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/blend.h"
35 #include "main/buffers.h"
36 #include "main/enums.h"
37 #include "main/enable.h"
38 #include "main/fbobject.h"
39 #include "main/framebuffer.h"
40 #include "main/macros.h"
41 #include "main/mipmap.h"
42 #include "main/teximage.h"
43 #include "main/texobj.h"
44 #include "main/texparam.h"
45 #include "main/varray.h"
46 #include "main/viewport.h"
47 #include "drivers/common/meta.h"
48 #include "program/prog_instruction.h"
49
50
51 /**
52 * Check if the call to _mesa_meta_GenerateMipmap() will require a
53 * software fallback. The fallback path will require that the texture
54 * images are mapped.
55 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
56 */
57 static bool
fallback_required(struct gl_context * ctx,GLenum target,struct gl_texture_object * texObj)58 fallback_required(struct gl_context *ctx, GLenum target,
59 struct gl_texture_object *texObj)
60 {
61 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
62 struct gl_texture_image *baseImage;
63 GLuint srcLevel;
64 GLenum status;
65
66 /* check for fallbacks */
67 if (target == GL_TEXTURE_3D) {
68 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
69 "glGenerateMipmap() to %s target\n",
70 _mesa_enum_to_string(target));
71 return true;
72 }
73
74 srcLevel = texObj->Attrib.BaseLevel;
75 baseImage = _mesa_select_tex_image(texObj, target, srcLevel);
76 if (!baseImage) {
77 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
78 "glGenerateMipmap() couldn't find base teximage\n");
79 return true;
80 }
81
82 if (_mesa_is_format_compressed(baseImage->TexFormat)) {
83 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
84 "glGenerateMipmap() with %s format\n",
85 _mesa_get_format_name(baseImage->TexFormat));
86 return true;
87 }
88
89 if (_mesa_is_format_srgb(baseImage->TexFormat) &&
90 !ctx->Extensions.EXT_texture_sRGB_decode) {
91 /* The texture format is sRGB but we can't turn off sRGB->linear
92 * texture sample conversion. So we won't be able to generate the
93 * right colors when rendering. Need to use a fallback.
94 */
95 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
96 "glGenerateMipmap() of sRGB texture without "
97 "sRGB decode\n");
98 return true;
99 }
100
101 /*
102 * Test that we can actually render in the texture's format.
103 */
104 if (mipmap->fb == NULL) {
105 mipmap->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
106 if (mipmap->fb == NULL) {
107 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
108 "glGenerateMipmap() ran out of memory\n");
109 return true;
110 }
111 }
112
113 _mesa_meta_framebuffer_texture_image(ctx, mipmap->fb,
114 GL_COLOR_ATTACHMENT0, baseImage, 0);
115
116 status = _mesa_check_framebuffer_status(ctx, mipmap->fb);
117 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
118 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
119 "glGenerateMipmap() got incomplete FBO\n");
120 return true;
121 }
122
123 return false;
124 }
125
126 void
_mesa_meta_glsl_generate_mipmap_cleanup(struct gl_context * ctx,struct gen_mipmap_state * mipmap)127 _mesa_meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
128 struct gen_mipmap_state *mipmap)
129 {
130 if (mipmap->VAO == 0)
131 return;
132 _mesa_DeleteVertexArrays(1, &mipmap->VAO);
133 mipmap->VAO = 0;
134 _mesa_reference_buffer_object(ctx, &mipmap->buf_obj, NULL);
135 _mesa_reference_sampler_object(ctx, &mipmap->samp_obj, NULL);
136 _mesa_reference_framebuffer(&mipmap->fb, NULL);
137
138 _mesa_meta_blit_shader_table_cleanup(ctx, &mipmap->shaders);
139 }
140
141
142 /**
143 * Called via ctx->Driver.GenerateMipmap()
144 * Note: We don't yet support 3D textures, or texture borders.
