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/*
2
 * Mesa 3-D graphics library
3
 *
4
 * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
5
 *
6
 * Permission is hereby granted, free of charge, to any person obtaining a
7
 * copy of this software and associated documentation files (the "Software"),
8
 * to deal in the Software without restriction, including without limitation
9
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10
 * and/or sell copies of the Software, and to permit persons to whom the
11
 * Software is furnished to do so, subject to the following conditions:
12
 *
13
 * The above copyright notice and this permission notice shall be included
14
 * in all copies or substantial portions of the Software.
15
 *
16
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20
 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21
 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22
 * OTHER DEALINGS IN THE SOFTWARE.
23
 */
24
 
25
/**
26
 * Meta operations.  Some GL operations can be expressed in terms of
27
 * other GL operations.  For example, glBlitFramebuffer() can be done
28
 * with texture mapping and glClear() can be done with polygon rendering.
29
 *
30
 * \author Brian Paul
31
 */
32
 
33
#include "main/arrayobj.h"
34
#include "main/buffers.h"
35
#include "main/enums.h"
36
#include "main/enable.h"
37
#include "main/fbobject.h"
38
#include "main/macros.h"
39
#include "main/mipmap.h"
40
#include "main/teximage.h"
41
#include "main/texobj.h"
42
#include "main/texparam.h"
43
#include "main/varray.h"
44
#include "main/viewport.h"
45
#include "drivers/common/meta.h"
46
#include "program/prog_instruction.h"
47
 
48
 
49
/**
50
 * Check if the call to _mesa_meta_GenerateMipmap() will require a
51
 * software fallback.  The fallback path will require that the texture
52
 * images are mapped.
53
 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
54
 */
55
static bool
56
fallback_required(struct gl_context *ctx, GLenum target,
57
                  struct gl_texture_object *texObj)
58
{
59
   const GLuint fboSave = ctx->DrawBuffer->Name;
60
   struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
61
   struct gl_texture_image *baseImage;
62
   GLuint srcLevel;
63
   GLenum status;
64
 
65
   /* check for fallbacks */
66
   if (target == GL_TEXTURE_3D) {
67
      _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
68
                       "glGenerateMipmap() to %s target\n",
69
                       _mesa_lookup_enum_by_nr(target));
70
      return true;
71
   }
72
 
73
   srcLevel = texObj->BaseLevel;
74
   baseImage = _mesa_select_tex_image(texObj, target, srcLevel);
75
   if (!baseImage) {
76
      _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
77
                       "glGenerateMipmap() couldn't find base teximage\n");
78
      return true;
79
   }
80
 
81
   if (_mesa_is_format_compressed(baseImage->TexFormat)) {
82
      _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
83
                       "glGenerateMipmap() with %s format\n",
84
                       _mesa_get_format_name(baseImage->TexFormat));
85
      return true;
86
   }
87
 
88
   if (_mesa_get_format_color_encoding(baseImage->TexFormat) == GL_SRGB &&
89
       !ctx->Extensions.EXT_texture_sRGB_decode) {
90
      /* The texture format is sRGB but we can't turn off sRGB->linear
91
       * texture sample conversion.  So we won't be able to generate the
92
       * right colors when rendering.  Need to use a fallback.
93
       */
94
      _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
95
                       "glGenerateMipmap() of sRGB texture without "
96
                       "sRGB decode\n");
97
      return true;
98
   }
99
 
100
   /*
101
    * Test that we can actually render in the texture's format.
102
    */
103
   if (!mipmap->FBO)
104
      _mesa_GenFramebuffers(1, &mipmap->FBO);
105
   _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
106
 
107
   _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, baseImage, 0);
108
 
109
   status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
110
 
111
   _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave);
112
 
113
   if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
114
      _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
115
                       "glGenerateMipmap() got incomplete FBO\n");
116
      return true;
117
   }
118
 
119
   return false;
120
}
121
 
122
void
123
_mesa_meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state *mipmap)
124
{
125
   if (mipmap->VAO == 0)
126
      return;
127
   _mesa_DeleteVertexArrays(1, &mipmap->VAO);
128
   mipmap->VAO = 0;
129
   _mesa_DeleteBuffers(1, &mipmap->VBO);
130
   mipmap->VBO = 0;
131
 
