2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
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.
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.
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"
49 * Check if the call to _mesa_meta_GenerateMipmap() will require a
50 * software fallback. The fallback path will require that the texture
52 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
55 fallback_required(struct gl_context
*ctx
, GLenum target
,
56 struct gl_texture_object
*texObj
)
58 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
59 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
60 struct gl_texture_image
*baseImage
;
64 /* check for fallbacks */
65 if (target
== GL_TEXTURE_3D
) {
66 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
67 "glGenerateMipmap() to %s target\n",
68 _mesa_lookup_enum_by_nr(target
));
72 srcLevel
= texObj
->BaseLevel
;
73 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
75 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
76 "glGenerateMipmap() couldn't find base teximage\n");
80 if (_mesa_is_format_compressed(baseImage
->TexFormat
)) {
81 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
82 "glGenerateMipmap() with %s format\n",
83 _mesa_get_format_name(baseImage
->TexFormat
));
87 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
88 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
89 /* The texture format is sRGB but we can't turn off sRGB->linear
90 * texture sample conversion. So we won't be able to generate the
91 * right colors when rendering. Need to use a fallback.
93 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
94 "glGenerateMipmap() of sRGB texture without "
100 * Test that we can actually render in the texture's format.
103 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
104 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
106 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0
, baseImage
, 0);
108 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
110 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
112 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
113 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
114 "glGenerateMipmap() got incomplete FBO\n");
122 _mesa_meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state
*mipmap
)
124 if (mipmap
->VAO
== 0)
126 _mesa_DeleteVertexArrays(1, &mipmap
->VAO
);
128 _mesa_DeleteBuffers(1, &mipmap
->VBO
);
131 _mesa_meta_blit_shader_table_cleanup(&mipmap
->shaders
);
135 prepare_mipmap_level(struct gl_context
*ctx
,
136 struct gl_texture_object
*texObj
, GLuint level
,
137 GLsizei width
, GLsizei height
, GLsizei depth
,
138 GLenum intFormat
, mesa_format format
)
140 if (texObj
->Target
== GL_TEXTURE_1D_ARRAY
) {
141 /* Work around Mesa expecting the number of array slices in "height". */
146 return _mesa_prepare_mipmap_level(ctx
, texObj
, level
, width
, height
, depth
,
147 0, intFormat
, format
);
151 * Called via ctx->Driver.GenerateMipmap()
152 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
156 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
157 struct gl_texture_object
*texObj
)
159 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
160 struct vertex verts
[4];
161 const GLuint baseLevel
= texObj
->BaseLevel
;
162 const GLuint maxLevel
= texObj
->MaxLevel
;
163 const GLint maxLevelSave
= texObj
->MaxLevel
;
164 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
165 const GLuint currentTexUnitSave
= ctx
->Texture
.CurrentUnit
;
166 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
167 ctx
->Extensions
.ARB_fragment_shader
;
172 if (fallback_required(ctx
, target
, texObj
)) {
173 _mesa_generate_mipmap(ctx
, target
, texObj
);
177 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
178 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
180 target
= GL_TEXTURE_CUBE_MAP
;
185 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
187 /* Choose between glsl version and fixed function version of
188 * GenerateMipmap function.
190 if (use_glsl_version
) {
191 _mesa_meta_setup_vertex_objects(&mipmap
->VAO
, &mipmap
->VBO
, true,
193 _mesa_meta_setup_blit_shader(ctx
, target
, &mipmap
->shaders
);
195 _mesa_meta_setup_ff_tnl_for_blit(&mipmap
->VAO
, &mipmap
->VBO
, 3);
196 _mesa_set_enable(ctx
, target
, GL_TRUE
);
199 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
200 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
202 if (currentTexUnitSave
!= 0)
203 _mesa_BindTexture(target
, texObj
->Name
);
205 if (!mipmap
->Sampler
) {
206 _mesa_GenSamplers(1, &mipmap
->Sampler
);
207 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
209 _mesa_SamplerParameteri(mipmap
->Sampler
,
210 GL_TEXTURE_MIN_FILTER
,
211 GL_LINEAR_MIPMAP_LINEAR
);
212 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
213 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
214 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
215 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
217 /* We don't want to encode or decode sRGB values; treat them as linear.
218 * This is not technically correct for GLES3 but we don't get any API
219 * error at the moment.
221 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
222 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
226 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
229 assert(mipmap
->FBO
!= 0);
230 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
232 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
234 /* Silence valgrind warnings about reading uninitialized stack. */
235 memset(verts
, 0, sizeof(verts
));
237 /* setup vertex positions */
247 /* texture is already locked, unlock now */
248 _mesa_unlock_texture(ctx
, texObj
);
250 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
251 const struct gl_texture_image
*srcImage
;
252 struct gl_texture_image
*dstImage
;
253 const GLuint srcLevel
= dstLevel
- 1;
255 GLsizei srcWidth
, srcHeight
, srcDepth
;
256 GLsizei dstWidth
, dstHeight
, dstDepth
;
258 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
259 assert(srcImage
->Border
== 0);
262 srcWidth
= srcImage
->Width
;
263 if (target
== GL_TEXTURE_1D_ARRAY
) {
265 srcDepth
= srcImage
->Height
;
267 srcHeight
= srcImage
->Height
;
268 srcDepth
= srcImage
->Depth
;
272 dstWidth
= minify(srcWidth
, 1);
273 dstHeight
= minify(srcHeight
, 1);
274 dstDepth
= target
== GL_TEXTURE_3D
? minify(srcDepth
, 1) : srcDepth
;
276 if (dstWidth
== srcWidth
&&
277 dstHeight
== srcHeight
&&
278 dstDepth
== srcDepth
) {
283 /* Allocate storage for the destination mipmap image(s) */
285 /* Set MaxLevel large enough to hold the new level when we allocate it */
286 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
288 if (!prepare_mipmap_level(ctx
, texObj
, dstLevel
,
289 dstWidth
, dstHeight
, dstDepth
,
290 srcImage
->InternalFormat
,
291 srcImage
->TexFormat
)) {
292 /* All done. We either ran out of memory or we would go beyond the
293 * last valid level of an immutable texture if we continued.
297 dstImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, dstLevel
);
299 /* limit minification to src level */
300 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
303 _mesa_set_viewport(ctx
, 0, 0, 0, dstWidth
, dstHeight
);
304 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
306 for (layer
= 0; layer
< dstDepth
; ++layer
) {
307 /* Setup texture coordinates */
308 _mesa_meta_setup_texture_coords(faceTarget
,
310 0, 0, 1, /* width, height never used here */
316 /* upload vertex data */
317 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
318 verts
, GL_DYNAMIC_DRAW_ARB
);
320 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0
, dstImage
, layer
);
323 if (_mesa_CheckFramebufferStatus(GL_FRAMEBUFFER
) !=
324 GL_FRAMEBUFFER_COMPLETE
) {
325 _mesa_problem(ctx
, "Unexpected incomplete framebuffer in "
326 "_mesa_meta_GenerateMipmap()");
330 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
331 if (target
== GL_TEXTURE_1D_ARRAY
) {
332 assert(dstHeight
== 1);
334 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
337 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
341 _mesa_lock_texture(ctx
, texObj
); /* relock */
343 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
347 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
349 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);