Merge remote-tracking branch 'jekstrand/wip/i965-uniforms' 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 /* GL_DRAW_FRAMEBUFFER does not exist in OpenGL ES 1.x, and since
66 * _mesa_meta_begin hasn't been called yet, we have to work-around API
67 * difficulties. The whole reason that GL_DRAW_FRAMEBUFFER is used instead
68 * of GL_FRAMEBUFFER is that the read framebuffer may be different. This
69 * is moot in OpenGL ES 1.x.
70 */
71 const GLenum fbo_target = ctx->API == API_OPENGLES
72 ? GL_FRAMEBUFFER : GL_DRAW_FRAMEBUFFER;
73
74 /* check for fallbacks */
75 if (target == GL_TEXTURE_3D) {
76 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
77 "glGenerateMipmap() to %s target\n",
78 _mesa_enum_to_string(target));
79 return true;
80 }
81
82 srcLevel = texObj->BaseLevel;
83 baseImage = _mesa_select_tex_image(texObj, target, srcLevel);
84 if (!baseImage) {
85 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
86 "glGenerateMipmap() couldn't find base teximage\n");
87 return true;
88 }
89
90 if (_mesa_is_format_compressed(baseImage->TexFormat)) {
91 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
92 "glGenerateMipmap() with %s format\n",
93 _mesa_get_format_name(baseImage->TexFormat));
94 return true;
95 }
96
97 if (_mesa_get_format_color_encoding(baseImage->TexFormat) == GL_SRGB &&
98 !ctx->Extensions.EXT_texture_sRGB_decode) {
99 /* The texture format is sRGB but we can't turn off sRGB->linear
100 * texture sample conversion. So we won't be able to generate the
101 * right colors when rendering. Need to use a fallback.
102 */
103 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
104 "glGenerateMipmap() of sRGB texture without "
105 "sRGB decode\n");
106 return true;
107 }
108
109 /*
110 * Test that we can actually render in the texture's format.
111 */
112 if (!mipmap->FBO)
113 _mesa_GenFramebuffers(1, &mipmap->FBO);
114 _mesa_BindFramebuffer(fbo_target, mipmap->FBO);
115
116 _mesa_meta_bind_fbo_image(fbo_target, GL_COLOR_ATTACHMENT0, baseImage, 0);
117
118 status = _mesa_CheckFramebufferStatus(fbo_target);
119
120 _mesa_BindFramebuffer(fbo_target, fboSave);
121
122 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
123 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
124 "glGenerateMipmap() got incomplete FBO\n");
125 return true;
126 }
127
128 return false;
129 }
130
131 void
132 _mesa_meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
133 struct gen_mipmap_state *mipmap)
134 {
135 if (mipmap->VAO == 0)
136 return;
137 _mesa_DeleteVertexArrays(1, &mipmap->VAO);
138 mipmap->VAO = 0;
139 _mesa_reference_buffer_object(ctx, &mipmap->buf_obj, NULL);
140 _mesa_reference_sampler_object(ctx, &mipmap->samp_obj, NULL);
141
142 if (mipmap->FBO != 0) {
143 _mesa_DeleteFramebuffers(1, &mipmap->FBO);
144 mipmap->FBO = 0;
145 }
146
147 _mesa_meta_blit_shader_table_cleanup(&mipmap->shaders);
148 }
149
150 static GLboolean
151 prepare_mipmap_level(struct gl_context *ctx,
152 struct gl_texture_object *texObj, GLuint level,
153 GLsizei width, GLsizei height, GLsizei depth,
154 GLenum intFormat, mesa_format format)
155 {
156 if (texObj->Target == GL_TEXTURE_1D_ARRAY) {
157 /* Work around Mesa expecting the number of array slices in "height". */
158 height = depth;
159 depth = 1;
160 }
161
162 return _mesa_prepare_mipmap_level(ctx, texObj, level, width, height, depth,
163 0, intFormat, format);
164 }
165
166 /**
167 * Called via ctx->Driver.GenerateMipmap()
168 * Note: We don't yet support 3D textures, or texture borders.
169 */
170 void
171 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
172 struct gl_texture_object *texObj)
173 {
174 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
175 struct vertex verts[4];
176 const GLuint baseLevel = texObj->BaseLevel;
177 const GLuint maxLevel = texObj->MaxLevel;
178 const GLint maxLevelSave = texObj->MaxLevel;
179 const GLboolean genMipmapSave = texObj->GenerateMipmap;
180 const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
181 ctx->Extensions.ARB_fragment_shader;
182 GLenum faceTarget;
183 GLuint dstLevel;
184 struct gl_sampler_object *samp_obj_save = NULL;
185 GLint swizzle[4];
186 GLboolean swizzleSaved = GL_FALSE;
187
188 if (fallback_required(ctx, target, texObj)) {
189 _mesa_generate_mipmap(ctx, target, texObj);
190 return;
191 }
192
193 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
194 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
195 faceTarget = target;
196 target = GL_TEXTURE_CUBE_MAP;
197 } else {
198 faceTarget = target;
199 }
200
201 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
202
203 /* Choose between glsl version and fixed function version of
204 * GenerateMipmap function.
205 */
206 if (use_glsl_version) {
207 _mesa_meta_setup_vertex_objects(ctx, &mipmap->VAO, &mipmap->buf_obj, true,
208 2, 4, 0);
209 _mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders);
210 } else {
211 _mesa_meta_setup_ff_tnl_for_blit(ctx, &mipmap->VAO, &mipmap->buf_obj, 3);
212 _mesa_set_enable(ctx, target, GL_TRUE);
213 }
214
215 _mesa_reference_sampler_object(ctx, &samp_obj_save,
216 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
217
218 /* We may have been called from glGenerateTextureMipmap with CurrentUnit
219 * still set to 0, so we don't know when we can skip binding the texture.