145 */
146 void
_mesa_meta_GenerateMipmap(struct gl_context * ctx,GLenum target,struct gl_texture_object * texObj)147 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
148 struct gl_texture_object *texObj)
149 {
150 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
151 struct vertex verts[4];
152 const GLuint baseLevel = texObj->Attrib.BaseLevel;
153 const GLuint maxLevel = texObj->Attrib.MaxLevel;
154 const GLint maxLevelSave = texObj->Attrib.MaxLevel;
155 const GLboolean genMipmapSave = texObj->Attrib.GenerateMipmap;
156 const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
157 ctx->Extensions.ARB_fragment_shader;
158 GLenum faceTarget;
159 GLuint dstLevel;
160 struct gl_sampler_object *samp_obj_save = NULL;
161 GLint swizzle[4];
162 GLboolean swizzleSaved = GL_FALSE;
163
164 /* GLint so the compiler won't complain about type signedness mismatch in
165 * the calls to _mesa_texture_parameteriv below.
166 */
167 static const GLint always_false = GL_FALSE;
168 static const GLint always_true = GL_TRUE;
169
170 if (fallback_required(ctx, target, texObj)) {
171 _mesa_generate_mipmap(ctx, target, texObj);
172 return;
173 }
174
175 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
176 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
177 faceTarget = target;
178 target = GL_TEXTURE_CUBE_MAP;
179 } else {
180 faceTarget = target;
181 }
182
183 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
184 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
185 _mesa_Disable(GL_DITHER);
186
187 /* Choose between glsl version and fixed function version of
188 * GenerateMipmap function.
189 */
190 if (use_glsl_version) {
191 _mesa_meta_setup_vertex_objects(ctx, &mipmap->VAO, &mipmap->buf_obj, true,
192 2, 4, 0);
193 _mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders);
194 } else {
195 _mesa_meta_setup_ff_tnl_for_blit(ctx, &mipmap->VAO, &mipmap->buf_obj, 3);
196 _mesa_set_enable(ctx, target, GL_TRUE);
197 }
198
199 _mesa_reference_sampler_object(ctx, &samp_obj_save,
200 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
201
202 /* We may have been called from glGenerateTextureMipmap with CurrentUnit
203 * still set to 0, so we don't know when we can skip binding the texture.
204 * Assume that _mesa_bind_texture will be fast if we're rebinding the same
205 * texture.
206 */
207 _mesa_bind_texture(ctx, target, texObj);
208
209 if (mipmap->samp_obj == NULL) {
210 mipmap->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
211 if (mipmap->samp_obj == NULL) {
212 /* This is a bit lazy. Flag out of memory, and then don't bother to
213 * clean up. Once out of memory is flagged, the only realistic next
214 * move is to destroy the context. That will trigger all the right
215 * clean up.
216 */
217 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenerateMipmap");
218 return;
219 }
220
221 _mesa_set_sampler_filters(ctx, mipmap->samp_obj, GL_LINEAR_MIPMAP_LINEAR,
222 GL_LINEAR);
223 _mesa_set_sampler_wrap(ctx, mipmap->samp_obj, GL_CLAMP_TO_EDGE,
224 GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
225 }
226
227 if (ctx->Extensions.EXT_texture_sRGB_decode) {
228 const struct gl_texture_image *baseImage =
229 _mesa_select_tex_image(texObj, target, texObj->Attrib.BaseLevel);
230 const bool srgb = _mesa_is_format_srgb(baseImage->TexFormat);
231
232 _mesa_set_sampler_srgb_decode(ctx, mipmap->samp_obj,
233 srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
234 _mesa_set_framebuffer_srgb(ctx, srgb);
235 }
236
237 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, mipmap->samp_obj);
238
239 assert(mipmap->fb != NULL);
240 _mesa_bind_framebuffers(ctx, mipmap->fb, mipmap->fb);
241
242 _mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_false, false);
243
244 if (texObj->Attrib._Swizzle != SWIZZLE_NOOP) {
245 static const GLint swizzleNoop[4] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
246 memcpy(swizzle, texObj->Attrib.Swizzle, sizeof(swizzle));
