--- /dev/null
+/**************************************************************************
+ *
+ * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+
+#include "main/imports.h"
+#include "main/mipmap.h"
+#include "main/teximage.h"
+
+#include "shader/prog_instruction.h"
+
+#include "pipe/p_context.h"
+#include "pipe/p_defines.h"
+#include "pipe/cso_cache/cso_cache.h"
+
+#include "st_context.h"
+#include "st_draw.h"
+#include "st_gen_mipmap.h"
+#include "st_program.h"
+#include "st_cb_texture.h"
+
+
+
+static void *blend_cso = NULL;
+static void *depthstencil_cso = NULL;
+static void *rasterizer_cso = NULL;
+static void *sampler_cso = NULL;
+
+static struct st_fragment_program *stfp = NULL;
+static struct st_vertex_program *stvp = NULL;
+
+
+
+static struct st_fragment_program *
+make_tex_fragment_program(GLcontext *ctx)
+{
+ struct st_fragment_program *stfp;
+ struct gl_program *p;
+ GLuint ic = 0;
+
+ p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
+ if (!p)
+ return NULL;
+
+ p->NumInstructions = 2;
+
+ p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
+ if (!p->Instructions) {
+ ctx->Driver.DeleteProgram(ctx, p);
+ return NULL;
+ }
+ _mesa_init_instructions(p->Instructions, p->NumInstructions);
+
+ /* TEX result.color, fragment.texcoord[0], texture[0], 2D; */
+ p->Instructions[ic].Opcode = OPCODE_TEX;
+ p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
+ p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLR;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
+ p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
+ p->Instructions[ic].TexSrcUnit = 0;
+ p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
+ ic++;
+
+ /* END; */
+ p->Instructions[ic++].Opcode = OPCODE_END;
+
+ assert(ic == p->NumInstructions);
+
+ p->InputsRead = FRAG_BIT_TEX0;
+ p->OutputsWritten = (1 << FRAG_RESULT_COLR);
+
+ stfp = (struct st_fragment_program *) p;
+
+ st_translate_fragment_program(ctx->st, stfp, NULL,
+ stfp->tokens, ST_MAX_SHADER_TOKENS);
+
+ return stfp;
+}
+
+
+
+
+/**
+ * one-time init for generate mipmap
+ * XXX Note: there may be other times we need no-op/simple state like this.
+ * In that case, some code refactoring would be good.
+ */
+void
+st_init_generate_mipmap(struct st_context *st)
+{
+ struct pipe_context *pipe = st->pipe;
+ struct pipe_blend_state blend;
+ struct pipe_rasterizer_state rasterizer;
+ struct pipe_sampler_state sampler;
+ struct pipe_depth_stencil_alpha_state depthstencil;
+
+ assert(!blend_cso);
+
+ memset(&blend, 0, sizeof(blend));
+ blend.colormask = PIPE_MASK_RGBA;
+ blend_cso = pipe->create_blend_state(pipe, &blend);
+
+ memset(&depthstencil, 0, sizeof(depthstencil));
+ depthstencil_cso = pipe->create_depth_stencil_alpha_state(pipe, &depthstencil);
+
+ memset(&rasterizer, 0, sizeof(rasterizer));
+ rasterizer_cso = pipe->create_rasterizer_state(pipe, &rasterizer);
+
+ memset(&sampler, 0, sizeof(sampler));
+ sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
+ sampler.min_img_filter = PIPE_TEX_FILTER_LINEAR;
+ sampler.mag_img_filter = PIPE_TEX_FILTER_LINEAR;
+ sampler.normalized_coords = 1;
+ sampler_cso = pipe->create_sampler_state(pipe, &sampler);
+
+ stfp = make_tex_fragment_program(st->ctx);
+ stvp = st_make_passthrough_vertex_shader(st, GL_FALSE);
+}
+
+
+void
+st_destroy_generate_mipmpap(struct st_context *st)
+{
+ struct pipe_context *pipe = st->pipe;
+
+ pipe->delete_blend_state(pipe, blend_cso);
+ pipe->delete_depth_stencil_alpha_state(pipe, depthstencil_cso);
+ pipe->delete_rasterizer_state(pipe, rasterizer_cso);
+ pipe->delete_sampler_state(pipe, sampler_cso);
+
+ /* XXX free stfp, stvp */
+
+ blend_cso = NULL;
+ depthstencil_cso = NULL;
+ rasterizer_cso = NULL;
+ sampler_cso = NULL;
+}
+
+
+static void
+simple_viewport(struct pipe_context *pipe, uint width, uint height)
+{
+ struct pipe_viewport_state vp;
+
+ vp.scale[0] = 0.5 * width;
+ vp.scale[1] = -0.5 * height;
+ vp.scale[2] = 1.0;
+ vp.scale[3] = 1.0;
+ vp.translate[0] = 0.5 * width;
+ vp.translate[1] = 0.5 * height;
+ vp.translate[2] = 0.0;
+ vp.translate[3] = 0.0;
+
+ pipe->set_viewport_state(pipe, &vp);
+}
+
+
+
+/*
+ * Draw simple [-1,1]x[-1,1] quad
+ */
+static void
+draw_quad(GLcontext *ctx)
+{
+ GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
+ GLuint i;
+ GLfloat sLeft = 0.0, sRight = 1.0;
+ GLfloat tTop = 1.0, tBot = 0.0;
+ GLfloat x0 = -1.0, x1 = 1.0;
+ GLfloat y0 = -1.0, y1 = 1.0;
+
+ /* upper-left */
+ verts[0][0][0] = x0; /* attr[0].x */
+ verts[0][0][1] = y0; /* attr[0].y */
+ verts[0][1][0] = sLeft; /* attr[1].s */
+ verts[0][1][1] = tTop; /* attr[1].t */
+
+ /* upper-right */
+ verts[1][0][0] = x1;
+ verts[1][0][1] = y0;
+ verts[1][1][0] = sRight;
+ verts[1][1][1] = tTop;
+
+ /* lower-right */
+ verts[2][0][0] = x1;
+ verts[2][0][1] = y1;
+ verts[2][1][0] = sRight;
+ verts[2][1][1] = tBot;
+
+ /* lower-left */
+ verts[3][0][0] = x0;
+ verts[3][0][1] = y1;
+ verts[3][1][0] = sLeft;
+ verts[3][1][1] = tBot;
+
+ /* same for all verts: */
+ for (i = 0; i < 4; i++) {
+ verts[i][0][2] = 0.0; /*Z*/
+ verts[i][0][3] = 1.0; /*W*/
+ verts[i][1][2] = 0.0; /*R*/
+ verts[i][1][3] = 1.0; /*Q*/
+ }
+
+ st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2, GL_TRUE);
+}
+
+
+
+/**
+ * Generate mipmap levels using hardware rendering.
