void
brw_meta_resolve_color(struct brw_context *brw,
                       struct intel_mipmap_tree *mt)
{
    struct gl_context *ctx = &brw->ctx;
    GLuint fbo;
    struct gl_renderbuffer *rb;
    struct rect rect;

    brw_emit_mi_flush(brw);

    _mesa_meta_begin(ctx, MESA_META_ALL);

    _mesa_GenFramebuffers(1, &fbo);
    rb = brw_get_rb_for_slice(brw, mt, 0, 0, false);

    _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
    _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
                                   rb);
    _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);

    brw_fast_clear_init(brw);

    use_rectlist(brw, true);

    brw_bind_rep_write_shader(brw, (float *) fast_clear_color);

    /* SKL+ also has a resolve mode for compressed render targets and thus more
     * bits to let us select the type of resolve.  For fast clear resolves, it
     * turns out we can use the same value as pre-SKL though.
     */
    if (intel_miptree_is_lossless_compressed(brw, mt))
        set_fast_clear_op(brw, GEN9_PS_RENDER_TARGET_RESOLVE_FULL);
    else
        set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_RESOLVE_ENABLE);

    mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED;
    get_resolve_rect(brw, mt, &rect);

    brw_draw_rectlist(brw, &rect, 1);

    set_fast_clear_op(brw, 0);
    use_rectlist(brw, false);

    _mesa_reference_renderbuffer(&rb, NULL);
    _mesa_DeleteFramebuffers(1, &fbo);

    _mesa_meta_end(ctx);

    /* We're typically called from intel_update_state() and we're supposed to
     * return with the state all updated to what it was before
     * brw_meta_resolve_color() was called.  The meta rendering will have
     * messed up the state and we need to call _mesa_update_state() again to
     * get back to where we were supposed to be when resolve was called.
     */
    if (ctx->NewState)
        _mesa_update_state(ctx);
}
示例#2
0
/**
 * Implementation of up or downsampling for window-system MSAA miptrees.
 */
void
brw_meta_updownsample(struct brw_context *brw,
                      struct intel_mipmap_tree *src_mt,
                      struct intel_mipmap_tree *dst_mt)
{
   struct gl_context *ctx = &brw->ctx;
   GLuint fbos[2], src_rbo, dst_rbo, src_fbo, dst_fbo;
   GLenum drawbuffer;
   GLbitfield attachment, blit_bit;

   if (_mesa_get_format_base_format(src_mt->format) == GL_DEPTH_COMPONENT ||
       _mesa_get_format_base_format(src_mt->format) == GL_DEPTH_STENCIL) {
      attachment = GL_DEPTH_ATTACHMENT;
      drawbuffer = GL_NONE;
      blit_bit = GL_DEPTH_BUFFER_BIT;
   } else {
      attachment = GL_COLOR_ATTACHMENT0;
      drawbuffer = GL_COLOR_ATTACHMENT0;
      blit_bit = GL_COLOR_BUFFER_BIT;
   }

   brw_emit_mi_flush(brw);

   _mesa_meta_begin(ctx, MESA_META_ALL);
   _mesa_GenFramebuffers(2, fbos);
   src_rbo = brw_get_rb_for_slice(brw, src_mt, 0, 0, false);
   dst_rbo = brw_get_rb_for_slice(brw, dst_mt, 0, 0, false);
   src_fbo = fbos[0];
   dst_fbo = fbos[1];

   _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, src_fbo);
   _mesa_FramebufferRenderbuffer(GL_READ_FRAMEBUFFER, attachment,
                                 GL_RENDERBUFFER, src_rbo);
   _mesa_ReadBuffer(drawbuffer);

   _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, dst_fbo);
   _mesa_FramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, attachment,
                                 GL_RENDERBUFFER, dst_rbo);
   _mesa_DrawBuffer(drawbuffer);

   _mesa_BlitFramebuffer(0, 0,
                         src_mt->logical_width0, src_mt->logical_height0,
                         0, 0,
                         dst_mt->logical_width0, dst_mt->logical_height0,
                         blit_bit, GL_NEAREST);

   _mesa_DeleteRenderbuffers(1, &src_rbo);
   _mesa_DeleteRenderbuffers(1, &dst_rbo);
   _mesa_DeleteFramebuffers(2, fbos);

   _mesa_meta_end(ctx);

   brw_emit_mi_flush(brw);
}
void
brw_meta_resolve_color(struct brw_context *brw,
                       struct intel_mipmap_tree *mt)
{
   struct gl_context *ctx = &brw->ctx;
   GLuint fbo, rbo;
   struct rect rect;

   intel_batchbuffer_emit_mi_flush(brw);

   _mesa_meta_begin(ctx, MESA_META_ALL);

   _mesa_GenFramebuffers(1, &fbo);
   rbo = brw_get_rb_for_slice(brw, mt, 0, 0, false);

   _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
   _mesa_FramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,
                                 GL_COLOR_ATTACHMENT0,
                                 GL_RENDERBUFFER, rbo);
   _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);

   brw_fast_clear_init(brw);

   use_rectlist(brw, true);

   brw_bind_rep_write_shader(brw, (float *) fast_clear_color);

   set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_RESOLVE_ENABLE);

   mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED;
   get_resolve_rect(brw, mt, &rect);

   brw_draw_rectlist(ctx, &rect, 1);

   set_fast_clear_op(brw, 0);
   use_rectlist(brw, false);

   _mesa_DeleteRenderbuffers(1, &rbo);
   _mesa_DeleteFramebuffers(1, &fbo);

   _mesa_meta_end(ctx);

