/************************************************************************** * * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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. * **************************************************************************/ #include "main/imports.h" #include "main/mipmap.h" #include "main/teximage.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "util/u_format.h" #include "util/u_gen_mipmap.h" #include "st_debug.h" #include "st_context.h" #include "st_texture.h" #include "st_gen_mipmap.h" #include "st_cb_texture.h" /** * one-time init for generate mipmap * XXX Note: there may be other times we need no-op/simple state like this. * In that case, some code refactoring would be good. */ void st_init_generate_mipmap(struct st_context *st) { st->gen_mipmap = util_create_gen_mipmap(st->pipe, st->cso_context); } void st_destroy_generate_mipmap(struct st_context *st) { util_destroy_gen_mipmap(st->gen_mipmap); st->gen_mipmap = NULL; } /** * Generate mipmap levels using hardware rendering. * \return TRUE if successful, FALSE if not possible */ static boolean st_render_mipmap(struct st_context *st, GLenum target, struct st_texture_object *stObj, uint baseLevel, uint lastLevel) { struct pipe_context *pipe = st->pipe; struct pipe_screen *screen = pipe->screen; struct pipe_sampler_view *psv = st_get_texture_sampler_view(stObj, pipe); const uint face = _mesa_tex_target_to_face(target); assert(psv->texture == stObj->pt); #if 0 assert(target != GL_TEXTURE_3D); /* implemented but untested */ #endif /* check if we can render in the texture's format */ /* XXX should probably kill this and always use util_gen_mipmap since this implements a sw fallback as well */ if (!screen->is_format_supported(screen, psv->format, psv->texture->target, 0, PIPE_BIND_RENDER_TARGET, 0)) { return FALSE; } util_gen_mipmap(st->gen_mipmap, psv, face, baseLevel, lastLevel, PIPE_TEX_FILTER_LINEAR); return TRUE; } /** * Helper function to decompress an image. The result is a 32-bpp RGBA * image with stride==width. */ static void decompress_image(enum pipe_format format, int datatype, const uint8_t *src, void *dst, unsigned width, unsigned height, unsigned src_stride) { const struct util_format_description *desc = util_format_description(format); const uint bw = util_format_get_blockwidth(format); const uint bh = util_format_get_blockheight(format); uint dst_stride = 4 * MAX2(width, bw); if (datatype == GL_FLOAT) { desc->unpack_rgba_float((float *)dst, dst_stride * sizeof(GLfloat), src, src_stride, width, height); if (width < bw || height < bh) { float *dst_p = (float *)dst; /* We're decompressing an image smaller than the compression * block size. We don't want garbage pixel values in the region * outside (width x height) so replicate pixels from the (width * x height) region to fill out the (bw x bh) block size. */ uint x, y; for (y = 0; y < bh; y++) { for (x = 0; x < bw; x++) { if (x >= width || y >= height) { uint p = (y * bw + x) * 4; dst_p[p + 0] = dst_p[0]; dst_p[p + 1] = dst_p[1]; dst_p[p + 2] = dst_p[2]; dst_p[p + 3] = dst_p[3]; } } } } } else { desc->unpack_rgba_8unorm((uint8_t *)dst, dst_stride, src, src_stride, width, height); if (width < bw || height < bh) { uint8_t *dst_p = (uint8_t *)dst; /* We're decompressing an image smaller than the compression * block size. We don't want garbage pixel values in the region * outside (width x height) so replicate pixels from the (width * x height) region to fill out the (bw x bh) block size. */ uint x, y; for (y = 0; y < bh; y++) { for (x = 0; x < bw; x++) { if (x >= width || y >= height) { uint p = (y * bw + x) * 4; dst_p[p + 0] = dst_p[0]; dst_p[p + 1] = dst_p[1]; dst_p[p + 2] = dst_p[2]; dst_p[p + 3] = dst_p[3]; } } } } } } /** * Helper function to compress an image. The source is a 32-bpp RGBA image * with stride==width. */ static void compress_image(enum pipe_format format, int datatype, const void *src, uint8_t *dst, unsigned width, unsigned height, unsigned