Merge branch 'master' of ../mesa into vulkan
[mesa.git] / src / mesa / drivers / common / meta_generate_mipmap.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
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:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
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.
23 */
24
25 /**
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.
29 *
30 * \author Brian Paul
31 */
32
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"
46 #include "program/prog_instruction.h"
47
48
49 /**
50 * Check if the call to _mesa_meta_GenerateMipmap() will require a
51 * software fallback. The fallback path will require that the texture
52 * images are mapped.
53 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
54 */
55 static bool
56 fallback_required(struct gl_context *ctx, GLenum target,
57 struct gl_texture_object *texObj)
58 {
59 const GLuint fboSave = ctx->DrawBuffer->Name;
60 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
61 struct gl_texture_image *baseImage;
62 GLuint srcLevel;
63 GLenum status;
64
65 /* check for fallbacks */
66 if (target == GL_TEXTURE_3D) {
67 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
68 "glGenerateMipmap() to %s target\n",
69 _mesa_enum_to_string(target));
70 return true;
71 }
72
73 srcLevel = texObj->BaseLevel;
74 baseImage = _mesa_select_tex_image(texObj, target, srcLevel);
75 if (!baseImage) {
76 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
77 "glGenerateMipmap() couldn't find base teximage\n");
78 return true;
79 }
80
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));
85 return true;
86 }
87
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.
93 */
94 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
95 "glGenerateMipmap() of sRGB texture without "
96 "sRGB decode\n");
97 return true;
98 }
99
100 /*
101 * Test that we can actually render in the texture's format.
102 */
103 if (!mipmap->FBO)
104 _mesa_GenFramebuffers(1, &mipmap->FBO);
105 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
106
107 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, baseImage, 0);
108
109 status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
110
111 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave);
112
113 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
114 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
115 "glGenerateMipmap() got incomplete FBO\n");
116 return true;
117 }
118
119 return false;
120 }
121
122 void
123 _mesa_meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state *mipmap)
124 {
125 if (mipmap->VAO == 0)
126 return;
127 _mesa_DeleteVertexArrays(1, &mipmap->VAO);
128 mipmap->VAO = 0;
129 _mesa_DeleteBuffers(1, &mipmap->VBO);
130 mipmap->VBO = 0;
131
132 _mesa_meta_blit_shader_table_cleanup(&mipmap->shaders);
133 }
134
135 static GLboolean
136 prepare_mipmap_level(struct gl_context *ctx,
137 struct gl_texture_object *texObj, GLuint level,
138 GLsizei width, GLsizei height, GLsizei depth,
139 GLenum intFormat, mesa_format format)
140 {
141 if (texObj->Target == GL_TEXTURE_1D_ARRAY) {
142 /* Work around Mesa expecting the number of array slices in "height". */
143 height = depth;
144 depth = 1;
145 }
146
147 return _mesa_prepare_mipmap_level(ctx, texObj, level, width, height, depth,
148 0, intFormat, format);
149 }
150
151 /**
152 * Called via ctx->Driver.GenerateMipmap()
153 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
154 * borders.
155 */
156 void
157 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
158 struct gl_texture_object *texObj)
159 {
160 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
161 struct vertex verts[4];
162 const GLuint baseLevel = texObj->BaseLevel;
163 const GLuint maxLevel = texObj->MaxLevel;
164 const GLint maxLevelSave = texObj->MaxLevel;
165 const GLboolean genMipmapSave = texObj->GenerateMipmap;
166 const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
167 ctx->Extensions.ARB_fragment_shader;
168 GLenum faceTarget;
169 GLuint dstLevel;
170 GLuint samplerSave;
171 GLint swizzle[4];
172 GLboolean swizzleSaved = GL_FALSE;
173
174 if (fallback_required(ctx, target, texObj)) {
175 _mesa_generate_mipmap(ctx, target, texObj);
176 return;
177 }
178
179 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
180 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
181 faceTarget = target;
182 target = GL_TEXTURE_CUBE_MAP;
183 } else {
184 faceTarget = target;
185 }
186
187 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
188
189 /* Choose between glsl version and fixed function version of
190 * GenerateMipmap function.
191 */
192 if (use_glsl_version) {
193 _mesa_meta_setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, true,
194 2, 4, 0);
195 _mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders);
196 } else {
197 _mesa_meta_setup_ff_tnl_for_blit(&mipmap->VAO, &mipmap->VBO, 3);
198 _mesa_set_enable(ctx, target, GL_TRUE);
199 }
200
201 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
202 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
203
204 /* We may have been called from glGenerateTextureMipmap with CurrentUnit
205 * still set to 0, so we don't know when we can skip binding the texture.
206 * Assume that _mesa_BindTexture will be fast if we're rebinding the same
207 * texture.