+ * \return TRUE if successful, FALSE if not possible
+ */
+static boolean
+st_render_mipmap(struct st_context *st,
+ struct pipe_texture *pt,
+ uint baseLevel, uint lastLevel)
+{
+ struct pipe_context *pipe = st->pipe;
+ struct pipe_framebuffer_state fb;
+ const uint face = 0, zslice = 0;
+ const uint first_level_save = pt->first_level;
+ uint dstLevel;
+
+ /* check if we can render in the texture's format */
+ if (!pipe->is_format_supported(pipe, pt->format, PIPE_SURFACE)) {
+ return FALSE;
+ }
+
+ /* init framebuffer state */
+ memset(&fb, 0, sizeof(fb));
+ fb.num_cbufs = 1;
+
+ /* bind CSOs */
+ pipe->bind_blend_state(pipe, blend_cso);
+ pipe->bind_depth_stencil_alpha_state(pipe, depthstencil_cso);
+ pipe->bind_rasterizer_state(pipe, rasterizer_cso);
+ pipe->bind_sampler_state(pipe, 0, sampler_cso);
+
+ /* bind shaders */
+ pipe->bind_fs_state(pipe, stfp->fs->data);
+ pipe->bind_vs_state(pipe, stvp->cso->data);
+
+ for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
+ const uint srcLevel = dstLevel - 1;
+
+ /*
+ * Setup framebuffer / dest surface
+ */
+ fb.cbufs[0] = pipe->get_tex_surface(pipe, pt, face, dstLevel, zslice);
+ pipe->set_framebuffer_state(pipe, &fb);
+
+ simple_viewport(pipe, pt->width[dstLevel], pt->height[dstLevel]);
+
+ /*
+ * Setup src texture, override pt->first_level so we sample from
+ * the right mipmap level.
+ */
+ pt->first_level = srcLevel;
+ pipe->set_sampler_texture(pipe, 0, pt);
+
+ draw_quad(st->ctx);
+ }
+
+ /* restore first_level */
+ pt->first_level = first_level_save;
+
+ /* restore pipe state */
+ if (st->state.rasterizer)
+ pipe->bind_rasterizer_state(pipe, st->state.rasterizer->data);
+ if (st->state.fs)
+ pipe->bind_fs_state(pipe, st->state.fs->data);
+ if (st->state.vs)
+ pipe->bind_vs_state(pipe, st->state.vs->cso->data);
+ if (st->state.sampler[0])
+ pipe->bind_sampler_state(pipe, 0, st->state.sampler[0]->data);
+ pipe->set_sampler_texture(pipe, 0, st->state.sampler_texture[0]);
+ pipe->set_viewport_state(pipe, &st->state.viewport);
+
+ return TRUE;
+}
+
+
+
+void
+st_generate_mipmap(GLcontext *ctx, GLenum target,
+ struct gl_texture_object *texObj)
+{
+ struct st_context *st = ctx->st;
+ struct pipe_texture *pt = st_get_texobj_texture(texObj);
+ const uint baseLevel = texObj->BaseLevel;
+ const uint lastLevel = pt->last_level;
+ uint dstLevel;
+
+ if (!st_render_mipmap(st, pt, baseLevel, lastLevel)) {
+ abort();
+ /* XXX the following won't really work at this time */
+ _mesa_generate_mipmap(ctx, target, texObj);
+ return;
+ }
+
+ for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
+ const uint srcLevel = dstLevel - 1;
+ const struct gl_texture_image *srcImage
+ = _mesa_get_tex_image(ctx, texObj, target, srcLevel);
+ struct gl_texture_image *dstImage;
+ struct st_texture_image *stImage;
+ uint dstWidth = pt->width[dstLevel];
+ uint dstHeight = pt->height[dstLevel];
+ uint dstDepth = pt->depth[dstLevel];
+ uint border = srcImage->Border;
+
+
+ dstImage = _mesa_get_tex_image(ctx, texObj, target, dstLevel);
+ if (!dstImage) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "generating mipmaps");
+ return;
+ }
+
+ if (dstImage->ImageOffsets)
+ _mesa_free(dstImage->ImageOffsets);
+
+ /* Free old image data */
+ if (dstImage->Data)
+ ctx->Driver.FreeTexImageData(ctx, dstImage);
+
+ /* initialize new image */
+ _mesa_init_teximage_fields(ctx, target, dstImage, dstWidth, dstHeight,
+ dstDepth, border, srcImage->InternalFormat);
+
+ dstImage->TexFormat = srcImage->TexFormat;
+
+ stImage = (struct st_texture_image *) dstImage;
+ stImage->pt = pt;
+ }
+
+}