   /* We're typically called from intel_update_state() and we're supposed to
    * return with the state all updated to what it was before
    * brw_meta_resolve_color() was called.  The meta rendering will have
    * messed up the state and we need to call _mesa_update_state() again to
    * get back to where we were supposed to be when resolve was called.
    */
   if (ctx->NewState)
      _mesa_update_state(ctx);
}
bool
brw_meta_fast_clear(struct brw_context *brw, struct gl_framebuffer *fb,
                    GLbitfield buffers, bool partial_clear)
{
   struct gl_context *ctx = &brw->ctx;
   mesa_format format;
   enum { FAST_CLEAR, REP_CLEAR, PLAIN_CLEAR } clear_type;
   GLbitfield plain_clear_buffers, meta_save, rep_clear_buffers, fast_clear_buffers;
   struct rect fast_clear_rect, clear_rect;
   int layers;

   fast_clear_buffers = rep_clear_buffers = plain_clear_buffers = 0;

   /* First we loop through the color draw buffers and determine which ones
    * can be fast cleared, which ones can use the replicated write and which
    * ones have to fall back to regular color clear.
    */
   for (unsigned buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
      struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf];
      struct intel_renderbuffer *irb = intel_renderbuffer(rb);
      int index = fb->_ColorDrawBufferIndexes[buf];

      /* Only clear the buffers present in the provided mask */
      if (((1 << index) & buffers) == 0)
         continue;

      /* If this is an ES2 context or GL_ARB_ES2_compatibility is supported,
       * the framebuffer can be complete with some attachments missing.  In
       * this case the _ColorDrawBuffers pointer will be NULL.
       */
      if (rb == NULL)
         continue;

      clear_type = FAST_CLEAR;

      /* We don't have fast clear until gen7. */
      if (brw->gen < 7)
         clear_type = REP_CLEAR;

      if (irb->mt->fast_clear_state == INTEL_FAST_CLEAR_STATE_NO_MCS)
         clear_type = REP_CLEAR;

      /* We can't do scissored fast clears because of the restrictions on the
       * fast clear rectangle size.
       */
      if (partial_clear)
         clear_type = REP_CLEAR;

      /* Fast clear is only supported for colors where all components are
       * either 0 or 1.
       */
      format = _mesa_get_render_format(ctx, irb->mt->format);
      if (!is_color_fast_clear_compatible(brw, format, &ctx->Color.ClearColor))
         clear_type = REP_CLEAR;

      /* From the SNB PRM (Vol4_Part1):
       *
       *     "Replicated data (Message Type = 111) is only supported when
       *      accessing tiled memory.  Using this Message Type to access
       *      linear (untiled) memory is UNDEFINED."
       */
      if (irb->mt->tiling == I915_TILING_NONE) {
         perf_debug("falling back to plain clear because buffers are untiled\n");
         clear_type = PLAIN_CLEAR;
      }

      /* Constant color writes ignore everything in blend and color calculator
       * state.  This is not documented.
       */
      GLubyte *color_mask = ctx->Color.ColorMask[buf];
      for (int i = 0; i < 4; i++) {
         if (_mesa_format_has_color_component(irb->mt->format, i) &&
             !color_mask[i]) {
            perf_debug("falling back to plain clear because of color mask\n");
            clear_type = PLAIN_CLEAR;
         }
      }

      /* Allocate the MCS for non MSRT surfaces now if we're doing a fast
       * clear and we don't have the MCS yet.  On failure, fall back to
       * replicated clear.
       */
      if (clear_type == FAST_CLEAR && irb->mt->mcs_mt == NULL)
         if (!intel_miptree_alloc_non_msrt_mcs(brw, irb->mt))
            clear_type = REP_CLEAR;

      switch (clear_type) {
      case FAST_CLEAR:
         irb->mt->fast_clear_color_value =
            compute_fast_clear_color_bits(&ctx->Color.ClearColor);
         irb->need_downsample = true;

         /* If the buffer is already in INTEL_FAST_CLEAR_STATE_CLEAR, the
          * clear is redundant and can be skipped.  Only skip after we've
          * updated the fast clear color above though.
          */
         if (irb->mt->fast_clear_state == INTEL_FAST_CLEAR_STATE_CLEAR)
            continue;

         /* Set fast_clear_state to RESOLVED so we don't try resolve them when
          * we draw, in case the mt is also bound as a texture.
          */
         irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED;
         irb->need_downsample = true;
         fast_clear_buffers |= 1 << index;
         get_fast_clear_rect(brw, fb, irb, &fast_clear_rect);
         break;

      case REP_CLEAR:
         rep_clear_buffers |= 1 << index;
         get_buffer_rect(brw, fb, irb, &clear_rect);
         break;

      case PLAIN_CLEAR:
         plain_clear_buffers |= 1 << index;
         get_buffer_rect(brw, fb, irb, &clear_rect);
         continue;
      }
   }

   if (!(fast_clear_buffers | rep_clear_buffers)) {
      if (plain_clear_buffers)
         /* If we only have plain clears, skip the meta save/restore. */
         goto out;
      else
         /* Nothing left to do.  This happens when we hit the redundant fast
          * clear case above and nothing else.
          */
         return true;
   }

   meta_save =
      MESA_META_ALPHA_TEST |
      MESA_META_BLEND |
      MESA_META_DEPTH_TEST |
      MESA_META_RASTERIZATION |
      MESA_META_SHADER |
      MESA_META_STENCIL_TEST |
      MESA_META_VERTEX |
      MESA_META_VIEWPORT |
      MESA_META_CLIP |
      MESA_META_CLAMP_FRAGMENT_COLOR |
      MESA_META_MULTISAMPLE |
      MESA_META_OCCLUSION_QUERY |
      MESA_META_DRAW_BUFFERS;

   _mesa_meta_begin(ctx, meta_save);

   if (!brw_fast_clear_init(brw)) {
      /* This is going to be hard to recover from, most likely out of memory.
       * Bail and let meta try and (probably) fail for us.
       */
      plain_clear_buffers = buffers;
      goto bail_to_meta;
   }

   /* Clears never have the color clamped. */
   if (ctx->Extensions.ARB_color_buffer_float)
      _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);

