->Target, 0);
_mesa_init_teximage_fields(ctx, tex_image, width, height, 1,
0, internal_format, pbo_format);
read_only = pbo_target == GL_PIXEL_UNPACK_BUFFER;
if (!ctx->Driver.SetTextureStorageForBufferObject(ctx, tex_obj,
buffer_obj,
(intptr_t)pixels,
row_stride,
read_only)) {
_mesa_DeleteTextures(1, tmp_tex);
_mesa_DeleteBuffers(1, tmp_pbo);
return NULL;
}
return tex_image;
}
bool
_mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims,
struct gl_texture_image *tex_image,
int xoffset, int yoffset, int zoffset,
int width, int height, int depth,
GLenum format, GLenum type, const void *pixels,
bool allocate_storage, bool create_pbo,
const struct gl_pixelstore_attrib *packing)
{
GLuint pbo = 0, pbo_tex = 0, fbos[2] = { 0, 0 };
int full_height, image_height;
struct gl_texture_image *pbo_tex_image;
GLenum status;
bool success = false;
int z;
if (!_mesa_is_bufferobj(packing->BufferObj) &&
(!create_pbo || pixels == NULL))
return false;
if (format == GL_DEPTH_COMPONENT ||
format == GL_DEPTH_STENCIL ||
format == GL_STENCIL_INDEX ||
format == GL_COLOR_INDEX)
return false;
if (ctx->_ImageTransferState)
return false;
/* For arrays, use a tall (height * depth) 2D texture but taking into
* account the inter-image padding specified with the image height packing
* property.
*/
image_height = packing->ImageHeight == 0 ? height : packing->ImageHeight;
full_height = image_height * (depth - 1) + height;
pbo_tex_image = create_texture_for_pbo(ctx, create_pbo,
GL_PIXEL_UNPACK_BUFFER,
width, full_height,
format, type, pixels, packing,
&pbo, &pbo_tex);
if (!pbo_tex_image)
return false;
if (allocate_storage)
ctx->Driver.AllocTextureImageBuffer(ctx, tex_image);
_mesa_meta_begin(ctx, ~(MESA_META_PIXEL_TRANSFER |
MESA_META_PIXEL_STORE));
_mesa_GenFramebuffers(2, fbos);
_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
if (tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
assert(depth == 1);
assert(zoffset == 0);
depth = height;
height = 1;
image_height = 1;
zoffset = yoffset;
yoffset = 0;
}
_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
pbo_tex_image, 0);
/* If this passes on the first layer it should pass on the others */
status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto fail;
_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_image, zoffset);
/* If this passes on the first layer it should pass on the others */
status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto fail;
_mesa_update_state(ctx);
if (_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
0, 0, width, height,
xoffset, yoffset,
xoffset + width, yoffset + height,
GL_COLOR_BUFFER_BIT, GL_NEAREST))
goto fail;
for (z = 1; z < depth; z++) {
_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_image, zoffset + z);
_mesa_update_state(ctx);
_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
0, z * image_height,
width, z * image_height + height,
xoffset, yoffset,
xoffset + width, yoffset + height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
success = true;
fail:
_mesa_DeleteFramebuffers(2, fbos);
_mesa_DeleteTextures(1, &pbo_tex);
_mesa_DeleteBuffers(1, &pbo);
_mesa_meta_end(ctx);
return success;
}
static bool
need_signed_unsigned_int_conversion(mesa_format rbFormat,
GLenum format, GLenum type)
{
const GLenum srcType = _mesa_get_format_datatype(rbFormat);
const bool is_dst_format_integer = _mesa_is_enum_format_integer(format);
return (srcType == GL_INT &&
is_dst_format_integer &&
(type == GL_UNSIGNED_INT ||
type == GL_UNSIGNED_SHORT ||
type == GL_UNSIGNED_BYTE)) ||
(srcType == GL_UNSIGNED_INT &&
is_dst_format_integer &&
(type == GL_INT ||
type == GL_SHORT ||
type == GL_BYTE));
}
bool
_mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
struct gl_texture_image *tex_image,
int xoffset, int yoffset, int zoffset,
int width, int height, int depth,
GLenum format, GLenum type, const void *pixels,
const struct gl_pixelstore_attrib *packing)
{
GLuint pbo = 0, pbo_tex = 0, fbos[2] = { 0, 0 };
int full_height, image_height;
struct gl_texture_image *pbo_tex_image;
struct gl_renderbuffer *rb = NULL;
GLenum dstBaseFormat = _mesa_unpack_format_to_base_format(format);
GLenum status, src_base_format;
bool success = false, clear_channels_to_zero = false;
float save_clear_color[4];
int z;
if (!_mesa_is_bufferobj(packing->BufferObj))
return false;
if (format == GL_DEPTH_COMPONENT ||
format == GL_DEPTH_STENCIL ||
format == GL_STENCIL_INDEX ||
format == GL_COLOR_INDEX)
return false;
/* Don't use meta path for readpixels in below conditions. */
if (!tex_image) {
rb = ctx->ReadBuffer->_ColorReadBuffer;
/* _mesa_get_readpixels_transfer_ops() includes the cases of read
* color clamping along with the ctx->_ImageTransferState.
