/**************************************************************************
*
* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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 "main/imports.h"
#include "main/mipmap.h"
#include "main/teximage.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_format.h"
#include "util/u_gen_mipmap.h"
#include "st_debug.h"
#include "st_context.h"
#include "st_texture.h"
#include "st_gen_mipmap.h"
#include "st_cb_texture.h"
/**
* one-time init for generate mipmap
* XXX Note: there may be other times we need no-op/simple state like this.
* In that case, some code refactoring would be good.
*/
void
st_init_generate_mipmap(struct st_context *st)
{
st->gen_mipmap = util_create_gen_mipmap(st->pipe, st->cso_context);
}
void
st_destroy_generate_mipmap(struct st_context *st)
{
util_destroy_gen_mipmap(st->gen_mipmap);
st->gen_mipmap = NULL;
}
/**
* Generate mipmap levels using hardware rendering.
* \return TRUE if successful, FALSE if not possible
*/
static boolean
st_render_mipmap(struct st_context *st,
GLenum target,
struct st_texture_object *stObj,
uint baseLevel, uint lastLevel)
{
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
struct pipe_sampler_view *psv = st_get_texture_sampler_view(stObj, pipe);
const uint face = _mesa_tex_target_to_face(target);
assert(psv
->texture
== stObj
->pt
);
#if 0
assert(target
!= GL_TEXTURE_3D
); /* implemented but untested */
#endif
/* check if we can render in the texture's format */
/* XXX should probably kill this and always use util_gen_mipmap
since this implements a sw fallback as well */
if (!screen->is_format_supported(screen, psv->format, psv->texture->target,
0, PIPE_BIND_RENDER_TARGET, 0)) {
return FALSE;
}
util_gen_mipmap(st->gen_mipmap, psv, face, baseLevel, lastLevel,
PIPE_TEX_FILTER_LINEAR);
return TRUE;
}
/**
* Helper function to decompress an image. The result is a 32-bpp RGBA
* image with stride==width.
*/
static void
decompress_image(enum pipe_format format,
const uint8_t *src, uint8_t *dst,
unsigned width, unsigned height)
{
const struct util_format_description *desc = util_format_description(format);
const uint bw = util_format_get_blockwidth(format);
const uint bh = util_format_get_blockheight(format);
const uint dst_stride = 4 * MAX2(width, bw);
const uint src_stride = util_format_get_stride(format, width);
desc->unpack_rgba_8unorm(dst, dst_stride, src, src_stride, width, height);
if (width < bw || height < bh) {
/* We're decompressing an image smaller than the compression
* block size. We don't want garbage pixel values in the region
* outside (width x height) so replicate pixels from the (width
* x height) region to fill out the (bw x bh) block size.
*/
uint x, y;
for (y = 0; y < bh; y++) {
for (x = 0; x < bw; x++) {
if (x >= width || y >= height) {
uint p = (y * bw + x) * 4;
dst[p + 0] = dst[0];
dst[p + 1] = dst[1];
dst[p + 2] = dst[2];
dst[p + 3] = dst[3];
}
}
}
}
}
/**
* Helper function to compress an image. The source is a 32-bpp RGBA image
* with stride==width.
*/
static void
compress_image(enum pipe_format format,
const uint8_t *src, uint8_t *dst,
unsigned width, unsigned height)
{
const struct util_format_description *desc = util_format_description(format);
const uint dst_stride = util_format_get_stride(format, width);
const uint src_stride = 4 * width;
desc->pack_rgba_8unorm(dst, dst_stride, src, src_stride, width, height);
}
/**
* Software fallback for generate mipmap levels.