247 swizzleSaved = GL_TRUE;
248 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA,
249 swizzleNoop, false);
250 }
251
252 /* Silence valgrind warnings about reading uninitialized stack. */
253 memset(verts, 0, sizeof(verts));
254
255 /* setup vertex positions */
256 verts[0].x = -1.0F;
257 verts[0].y = -1.0F;
258 verts[1].x = 1.0F;
259 verts[1].y = -1.0F;
260 verts[2].x = 1.0F;
261 verts[2].y = 1.0F;
262 verts[3].x = -1.0F;
263 verts[3].y = 1.0F;
264
265 /* texture is already locked, unlock now */
266 _mesa_unlock_texture(ctx, texObj);
267
268 _mesa_prepare_mipmap_levels(ctx, texObj, baseLevel, maxLevel);
269
270 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
271 const struct gl_texture_image *srcImage;
272 struct gl_texture_image *dstImage;
273 const GLuint srcLevel = dstLevel - 1;
274 GLuint layer;
275 GLsizei srcWidth, srcHeight, srcDepth;
276 GLsizei dstWidth, dstHeight, dstDepth;
277
278 srcImage = _mesa_select_tex_image(texObj, faceTarget, srcLevel);
279 assert(srcImage->Border == 0);
280
281 /* src size */
282 srcWidth = srcImage->Width;
283 if (target == GL_TEXTURE_1D_ARRAY) {
284 srcHeight = 1;
285 srcDepth = srcImage->Height;
286 } else {
287 srcHeight = srcImage->Height;
288 srcDepth = srcImage->Depth;
289 }
290
291 /* new dst size */
292 dstWidth = minify(srcWidth, 1);
293 dstHeight = minify(srcHeight, 1);
294 dstDepth = target == GL_TEXTURE_3D ? minify(srcDepth, 1) : srcDepth;
295
296 if (dstWidth == srcWidth &&
297 dstHeight == srcHeight &&
298 dstDepth == srcDepth) {
299 /* all done */
300 break;
301 }
302
303 /* Allocate storage for the destination mipmap image(s) */
304
305 /* Set MaxLevel large enough to hold the new level when we allocate it */
306 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
307 (GLint *) &dstLevel, false);
308
309 dstImage = _mesa_select_tex_image(texObj, faceTarget, dstLevel);
310
311 /* All done. We either ran out of memory or we would go beyond the last
312 * valid level of an immutable texture if we continued.
313 */
314 if (dstImage == NULL)
315 break;
316
317 /* limit minification to src level */
318 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
319 (GLint *) &srcLevel, false);
320
321 /* setup viewport */
322 _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
323 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
324
325 for (layer = 0; layer < dstDepth; ++layer) {
326 /* Setup texture coordinates */
327 _mesa_meta_setup_texture_coords(faceTarget,
328 layer,
329 0, 0, /* xoffset, yoffset */
330 srcWidth, srcHeight, /* img size */
331 srcWidth, srcHeight, srcDepth,
332 verts[0].tex,
333 verts[1].tex,
334 verts[2].tex,
335 verts[3].tex);
336
337 /* upload vertex data */
338 _mesa_buffer_data(ctx, mipmap->buf_obj, GL_NONE, sizeof(verts), verts,
339 GL_DYNAMIC_DRAW, __func__);
340
341 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
342 GL_COLOR_ATTACHMENT0, dstImage,
343 layer);
344
345 /* sanity check */
346 if (_mesa_check_framebuffer_status(ctx, ctx->DrawBuffer) !=
347 GL_FRAMEBUFFER_COMPLETE) {
348 _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
349 "_mesa_meta_GenerateMipmap()");
350 break;
351 }
352
353 assert(dstWidth == ctx->DrawBuffer->Width);
354 if (target == GL_TEXTURE_1D_ARRAY) {
355 assert(dstHeight == 1);
356 } else {
357 assert(dstHeight == ctx->DrawBuffer->Height);
358 }
359
360 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
361 }
362 }
363
364 _mesa_lock_texture(ctx, texObj); /* relock */
365
366 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
367 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
368
369 _mesa_meta_end(ctx);
370
371 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, &maxLevelSave,
372 false);
373 if (genMipmapSave)
374 _mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_true,
375 false);
376 if (swizzleSaved)
377 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA, swizzle,
378 false);
379 }
380