*/
if (_mesa_get_readpixels_transfer_ops(ctx, rb->Format, format,
type, GL_FALSE))
return false;
if (_mesa_need_rgb_to_luminance_conversion(rb->_BaseFormat,
dstBaseFormat))
return false;
/* This function rely on BlitFramebuffer to fill in the pixel data for
* ReadPixels. But, BlitFrameBuffer doesn't support signed to unsigned
* or unsigned to signed integer conversions. OpenGL spec expects an
* invalid operation in that case.
*/
if (need_signed_unsigned_int_conversion(rb->Format, format, type))
return false;
}
/* For arrays, use a tall (height * depth) 2D texture but taking into
* account the inter-image padding specified with the image height packing
* property.
*/
image_height = packing->ImageHeight == 0 ? height : packing->ImageHeight;
full_height = image_height * (depth - 1) + height;
pbo_tex_image = create_texture_for_pbo(ctx, false, GL_PIXEL_PACK_BUFFER,
width, full_height * depth,
format, type, pixels, packing,
&pbo, &pbo_tex);
if (!pbo_tex_image)
return false;
_mesa_meta_begin(ctx, ~(MESA_META_PIXEL_TRANSFER |
MESA_META_PIXEL_STORE));
/* GL_CLAMP_FRAGMENT_COLOR doesn't affect ReadPixels and GettexImage */
if (ctx->Extensions.ARB_color_buffer_float)
_mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
_mesa_GenFramebuffers(2, fbos);
if (tex_image && tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
assert(depth == 1);
assert(zoffset == 0);
depth = height;
height = 1;
image_height = 1;
zoffset = yoffset;
yoffset = 0;
}
/* If we were given a texture, bind it to the read framebuffer. If not,
* we're doing a ReadPixels and we should just use whatever framebuffer
* the client has bound.
*/
if (tex_image) {
_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_image, zoffset);
/* If this passes on the first layer it should pass on the others */
status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto fail;
} else {
assert(depth == 1);
}
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
pbo_tex_image, 0);
/* If this passes on the first layer it should pass on the others */
status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto fail;
_mesa_update_state(ctx);
if (_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
xoffset, yoffset,
xoffset + width, yoffset + height,
0, 0, width, height,
GL_COLOR_BUFFER_BIT, GL_NEAREST))
goto fail;
src_base_format = tex_image ?
tex_image->_BaseFormat :
ctx->ReadBuffer->_ColorReadBuffer->_BaseFormat;
/* Depending on the base formats involved we might need to rebase some
* values. For example if we download from a Luminance format to RGBA
* format, we want G=0 and B=0.
*/
clear_channels_to_zero =
_mesa_need_luminance_to_rgb_conversion(src_base_format,
pbo_tex_image->_BaseFormat);
if (clear_channels_to_zero) {
memcpy(save_clear_color, ctx->Color.ClearColor.f, 4 * sizeof(float));
/* Clear the Green, Blue channels. */
_mesa_ColorMask(GL_FALSE, GL_TRUE, GL_TRUE,
src_base_format != GL_LUMINANCE_ALPHA);
_mesa_ClearColor(0.0, 0.0, 0.0, 1.0);
_mesa_Clear(GL_COLOR_BUFFER_BIT);
}
for (z = 1; z < depth; z++) {
_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_image, zoffset + z);
_mesa_update_state(ctx);
_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
xoffset, yoffset,
xoffset + width, yoffset + height,
0, z * image_height,
width, z * image_height + height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
if (clear_channels_to_zero)
_mesa_Clear(GL_COLOR_BUFFER_BIT);
}
/* Unmask the color channels and restore the saved clear color values. */
if (clear_channels_to_zero) {
_mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
_mesa_ClearColor(save_clear_color[0], save_clear_color[1],
save_clear_color[2], save_clear_color[3]);
}
success = true;
fail:
_mesa_DeleteFramebuffers(2, fbos);
_mesa_DeleteTextures(1, &pbo_tex);
_mesa_DeleteBuffers(1, &pbo);
_mesa_meta_end(ctx);
return success;
}
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