   _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
   _mesa_DepthMask(GL_FALSE);
   _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);

   use_rectlist(brw, true);

   layers = MAX2(1, fb->MaxNumLayers);
   if (fast_clear_buffers) {
      _mesa_meta_drawbuffers_from_bitfield(fast_clear_buffers);
      brw_bind_rep_write_shader(brw, (float *) fast_clear_color);
      set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_FAST_CLEAR_ENABLE);
      brw_draw_rectlist(ctx, &fast_clear_rect, layers);
      set_fast_clear_op(brw, 0);
   }

   if (rep_clear_buffers) {
      _mesa_meta_drawbuffers_from_bitfield(rep_clear_buffers);
      brw_bind_rep_write_shader(brw, ctx->Color.ClearColor.f);
      brw_draw_rectlist(ctx, &clear_rect, layers);
   }

   /* Now set the mts we cleared to INTEL_FAST_CLEAR_STATE_CLEAR so we'll
    * resolve them eventually.
    */
   for (unsigned buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
      struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf];
      struct intel_renderbuffer *irb = intel_renderbuffer(rb);
      int index = fb->_ColorDrawBufferIndexes[buf];

      if ((1 << index) & fast_clear_buffers)
         irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_CLEAR;
   }

 bail_to_meta:
   /* Dirty _NEW_BUFFERS so we reemit SURFACE_STATE which sets the fast clear
    * color before resolve and sets irb->mt->fast_clear_state to UNRESOLVED if
    * we render to it.
    */
   brw->NewGLState |= _NEW_BUFFERS;


   /* Set the custom state back to normal and dirty the same bits as above */
   use_rectlist(brw, false);

   _mesa_meta_end(ctx);

   /* From BSpec: Render Target Fast Clear:
    *
    *     After Render target fast clear, pipe-control with color cache
    *     write-flush must be issued before sending any DRAW commands on that
    *     render target.
    */
   intel_batchbuffer_emit_mi_flush(brw);

   /* If we had to fall back to plain clear for any buffers, clear those now
    * by calling into meta.
    */
 out:
   if (plain_clear_buffers)
      _mesa_meta_glsl_Clear(&brw->ctx, plain_clear_buffers);

   return true;
}
示例#5
0
/** A partial implementation of glCopyImageSubData
 *
 * This is a partial implementation of glCopyImageSubData that works only
 * if both textures are uncompressed and the destination texture is
 * renderable.  It uses a slight abuse of a texture view (see make_view) to
 * turn the source texture into the destination texture type and then uses
 * _mesa_meta_BlitFramebuffers to do the copy.
 */
bool
_mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx,
                                         struct gl_texture_image *src_tex_image,
                                         struct gl_renderbuffer *src_renderbuffer,
                                         int src_x, int src_y, int src_z,
                                         struct gl_texture_image *dst_tex_image,
                                         struct gl_renderbuffer *dst_renderbuffer,
                                         int dst_x, int dst_y, int dst_z,
                                         int src_width, int src_height)
{
   mesa_format src_format, dst_format;
   GLint src_internal_format, dst_internal_format;
   GLuint src_view_texture = 0;
   struct gl_texture_image *src_view_tex_image;
   struct gl_framebuffer *readFb;
   struct gl_framebuffer *drawFb = NULL;
   bool success = false;
   GLbitfield mask;
   GLenum status, attachment;

   if (src_renderbuffer) {
      src_format = src_renderbuffer->Format;
      src_internal_format = src_renderbuffer->InternalFormat;
   } else {
      assert(src_tex_image);
      src_format = src_tex_image->TexFormat;
      src_internal_format = src_tex_image->InternalFormat;
   }

   if (dst_renderbuffer) {
      dst_format = dst_renderbuffer->Format;
      dst_internal_format = dst_renderbuffer->InternalFormat;
   } else {
      assert(dst_tex_image);
      dst_format = dst_tex_image->TexFormat;
      dst_internal_format = dst_tex_image->InternalFormat;
   }

   if (_mesa_is_format_compressed(src_format))
      return false;

   if (_mesa_is_format_compressed(dst_format))
      return false;

   if (src_internal_format == dst_internal_format) {
      src_view_tex_image = src_tex_image;
   } else {
      if (src_renderbuffer) {
         assert(src_tex_image == NULL);
         src_tex_image = wrap_renderbuffer(ctx, src_renderbuffer);
      }
      if (!make_view(ctx, src_tex_image, &src_view_tex_image, &src_view_texture,
                     dst_internal_format))
         goto cleanup;
   }

   /* We really only need to stash the bound framebuffers and scissor. */
   _mesa_meta_begin(ctx, MESA_META_SCISSOR);

   readFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
   if (readFb == NULL)
      goto meta_end;

   drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
   if (drawFb == NULL)
      goto meta_end;

   _mesa_bind_framebuffers(ctx, drawFb, readFb);

   switch (_mesa_get_format_base_format(src_format)) {
   case GL_DEPTH_COMPONENT:
      attachment = GL_DEPTH_ATTACHMENT;
      mask = GL_DEPTH_BUFFER_BIT;
      break;
   case GL_DEPTH_STENCIL:
      attachment = GL_DEPTH_STENCIL_ATTACHMENT;
      mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
      break;
   case GL_STENCIL_INDEX:
      attachment = GL_STENCIL_ATTACHMENT;
      mask = GL_STENCIL_BUFFER_BIT;
      break;
   default:
      attachment = GL_COLOR_ATTACHMENT0;
      mask = GL_COLOR_BUFFER_BIT;
      _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
      _mesa_ReadBuffer(GL_COLOR_ATTACHMENT0);
   }

   if (src_view_tex_image) {
      /* Prefer the tex image because, even if we have a renderbuffer, we may
       * have had to wrap it in a texture view.
       */
      _mesa_meta_framebuffer_texture_image(ctx, ctx->ReadBuffer, attachment,
                                           src_view_tex_image, src_z);
   } else {
      _mesa_framebuffer_renderbuffer(ctx, ctx->ReadBuffer, attachment,
                                     src_renderbuffer);
   }

   status = _mesa_check_framebuffer_status(ctx, ctx->ReadBuffer);
   if (status != GL_FRAMEBUFFER_COMPLETE)
      goto meta_end;

   if (dst_renderbuffer) {
      _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, attachment,
                                     dst_renderbuffer);
   } else {
      _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer, attachment,
                                           dst_tex_image, dst_z);
   }

   status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
   if (status != GL_FRAMEBUFFER_COMPLETE)
      goto meta_end;

