GLuint _mesa_meta_setup_sampler(struct gl_context *ctx, const struct gl_texture_object *texObj, GLenum target, GLenum filter, GLuint srcLevel) { GLuint sampler; GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT || filter == GL_SCALED_RESOLVE_NICEST_EXT) ? GL_NEAREST : filter; _mesa_GenSamplers(1, &sampler); _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler); /* Prepare src texture state */ _mesa_BindTexture(target, texObj->Name); _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, tex_filter); _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, tex_filter); if (target != GL_TEXTURE_RECTANGLE_ARB) { _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel); _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel); } _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return sampler; }
void _mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target, struct fb_tex_blit_state *blit) { /* Restore texture object state, the texture binding will * be restored by _mesa_meta_end(). */ if (target != GL_TEXTURE_RECTANGLE_ARB) { _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, blit->baseLevelSave); _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, blit->maxLevelSave); if (ctx->Extensions.ARB_stencil_texturing) { const struct gl_texture_object *texObj = _mesa_get_current_tex_object(ctx, target); if (texObj->StencilSampling != blit->stencilSamplingSave) _mesa_TexParameteri(target, GL_DEPTH_STENCIL_TEXTURE_MODE, blit->stencilSamplingSave ? GL_STENCIL_INDEX : GL_DEPTH_COMPONENT); } } _mesa_BindSampler(ctx->Texture.CurrentUnit, blit->samplerSave); _mesa_DeleteSamplers(1, &blit->sampler); if (blit->tempTex) _mesa_DeleteTextures(1, &blit->tempTex); }
/** * Called via ctx->Driver.GenerateMipmap() * Note: We don't yet support 3D textures, 1D/2D array textures or texture * borders. */ void _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, struct gl_texture_object *texObj) { struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap; struct vertex verts[4]; const GLuint baseLevel = texObj->BaseLevel; const GLuint maxLevel = texObj->MaxLevel; const GLint maxLevelSave = texObj->MaxLevel; const GLboolean genMipmapSave = texObj->GenerateMipmap; const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit; const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader && ctx->Extensions.ARB_fragment_shader; GLenum faceTarget; GLuint dstLevel; GLuint samplerSave; GLint swizzle[4]; GLboolean swizzleSaved = GL_FALSE; if (fallback_required(ctx, target, texObj)) { _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, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS); /* Choose between glsl version and fixed function version of * GenerateMipmap function. */ if (use_glsl_version) { _mesa_meta_setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, true, 2, 4, 0); _mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders); } else { _mesa_meta_setup_ff_tnl_for_blit(&mipmap->VAO, &mipmap->VBO, 3); _mesa_set_enable(ctx, target, GL_TRUE); } samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ? ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0; if (currentTexUnitSave != 0) _mesa_BindTexture(target, texObj->Name); if (!mipmap->Sampler) { _mesa_GenSamplers(1, &mipmap->Sampler); _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler); _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); /* We don't want to encode or decode sRGB values; treat them as linear. * This is not technically correct for GLES3 but we don't get any API * error at the moment. */ if (ctx->Extensions.EXT_texture_sRGB_decode) { _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); } } else { _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler); } assert(mipmap->FBO != 0); _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO); _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE); if (texObj->_Swizzle != SWIZZLE_NOOP) { static const GLint swizzleNoop[4] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA }; memcpy(swizzle, texObj->Swizzle, sizeof(swizzle)); swizzleSaved = GL_TRUE; _mesa_TexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzleNoop); } /* Silence valgrind warnings about reading uninitialized stack. */ memset(verts, 0, sizeof(verts)); /* setup vertex positions */ verts[0].x = -1.0F; verts[0].y = -1.0F; verts[1].x = 1.0F; verts[1].y = -1.0F; verts[2].x = 1.0F; verts[2].y = 1.0F; verts[3].x = -1.0F; verts[3].y = 1.0F; /* texture is already locked, unlock now */ _mesa_unlock_texture(ctx, texObj); for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) { const struct gl_texture_image *srcImage; struct gl_texture_image *dstImage; const GLuint srcLevel = dstLevel - 1; GLuint layer; GLsizei srcWidth, srcHeight, srcDepth; GLsizei dstWidth, dstHeight, dstDepth; srcImage = _mesa_select_tex_image(texObj, faceTarget, srcLevel); assert(srcImage->Border == 0); /* src size */ srcWidth = srcImage->Width; if (target == GL_TEXTURE_1D_ARRAY) { srcHeight = 1; srcDepth = srcImage->Height; } else { srcHeight = srcImage->Height; srcDepth = srcImage->Depth; } /* new dst size */ dstWidth = minify(srcWidth, 1); dstHeight = minify(srcHeight, 1); dstDepth = target == GL_TEXTURE_3D ? minify(srcDepth, 1) : srcDepth; if (dstWidth == srcWidth && dstHeight == srcHeight && dstDepth == srcDepth) { /* all done */ break; } /* Allocate storage for the destination mipmap image(s) */ /* Set MaxLevel large enough to hold the new level when we allocate it */ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel); if (!prepare_mipmap_level(ctx, texObj, dstLevel, dstWidth, dstHeight, dstDepth, srcImage->InternalFormat, srcImage->TexFormat)) { /* All done. We either ran out of memory or we would go beyond the * last valid level of an immutable texture if we continued. */ break; } dstImage = _mesa_select_tex_image(texObj, faceTarget, dstLevel); /* limit minification to src level */ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel); /* setup viewport */ _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight); _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0); for (layer = 0; layer < dstDepth; ++layer) { /* Setup texture coordinates */ _mesa_meta_setup_texture_coords(faceTarget, layer, 0, 0, 1, /* width, height never used here */ verts[0].tex, verts[1].tex, verts[2].tex, verts[3].tex); /* upload vertex data */ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dstImage, layer); /* sanity check */ if (_mesa_CheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { _mesa_problem(ctx, "Unexpected incomplete framebuffer in " "_mesa_meta_GenerateMipmap()"); break; } assert(dstWidth == ctx->DrawBuffer->Width); if (target == GL_TEXTURE_1D_ARRAY) { assert(dstHeight == 1); } else { assert(dstHeight == ctx->DrawBuffer->Height); } _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); } } _mesa_lock_texture(ctx, texObj); /* relock */ _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave); _mesa_meta_end(ctx); _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave); if (genMipmapSave) _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave); if (swizzleSaved) _mesa_TexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle); }