*/
static void
fallback_generate_mipmap(struct gl_context *ctx, GLenum target,
struct gl_texture_object *texObj)
{
struct pipe_context *pipe = st_context(ctx)->pipe;
struct pipe_resource *pt = st_get_texobj_resource(texObj);
const uint baseLevel = texObj->BaseLevel;
const uint lastLevel = pt->last_level;
const uint face = _mesa_tex_target_to_face(target);
uint dstLevel;
GLenum datatype;
GLuint comps;
GLboolean compressed;
if (ST_DEBUG & DEBUG_FALLBACK)
debug_printf("%s: fallback processing\n", __FUNCTION__);
assert(target
!= GL_TEXTURE_3D
); /* not done yet */
compressed =
_mesa_is_format_compressed(texObj->Image[face][baseLevel]->TexFormat);
if (compressed) {
datatype = GL_UNSIGNED_BYTE;
comps = 4;
}
else {
_mesa_format_to_type_and_comps(texObj->Image[face][baseLevel]->TexFormat,
&datatype, &comps);
assert(comps
> 0 && "bad texture format in fallback_generate_mipmap()");
}
for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
const uint srcLevel = dstLevel - 1;
const uint srcWidth = u_minify(pt->width0, srcLevel);
const uint srcHeight = u_minify(pt->height0, srcLevel);
const uint srcDepth = u_minify(pt->depth0, srcLevel);
const uint dstWidth = u_minify(pt->width0, dstLevel);
const uint dstHeight = u_minify(pt->height0, dstLevel);
const uint dstDepth = u_minify(pt->depth0, dstLevel);
struct pipe_transfer *srcTrans, *dstTrans;
const ubyte *srcData;
ubyte *dstData;
int srcStride, dstStride;
srcTrans = pipe_get_transfer(st_context(ctx)->pipe, pt, srcLevel,
face,
PIPE_TRANSFER_READ, 0, 0,
srcWidth, srcHeight);
dstTrans = pipe_get_transfer(st_context(ctx)->pipe, pt, dstLevel,
face,
PIPE_TRANSFER_WRITE, 0, 0,
dstWidth, dstHeight);
srcData = (ubyte *) pipe_transfer_map(pipe, srcTrans);
dstData = (ubyte *) pipe_transfer_map(pipe, dstTrans);
srcStride = srcTrans->stride / util_format_get_blocksize(srcTrans->resource->format);
dstStride = dstTrans->stride / util_format_get_blocksize(dstTrans->resource->format);
/* this cannot work correctly for 3d since it does
not respect layerStride. */
if (compressed) {
const enum pipe_format format = pt->format;
const uint bw = util_format_get_blockwidth(format);
const uint bh = util_format_get_blockheight(format);
const uint srcWidth2 = align(srcWidth, bw);
const uint srcHeight2 = align(srcHeight, bh);
const uint dstWidth2 = align(dstWidth, bw);
const uint dstHeight2 = align(dstHeight, bh);
uint8_t *srcTemp, *dstTemp;
srcTemp
= malloc(srcWidth2
* srcHeight2
* comps
+ 000);
dstTemp
= malloc(dstWidth2
* dstHeight2
* comps
+ 000);
/* decompress the src image: srcData -> srcTemp */
decompress_image(format, srcData, srcTemp, srcWidth, srcHeight);
_mesa_generate_mipmap_level(target, datatype, comps,
0 /*border*/,
srcWidth2, srcHeight2, srcDepth,
srcTemp,
srcWidth2, /* stride in texels */
dstWidth2, dstHeight2, dstDepth,
dstTemp,
dstWidth2); /* stride in texels */
/* compress the new image: dstTemp -> dstData */
compress_image(format, dstTemp, dstData, dstWidth, dstHeight);
}
else {
_mesa_generate_mipmap_level(target, datatype, comps,
0 /*border*/,
srcWidth, srcHeight, srcDepth,
srcData,
srcStride, /* stride in texels */
dstWidth, dstHeight, dstDepth,
dstData,
dstStride); /* stride in texels */
}
pipe_transfer_unmap(pipe, srcTrans);
pipe_transfer_unmap(pipe, dstTrans);
pipe->transfer_destroy(pipe, srcTrans);
pipe->transfer_destroy(pipe, dstTrans);
}
}
/**
* Compute the expected number of mipmap levels in the texture given
* the width/height/depth of the base image and the GL_TEXTURE_BASE_LEVEL/
* GL_TEXTURE_MAX_LEVEL settings. This will tell us how many mipmap
* levels should be generated.
