1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
|
/*
* 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 <eric@anholt.net>
*
*/
#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 "glapi/dispatch.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"
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 = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
return GL_FALSE;
intel_meta_set_passthrough_transform(intel);
/* 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);
intel_meta_set_default_texrect(intel);
CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
intel_meta_restore_texcoords(intel);
intel_meta_restore_transform(intel);
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);
intel_meta_set_fragment_program(intel, &intel->meta.tex2d_fp,
intel_fp_tex2d);
intel_meta_set_passthrough_vertex_program(intel);
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:
intel_meta_restore_fragment_program(intel);
intel_meta_restore_vertex_program(intel);
_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;
}
/**
* 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;
/* 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;
}
/* 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);
}
}
}
|