132
   _mesa_meta_blit_shader_table_cleanup(&mipmap->shaders);
133
}
134
 
135
static GLboolean
136
prepare_mipmap_level(struct gl_context *ctx,
137
                     struct gl_texture_object *texObj, GLuint level,
138
                     GLsizei width, GLsizei height, GLsizei depth,
139
                     GLenum intFormat, mesa_format format)
140
{
141
   if (texObj->Target == GL_TEXTURE_1D_ARRAY) {
142
      /* Work around Mesa expecting the number of array slices in "height". */
143
      height = depth;
144
      depth = 1;
145
   }
146
 
147
   return _mesa_prepare_mipmap_level(ctx, texObj, level, width, height, depth,
148
                                     0, intFormat, format);
149
}
150
 
151
/**
152
 * Called via ctx->Driver.GenerateMipmap()
153
 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
154
 * borders.
155
 */
156
void
157
_mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
158
                          struct gl_texture_object *texObj)
159
{
160
   struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
161
   struct vertex verts[4];
162
   const GLuint baseLevel = texObj->BaseLevel;
163
   const GLuint maxLevel = texObj->MaxLevel;
164
   const GLint maxLevelSave = texObj->MaxLevel;
165
   const GLboolean genMipmapSave = texObj->GenerateMipmap;
166
   const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
167
   const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
168
                                      ctx->Extensions.ARB_fragment_shader;
169
   GLenum faceTarget;
170
   GLuint dstLevel;
171
   GLuint samplerSave;
172
   GLint swizzle[4];
173
   GLboolean swizzleSaved = GL_FALSE;
174
 
175
   if (fallback_required(ctx, target, texObj)) {
176
      _mesa_generate_mipmap(ctx, target, texObj);
177
      return;
178
   }
179
 
180
   if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
181
       target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
182
      faceTarget = target;
183
      target = GL_TEXTURE_CUBE_MAP;
184
   } else {
185
      faceTarget = target;
186
   }
187
 
188
   _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
189
 
190
   /* Choose between glsl version and fixed function version of
191
    * GenerateMipmap function.
192
    */
193
   if (use_glsl_version) {
194
      _mesa_meta_setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, true,
195
                                      2, 4, 0);
196
      _mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders);
197
   } else {
198
      _mesa_meta_setup_ff_tnl_for_blit(&mipmap->VAO, &mipmap->VBO, 3);
199
      _mesa_set_enable(ctx, target, GL_TRUE);
200
   }
201
 
202
   samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
203
      ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
204
 
205
   if (currentTexUnitSave != 0)
206
      _mesa_BindTexture(target, texObj->Name);
207
 
208
   if (!mipmap->Sampler) {
209
      _mesa_GenSamplers(1, &mipmap->Sampler);
210
      _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
211
 
212
      _mesa_SamplerParameteri(mipmap->Sampler,
213
                              GL_TEXTURE_MIN_FILTER,
214
                              GL_LINEAR_MIPMAP_LINEAR);
215
      _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
216
      _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
217
      _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
218
      _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
219
 
220
      /* We don't want to encode or decode sRGB values; treat them as linear.
221
       * This is not technically correct for GLES3 but we don't get any API
222
       * error at the moment.
223
       */
224
      if (ctx->Extensions.EXT_texture_sRGB_decode) {
225
         _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
226
               GL_SKIP_DECODE_EXT);
227
      }
228
   } else {
229
      _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
230
   }
231
 
232
   assert(mipmap->FBO != 0);
233
   _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
234
 
235
   _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
236
 
237
   if (texObj->_Swizzle != SWIZZLE_NOOP) {
238
      static const GLint swizzleNoop[4] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
239
      memcpy(swizzle, texObj->Swizzle, sizeof(swizzle));
240
      swizzleSaved = GL_TRUE;
241
      _mesa_TexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzleNoop);
242
   }
243
 
244
   /* Silence valgrind warnings about reading uninitialized stack. */
245
   memset(verts, 0, sizeof(verts));
246
 
