}
+/**
+ * Called via ctx->Driver.GenerateMipmap()
+ * Note: texture borders and 3D texture support not yet complete.
+ */
void
_mesa_meta_GenerateMipmap(GLcontext *ctx, GLenum target,
struct gl_texture_object *texObj)
const GLuint maxLevel = texObj->MaxLevel;
const GLenum minFilterSave = texObj->MinFilter;
const GLenum magFilterSave = texObj->MagFilter;
+ const GLint baseLevelSave = texObj->BaseLevel;
+ const GLint maxLevelSave = texObj->MaxLevel;
+ const GLboolean genMipmapSave = texObj->GenerateMipmap;
+ const GLenum wrapSSave = texObj->WrapS;
+ const GLenum wrapTSave = texObj->WrapT;
+ const GLenum wrapRSave = texObj->WrapR;
const GLuint fboSave = ctx->DrawBuffer->Name;
GLenum faceTarget;
- GLuint level;
+ GLuint dstLevel;
GLuint border = 0;
/* check for fallbacks */
- if (!ctx->Extensions.EXT_framebuffer_object) {
+ if (!ctx->Extensions.EXT_framebuffer_object ||
+ target == GL_TEXTURE_3D) {
_mesa_generate_mipmap(ctx, target, texObj);
return;
}
_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
_mesa_set_enable(ctx, target, GL_TRUE);
/* setup texcoords once (XXX what about border?) */
switch (faceTarget) {
- case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
- break;
+ case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
verts[0].s = 0.0F;
verts[0].t = 0.0F;
verts[3].t = 1.0F;
verts[3].r = 0.0F;
break;
+ case GL_TEXTURE_3D:
+ abort();
+ break;
+ default:
+ /* cube face */
+ {
+ static const GLfloat st[4][2] = {
+ {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
+ };
+ GLuint i;
+
+ /* loop over quad verts */
+ for (i = 0; i < 4; i++) {
+ /* Compute sc = +/-scale and tc = +/-scale.
+ * Not +/-1 to avoid cube face selection ambiguity near the edges,
+ * though that can still sometimes happen with this scale factor...
+ */
+ const GLfloat scale = 0.9999f;
+ const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
+ const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
+
+ switch (faceTarget) {
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ verts[i].s = 1.0f;
+ verts[i].t = -tc;
+ verts[i].r = -sc;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ verts[i].s = -1.0f;
+ verts[i].t = -tc;
+ verts[i].r = sc;
+ break;
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ verts[i].s = sc;
+ verts[i].t = 1.0f;
+ verts[i].r = tc;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ verts[i].s = sc;
+ verts[i].t = -1.0f;
+ verts[i].r = -tc;
+ break;
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ verts[i].s = sc;
+ verts[i].t = -tc;
+ verts[i].r = 1.0f;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ verts[i].s = -sc;
+ verts[i].t = -tc;
+ verts[i].r = -1.0f;
+ break;
+ default:
+ assert(0);
+ }
+ }
+ }
}
+ _mesa_set_enable(ctx, target, GL_TRUE);
+
+ /* texture is already locked, unlock now */
+ _mesa_unlock_texture(ctx, texObj);
- for (level = baseLevel + 1; level <= maxLevel; level++) {
+ for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
const struct gl_texture_image *srcImage;
- const GLuint srcLevel = level - 1;
- GLsizei srcWidth, srcHeight;
- GLsizei newWidth, newHeight;
+ const GLuint srcLevel = dstLevel - 1;
+ GLsizei srcWidth, srcHeight, srcDepth;
+ GLsizei dstWidth, dstHeight, dstDepth;
GLenum status;
- srcImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
+ srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
assert(srcImage->Border == 0); /* XXX we can fix this */
+ /* src size w/out border */
srcWidth = srcImage->Width - 2 * border;
srcHeight = srcImage->Height - 2 * border;
+ srcDepth = srcImage->Depth - 2 * border;
- newWidth = MAX2(1, srcWidth / 2) + 2 * border;
- newHeight = MAX2(1, srcHeight / 2) + 2 * border;
+ /* new dst size w/ border */
+ dstWidth = MAX2(1, srcWidth / 2) + 2 * border;
