*/
#include "main/arrayobj.h"
+#include "main/blend.h"
#include "main/buffers.h"
#include "main/enums.h"
#include "main/enable.h"
#include "main/fbobject.h"
+#include "main/framebuffer.h"
#include "main/macros.h"
#include "main/mipmap.h"
#include "main/teximage.h"
fallback_required(struct gl_context *ctx, GLenum target,
struct gl_texture_object *texObj)
{
- const GLuint fboSave = ctx->DrawBuffer->Name;
struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
struct gl_texture_image *baseImage;
GLuint srcLevel;
/*
* Test that we can actually render in the texture's format.
*/
- if (!mipmap->FBO)
- _mesa_GenFramebuffers(1, &mipmap->FBO);
- _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
-
- _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, baseImage, 0);
-
- status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
+ if (mipmap->fb == NULL) {
+ mipmap->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
+ if (mipmap->fb == NULL) {
+ _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
+ "glGenerateMipmap() ran out of memory\n");
+ return true;
+ }
+ }
- _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave);
+ _mesa_meta_framebuffer_texture_image(ctx, mipmap->fb,
+ GL_COLOR_ATTACHMENT0, baseImage, 0);
+ status = _mesa_check_framebuffer_status(ctx, mipmap->fb);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
_mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
"glGenerateMipmap() got incomplete FBO\n");
}
void
-_mesa_meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state *mipmap)
+_mesa_meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap)
{
if (mipmap->VAO == 0)
return;
_mesa_DeleteVertexArrays(1, &mipmap->VAO);
mipmap->VAO = 0;
- _mesa_DeleteBuffers(1, &mipmap->VBO);
- mipmap->VBO = 0;
- _mesa_DeleteSamplers(1, &mipmap->Sampler);
- mipmap->Sampler = 0;
+ _mesa_reference_buffer_object(ctx, &mipmap->buf_obj, NULL);
+ _mesa_reference_sampler_object(ctx, &mipmap->samp_obj, NULL);
+ _mesa_reference_framebuffer(&mipmap->fb, NULL);
- _mesa_meta_blit_shader_table_cleanup(&mipmap->shaders);
+ _mesa_meta_blit_shader_table_cleanup(ctx, &mipmap->shaders);
}
-static GLboolean
-prepare_mipmap_level(struct gl_context *ctx,
- struct gl_texture_object *texObj, GLuint level,
- GLsizei width, GLsizei height, GLsizei depth,
- GLenum intFormat, mesa_format format)
-{
- if (texObj->Target == GL_TEXTURE_1D_ARRAY) {
- /* Work around Mesa expecting the number of array slices in "height". */
- height = depth;
- depth = 1;
- }
-
- return _mesa_prepare_mipmap_level(ctx, texObj, level, width, height, depth,
- 0, intFormat, format);
-}
/**
* Called via ctx->Driver.GenerateMipmap()
ctx->Extensions.ARB_fragment_shader;
GLenum faceTarget;
GLuint dstLevel;
- GLuint samplerSave;
+ struct gl_sampler_object *samp_obj_save = NULL;
GLint swizzle[4];
GLboolean swizzleSaved = GL_FALSE;
+ /* GLint so the compiler won't complain about type signedness mismatch in
+ * the calls to _mesa_texture_parameteriv below.
+ */
+ static const GLint always_false = GL_FALSE;
+ static const GLint always_true = GL_TRUE;
+
if (fallback_required(ctx, target, texObj)) {
_mesa_generate_mipmap(ctx, target, texObj);
return;
}
_mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
+ _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
/* Choose between glsl version and fixed function version of
* GenerateMipmap function.
*/
if (use_glsl_version) {
- _mesa_meta_setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, true,
+ _mesa_meta_setup_vertex_objects(ctx, &mipmap->VAO, &mipmap->buf_obj, true,
2, 4, 0);
_mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders);
} else {
- _mesa_meta_setup_ff_tnl_for_blit(&mipmap->VAO, &mipmap->VBO, 3);
+ _mesa_meta_setup_ff_tnl_for_blit(ctx, &mipmap->VAO, &mipmap->buf_obj, 3);
_mesa_set_enable(ctx, target, GL_TRUE);
}
- samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
- ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
+ _mesa_reference_sampler_object(ctx, &samp_obj_save,
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
/* We may have been called from glGenerateTextureMipmap with CurrentUnit
* still set to 0, so we don't know when we can skip binding the texture.
*/
_mesa_BindTexture(target, texObj->Name);
- if (!mipmap->Sampler) {
- _mesa_GenSamplers(1, &mipmap->Sampler);
- _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
-
- _mesa_SamplerParameteri(mipmap->Sampler,
- GL_TEXTURE_MIN_FILTER,
- GL_LINEAR_MIPMAP_LINEAR);
- _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
-
- /* We don't want to encode or decode sRGB values; treat them as linear.