dst_stride) { const struct util_format_description *desc = util_format_description(format); const uint src_stride = 4 * width; if (datatype == GL_FLOAT) desc->pack_rgba_float(dst, dst_stride, (GLfloat *)src, src_stride * sizeof(GLfloat), width, height); else desc->pack_rgba_8unorm(dst, dst_stride, (uint8_t *)src, src_stride, width, height); } /** * Software fallback for generate mipmap levels. */ static void fallback_generate_mipmap(struct gl_context *ctx, GLenum target, struct gl_texture_object *texObj) { struct pipe_context *pipe = st_context(ctx)->pipe; struct pipe_resource *pt = st_get_texobj_resource(texObj); const uint baseLevel = texObj->BaseLevel; const uint lastLevel = pt->last_level; const uint face = _mesa_tex_target_to_face(target); uint dstLevel; GLenum datatype; GLuint comps; GLboolean compressed; if (ST_DEBUG & DEBUG_FALLBACK) debug_printf("%s: fallback processing\n", __FUNCTION__); assert(target != GL_TEXTURE_3D); /* not done yet */ compressed = _mesa_is_format_compressed(texObj->Image[face][baseLevel]->TexFormat); if (compressed) { if (texObj->Image[face][baseLevel]->TexFormat == MESA_FORMAT_SIGNED_RED_RGTC1 || texObj->Image[face][baseLevel]->TexFormat == MESA_FORMAT_SIGNED_RG_RGTC2) datatype = GL_FLOAT; else datatype = GL_UNSIGNED_BYTE; comps = 4; } else { _mesa_format_to_type_and_comps(texObj->Image[face][baseLevel]->TexFormat, &datatype, &comps); assert(comps > 0 && "bad texture format in fallback_generate_mipmap()"); } for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) { const uint srcLevel = dstLevel - 1; const uint srcWidth = u_minify(pt->width0, srcLevel); const uint srcHeight = u_minify(pt->height0, srcLevel); const uint srcDepth = u_minify(pt->depth0, srcLevel); const uint dstWidth = u_minify(pt->width0, dstLevel); const uint dstHeight = u_minify(pt->height0, dstLevel); const uint dstDepth = u_minify(pt->depth0, dstLevel); struct pipe_transfer *srcTrans, *dstTrans; const ubyte *srcData; ubyte *dstData; int srcStride, dstStride; srcTrans = pipe_get_transfer(st_context(ctx)->pipe, pt, srcLevel, face, PIPE_TRANSFER_READ, 0, 0, srcWidth, srcHeight); dstTrans = pipe_get_transfer(st_context(ctx)->pipe, pt, dstLevel, face, PIPE_TRANSFER_WRITE, 0, 0, dstWidth, dstHeight); srcData = (ubyte *) pipe_transfer_map(pipe, srcTrans); dstData = (ubyte *) pipe_transfer_map(pipe, dstTrans); srcStride = srcTrans->stride / util_format_get_blocksize(srcTrans->resource->format); dstStride = dstTrans->stride / util_format_get_blocksize(dstTrans->resource->format); /* this cannot work correctly for 3d since it does not respect layerStride. */ if (compressed) { const enum pipe_format format = pt->format; const uint bw = util_format_get_blockwidth(format); const uint bh = util_format_get_blockheight(format); const uint srcWidth2 = align(srcWidth, bw); const uint srcHeight2 = align(srcHeight, bh); const uint dstWidth2 = align(dstWidth, bw); const uint dstHeight2 = align(dstHeight, bh); uint8_t *srcTemp, *dstTemp; assert(comps == 4); srcTemp = malloc(srcWidth2 * srcHeight2 * comps * (datatype == GL_FLOAT ? 4 : 1)); dstTemp = malloc(dstWidth2 * dstHeight2 * comps * (datatype == GL_FLOAT ? 4 : 1)); /* decompress the src image: srcData -> srcTemp */ decompress_image(format, datatype, srcData, srcTemp, srcWidth2, srcHeight2, srcTrans->stride); _mesa_generate_mipmap_level(target, datatype, comps, 0 /*border*/, srcWidth2, srcHeight2, srcDepth, srcTemp, srcWidth2, /* stride in texels */ dstWidth2, dstHeight2, dstDepth, dstTemp, dstWidth2); /* stride in texels */ /* compress the new image: dstTemp -> dstData */ compress_image(format, datatype, dstTemp, dstData, dstWidth2, dstHeight2, dstTrans->stride); free(srcTemp); free(dstTemp); } else { _mesa_generate_mipmap_level(target, datatype, comps, 0 /*border*/, srcWidth, srcHeight, srcDepth, srcData, srcStride, /* stride in texels */ dstWidth, dstHeight, dstDepth, dstData, dstStride); /* stride in texels */ } pipe_transfer_unmap(pipe, srcTrans); pipe_transfer_unmap(pipe, dstTrans); pipe->transfer_destroy(pipe, srcTrans); pipe->transfer_destroy(pipe, dstTrans); } } /** * Compute the expected number of mipmap levels in the texture given * the width/height/depth of the base image and the GL_TEXTURE_BASE_LEVEL/ * GL_TEXTURE_MAX_LEVEL settings. This will tell us how many mipmap * levels should be generated. */ static GLuint compute_num_levels(struct gl_context *ctx, struct gl_texture_object *texObj, GLenum target) { if (target == GL_TEXTURE_RECTANGLE_ARB) { return 1; } else { const struct gl_texture_image *baseImage = _mesa_get_tex_image(ctx, texObj, target, texObj->BaseLevel); GLuint size, numLevels; size = MAX2(baseImage->Width2, baseImage->Height2); size = MAX2(size, baseImage->Depth2); numLevels = texObj->BaseLevel; while (size > 0) { numLevels++; size >>= 1; } numLevels = MIN2(numLevels, texObj->MaxLevel + 1); assert(numLevels >= 1); return numLevels; } } /** * Called via ctx->Driver.GenerateMipmap(). */ void st_generate_mipmap(struct gl_context *ctx, GLenum target, struct gl_texture_object *texObj) { struct st_context *st = st_context(ctx); struct st_texture_object *stObj = st_texture_object(texObj); struct pipe_resource *pt = st_get_texobj_resource(texObj); const uint baseLevel = texObj->BaseLevel; uint lastLevel; uint dstLevel; if (!pt) return; /* not sure if this ultimately actually should work, but we're not supporting multisampled textures yet. */ assert(pt->nr_samples < 2); /* find expected last mipmap level to generate*/ lastLevel = compute_num_levels(ctx, texObj, target) - 1; if (lastLevel == 0) return; /* The texture isn't in a "complete" state yet so set the expected * lastLevel here, since it won't get done in st_finalize_texture(). */ stObj->lastLevel = lastLevel; if (pt->last_level < lastLevel) { /* The current gallium texture doesn't have space for all the * mipmap levels we need to generate. So allocate a new texture. */ struct pipe_resource *oldTex = stObj->pt; /* create new texture with space for more levels */ stObj->pt = st_texture_create(st, oldTex->target, oldTex->format, lastLevel, oldTex->width0, oldTex->height0, oldTex->depth0, oldTex->array_size, oldTex->bind); /* This will copy the old texture's base image into the new texture * which we just allocated. */ st_finalize_texture(ctx, st->pipe, texObj); /* release the old tex (will likely be freed too) */ pipe_resource_reference(&oldTex, NULL); pipe_sampler_view_reference(&stObj->sampler_view, NULL); } else { /* Make sure that the base texture image data is present in the * texture buffer. */ st_finalize_texture(ctx, st->pipe, texObj); } pt = stObj->pt; assert(pt->last_level >= lastLevel); /* Try to generate the mipmap by rendering/texturing. If that fails, * use the software fallback. */ if (!st_render_mipmap(st, target, stObj, baseLevel, lastLevel)) { /* since the util code actually also has a fallback, should probably make it never fail and kill this */ fallback_generate_mipmap(ctx, target, texObj); } /* Fill in the Mesa gl_texture_image fields */ for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) { const uint srcLevel = dstLevel - 1; const struct gl_texture_image *srcImage = _mesa_get_tex_image(ctx, texObj, target, srcLevel); struct gl_texture_image *dstImage; struct st_texture_image *stImage; uint dstWidth = u_minify(pt->width0, dstLevel); uint dstHeight = u_minify(pt->height0, dstLevel); uint dstDepth = u_minify(pt->depth0, dstLevel); uint border = srcImage->Border; dstImage = _mesa_get_tex_image(ctx, texObj, target, dstLevel); if (!dstImage) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "generating mipmaps"); return; } /* Free old image data */ if (dstImage->Data) ctx->Driver.FreeTexImageData(ctx, dstImage); /* initialize new image */ _mesa_init_teximage_fields(ctx, target, dstImage, dstWidth, dstHeight, dstDepth, border, srcImage->InternalFormat, srcImage->TexFormat); stImage = st_texture_image(dstImage); stImage->level = dstLevel; pipe_resource_reference(&stImage->pt, pt); } }