+ dstHeight = MAX2(1, srcHeight / 2) + 2 * border;
+ dstDepth = MAX2(1, srcDepth / 2) + 2 * border;
- if (newWidth == srcImage->Width && newHeight == srcImage->Height) {
- break;
+ if (dstWidth == srcImage->Width &&
+ dstHeight == srcImage->Height &&
+ dstDepth == srcImage->Depth) {
+ /* all done */
+ break;
}
- /* Create empty image */
- _mesa_TexImage2D(GL_TEXTURE_2D, level, srcImage->InternalFormat,
- newWidth, newHeight, border,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ /* Create empty dest image */
+ if (target == GL_TEXTURE_1D) {
+ _mesa_TexImage1D(target, dstLevel, srcImage->InternalFormat,
+ dstWidth, border,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ }
+ else if (target == GL_TEXTURE_3D) {
+ _mesa_TexImage3D(target, dstLevel, srcImage->InternalFormat,
+ dstWidth, dstHeight, dstDepth, border,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ }
+ else {
+ /* 2D or cube */
+ _mesa_TexImage2D(faceTarget, dstLevel, srcImage->InternalFormat,
+ dstWidth, dstHeight, border,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ if (target == GL_TEXTURE_CUBE_MAP) {
+ /* If texturing from a cube, we need to make sure all src faces
+ * have been defined (even if we're not sampling from them.)
+ * Otherwise the texture object will be 'incomplete' and
+ * texturing from it will not be allowed.
+ */
+ GLuint face;
+ for (face = 0; face < 6; face++) {
+ if (!texObj->Image[face][srcLevel] ||
+ texObj->Image[face][srcLevel]->Width != srcWidth) {
+ _mesa_TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
+ srcLevel, srcImage->InternalFormat,
+ srcWidth, srcHeight, border,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ }
+ }
+ }
+ }
- /* vertex positions */
+ /* setup vertex positions */
{
verts[0].x = 0.0F;
verts[0].y = 0.0F;
- verts[1].x = (GLfloat) newWidth;
+ verts[1].x = (GLfloat) dstWidth;
verts[1].y = 0.0F;
- verts[2].x = (GLfloat) newWidth;
- verts[2].y = (GLfloat) newHeight;
+ verts[2].x = (GLfloat) dstWidth;
+ verts[2].y = (GLfloat) dstHeight;
verts[3].x = 0.0F;
- verts[3].y = (GLfloat) newHeight;
+ verts[3].y = (GLfloat) dstHeight;
/* upload new vertex data */
_mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
/* limit sampling to src level */
- _mesa_TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, srcLevel);
- _mesa_TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, srcLevel);
-
- /* Set to draw into the current level */
- _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
- GL_COLOR_ATTACHMENT0_EXT,
- target,
- texObj->Name,
- level);
+ _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
+
+ /* Set to draw into the current dstLevel */
+ if (target == GL_TEXTURE_1D) {
+ _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ target,
+ texObj->Name,
+ dstLevel);
+ }
+ else if (target == GL_TEXTURE_3D) {
+ GLint zoffset = 0; /* XXX unfinished */
+ _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ target,
+ texObj->Name,
+ dstLevel, zoffset);
+ }
+ else {
+ /* 2D / cube */
+ _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ faceTarget,
+ texObj->Name,
+ dstLevel);
+ }
- /* Choose to render to the color attachment. */
_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
+ /* sanity check */
status = _mesa_CheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
abort();
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
+ _mesa_lock_texture(ctx, texObj); /* relock */
+
_mesa_meta_end(ctx);
_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
+ _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
+ _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, wrapRSave);
- /* restore (XXX add to meta_begin/end()? */
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
}