   /* Explicitly disable sRGB encoding */
   ctx->DrawBuffer->Visual.sRGBCapable = false;

   /* Since we've bound a new draw framebuffer, we need to update its
    * derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
    * be correct.
    */
   _mesa_update_state(ctx);

   /* We skip the core BlitFramebuffer checks for format consistency.
    * We have already created views to ensure that the texture formats
    * match.
    */
   ctx->Driver.BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
                               src_x, src_y,
                               src_x + src_width, src_y + src_height,
                               dst_x, dst_y,
                               dst_x + src_width, dst_y + src_height,
                               mask, GL_NEAREST);

   success = true;

meta_end:
   _mesa_reference_framebuffer(&readFb, NULL);
   _mesa_reference_framebuffer(&drawFb, NULL);
   _mesa_meta_end(ctx);

cleanup:
   _mesa_DeleteTextures(1, &src_view_texture);

   /* If we got a renderbuffer source, delete the temporary texture */
   if (src_renderbuffer && src_tex_image)
      ctx->Driver.DeleteTexture(ctx, src_tex_image->TexObject);

   return success;
}
示例#6
0
bool
_mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
                              struct gl_texture_image *tex_image,
                              int xoffset, int yoffset, int zoffset,
                              int width, int height, int depth,
                              GLenum format, GLenum type, const void *pixels,
                              const struct gl_pixelstore_attrib *packing)
{
   GLuint pbo = 0, pbo_tex = 0, fbos[2] = { 0, 0 };
   int full_height, image_height;
   struct gl_texture_image *pbo_tex_image;
   struct gl_renderbuffer *rb = NULL;
   GLenum status;
   bool success = false;
   int z;

   if (!_mesa_is_bufferobj(packing->BufferObj))
      return false;

   if (format == GL_DEPTH_COMPONENT ||
       format == GL_DEPTH_STENCIL ||
       format == GL_STENCIL_INDEX ||
       format == GL_COLOR_INDEX)
      return false;

   if (ctx->_ImageTransferState)
      return false;


   if (!tex_image) {
      rb = ctx->ReadBuffer->_ColorReadBuffer;
      if (_mesa_need_rgb_to_luminance_conversion(rb->Format, format))
         return false;
   }

   /* For arrays, use a tall (height * depth) 2D texture but taking into
    * account the inter-image padding specified with the image height packing
    * property.
    */
   image_height = packing->ImageHeight == 0 ? height : packing->ImageHeight;
   full_height = image_height * (depth - 1) + height;

   pbo_tex_image = create_texture_for_pbo(ctx, false, GL_PIXEL_PACK_BUFFER,
                                          width, full_height * depth,
                                          format, type, pixels, packing,
                                          &pbo, &pbo_tex);
   if (!pbo_tex_image)
      return false;

   _mesa_meta_begin(ctx, ~(MESA_META_PIXEL_TRANSFER |
                           MESA_META_PIXEL_STORE));

   _mesa_GenFramebuffers(2, fbos);

   if (tex_image && tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
      assert(depth == 1);
      assert(zoffset == 0);
      depth = height;
      height = 1;
      image_height = 1;
      zoffset = yoffset;
      yoffset = 0;
   }

   /* If we were given a texture, bind it to the read framebuffer.  If not,
    * we're doing a ReadPixels and we should just use whatever framebuffer
    * the client has bound.
    */
   if (tex_image) {
      _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
      _mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                tex_image, zoffset);
      /* If this passes on the first layer it should pass on the others */
      status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
      if (status != GL_FRAMEBUFFER_COMPLETE)
         goto fail;
   } else {
      assert(depth == 1);
   }

   _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
   _mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                             pbo_tex_image, 0);
   /* If this passes on the first layer it should pass on the others */
   status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
   if (status != GL_FRAMEBUFFER_COMPLETE)
      goto fail;

   _mesa_update_state(ctx);

   if (_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
                                  xoffset, yoffset,
                                  xoffset + width, yoffset + height,
                                  0, 0, width, height,
                                  GL_COLOR_BUFFER_BIT, GL_NEAREST))
      goto fail;

   for (z = 1; z < depth; z++) {
      _mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                tex_image, zoffset + z);

      _mesa_update_state(ctx);

      _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
                                 xoffset, yoffset,
                                 xoffset + width, yoffset + height,
                                 0, z * image_height,
                                 width, z * image_height + height,
                                 GL_COLOR_BUFFER_BIT, GL_NEAREST);
   }

   success = true;

fail:
   _mesa_DeleteFramebuffers(2, fbos);
   _mesa_DeleteTextures(1, &pbo_tex);
   _mesa_DeleteBuffers(1, &pbo);

   _mesa_meta_end(ctx);

   return success;
}
示例#7
0
文件: meta.c 项目: GYGit/reactos
/**
 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
 * Have to be careful with locking and meta state for pixel transfer.
 */
static void
copy_tex_sub_image(struct gl_context *ctx,
                   GLuint dims,
                   struct gl_texture_image *texImage,
                   GLint xoffset, GLint yoffset, GLint zoffset,
                   struct gl_renderbuffer *rb,
                   GLint x, GLint y,
                   GLsizei width, GLsizei height)
{
   struct gl_texture_object *texObj = texImage->TexObject;
   const GLenum target = texObj->Target;
   GLenum format, type;
   GLint bpp;
   void *buf;

