/* * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * Copyright © 2009 Intel Corporation * * 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, sublicense, * 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 NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS 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. * * Authors: * Eric Anholt * */ #include "main/glheader.h" #include "main/enums.h" #include "main/image.h" #include "main/mtypes.h" #include "main/macros.h" #include "main/bufferobj.h" #include "main/teximage.h" #include "main/texenv.h" #include "main/texobj.h" #include "main/texstate.h" #include "main/texparam.h" #include "main/varray.h" #include "main/attrib.h" #include "main/enable.h" #include "main/buffers.h" #include "main/fbobject.h" #include "main/framebuffer.h" #include "main/renderbuffer.h" #include "main/depth.h" #include "main/hash.h" #include "main/mipmap.h" #include "main/blend.h" #include "swrast/swrast.h" #include "intel_screen.h" #include "intel_context.h" #include "intel_batchbuffer.h" #include "intel_pixel.h" #include "intel_tex.h" #include "intel_mipmap_tree.h" #if FEATURE_attrib_stack static const char *intel_fp_tex2d = "!!ARBfp1.0\n" "TEX result.color, fragment.texcoord[0], texture[0], 2D;\n" "END\n"; static GLboolean intel_generate_mipmap_level(GLcontext *ctx, GLuint tex_name, int level, int width, int height) { struct intel_context *intel = intel_context(ctx); GLfloat vertices[4][2]; GLint status; /* Set to source from the previous level */ _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, level - 1); _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level - 1); /* Set to draw into the current level */ _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_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) return GL_FALSE; meta_set_passthrough_transform(&intel->meta); /* XXX: Doing it right would involve setting up the transformation to do * 0-1 mapping or something, and not changing the vertex data. */ vertices[0][0] = 0; vertices[0][1] = 0; vertices[1][0] = width; vertices[1][1] = 0; vertices[2][0] = width; vertices[2][1] = height; vertices[3][0] = 0; vertices[3][1] = height; _mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices); _mesa_Enable(GL_VERTEX_ARRAY); meta_set_default_texrect(&intel->meta); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); meta_restore_texcoords(&intel->meta); meta_restore_transform(&intel->meta); return GL_TRUE; } static GLboolean intel_generate_mipmap_2d(GLcontext *ctx, GLenum target, struct gl_texture_object *texObj) { struct intel_context *intel = intel_context(ctx); GLint old_active_texture; int level, max_levels, start_level, end_level; GLuint fb_name; GLboolean success = GL_FALSE; struct gl_framebuffer *saved_fbo = NULL; _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT); old_active_texture = ctx->Texture.CurrentUnit; _mesa_reference_framebuffer(&saved_fbo, ctx->DrawBuffer); _mesa_Disable(GL_POLYGON_STIPPLE); _mesa_Disable(GL_DEPTH_TEST); _mesa_Disable(GL_STENCIL_TEST); _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); _mesa_DepthMask(GL_FALSE); /* Bind the given texture to GL_TEXTURE_2D with linear filtering for our * minification. */ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB); _mesa_Enable(GL_TEXTURE_2D); _mesa_BindTexture(GL_TEXTURE_2D, texObj->Name); _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); /* Bind the new renderbuffer to the color attachment point. */ _mesa_GenFramebuffersEXT(1, &fb_name); _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_name); meta_set_fragment_program(&intel->meta, &intel->meta.tex2d_fp, intel_fp_tex2d); meta_set_passthrough_vertex_program(&intel->meta); max_levels = _mesa_max_texture_levels(ctx, texObj->Target); start_level = texObj->BaseLevel; end_level = texObj->MaxLevel; /* Loop generating level+1 from level. */ for (level = start_level; level < end_level && level < max_levels - 1; level++) { const struct gl_texture_image *srcImage; int width, height; srcImage = _mesa_select_tex_image(ctx, texObj, target, level); if (srcImage->Border != 0) goto fail; width = srcImage->Width / 2; if (width < 1) width = 1; height = srcImage->Height / 2; if (height < 1) height = 1; if (width == srcImage->Width && height == srcImage->Height) { /* Neither _mesa_max_texture_levels nor texObj->MaxLevel are the * maximum texture level for the object, so break out when we've gone * over the edge. */ break; } /* Make sure that there's space allocated for the target level. * We could skip this if there's already space allocated and save some * time. */ _mesa_TexImage2D(GL_TEXTURE_2D, level + 1, srcImage->InternalFormat, width, height, 0, GL_RGBA, GL_UNSIGNED_INT, NULL); if (!intel_generate_mipmap_level(ctx, texObj->Name, level + 1, width, height)) goto fail; } success = GL_TRUE; fail: meta_restore_fragment_program(&intel->meta); meta_restore_vertex_program(&intel->meta); _mesa_DeleteFramebuffersEXT(1, &fb_name); _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture); if (saved_fbo) _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, saved_fbo->Name); _mesa_reference_framebuffer(&saved_fbo, NULL); _mesa_PopClientAttrib(); _mesa_PopAttrib(); return success; } #endif /* FEATURE_attrib_stack */ /** * Generate new mipmap data from BASE+1 to BASE+p (the minimally-sized mipmap * level). * * The texture object's miptree must be mapped. * * It would be really nice if this was just called by Mesa whenever mipmaps * needed to be regenerated, rather than us having to remember to do so in * each texture image modification path. * * This function should also include an accelerated path. */ void intel_generate_mipmap(GLcontext *ctx, GLenum target, struct gl_texture_object *texObj) { struct intel_context *intel = intel_context(ctx); struct intel_texture_object *intelObj = intel_texture_object(texObj); GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; int face, i; #if FEATURE_attrib_stack /* HW path */ if (target == GL_TEXTURE_2D && ctx->Extensions.EXT_framebuffer_object && ctx->Extensions.ARB_fragment_program && ctx->Extensions.ARB_vertex_program) { GLboolean success; /* We'll be accessing this texture using GL entrypoints, which should * be resilient against other access to this texture. */ _mesa_unlock_texture(ctx, texObj); success = intel_generate_mipmap_2d(ctx, target, texObj); _mesa_lock_texture(ctx, texObj); if (success) return; } #endif /* FEATURE_attrib_stack */ /* SW path */ intel_tex_map_level_images(intel, intelObj, texObj->BaseLevel); _mesa_generate_mipmap(ctx, target, texObj); intel_tex_unmap_level_images(intel, intelObj, texObj->BaseLevel); /* Update the level information in our private data in the new images, since * it didn't get set as part of a normal TexImage path. */ for (face = 0; face < nr_faces; face++) { for (i = texObj->BaseLevel + 1; i < texObj->MaxLevel; i++) { struct intel_texture_image *intelImage; intelImage = intel_texture_image(texObj->Image[face][i]); if (intelImage == NULL) break; intelImage->level = i; intelImage->face = face; /* Unreference the miptree to signal that the new Data is a bare * pointer from mesa. */ intel_miptree_release(intel, &intelImage->mt); } } }