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/*
* 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"
/**
* Bind a particular texture level/layer to mipmap->FBO's GL_COLOR_ATTACHMENT0.
*/
static void
bind_fbo_image(struct gl_texture_object *texObj, GLenum target,
GLuint level, GLuint layer)
{
switch (target) {
case GL_TEXTURE_1D:
_mesa_FramebufferTexture1D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
target,
texObj->Name,
level);
break;
case GL_TEXTURE_1D_ARRAY:
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_3D:
_mesa_FramebufferTextureLayer(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
texObj->Name,
level,
layer);
break;
default: /* 2D / cube */
_mesa_FramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
target,
texObj->Name,
level);
}
}
/**
* 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 bool
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) {
_mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
"glGenerateMipmap() to %s target\n",
_mesa_lookup_enum_by_nr(target));
return 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 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 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 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);
bind_fbo_image(texObj, target, srcLevel, 0);
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 true;
}
return 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);
}
static GLboolean
prepare_mipmap_level(struct gl_context *ctx,
struct gl_texture_object *texObj, GLuint level,
GLsizei width, GLsizei height, GLsizei depth,
GLenum intFormat, mesa_format format)
{
if (texObj->Target == GL_TEXTURE_1D_ARRAY) {
/* Work around Mesa expecting the number of array slices in "height". */
height = depth;
depth = 1;
}
return _mesa_prepare_mipmap_level(ctx, texObj, level, width, height, depth,
0, intFormat, format);
}
/**
* 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 currentTexUnitSave = ctx->Texture.CurrentUnit;
const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader;
GLenum faceTarget;
GLuint dstLevel;
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->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);
}
assert(mipmap->FBO != 0);
_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 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;
/* 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;
GLuint layer;
GLsizei srcWidth, srcHeight, srcDepth;
GLsizei dstWidth, dstHeight, dstDepth;
srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
assert(srcImage->Border == 0);
/* src size */
srcWidth = srcImage->Width;
if (target == GL_TEXTURE_1D_ARRAY) {
srcHeight = 1;
srcDepth = srcImage->Height;
} else {
srcHeight = srcImage->Height;
srcDepth = srcImage->Depth;
}
/* new dst size */
dstWidth = minify(srcWidth, 1);
dstHeight = minify(srcHeight, 1);
dstDepth = target == GL_TEXTURE_3D ? minify(srcDepth, 1) : srcDepth;
if (dstWidth == srcWidth &&
dstHeight == srcHeight &&
dstDepth == srcDepth) {
/* 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 (!prepare_mipmap_level(ctx, texObj, dstLevel,
dstWidth, dstHeight, dstDepth,
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);
/* setup viewport */
_mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
for (layer = 0; layer < dstDepth; ++layer) {
/* Setup texture coordinates */
_mesa_meta_setup_texture_coords(faceTarget,
layer,
0, 0, 1, /* width, height never used here */
verts[0].tex,
verts[1].tex,
verts[2].tex,
verts[3].tex);
/* upload vertex data */
_mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
verts, GL_DYNAMIC_DRAW_ARB);
bind_fbo_image(texObj, faceTarget, dstLevel, layer);
/* sanity check */
if (_mesa_CheckFramebufferStatus(GL_FRAMEBUFFER) !=
GL_FRAMEBUFFER_COMPLETE) {
_mesa_problem(ctx, "Unexpected incomplete framebuffer in "
"_mesa_meta_GenerateMipmap()");
break;
}
assert(dstWidth == ctx->DrawBuffer->Width);
if (target == GL_TEXTURE_1D_ARRAY) {
assert(dstHeight == 1);
} else {
assert(dstHeight == ctx->DrawBuffer->Height);
}
_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);
}
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