   /* Choose format/type for temporary image buffer */
   format = _mesa_get_format_base_format(texImage->TexFormat);
   if (format == GL_LUMINANCE ||
       format == GL_LUMINANCE_ALPHA ||
       format == GL_INTENSITY) {
      /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
       * temp image buffer because glReadPixels will do L=R+G+B which is
       * not what we want (should be L=R).
       */
      format = GL_RGBA;
   }

   if (_mesa_is_format_integer_color(texImage->TexFormat)) {
      _mesa_problem(ctx, "unsupported integer color copyteximage");
      return;
   }

   type = get_temp_image_type(ctx, format);
   bpp = _mesa_bytes_per_pixel(format, type);
   if (bpp <= 0) {
      _mesa_problem(ctx, "Bad bpp in meta copy_tex_sub_image()");
      return;
   }

   /*
    * Alloc image buffer (XXX could use a PBO)
    */
   buf = malloc(width * height * bpp);
   if (!buf) {
      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
      return;
   }

   _mesa_unlock_texture(ctx, texObj); /* need to unlock first */

   /*
    * Read image from framebuffer (disable pixel transfer ops)
    */
   _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
   ctx->Driver.ReadPixels(ctx, x, y, width, height,
			  format, type, &ctx->Pack, buf);
   _mesa_meta_end(ctx);

   _mesa_update_state(ctx); /* to update pixel transfer state */

   /*
    * Store texture data (with pixel transfer ops)
    */
   _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
   if (target == GL_TEXTURE_1D) {
      ctx->Driver.TexSubImage1D(ctx, texImage,
                                xoffset, width,
                                format, type, buf, &ctx->Unpack);
   }
   else {
      ctx->Driver.TexSubImage2D(ctx, texImage,
                                xoffset, yoffset, width, height,
                                format, type, buf, &ctx->Unpack);
   }
   _mesa_meta_end(ctx);

   _mesa_lock_texture(ctx, texObj); /* re-lock */

   free(buf);
}
/**
 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
 * of texture mapping and polygon rendering.
 */
GLbitfield
_mesa_meta_BlitFramebuffer(struct gl_context *ctx,
                           const struct gl_framebuffer *readFb,
                           const struct gl_framebuffer *drawFb,
                           GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
                           GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
                           GLbitfield mask, GLenum filter)
{
   const GLint dstW = abs(dstX1 - dstX0);
   const GLint dstH = abs(dstY1 - dstY0);
   const GLint dstFlipX = (dstX1 - dstX0) / dstW;
   const GLint dstFlipY = (dstY1 - dstY0) / dstH;

   struct {
      GLint srcX0, srcY0, srcX1, srcY1;
      GLint dstX0, dstY0, dstX1, dstY1;
   } clip = {
      srcX0, srcY0, srcX1, srcY1,
      dstX0, dstY0, dstX1, dstY1
   };

   const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
                                      ctx->Extensions.ARB_fragment_shader;

   /* Multisample texture blit support requires texture multisample. */
   if (readFb->Visual.samples > 0 &&
       !ctx->Extensions.ARB_texture_multisample) {
      return mask;
   }

   /* Clip a copy of the blit coordinates. If these differ from the input
    * coordinates, then we'll set the scissor.
    */
   if (!_mesa_clip_blit(ctx, readFb, drawFb,
                        &clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1,
                        &clip.dstX0, &clip.dstY0, &clip.dstX1, &clip.dstY1)) {
      /* clipped/scissored everything away */
      return 0;
   }

   /* Only scissor affects blit, but we're doing to set a custom scissor if
    * necessary anyway, so save/clear state.
    */
   _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);

   /* Dithering shouldn't be performed for glBlitFramebuffer */
   _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);

   /* If the clipping earlier changed the destination rect at all, then
    * enable the scissor to clip to it.
    */
   if (clip.dstX0 != dstX0 || clip.dstY0 != dstY0 ||
       clip.dstX1 != dstX1 || clip.dstY1 != dstY1) {
      _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
      _mesa_Scissor(MIN2(clip.dstX0, clip.dstX1),
                    MIN2(clip.dstY0, clip.dstY1),
                    abs(clip.dstX0 - clip.dstX1),
                    abs(clip.dstY0 - clip.dstY1));
   }

   /* Try faster, direct texture approach first */
   if (mask & GL_COLOR_BUFFER_BIT) {
      if (blitframebuffer_texture(ctx, readFb, drawFb,
                                  srcX0, srcY0, srcX1, srcY1,
                                  dstX0, dstY0, dstX1, dstY1,
                                  filter, dstFlipX, dstFlipY,
                                  use_glsl_version, false)) {
         mask &= ~GL_COLOR_BUFFER_BIT;
      }
   }

   if (mask & GL_DEPTH_BUFFER_BIT && use_glsl_version) {
      if (blitframebuffer_texture(ctx, readFb, drawFb,
                                  srcX0, srcY0, srcX1, srcY1,
                                  dstX0, dstY0, dstX1, dstY1,
                                  filter, dstFlipX, dstFlipY,
                                  use_glsl_version, true)) {
         mask &= ~GL_DEPTH_BUFFER_BIT;
      }
   }

   if (mask & GL_STENCIL_BUFFER_BIT) {
      /* XXX can't easily do stencil */
   }

   _mesa_meta_end(ctx);

   return mask;
}
示例#9
0
/**
 * 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)
      glBindTexture(target, texObj->Name);

   if (!mipmap->Sampler) {
      glGenSamplers(1, &mipmap->Sampler);
      glBindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);

      glSamplerParameteri(mipmap->Sampler,
                              GL_TEXTURE_MIN_FILTER,
                              GL_LINEAR_MIPMAP_LINEAR);
      glSamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      glSamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
      glSamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
      glSamplerParameteri(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) {
         glSamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
               GL_SKIP_DECODE_EXT);
      }
   } else {
      glBindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
   }

   assert(mipmap->FBO != 0);
   glBindFramebuffer(GL_FRAMEBUFFER, mipmap->FBO);

   glTexParameteri(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;
//      glTexParameteriv(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;
      dstDepth = 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 */
      glTexParameteri(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 */
      glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);

