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"
48 * Check if the call to _mesa_meta_GenerateMipmap() will require a
49 * software fallback. The fallback path will require that the texture
51 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
54 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
55 struct gl_texture_object
*texObj
)
57 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
58 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
59 struct gl_texture_image
*baseImage
;
63 /* check for fallbacks */
64 if (target
== GL_TEXTURE_3D
||
65 target
== GL_TEXTURE_1D_ARRAY
||
66 target
== GL_TEXTURE_2D_ARRAY
) {
67 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
68 "glGenerateMipmap() to %s target\n",
69 _mesa_lookup_enum_by_nr(target
));
73 srcLevel
= texObj
->BaseLevel
;
74 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
76 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
77 "glGenerateMipmap() couldn't find base teximage\n");
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
));
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.
94 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
95 "glGenerateMipmap() of sRGB texture without "
101 * Test that we can actually render in the texture's format.
104 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
105 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
107 if (target
== GL_TEXTURE_1D
) {
108 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
109 GL_COLOR_ATTACHMENT0_EXT
,
110 target
, texObj
->Name
, srcLevel
);
113 /* other work is needed to enable 3D mipmap generation */
114 else if (target
== GL_TEXTURE_3D
) {
116 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
117 GL_COLOR_ATTACHMENT0_EXT
,
118 target
, texObj
->Name
, srcLevel
, zoffset
);
123 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
124 GL_COLOR_ATTACHMENT0_EXT
,
125 target
, texObj
->Name
, srcLevel
);
128 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
130 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
132 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
133 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
134 "glGenerateMipmap() got incomplete FBO\n");
142 _mesa_meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state
*mipmap
)
144 if (mipmap
->VAO
== 0)
146 _mesa_DeleteVertexArrays(1, &mipmap
->VAO
);
148 _mesa_DeleteBuffers(1, &mipmap
->VBO
);
151 _mesa_meta_blit_shader_table_cleanup(&mipmap
->shaders
);
155 * Called via ctx->Driver.GenerateMipmap()
156 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
160 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
161 struct gl_texture_object
*texObj
)
163 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
164 struct vertex verts
[4];
165 const GLuint baseLevel
= texObj
->BaseLevel
;
166 const GLuint maxLevel
= texObj
->MaxLevel
;
167 const GLint maxLevelSave
= texObj
->MaxLevel
;
168 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
169 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
170 const GLuint currentTexUnitSave
= ctx
->Texture
.CurrentUnit
;
171 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
172 ctx
->Extensions
.ARB_fragment_shader
;
175 const GLint slice
= 0;
178 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
179 _mesa_generate_mipmap(ctx
, target
, texObj
);
183 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
184 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
186 target
= GL_TEXTURE_CUBE_MAP
;
191 _mesa_meta_begin(ctx
, MESA_META_ALL
);
193 /* Choose between glsl version and fixed function version of
194 * GenerateMipmap function.
196 if (use_glsl_version
) {
197 _mesa_meta_setup_vertex_objects(&mipmap
->VAO
, &mipmap
->VBO
, true,
199 _mesa_meta_setup_blit_shader(ctx
, target
, &mipmap
->shaders
);
201 _mesa_meta_setup_ff_tnl_for_blit(&mipmap
->VAO
, &mipmap
->VBO
, 3);
202 _mesa_set_enable(ctx
, target
, GL_TRUE
);
205 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
206 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
208 if (currentTexUnitSave
!= 0)
209 _mesa_BindTexture(target
, texObj
->Name
);
212 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
215 if (!mipmap
->Sampler
) {
216 _mesa_GenSamplers(1, &mipmap
->Sampler
);
217 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
219 _mesa_SamplerParameteri(mipmap
->Sampler
,
220 GL_TEXTURE_MIN_FILTER
,
221 GL_LINEAR_MIPMAP_LINEAR
);
222 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
223 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
224 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
225 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
227 /* We don't want to encode or decode sRGB values; treat them as linear.
228 * This is not technically correct for GLES3 but we don't get any API
229 * error at the moment.
231 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
232 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
236 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
239 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
241 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
243 /* Silence valgrind warnings about reading uninitialized stack. */
244 memset(verts
, 0, sizeof(verts
));
246 /* Setup texture coordinates */
247 _mesa_meta_setup_texture_coords(faceTarget
,
249 0, 0, 1, /* width, height never used here */
255 /* setup vertex positions */
265 /* upload vertex data */
266 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
267 verts
, GL_DYNAMIC_DRAW_ARB
);
269 /* texture is already locked, unlock now */
270 _mesa_unlock_texture(ctx
, texObj
);
272 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
273 const struct gl_texture_image
*srcImage
;
274 const GLuint srcLevel
= dstLevel
- 1;
275 GLsizei srcWidth
, srcHeight
, srcDepth
;
276 GLsizei dstWidth
, dstHeight
, dstDepth
;
279 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
280 assert(srcImage
->Border
== 0);
283 srcWidth
= srcImage
->Width
;
284 srcHeight
= srcImage
->Height
;
285 srcDepth
= srcImage
->Depth
;
288 dstWidth
= MAX2(1, srcWidth
/ 2);
289 dstHeight
= MAX2(1, srcHeight
/ 2);
290 dstDepth
= MAX2(1, srcDepth
/ 2);
292 if (dstWidth
== srcImage
->Width
&&
293 dstHeight
== srcImage
->Height
&&
294 dstDepth
== srcImage
->Depth
) {
299 /* Allocate storage for the destination mipmap image(s) */
301 /* Set MaxLevel large enough to hold the new level when we allocate it */
302 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
304 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
305 dstWidth
, dstHeight
, dstDepth
,
307 srcImage
->InternalFormat
,
308 srcImage
->TexFormat
)) {
309 /* All done. We either ran out of memory or we would go beyond the
310 * last valid level of an immutable texture if we continued.
315 /* limit minification to src level */
316 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
318 /* Set to draw into the current dstLevel */
319 if (target
== GL_TEXTURE_1D
) {
320 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
321 GL_COLOR_ATTACHMENT0_EXT
,
326 else if (target
== GL_TEXTURE_3D
) {
327 GLint zoffset
= 0; /* XXX unfinished */
328 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
329 GL_COLOR_ATTACHMENT0_EXT
,
335 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
336 GL_COLOR_ATTACHMENT0_EXT
,
342 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
345 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
346 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
347 _mesa_problem(ctx
, "Unexpected incomplete framebuffer in "
348 "_mesa_meta_GenerateMipmap()");
352 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
353 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
356 _mesa_set_viewport(ctx
, 0, 0, 0, dstWidth
, dstHeight
);
358 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
361 _mesa_lock_texture(ctx
, texObj
); /* relock */
363 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
367 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
369 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
371 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);