220 * Assume that _mesa_BindTexture will be fast if we're rebinding the same
221 * texture.
222 */
223 _mesa_BindTexture(target, texObj->Name);
224
225 if (mipmap->samp_obj == NULL) {
226 mipmap->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
227 if (mipmap->samp_obj == NULL) {
228 /* This is a bit lazy. Flag out of memory, and then don't bother to
229 * clean up. Once out of memory is flagged, the only realistic next
230 * move is to destroy the context. That will trigger all the right
231 * clean up.
232 */
233 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenerateMipmap");
234 return;
235 }
236
237 _mesa_set_sampler_filters(ctx, mipmap->samp_obj, GL_LINEAR_MIPMAP_LINEAR,
238 GL_LINEAR);
239 _mesa_set_sampler_wrap(ctx, mipmap->samp_obj, GL_CLAMP_TO_EDGE,
240 GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
241
242 /* We don't want to encode or decode sRGB values; treat them as linear. */
243 _mesa_set_sampler_srgb_decode(ctx, mipmap->samp_obj, GL_SKIP_DECODE_EXT);
244 }
245
246 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, mipmap->samp_obj);
247
248 assert(mipmap->FBO != 0);
249 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
250
251 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
252
253 if (texObj->_Swizzle != SWIZZLE_NOOP) {
254 static const GLint swizzleNoop[4] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
255 memcpy(swizzle, texObj->Swizzle, sizeof(swizzle));
256 swizzleSaved = GL_TRUE;
257 _mesa_TexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzleNoop);
258 }
259
260 /* Silence valgrind warnings about reading uninitialized stack. */
261 memset(verts, 0, sizeof(verts));
262
263 /* setup vertex positions */
264 verts[0].x = -1.0F;
265 verts[0].y = -1.0F;
266 verts[1].x = 1.0F;
267 verts[1].y = -1.0F;
268 verts[2].x = 1.0F;
269 verts[2].y = 1.0F;
270 verts[3].x = -1.0F;
271 verts[3].y = 1.0F;
272
273 /* texture is already locked, unlock now */
274 _mesa_unlock_texture(ctx, texObj);
275
276 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
277 const struct gl_texture_image *srcImage;
278 struct gl_texture_image *dstImage;
279 const GLuint srcLevel = dstLevel - 1;
280 GLuint layer;
281 GLsizei srcWidth, srcHeight, srcDepth;
282 GLsizei dstWidth, dstHeight, dstDepth;
283
284 srcImage = _mesa_select_tex_image(texObj, faceTarget, srcLevel);
285 assert(srcImage->Border == 0);
286
287 /* src size */
288 srcWidth = srcImage->Width;
289 if (target == GL_TEXTURE_1D_ARRAY) {
290 srcHeight = 1;
291 srcDepth = srcImage->Height;
292 } else {
293 srcHeight = srcImage->Height;
294 srcDepth = srcImage->Depth;
295 }
296
297 /* new dst size */
298 dstWidth = minify(srcWidth, 1);
299 dstHeight = minify(srcHeight, 1);
300 dstDepth = target == GL_TEXTURE_3D ? minify(srcDepth, 1) : srcDepth;
301
302 if (dstWidth == srcWidth &&
303 dstHeight == srcHeight &&
304 dstDepth == srcDepth) {
305 /* all done */
306 break;
307 }
308
309 /* Allocate storage for the destination mipmap image(s) */
310
311 /* Set MaxLevel large enough to hold the new level when we allocate it */
312 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
313
314 if (!prepare_mipmap_level(ctx, texObj, dstLevel,
315 dstWidth, dstHeight, dstDepth,
316 srcImage->InternalFormat,
317 srcImage->TexFormat)) {
318 /* All done. We either ran out of memory or we would go beyond the
319 * last valid level of an immutable texture if we continued.
320 */
321 break;
322 }
323 dstImage = _mesa_select_tex_image(texObj, faceTarget, dstLevel);
324
325 /* limit minification to src level */
326 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
327
328 /* setup viewport */
329 _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
330 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
331
332 for (layer = 0; layer < dstDepth; ++layer) {
333 /* Setup texture coordinates */
334 _mesa_meta_setup_texture_coords(faceTarget,
335 layer,
336 0, 0, /* xoffset, yoffset */
337 srcWidth, srcHeight, /* img size */
338 srcWidth, srcHeight, srcDepth,
339 verts[0].tex,
340 verts[1].tex,
341 verts[2].tex,
342 verts[3].tex);
343
344 /* upload vertex data */
345 _mesa_buffer_data(ctx, mipmap->buf_obj, GL_NONE, sizeof(verts), verts,
346 GL_DYNAMIC_DRAW, __func__);
347
348 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dstImage, layer);
349
350 /* sanity check */
351 if (_mesa_CheckFramebufferStatus(GL_FRAMEBUFFER) !=
352 GL_FRAMEBUFFER_COMPLETE) {
353 _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
354 "_mesa_meta_GenerateMipmap()");
355 break;
356 }
357
358 assert(dstWidth == ctx->DrawBuffer->Width);
359 if (target == GL_TEXTURE_1D_ARRAY) {
360 assert(dstHeight == 1);
361 } else {
362 assert(dstHeight == ctx->DrawBuffer->Height);
363 }
364
365 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
366 }
367 }
368
369 _mesa_lock_texture(ctx, texObj); /* relock */
370
371 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
372 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
373
374 _mesa_meta_end(ctx);
375
376 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
377 if (genMipmapSave)
378 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
379 if (swizzleSaved)
380 _mesa_TexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
381 }