      /* setup viewport */
      _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
      glDrawBuffer(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 */
         glBufferData(GL_ARRAY_BUFFER, sizeof(verts),
                          verts, GL_DYNAMIC_DRAW);

         _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dstImage, layer);

         /* sanity check */
         if (glCheckFramebufferStatus(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);
         }

         glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
      }
   }

   _mesa_lock_texture(ctx, texObj); /* relock */

   glBindSampler(ctx->Texture.CurrentUnit, samplerSave);

   _mesa_meta_end(ctx);

   glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
   if (genMipmapSave)
      glTexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
//   if (swizzleSaved)
//      glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
}
/** A partial implementation of glCopyImageSubData
 *
 * This is a partial implementation of glCopyImageSubData that works only
 * if both textures are uncompressed and the destination texture is
 * renderable.  It uses a slight abuse of a texture view (see make_view) to
 * turn the source texture into the destination texture type and then uses
 * _mesa_meta_BlitFramebuffers to do the copy.
 */
bool
_mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx,
                                         struct gl_texture_image *src_tex_image,
                                         int src_x, int src_y, int src_z,
                                         struct gl_texture_image *dst_tex_image,
                                         int dst_x, int dst_y, int dst_z,
                                         int src_width, int src_height)
{
   GLuint src_view_texture = 0;
   struct gl_texture_image *src_view_tex_image;
   GLuint fbos[2];
   bool success = false;
   GLbitfield mask;
   GLenum status, attachment;

   if (_mesa_is_format_compressed(dst_tex_image->TexFormat))
      return false;

   if (_mesa_is_format_compressed(src_tex_image->TexFormat))
      return false;

   if (src_tex_image->InternalFormat == dst_tex_image->InternalFormat) {
      src_view_tex_image = src_tex_image;
   } else {
      if (!make_view(ctx, src_tex_image, &src_view_tex_image, &src_view_texture,
                     dst_tex_image->InternalFormat))
         goto cleanup;
   }

   /* We really only need to stash the bound framebuffers. */
   _mesa_meta_begin(ctx, 0);

   _mesa_GenFramebuffers(2, fbos);
   _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
   _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);

   switch (_mesa_get_format_base_format(src_tex_image->TexFormat)) {
   case GL_DEPTH_COMPONENT:
      attachment = GL_DEPTH_ATTACHMENT;
      mask = GL_DEPTH_BUFFER_BIT;
      break;
   case GL_DEPTH_STENCIL:
      attachment = GL_DEPTH_STENCIL_ATTACHMENT;
      mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
      break;
   case GL_STENCIL_INDEX:
      attachment = GL_STENCIL_ATTACHMENT;
      mask = GL_STENCIL_BUFFER_BIT;
      break;
   default:
      attachment = GL_COLOR_ATTACHMENT0;
      mask = GL_COLOR_BUFFER_BIT;
      _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
      _mesa_ReadBuffer(GL_COLOR_ATTACHMENT0);
   }

   _mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, attachment,
                             src_view_tex_image, src_z);

   status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
   if (status != GL_FRAMEBUFFER_COMPLETE)
      goto meta_end;

   _mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, attachment,
                             dst_tex_image, dst_z);

   status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
   if (status != GL_FRAMEBUFFER_COMPLETE)
      goto meta_end;

   /* Since we've bound a new draw framebuffer, we need to update its
    * derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
    * be correct.
    */
   _mesa_update_state(ctx);

   /* We skip the core BlitFramebuffer checks for format consistency.
    * We have already created views to ensure that the texture formats
    * match.
    */
   ctx->Driver.BlitFramebuffer(ctx, src_x, src_y,
                               src_x + src_width, src_y + src_height,
                               dst_x, dst_y,
                               dst_x + src_width, dst_y + src_height,
                               mask, GL_NEAREST);

   success = true;

meta_end:
   _mesa_DeleteFramebuffers(2, fbos);
   _mesa_meta_end(ctx);

cleanup:
   _mesa_DeleteTextures(1, &src_view_texture);

   return success;
}
示例#11
0
/**
 * Called via ctx->Driver.GenerateMipmap()
 * Note: We don't yet support 3D 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 GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
                                      ctx->Extensions.ARB_fragment_shader;
   GLenum faceTarget;
   GLuint dstLevel;
   struct gl_sampler_object *samp_obj_save = NULL;
   GLint swizzle[4];
   GLboolean swizzleSaved = GL_FALSE;

   /* GLint so the compiler won't complain about type signedness mismatch in
    * the calls to _mesa_texture_parameteriv below.
    */
   static const GLint always_false = GL_FALSE;
   static const GLint always_true = GL_TRUE;

   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);
   _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

   /* Choose between glsl version and fixed function version of
    * GenerateMipmap function.
    */
   if (use_glsl_version) {
      _mesa_meta_setup_vertex_objects(ctx, &mipmap->VAO, &mipmap->buf_obj, true,
                                      2, 4, 0);
      _mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders);
   } else {
      _mesa_meta_setup_ff_tnl_for_blit(ctx, &mipmap->VAO, &mipmap->buf_obj, 3);
      _mesa_set_enable(ctx, target, GL_TRUE);
   }

   _mesa_reference_sampler_object(ctx, &samp_obj_save,
                                  ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);

   /* We may have been called from glGenerateTextureMipmap with CurrentUnit
    * still set to 0, so we don't know when we can skip binding the texture.
    * Assume that _mesa_BindTexture will be fast if we're rebinding the same
    * texture.
    */
   _mesa_BindTexture(target, texObj->Name);

   if (mipmap->samp_obj == NULL) {
      mipmap->samp_obj =  ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
      if (mipmap->samp_obj == NULL) {
         /* This is a bit lazy.  Flag out of memory, and then don't bother to
          * clean up.  Once out of memory is flagged, the only realistic next
          * move is to destroy the context.  That will trigger all the right
          * clean up.
          */
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenerateMipmap");
         return;
      }