static void pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib) { GLuint u; for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { const struct gl_texture_unit *unit = &texAttrib->Unit[u]; GLuint i; _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u); _mesa_set_enable(ctx, GL_TEXTURE_1D, (GLboolean) (unit->Enabled & TEXTURE0_1D ? GL_TRUE : GL_FALSE)); _mesa_set_enable(ctx, GL_TEXTURE_2D, (GLboolean) (unit->Enabled & TEXTURE0_2D ? GL_TRUE : GL_FALSE)); _mesa_set_enable(ctx, GL_TEXTURE_3D, (GLboolean) (unit->Enabled & TEXTURE0_3D ? GL_TRUE : GL_FALSE)); if (ctx->Extensions.ARB_texture_cube_map) { _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB, (GLboolean) (unit->Enabled & TEXTURE0_CUBE ? GL_TRUE : GL_FALSE)); } if (ctx->Extensions.NV_texture_rectangle) { _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV, (GLboolean) (unit->Enabled & TEXTURE0_RECT ? GL_TRUE : GL_FALSE)); } _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode); _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor); _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS); _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT); _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR); _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ); _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS); _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT); _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR); _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ); _mesa_TexGenfv(GL_S, GL_EYE_PLANE, unit->EyePlaneS); _mesa_TexGenfv(GL_T, GL_EYE_PLANE, unit->EyePlaneT); _mesa_TexGenfv(GL_R, GL_EYE_PLANE, unit->EyePlaneR); _mesa_TexGenfv(GL_Q, GL_EYE_PLANE, unit->EyePlaneQ); if (ctx->Extensions.EXT_texture_lod_bias) { _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias); } if (ctx->Extensions.EXT_texture_env_combine || ctx->Extensions.ARB_texture_env_combine) { _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, unit->CombineModeRGB); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, unit->CombineModeA); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, unit->CombineSourceRGB[0]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, unit->CombineSourceRGB[1]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, unit->CombineSourceRGB[2]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, unit->CombineSourceA[0]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, unit->CombineSourceA[1]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, unit->CombineSourceA[2]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, unit->CombineOperandRGB[0]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, unit->CombineOperandRGB[1]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, unit->CombineOperandRGB[2]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, unit->CombineOperandA[0]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, unit->CombineOperandA[1]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, unit->CombineOperandA[2]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1 << unit->CombineScaleShiftRGB); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 << unit->CombineScaleShiftA); } /* Restore texture object state */ for (i = 0; i < NUM_TEXTURE_TARGETS; i++) { GLenum target = 0; const struct gl_texture_object *obj = NULL; GLfloat bordColor[4]; switch (i) { case 0: target = GL_TEXTURE_1D; obj = &unit->Saved1D; break; case 1: target = GL_TEXTURE_2D; obj = &unit->Saved2D; break; case 2: target = GL_TEXTURE_3D; obj = &unit->Saved3D; break; case 3: if (!ctx->Extensions.ARB_texture_cube_map) continue; target = GL_TEXTURE_CUBE_MAP_ARB; obj = &unit->SavedCubeMap; break; case 4: if (!ctx->Extensions.NV_texture_rectangle) continue; target = GL_TEXTURE_RECTANGLE_NV; obj = &unit->SavedRect; break; default: ; /* silence warnings */ } _mesa_BindTexture(target, obj->Name); bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]); bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]); bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]); bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]); _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor); _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS); _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT); _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR); _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter); _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter); _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod); _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod); _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel); _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel); if (ctx->Extensions.EXT_texture_filter_anisotropic) { _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, obj->MaxAnisotropy); } if (ctx->Extensions.SGIX_shadow) { _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX, obj->CompareFlag); _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX, obj->CompareOperator); } if (ctx->Extensions.SGIX_shadow_ambient) { _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX, CHAN_TO_FLOAT(obj->ShadowAmbient)); } } } _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texAttrib->CurrentUnit); /* "un-bump" the texture object reference counts. We did that so they * wouldn't inadvertantly get deleted while they were still referenced * inside the attribute state stack. */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { ctx->Texture.Unit[u].Current1D->RefCount--; ctx->Texture.Unit[u].Current2D->RefCount--; ctx->Texture.Unit[u].Current3D->RefCount--; ctx->Texture.Unit[u].CurrentCubeMap->RefCount--; ctx->Texture.Unit[u].CurrentRect->RefCount--; } }