/*
* 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/blend.h"
#include "main/buffers.h"
#include "main/enums.h"
#include "main/enable.h"
#include "main/fbobject.h"
#include "main/framebuffer.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"
#include "program/prog_instruction.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 bool
fallback_required(struct gl_context *ctx, GLenum target,
struct gl_texture_object *texObj)
{
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_enum_to_string(target));
return true;
}
srcLevel = texObj->BaseLevel;
baseImage = _mesa_select_tex_image(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->fb == NULL) {
mipmap->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
if (mipmap->fb == NULL) {
_mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
"glGenerateMipmap() ran out of memory\n");
return true;
}
}
_mesa_meta_framebuffer_texture_image(ctx, mipmap->fb,
GL_COLOR_ATTACHMENT0, baseImage, 0);
status = _mesa_check_framebuffer_status(ctx, mipmap->fb);
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 gl_context *ctx,
struct gen_mipmap_state *mipmap)
{
if (mipmap->VAO == 0)
return;
_mesa_DeleteVertexArrays(1, &mipmap->VAO);
mipmap->VAO = 0;
_mesa_reference_buffer_object(ctx, &mipmap->buf_obj, NULL);
_mesa_reference_sampler_object(ctx, &mipmap->samp_obj, NULL);
_mesa_reference_framebuffer(&mipmap->fb, NULL);
_mesa_meta_blit_shader_table_cleanup(ctx, &mipmap->shaders);
}
/**
* Called via ctx->Driver.GenerateMipmap()
* Note: We don't yet support 3D 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 GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader;
GLenum faceTarget;
GLuint dstLevel;
struct gl_sampler_object *samp_obj_save = NULL;
GLint swizzle[4];
GLboolean swizzleSaved = GL_FALSE;
/* GLint so the compiler won't complain about type signedness mismatch in
* the calls to _mesa_texture_parameteriv below.
*/
static const GLint always_false = GL_FALSE;
static const GLint always_true = GL_TRUE;
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 & ~MESA_META_DRAW_BUFFERS);
_mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
_mesa_Disable(GL_DITHER);
/* Choose between glsl version and fixed function version of
* GenerateMipmap function.
*/
if (use_glsl_version) {
_mesa_meta_setup_vertex_objects(ctx, &mipmap->VAO, &mipmap->buf_obj, true,
2, 4, 0);
_mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders);
} else {
_mesa_meta_setup_ff_tnl_for_blit(ctx, &mipmap->VAO, &mipmap->buf_obj, 3);
_mesa_set_enable(ctx, target, GL_TRUE);
}
_mesa_reference_sampler_object(ctx, &samp_obj_save,
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
/* We may have been called from glGenerateTextureMipmap with CurrentUnit
* still set to 0, so we don't know when we can skip binding the texture.
* Assume that _mesa_BindTexture will be fast if we're rebinding the same
* texture.
*/
_mesa_BindTexture(target, texObj->Name);
if (mipmap->samp_obj == NULL) {
mipmap->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
if (mipmap->samp_obj == NULL) {
/* This is a bit lazy. Flag out of memory, and then don't bother to
* clean up. Once out of memory is flagged, the only realistic next
* move is to destroy the context. That will trigger all the right
* clean up.
*/
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenerateMipmap");
return;
}
_mesa_set_sampler_filters(ctx, mipmap->samp_obj, GL_LINEAR_MIPMAP_LINEAR,
GL_LINEAR);
_mesa_set_sampler_wrap(ctx, mipmap->samp_obj, GL_CLAMP_TO_EDGE,
GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
}
if (ctx->Extensions.EXT_texture_sRGB_decode) {
const struct gl_texture_image *baseImage =
_mesa_select_tex_image(texObj, target, texObj->BaseLevel);
const bool srgb =
_mesa_get_format_color_encoding(baseImage->TexFormat) == GL_SRGB;
_mesa_set_sampler_srgb_decode(ctx, mipmap->samp_obj,
srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
_mesa_set_framebuffer_srgb(ctx, srgb);
}
_mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, mipmap->samp_obj);
assert(mipmap->fb != NULL);
_mesa_bind_framebuffers(ctx, mipmap->fb, mipmap->fb);
_mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_false, false);
if (texObj->_Swizzle != SWIZZLE_NOOP) {
static const GLint swizzleNoop[4] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
memcpy(swizzle, texObj->Swizzle, sizeof(swizzle));
swizzleSaved = GL_TRUE;
_mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA,
swizzleNoop, 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);
_mesa_prepare_mipmap_levels(ctx, texObj, baseLevel, maxLevel);
for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
const struct gl_texture_image *srcImage;
struct gl_texture_image *dstImage;
const GLuint srcLevel = dstLevel - 1;
GLuint layer;
GLsizei srcWidth, srcHeight, srcDepth;
GLsizei dstWidth, dstHeight, dstDepth;
srcImage = _mesa_select_tex_image(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_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
(GLint *) &dstLevel, false);
dstImage = _mesa_select_tex_image(texObj, faceTarget, dstLevel);
/* All done. We either ran out of memory or we would go beyond the last
* valid level of an immutable texture if we continued.
*/
if (dstImage == NULL)
break;
/* limit minification to src level */
_mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
(GLint *) &srcLevel, false);
/* 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, /* xoffset, yoffset */
srcWidth, srcHeight, /* img size */
srcWidth, srcHeight, srcDepth,
verts[0].tex,
verts[1].tex,
verts[2].tex,
verts[3].tex);
/* upload vertex data */
_mesa_buffer_data(ctx, mipmap->buf_obj, GL_NONE, sizeof(verts), verts,
GL_DYNAMIC_DRAW, __func__);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
GL_COLOR_ATTACHMENT0, dstImage,
layer);
/* sanity check */
if (_mesa_check_framebuffer_status(ctx, ctx->DrawBuffer) !=
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_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
_mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
_mesa_meta_end(ctx);
_mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, &maxLevelSave,
false);
if (genMipmapSave)
_mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_true,
false);
if (swizzleSaved)
_mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA, swizzle,
false);
}