      _mesa_set_sampler_filters(ctx, mipmap->samp_obj, GL_LINEAR_MIPMAP_LINEAR,
                                GL_LINEAR);
      _mesa_set_sampler_wrap(ctx, mipmap->samp_obj, GL_CLAMP_TO_EDGE,
                             GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);

      /* We don't want to encode or decode sRGB values; treat them as linear. */
      _mesa_set_sampler_srgb_decode(ctx, mipmap->samp_obj, GL_SKIP_DECODE_EXT);
   }

   _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, mipmap->samp_obj);

   assert(mipmap->fb != NULL);
   _mesa_bind_framebuffers(ctx, mipmap->fb, mipmap->fb);

   _mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_false, 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_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA,
                                swizzleNoop, false);
   }

   /* 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);

   _mesa_prepare_mipmap_levels(ctx, texObj, baseLevel, maxLevel);

   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_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
                                (GLint *) &dstLevel, false);

      dstImage = _mesa_select_tex_image(texObj, faceTarget, dstLevel);

      /* All done.  We either ran out of memory or we would go beyond the last
       * valid level of an immutable texture if we continued.
       */
      if (dstImage == NULL)
         break;

      /* limit minification to src level */
      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
                                (GLint *) &srcLevel, false);

      /* 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, /* xoffset, yoffset */
                                         srcWidth, srcHeight, /* img size */
                                         srcWidth, srcHeight, srcDepth,
                                         verts[0].tex,
                                         verts[1].tex,
                                         verts[2].tex,
                                         verts[3].tex);

         /* upload vertex data */
         _mesa_buffer_data(ctx, mipmap->buf_obj, GL_NONE, sizeof(verts), verts,
                           GL_DYNAMIC_DRAW, __func__);

         _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
                                              GL_COLOR_ATTACHMENT0, dstImage,
                                              layer);

         /* sanity check */
         if (_mesa_check_framebuffer_status(ctx, ctx->DrawBuffer) !=
             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_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
   _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);

   _mesa_meta_end(ctx);

   _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, &maxLevelSave,
                             false);
   if (genMipmapSave)
      _mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_true,
                                false);
   if (swizzleSaved)
      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA, swizzle,
                                false);
}
示例#12
0
bool
_mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
                              struct gl_texture_image *tex_image,
                              int xoffset, int yoffset, int zoffset,
                              int width, int height, int depth,
                              GLenum format, GLenum type, const void *pixels,
                              const struct gl_pixelstore_attrib *packing)
{
   GLuint pbo = 0, pbo_tex = 0, fbos[2] = { 0, 0 };
   int image_height;
   struct gl_texture_image *pbo_tex_image;
   struct gl_renderbuffer *rb = NULL;
   GLenum dstBaseFormat = _mesa_unpack_format_to_base_format(format);
   GLenum status, src_base_format;
   bool success = false, clear_channels_to_zero = false;
   float save_clear_color[4];
   int z;

   if (!_mesa_is_bufferobj(packing->BufferObj))
      return false;

   if (format == GL_DEPTH_COMPONENT ||
       format == GL_DEPTH_STENCIL ||
       format == GL_STENCIL_INDEX ||
       format == GL_COLOR_INDEX)
      return false;

   /* Don't use meta path for readpixels in below conditions. */
   if (!tex_image) {
      rb = ctx->ReadBuffer->_ColorReadBuffer;

      /* _mesa_get_readpixels_transfer_ops() includes the cases of read
       * color clamping along with the ctx->_ImageTransferState.
       */
      if (_mesa_get_readpixels_transfer_ops(ctx, rb->Format, format,
                                            type, GL_FALSE))
         return false;

      if (_mesa_need_rgb_to_luminance_conversion(rb->_BaseFormat,
                                                 dstBaseFormat))
         return false;

      /* This function rely on BlitFramebuffer to fill in the pixel data for
       * ReadPixels. But, BlitFrameBuffer doesn't support signed to unsigned
       * or unsigned to signed integer conversions. OpenGL spec expects an
       * invalid operation in that case.
       */
      if (need_signed_unsigned_int_conversion(rb->Format, format, type))
         return false;
   }

   /* For arrays, use a tall (height * depth) 2D texture but taking into
    * account the inter-image padding specified with the image height packing
    * property.
    */
   image_height = packing->ImageHeight == 0 ? height : packing->ImageHeight;

   pbo_tex_image = create_texture_for_pbo(ctx, false, GL_PIXEL_PACK_BUFFER,
                                          dims, width, height, depth,
                                          format, type, pixels, packing,
                                          &pbo, &pbo_tex);
   if (!pbo_tex_image)
      return false;

   _mesa_meta_begin(ctx, ~(MESA_META_PIXEL_TRANSFER |
                           MESA_META_PIXEL_STORE));

   /* GL_CLAMP_FRAGMENT_COLOR doesn't affect ReadPixels and GettexImage */
   if (ctx->Extensions.ARB_color_buffer_float)
      _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);

   _mesa_GenFramebuffers(2, fbos);

   if (tex_image && tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
      assert(depth == 1);
      assert(zoffset == 0);
      depth = height;
      height = 1;
      image_height = 1;
      zoffset = yoffset;
      yoffset = 0;
   }

   /* If we were given a texture, bind it to the read framebuffer.  If not,
    * we're doing a ReadPixels and we should just use whatever framebuffer
    * the client has bound.
    */
   if (tex_image) {
      _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
      _mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                tex_image, zoffset);
      /* If this passes on the first layer it should pass on the others */
      status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
      if (status != GL_FRAMEBUFFER_COMPLETE)
         goto fail;
   } else {
      assert(depth == 1);
   }