- * This is not technically correct for GLES3 but we don't get any API
- * error at the moment.
- */
- if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
- GL_SKIP_DECODE_EXT);
+ if (mipmap->samp_obj == NULL) {
+ mipmap->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
+ if (mipmap->samp_obj == NULL) {
+ /* This is a bit lazy. Flag out of memory, and then don't bother to
+ * clean up. Once out of memory is flagged, the only realistic next
+ * move is to destroy the context. That will trigger all the right
+ * clean up.
+ */
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenerateMipmap");
+ return;
}
- } else {
- _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
+
+ _mesa_set_sampler_filters(ctx, mipmap->samp_obj, GL_LINEAR_MIPMAP_LINEAR,
+ GL_LINEAR);
+ _mesa_set_sampler_wrap(ctx, mipmap->samp_obj, GL_CLAMP_TO_EDGE,
+ GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
+ }
+
+ if (ctx->Extensions.EXT_texture_sRGB_decode) {
+ const struct gl_texture_image *baseImage =
+ _mesa_select_tex_image(texObj, target, texObj->BaseLevel);
+ const bool srgb =
+ _mesa_get_format_color_encoding(baseImage->TexFormat) == GL_SRGB;
+
+ _mesa_set_sampler_srgb_decode(ctx, mipmap->samp_obj,
+ srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
+ _mesa_set_framebuffer_srgb(ctx, srgb);
}
- assert(mipmap->FBO != 0);
- _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
+ _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, mipmap->samp_obj);
- _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
+ assert(mipmap->fb != NULL);
+ _mesa_bind_framebuffers(ctx, mipmap->fb, mipmap->fb);
+
+ _mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_false, false);
if (texObj->_Swizzle != SWIZZLE_NOOP) {
static const GLint swizzleNoop[4] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
memcpy(swizzle, texObj->Swizzle, sizeof(swizzle));
swizzleSaved = GL_TRUE;
- _mesa_TexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzleNoop);
+ _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA,
+ swizzleNoop, false);
}
/* Silence valgrind warnings about reading uninitialized stack. */
/* texture is already locked, unlock now */
_mesa_unlock_texture(ctx, texObj);
+ _mesa_prepare_mipmap_levels(ctx, texObj, baseLevel, maxLevel);
+
for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
const struct gl_texture_image *srcImage;
struct gl_texture_image *dstImage;
/* Allocate storage for the destination mipmap image(s) */
/* Set MaxLevel large enough to hold the new level when we allocate it */
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
-
- if (!prepare_mipmap_level(ctx, texObj, dstLevel,
- dstWidth, dstHeight, dstDepth,
- srcImage->InternalFormat,
- srcImage->TexFormat)) {
- /* All done. We either ran out of memory or we would go beyond the
- * last valid level of an immutable texture if we continued.
- */
- break;
- }
+ _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
+ (GLint *) &dstLevel, false);
+
dstImage = _mesa_select_tex_image(texObj, faceTarget, dstLevel);
+ /* All done. We either ran out of memory or we would go beyond the last
+ * valid level of an immutable texture if we continued.
+ */
+ if (dstImage == NULL)
+ break;
+
/* limit minification to src level */
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
+ _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
+ (GLint *) &srcLevel, false);
/* setup viewport */
_mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
verts[3].tex);
/* upload vertex data */
- _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
- verts, GL_DYNAMIC_DRAW_ARB);
+ _mesa_buffer_data(ctx, mipmap->buf_obj, GL_NONE, sizeof(verts), verts,
+ GL_DYNAMIC_DRAW, __func__);
- _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dstImage, layer);
+ _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
+ GL_COLOR_ATTACHMENT0, dstImage,
+ layer);
/* sanity check */
- if (_mesa_CheckFramebufferStatus(GL_FRAMEBUFFER) !=
+ if (_mesa_check_framebuffer_status(ctx, ctx->DrawBuffer) !=
GL_FRAMEBUFFER_COMPLETE) {
_mesa_problem(ctx, "Unexpected incomplete framebuffer in "
"_mesa_meta_GenerateMipmap()");
_mesa_lock_texture(ctx, texObj); /* relock */
- _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
+ _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
+ _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
_mesa_meta_end(ctx);
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
+ _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, &maxLevelSave,
+ false);
if (genMipmapSave)
- _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
+ _mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_true,
+ false);
if (swizzleSaved)
- _mesa_TexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
+ _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA, swizzle,
+ false);
}