247
   /* setup vertex positions */
248
   verts[0].x = -1.0F;
249
   verts[0].y = -1.0F;
250
   verts[1].x =  1.0F;
251
   verts[1].y = -1.0F;
252
   verts[2].x =  1.0F;
253
   verts[2].y =  1.0F;
254
   verts[3].x = -1.0F;
255
   verts[3].y =  1.0F;
256
 
257
   /* texture is already locked, unlock now */
258
   _mesa_unlock_texture(ctx, texObj);
259
 
260
   for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
261
      const struct gl_texture_image *srcImage;
262
      struct gl_texture_image *dstImage;
263
      const GLuint srcLevel = dstLevel - 1;
264
      GLuint layer;
265
      GLsizei srcWidth, srcHeight, srcDepth;
266
      GLsizei dstWidth, dstHeight, dstDepth;
267
 
268
      srcImage = _mesa_select_tex_image(texObj, faceTarget, srcLevel);
269
      assert(srcImage->Border == 0);
270
 
271
      /* src size */
272
      srcWidth = srcImage->Width;
273
      if (target == GL_TEXTURE_1D_ARRAY) {
274
         srcHeight = 1;
275
         srcDepth = srcImage->Height;
276
      } else {
277
         srcHeight = srcImage->Height;
278
         srcDepth = srcImage->Depth;
279
      }
280
 
281
      /* new dst size */
282
      dstWidth = minify(srcWidth, 1);
283
      dstHeight = minify(srcHeight, 1);
284
      dstDepth = target == GL_TEXTURE_3D ? minify(srcDepth, 1) : srcDepth;
285
 
286
      if (dstWidth == srcWidth &&
287
          dstHeight == srcHeight &&
288
          dstDepth == srcDepth) {
289
         /* all done */
290
         break;
291
      }
292
 
293
      /* Allocate storage for the destination mipmap image(s) */
294
 
295
      /* Set MaxLevel large enough to hold the new level when we allocate it */
296
      _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
297
 
298
      if (!prepare_mipmap_level(ctx, texObj, dstLevel,
299
                                dstWidth, dstHeight, dstDepth,
300
                                srcImage->InternalFormat,
301
                                srcImage->TexFormat)) {
302
         /* All done.  We either ran out of memory or we would go beyond the
303
          * last valid level of an immutable texture if we continued.
304
          */
305
         break;
306
      }
307
      dstImage = _mesa_select_tex_image(texObj, faceTarget, dstLevel);
308
 
309
      /* limit minification to src level */
310
      _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
311
 
312
      /* setup viewport */
313
      _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
314
      _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
315
 
316
      for (layer = 0; layer < dstDepth; ++layer) {
317
         /* Setup texture coordinates */
318
         _mesa_meta_setup_texture_coords(faceTarget,
319
                                         layer,
320
                                         0, 0, 1, /* width, height never used here */
321
                                         verts[0].tex,
322
                                         verts[1].tex,
323
                                         verts[2].tex,
324
                                         verts[3].tex);
325
 
326
         /* upload vertex data */
327
         _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
328
                          verts, GL_DYNAMIC_DRAW_ARB);
329
 
330
         _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dstImage, layer);
331
 
332
         /* sanity check */
333
         if (_mesa_CheckFramebufferStatus(GL_FRAMEBUFFER) !=
334
             GL_FRAMEBUFFER_COMPLETE) {
335
            _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
336
                          "_mesa_meta_GenerateMipmap()");
337
            break;
338
         }
339
 
340
         assert(dstWidth == ctx->DrawBuffer->Width);
341
         if (target == GL_TEXTURE_1D_ARRAY) {
342
            assert(dstHeight == 1);
343
         } else {
344
            assert(dstHeight == ctx->DrawBuffer->Height);
345
         }
346
 
347
         _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
348
      }
349
   }
350
 
351
   _mesa_lock_texture(ctx, texObj); /* relock */
352
 
353
   _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
354
 
355
   _mesa_meta_end(ctx);
356
 
357
   _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
358
   if (genMipmapSave)
359
      _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
360
   if (swizzleSaved)
361
      _mesa_TexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
362
}