   _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
   _mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                             pbo_tex_image, 0);
   /* If this passes on the first layer it should pass on the others */
   status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
   if (status != GL_FRAMEBUFFER_COMPLETE)
      goto fail;

   _mesa_update_state(ctx);

   if (_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
                                  xoffset, yoffset,
                                  xoffset + width, yoffset + height,
                                  0, 0, width, height,
                                  GL_COLOR_BUFFER_BIT, GL_NEAREST))
      goto fail;

   src_base_format = tex_image ?
                     tex_image->_BaseFormat :
                     ctx->ReadBuffer->_ColorReadBuffer->_BaseFormat;

   /* Depending on the base formats involved we might need to rebase some
    * values. For example if we download from a Luminance format to RGBA
    * format, we want G=0 and B=0.
    */
   clear_channels_to_zero =
      _mesa_need_luminance_to_rgb_conversion(src_base_format,
                                             pbo_tex_image->_BaseFormat);

   if (clear_channels_to_zero) {
      memcpy(save_clear_color, ctx->Color.ClearColor.f, 4 * sizeof(float));
      /* Clear the Green, Blue channels. */
      _mesa_ColorMask(GL_FALSE, GL_TRUE, GL_TRUE,
                      src_base_format != GL_LUMINANCE_ALPHA);
      _mesa_ClearColor(0.0, 0.0, 0.0, 1.0);
      _mesa_Clear(GL_COLOR_BUFFER_BIT);
   }

   for (z = 1; z < depth; z++) {
      _mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                tex_image, zoffset + z);

      _mesa_update_state(ctx);

      _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
                                 xoffset, yoffset,
                                 xoffset + width, yoffset + height,
                                 0, z * image_height,
                                 width, z * image_height + height,
                                 GL_COLOR_BUFFER_BIT, GL_NEAREST);
      if (clear_channels_to_zero)
         _mesa_Clear(GL_COLOR_BUFFER_BIT);
   }

   /* Unmask the color channels and restore the saved clear color values. */
   if (clear_channels_to_zero) {
      _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
      _mesa_ClearColor(save_clear_color[0], save_clear_color[1],
                       save_clear_color[2], save_clear_color[3]);
   }

   success = true;

fail:
   _mesa_DeleteFramebuffers(2, fbos);
   _mesa_DeleteTextures(1, &pbo_tex);
   _mesa_DeleteBuffers(1, &pbo);

   _mesa_meta_end(ctx);

   return success;
}
示例#13
0
bool
_mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims,
                           struct gl_texture_image *tex_image,
                           int xoffset, int yoffset, int zoffset,
                           int width, int height, int depth,
                           GLenum format, GLenum type, const void *pixels,
                           bool allocate_storage, bool create_pbo,
                           const struct gl_pixelstore_attrib *packing)
{
   GLuint pbo = 0, pbo_tex = 0, fbos[2] = { 0, 0 };
   int image_height;
   struct gl_texture_image *pbo_tex_image;
   GLenum status;
   bool success = false;
   int z;

   if (!_mesa_is_bufferobj(packing->BufferObj) &&
       (!create_pbo || pixels == NULL))
      return false;

   if (format == GL_DEPTH_COMPONENT ||
       format == GL_DEPTH_STENCIL ||
       format == GL_STENCIL_INDEX ||
       format == GL_COLOR_INDEX)
      return false;

   if (ctx->_ImageTransferState)
      return false;

   /* This function rely on BlitFramebuffer to fill in the pixel data for
    * glTex[Sub]Image*D. But, BlitFrameBuffer doesn't support signed to
    * unsigned or unsigned to signed integer conversions.
    */
   if (need_signed_unsigned_int_conversion(tex_image->TexFormat, format, type))
      return false;

   /* For arrays, use a tall (height * depth) 2D texture but taking into
    * account the inter-image padding specified with the image height packing
    * property.
    */
   image_height = packing->ImageHeight == 0 ? height : packing->ImageHeight;

   pbo_tex_image = create_texture_for_pbo(ctx, create_pbo,
                                          GL_PIXEL_UNPACK_BUFFER,
                                          dims, width, height, depth,
                                          format, type, pixels, packing,
                                          &pbo, &pbo_tex);
   if (!pbo_tex_image)
      return false;

   if (allocate_storage)
      ctx->Driver.AllocTextureImageBuffer(ctx, tex_image);

   _mesa_meta_begin(ctx, ~(MESA_META_PIXEL_TRANSFER |
                           MESA_META_PIXEL_STORE));

   _mesa_GenFramebuffers(2, fbos);
   _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
   _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);

   if (tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
      assert(depth == 1);
      assert(zoffset == 0);
      depth = height;
      height = 1;
      image_height = 1;
      zoffset = yoffset;
      yoffset = 0;
   }

   _mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                             pbo_tex_image, 0);
   /* If this passes on the first layer it should pass on the others */
   status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
   if (status != GL_FRAMEBUFFER_COMPLETE)
      goto fail;

   _mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                             tex_image, zoffset);
   /* If this passes on the first layer it should pass on the others */
   status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
   if (status != GL_FRAMEBUFFER_COMPLETE)
      goto fail;

   _mesa_update_state(ctx);

   if (_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
                                  0, 0, width, height,
                                  xoffset, yoffset,
                                  xoffset + width, yoffset + height,
                                  GL_COLOR_BUFFER_BIT, GL_NEAREST))
      goto fail;

   for (z = 1; z < depth; z++) {
      _mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                tex_image, zoffset + z);

      _mesa_update_state(ctx);

      _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
                                 0, z * image_height,
                                 width, z * image_height + height,
                                 xoffset, yoffset,
                                 xoffset + width, yoffset + height,
                                 GL_COLOR_BUFFER_BIT, GL_NEAREST);
   }

   success = true;

fail:
   _mesa_DeleteFramebuffers(2, fbos);
   _mesa_DeleteTextures(1, &pbo_tex);
   _mesa_DeleteBuffers(1, &pbo);

   _mesa_meta_end(ctx);

   return success;
}