*/
static GLuint
compute_num_levels(struct gl_context *ctx,
struct gl_texture_object *texObj,
GLenum target)
{
if (target == GL_TEXTURE_RECTANGLE_ARB) {
return 1;
}
else {
const struct gl_texture_image *baseImage =
_mesa_get_tex_image(ctx, texObj, target, texObj->BaseLevel);
GLuint size, numLevels;
size = MAX2(baseImage->Width2, baseImage->Height2);
size = MAX2(size, baseImage->Depth2);
numLevels = texObj->BaseLevel;
while (size > 0) {
numLevels++;
size >>= 1;
}
numLevels = MIN2(numLevels, texObj->MaxLevel + 1);
return numLevels;
}
}
/**
* Called via ctx->Driver.GenerateMipmap().
*/
void
st_generate_mipmap(struct gl_context *ctx, GLenum target,
struct gl_texture_object *texObj)
{
struct st_context *st = st_context(ctx);
struct st_texture_object *stObj = st_texture_object(texObj);
struct pipe_resource *pt = st_get_texobj_resource(texObj);
const uint baseLevel = texObj->BaseLevel;
uint lastLevel;
uint dstLevel;
if (!pt)
return;
/* not sure if this ultimately actually should work,
but we're not supporting multisampled textures yet. */
/* find expected last mipmap level to generate*/
lastLevel = compute_num_levels(ctx, texObj, target) - 1;
if (lastLevel == 0)
return;
if (pt->last_level < lastLevel) {
/* The current gallium texture doesn't have space for all the
* mipmap levels we need to generate. So allocate a new texture.
*/
struct pipe_resource *oldTex = stObj->pt;
/* create new texture with space for more levels */
stObj->pt = st_texture_create(st,
oldTex->target,
oldTex->format,
lastLevel,
oldTex->width0,
oldTex->height0,
oldTex->depth0,
oldTex->bind);
/* The texture isn't in a "complete" state yet so set the expected
* lastLevel here, since it won't get done in st_finalize_texture().
*/
stObj->lastLevel = lastLevel;
/* This will copy the old texture's base image into the new texture
* which we just allocated.
*/
st_finalize_texture(ctx, st->pipe, texObj);
/* release the old tex (will likely be freed too) */
pipe_resource_reference(&oldTex, NULL);
pipe_sampler_view_reference(&stObj->sampler_view, NULL);
pt = stObj->pt;
}
else {
/* Make sure that the base texture image data is present in the
* texture buffer.
*/
st_finalize_texture(ctx, st->pipe, texObj);
}
assert(pt
->last_level
>= lastLevel
);
/* Try to generate the mipmap by rendering/texturing. If that fails,
* use the software fallback.
*/
if (!st_render_mipmap(st, target, stObj, baseLevel, lastLevel)) {
/* since the util code actually also has a fallback, should
probably make it never fail and kill this */
fallback_generate_mipmap(ctx, target, texObj);
}
/* Fill in the Mesa gl_texture_image fields */
for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
const uint srcLevel = dstLevel - 1;
const struct gl_texture_image *srcImage
= _mesa_get_tex_image(ctx, texObj, target, srcLevel);
struct gl_texture_image *dstImage;
struct st_texture_image *stImage;
uint dstWidth = u_minify(pt->width0, dstLevel);
uint dstHeight = u_minify(pt->height0, dstLevel);
uint dstDepth = u_minify(pt->depth0, dstLevel);
uint border = srcImage->Border;
dstImage = _mesa_get_tex_image(ctx, texObj, target, dstLevel);
if (!dstImage) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "generating mipmaps");
return;
}
/* Free old image data */
if (dstImage->Data)
ctx->Driver.FreeTexImageData(ctx, dstImage);
/* initialize new image */
_mesa_init_teximage_fields(ctx, target, dstImage, dstWidth, dstHeight,
dstDepth, border, srcImage->InternalFormat,
srcImage->TexFormat);
stImage = st_texture_image(dstImage);
stImage->level = dstLevel;
pipe_resource_reference(&stImage->pt, pt);
}
}