208 */
209 _mesa_BindTexture(target, texObj->Name);
210
211 if (!mipmap->Sampler) {
212 _mesa_GenSamplers(1, &mipmap->Sampler);
213 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
214
215 _mesa_SamplerParameteri(mipmap->Sampler,
216 GL_TEXTURE_MIN_FILTER,
217 GL_LINEAR_MIPMAP_LINEAR);
218 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
219 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
220 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
221 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
222
223 /* We don't want to encode or decode sRGB values; treat them as linear.
224 * This is not technically correct for GLES3 but we don't get any API
225 * error at the moment.
226 */
227 if (ctx->Extensions.EXT_texture_sRGB_decode) {
228 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
229 GL_SKIP_DECODE_EXT);
230 }
231 } else {
232 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
233 }
234
235 assert(mipmap->FBO != 0);
236 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
237
238 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
239
240 if (texObj->_Swizzle != SWIZZLE_NOOP) {
241 static const GLint swizzleNoop[4] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
242 memcpy(swizzle, texObj->Swizzle, sizeof(swizzle));
243 swizzleSaved = GL_TRUE;
244 _mesa_TexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzleNoop);
245 }
246
247 /* Silence valgrind warnings about reading uninitialized stack. */
248 memset(verts, 0, sizeof(verts));
249
250 /* setup vertex positions */
251 verts[0].x = -1.0F;
252 verts[0].y = -1.0F;
253 verts[1].x = 1.0F;
254 verts[1].y = -1.0F;
255 verts[2].x = 1.0F;
256 verts[2].y = 1.0F;
257 verts[3].x = -1.0F;
258 verts[3].y = 1.0F;
259
260 /* texture is already locked, unlock now */
261 _mesa_unlock_texture(ctx, texObj);
262
263 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
264 const struct gl_texture_image *srcImage;
265 struct gl_texture_image *dstImage;
266 const GLuint srcLevel = dstLevel - 1;
267 GLuint layer;
268 GLsizei srcWidth, srcHeight, srcDepth;
269 GLsizei dstWidth, dstHeight, dstDepth;
270
271 srcImage = _mesa_select_tex_image(texObj, faceTarget, srcLevel);
272 assert(srcImage->Border == 0);
273
274 /* src size */
275 srcWidth = srcImage->Width;
276 if (target == GL_TEXTURE_1D_ARRAY) {
277 srcHeight = 1;
278 srcDepth = srcImage->Height;
279 } else {
280 srcHeight = srcImage->Height;
281 srcDepth = srcImage->Depth;
282 }
283
284 /* new dst size */
285 dstWidth = minify(srcWidth, 1);
286 dstHeight = minify(srcHeight, 1);
287 dstDepth = target == GL_TEXTURE_3D ? minify(srcDepth, 1) : srcDepth;
288
289 if (dstWidth == srcWidth &&
290 dstHeight == srcHeight &&
291 dstDepth == srcDepth) {
292 /* all done */
293 break;
294 }
295
296 /* Allocate storage for the destination mipmap image(s) */
297
298 /* Set MaxLevel large enough to hold the new level when we allocate it */
299 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
300
301 if (!prepare_mipmap_level(ctx, texObj, dstLevel,
302 dstWidth, dstHeight, dstDepth,
303 srcImage->InternalFormat,
304 srcImage->TexFormat)) {
305 /* All done. We either ran out of memory or we would go beyond the
306 * last valid level of an immutable texture if we continued.
307 */
308 break;
309 }
310 dstImage = _mesa_select_tex_image(texObj, faceTarget, dstLevel);
311
312 /* limit minification to src level */
313 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
314
315 /* setup viewport */
316 _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
317 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
318
319 for (layer = 0; layer < dstDepth; ++layer) {
320 /* Setup texture coordinates */
321 _mesa_meta_setup_texture_coords(faceTarget,
322 layer,
323 0, 0, /* xoffset, yoffset */
324 srcWidth, srcHeight, /* img size */
325 srcWidth, srcHeight, srcDepth,
326 verts[0].tex,
327 verts[1].tex,
328 verts[2].tex,
329 verts[3].tex);
330
331 /* upload vertex data */
332 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
333 verts, GL_DYNAMIC_DRAW_ARB);
334
335 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dstImage, layer);
336
337 /* sanity check */
338 if (_mesa_CheckFramebufferStatus(GL_FRAMEBUFFER) !=
339 GL_FRAMEBUFFER_COMPLETE) {
340 _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
341 "_mesa_meta_GenerateMipmap()");
342 break;
343 }
344
345 assert(dstWidth == ctx->DrawBuffer->Width);
346 if (target == GL_TEXTURE_1D_ARRAY) {
347 assert(dstHeight == 1);
348 } else {
349 assert(dstHeight == ctx->DrawBuffer->Height);
350 }
351
352 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
353 }
354 }
355
356 _mesa_lock_texture(ctx, texObj); /* relock */
357
358 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
359
360 _mesa_meta_end(ctx);
361
362 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
363 if (genMipmapSave)
364 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
365 if (swizzleSaved)
366 _mesa_TexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
367 }