#include "main/arrayobj.h"
#include "main/blend.h"
#include "main/bufferobj.h"
+#include "main/buffers.h"
#include "main/depth.h"
#include "main/enable.h"
+#include "main/fbobject.h"
#include "main/image.h"
#include "main/macros.h"
#include "main/matrix.h"
+#include "main/mipmap.h"
#include "main/polygon.h"
#include "main/readpix.h"
#include "main/scissor.h"
};
+/**
+ * State for _mesa_meta_generate_mipmap()
+ */
+struct gen_mipmap_state
+{
+ GLuint ArrayObj;
+ GLuint VBO;
+ GLuint FBO;
+};
+
+
/**
* All per-context meta state.
*/
struct copypix_state CopyPix; /**< For _mesa_meta_copy_pixels() */
struct drawpix_state DrawPix; /**< For _mesa_meta_draw_pixels() */
struct bitmap_state Bitmap; /**< For _mesa_meta_bitmap() */
-
- /* other possible meta-ops:
- * glGenerateMipmap()
- */
+ struct gen_mipmap_state Mipmap; /**< For _mesa_meta_generate_mipmap() */
};
_mesa_meta_end(ctx);
}
+
+
+void
+_mesa_meta_generate_mipmap(GLcontext *ctx, GLenum target,
+ struct gl_texture_object *texObj)
+{
+ struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
+ struct { GLfloat x, y, s, t, r; } verts[4];
+ const GLuint baseLevel = texObj->BaseLevel;
+ const GLuint maxLevel = texObj->MaxLevel;
+ const GLenum minFilterSave = texObj->MinFilter;
+ const GLenum magFilterSave = texObj->MagFilter;
+ const GLuint fboSave = ctx->DrawBuffer->Name;
+ GLenum faceTarget;
+ GLuint level;
+ GLuint border = 0;
+
+ /* check for fallbacks */
+ if (!ctx->Extensions.EXT_framebuffer_object) {
+ _mesa_generate_mipmap(ctx, target, texObj);
+ return;
+ }
+
+ if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
+ target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
+ faceTarget = target;
+ target = GL_TEXTURE_CUBE_MAP;
+ }
+ else {
+ faceTarget = target;
+ }
+
+ _mesa_meta_begin(ctx, META_ALL);
+
+ if (mipmap->ArrayObj == 0) {
+ /* one-time setup */
+
+ /* create vertex array object */
+ _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
+ _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffersARB(1, &mipmap->VBO);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+ _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
+
+ /* setup vertex arrays */
+ _mesa_VertexPointer(2, GL_FLOAT, sizeof(verts[0]),
+ (void *) (0 * sizeof(GLfloat)));
+ _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(verts[0]),
+ (void *) (2 * sizeof(GLfloat)));
+
+ _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+ else {
+ _mesa_BindVertexArray(mipmap->ArrayObj);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+ }
+
+ if (!mipmap->FBO) {
+ /* Bind the new renderbuffer to the color attachment point. */
+ _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
+ }
+
+ _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
+
+ _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ _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_2D:
+ verts[0].s = 0.0F;
+ verts[0].t = 0.0F;
+ verts[0].r = 0.0F;
+ verts[1].s = 1.0F;
+ verts[1].t = 0.0F;
+ verts[2].r = 0.0F;
+ verts[3].s = 1.0F;
+ verts[3].t = 1.0F;
+ verts[3].r = 0.0F;
+ verts[4].s = 0.0F;
+ verts[4].t = 1.0F;
+ verts[4].r = 0.0F;
+ break;
+ }
+
+
+ for (level = baseLevel + 1; level <= maxLevel; level++) {
+ const struct gl_texture_image *srcImage;
+ const GLuint srcLevel = level - 1;
+ GLsizei srcWidth, srcHeight;
+ GLsizei newWidth, newHeight;
+ GLenum status;
+
+ srcImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
+ assert(srcImage->Border == 0); /* XXX we can fix this */
+
+ srcWidth = srcImage->Width - 2 * border;
+ srcHeight = srcImage->Height - 2 * border;
+
+ newWidth = MAX2(1, srcWidth / 2) + 2 * border;
+ newHeight = MAX2(1, srcHeight / 2) + 2 * border;
+
+ if (newWidth == srcImage->Width && newHeight == srcImage->Height) {
+ break;
+ }
+
+ /* Create empty image */
+ _mesa_TexImage2D(GL_TEXTURE_2D, level, srcImage->InternalFormat,
+ newWidth, newHeight, border,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ /* vertex positions */
+ {
+ verts[0].x = 0.0F;
+ verts[0].y = 0.0F;
+ verts[1].x = (GLfloat) newWidth;
+ verts[1].y = 0.0F;
+ verts[2].x = (GLfloat) newWidth;
+ verts[2].y = (GLfloat) newHeight;
+ verts[3].x = 0.0F;
+ verts[3].y = (GLfloat) newHeight;
+
+ /* 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);
+
+ /* Choose to render to the color attachment. */
+ _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
+
+ status = _mesa_CheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ abort();
+ break;
+ }
+
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+
+ _mesa_meta_end(ctx);
+
+ _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
+
+ /* restore (XXX add to meta_begin/end()? */
+ _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
+}