Merge ../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, or texture borders.
154 */
155 void
156 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
157 struct gl_texture_object *texObj)
158 {
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 GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
166 ctx->Extensions.ARB_fragment_shader;
167 GLenum faceTarget;
168 GLuint dstLevel;
169 GLuint samplerSave;
170 GLint swizzle[4];
171 GLboolean swizzleSaved = GL_FALSE;
172
173 if (fallback_required(ctx, target, texObj)) {
174 _mesa_generate_mipmap(ctx, target, texObj);
175 return;
176 }
177
178 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
179 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
180 faceTarget = target;
181 target = GL_TEXTURE_CUBE_MAP;
182 } else {
183 faceTarget = target;
184 }
185
186 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
187
188 /* Choose between glsl version and fixed function version of
189 * GenerateMipmap function.
190 */
191 if (use_glsl_version) {
192 _mesa_meta_setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, true,
193 2, 4, 0);
194 _mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders);
195 } else {
196 _mesa_meta_setup_ff_tnl_for_blit(&mipmap->VAO, &mipmap->VBO, 3);
197 _mesa_set_enable(ctx, target, GL_TRUE);
198 }
199
200 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
201 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
202
203 /* We may have been called from glGenerateTextureMipmap with CurrentUnit
204 * still set to 0, so we don't know when we can skip binding the texture.
205 * Assume that _mesa_BindTexture will be fast if we're rebinding the same
206 * texture.
207 */
208 _mesa_BindTexture(target, texObj->Name);
209
210 if (!mipmap->Sampler) {
211 _mesa_GenSamplers(1, &mipmap->Sampler);
212 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
213
214 _mesa_SamplerParameteri(mipmap->Sampler,
215 GL_TEXTURE_MIN_FILTER,
216 GL_LINEAR_MIPMAP_LINEAR);
217 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
218 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
219 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
220 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
221
222 /* We don't want to encode or decode sRGB values; treat them as linear.
223 * This is not technically correct for GLES3 but we don't get any API
224 * error at the moment.
225 */
226 if (ctx->Extensions.EXT_texture_sRGB_decode) {
227 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
228 GL_SKIP_DECODE_EXT);
229 }
230 } else {
231 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
232 }
233
234 assert(mipmap->FBO != 0);
235 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
236
237 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
238
239 if (texObj->_Swizzle != SWIZZLE_NOOP) {
240 static const GLint swizzleNoop[4] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
241 memcpy(swizzle, texObj->Swizzle, sizeof(swizzle));
242 swizzleSaved = GL_TRUE;
243 _mesa_TexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzleNoop);
244 }
245
246 /* Silence valgrind warnings about reading uninitialized stack. */
247 memset(verts, 0, sizeof(verts));
248
249 /* setup vertex positions */
250 verts[0].x = -1.0F;
251 verts[0].y = -1.0F;
252 verts[1].x = 1.0F;
253 verts[1].y = -1.0F;
254 verts[2].x = 1.0F;
255 verts[2].y = 1.0F;
256 verts[3].x = -1.0F;
257 verts[3].y = 1.0F;
258
259 /* texture is already locked, unlock now */
260 _mesa_unlock_texture(ctx, texObj);
261
262 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
263 const struct gl_texture_image *srcImage;
264 struct gl_texture_image *dstImage;
265 const GLuint srcLevel = dstLevel - 1;
266 GLuint layer;
267 GLsizei srcWidth, srcHeight, srcDepth;
268 GLsizei dstWidth, dstHeight, dstDepth;
269
270 srcImage = _mesa_select_tex_image(texObj, faceTarget, srcLevel);
271 assert(srcImage->Border == 0);
272
273 /* src size */
274 srcWidth = srcImage->Width;
275 if (target == GL_TEXTURE_1D_ARRAY) {
276 srcHeight = 1;
277 srcDepth = srcImage->Height;
278 } else {
279 srcHeight = srcImage->Height;
280 srcDepth = srcImage->Depth;
281 }
282
283 /* new dst size */
284 dstWidth = minify(srcWidth, 1);
285 dstHeight = minify(srcHeight, 1);
286 dstDepth = target == GL_TEXTURE_3D ? minify(srcDepth, 1) : srcDepth;
287
288 if (dstWidth == srcWidth &&
289 dstHeight == srcHeight &&
290 dstDepth == srcDepth) {
291 /* all done */
292 break;
293 }
294
295 /* Allocate storage for the destination mipmap image(s) */
296
297 /* Set MaxLevel large enough to hold the new level when we allocate it */
298 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
299
300 if (!prepare_mipmap_level(ctx, texObj, dstLevel,
301 dstWidth, dstHeight, dstDepth,
302 srcImage->InternalFormat,
303 srcImage->TexFormat)) {
304 /* All done. We either ran out of memory or we would go beyond the
305 * last valid level of an immutable texture if we continued.
306 */
307 break;
308 }
309 dstImage = _mesa_select_tex_image(texObj, faceTarget, dstLevel);
310
311 /* limit minification to src level */
312 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
313
314 /* setup viewport */
315 _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
316 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
317
318 for (layer = 0; layer < dstDepth; ++layer) {
319 /* Setup texture coordinates */
320 _mesa_meta_setup_texture_coords(faceTarget,
321 layer,
322 0, 0, /* xoffset, yoffset */
323 srcWidth, srcHeight, /* img size */
324 srcWidth, srcHeight, srcDepth,
325 verts[0].tex,
326 verts[1].tex,
327 verts[2].tex,
328 verts[3].tex);
329
330 /* upload vertex data */
331 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
332 verts, GL_DYNAMIC_DRAW_ARB);
333
334 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dstImage, layer);
335
336 /* sanity check */
337 if (_mesa_CheckFramebufferStatus(GL_FRAMEBUFFER) !=
338 GL_FRAMEBUFFER_COMPLETE) {
339 _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
340 "_mesa_meta_GenerateMipmap()");
341 break;
342 }
343
344 assert(dstWidth == ctx->DrawBuffer->Width);
345 if (target == GL_TEXTURE_1D_ARRAY) {
346 assert(dstHeight == 1);
347 } else {
348 assert(dstHeight == ctx->DrawBuffer->Height);
349 }
350
351 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
352 }
353 }
354
355 _mesa_lock_texture(ctx, texObj); /* relock */
356
357 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
358
359 _mesa_meta_end(ctx);
360
361 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
362 if (genMipmapSave)
363 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
364 if (swizzleSaved)
365 _mesa_TexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
366 }