gallium: use new gallium utility code for generating mipmaps

This commit is contained in:
Brian 2008-03-17 15:48:13 -06:00
parent 11d723cda6
commit 088c6404fc
2 changed files with 8 additions and 230 deletions

View file

@ -146,18 +146,7 @@ struct st_context
struct st_fragment_program *combined_prog;
} bitmap;
/** For gen/render mipmap feature */
struct {
struct pipe_blend_state blend;
struct pipe_depth_stencil_alpha_state depthstencil;
struct pipe_rasterizer_state rasterizer;
void *blend_cso;
void *depthstencil_cso;
void *rasterizer_cso;
struct st_fragment_program *stfp;
struct st_vertex_program *stvp;
} gen_mipmap;
struct gen_mipmap_state *gen_mipmap;
struct cso_context *cso_context;
};

View file

@ -37,6 +37,8 @@
#include "pipe/p_defines.h"
#include "pipe/p_inlines.h"
#include "pipe/p_winsys.h"
#include "util/u_gen_mipmap.h"
#include "cso_cache/cso_cache.h"
#include "cso_cache/cso_context.h"
@ -49,55 +51,6 @@
#include "st_cb_texture.h"
static struct st_fragment_program *
make_tex_fragment_program(GLcontext *ctx)
{
struct st_fragment_program *stfp;
struct gl_program *p;
GLuint ic = 0;
p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
if (!p)
return NULL;
p->NumInstructions = 2;
p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
_mesa_init_instructions(p->Instructions, p->NumInstructions);
/* TEX result.color, fragment.texcoord[0], texture[0], 2D; */
p->Instructions[ic].Opcode = OPCODE_TEX;
p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLR;
p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
p->Instructions[ic].TexSrcUnit = 0;
p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
ic++;
/* END; */
p->Instructions[ic++].Opcode = OPCODE_END;
assert(ic == p->NumInstructions);
p->InputsRead = FRAG_BIT_TEX0;
p->OutputsWritten = (1 << FRAG_RESULT_COLR);
stfp = (struct st_fragment_program *) p;
st_translate_fragment_program(ctx->st, stfp, NULL);
return stfp;
}
/**
* one-time init for generate mipmap
* XXX Note: there may be other times we need no-op/simple state like this.
@ -106,117 +59,18 @@ make_tex_fragment_program(GLcontext *ctx)
void
st_init_generate_mipmap(struct st_context *st)
{
struct pipe_context *pipe = st->pipe;
struct pipe_blend_state blend;
struct pipe_rasterizer_state rasterizer;
struct pipe_depth_stencil_alpha_state depthstencil;
/* we don't use blending, but need to set valid values */
memset(&blend, 0, sizeof(blend));
blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend.colormask = PIPE_MASK_RGBA;
st->gen_mipmap.blend = blend;
st->gen_mipmap.blend_cso = pipe->create_blend_state(pipe, &blend);
memset(&depthstencil, 0, sizeof(depthstencil));
st->gen_mipmap.depthstencil_cso = pipe->create_depth_stencil_alpha_state(pipe, &depthstencil);
/* Note: we're assuming zero is valid for all non-specified fields */
memset(&rasterizer, 0, sizeof(rasterizer));
rasterizer.front_winding = PIPE_WINDING_CW;
rasterizer.cull_mode = PIPE_WINDING_NONE;
st->gen_mipmap.rasterizer_cso = pipe->create_rasterizer_state(pipe, &rasterizer);
st->gen_mipmap.stfp = make_tex_fragment_program(st->ctx);
st->gen_mipmap.stvp = st_make_passthrough_vertex_shader(st, GL_FALSE);
st->gen_mipmap = util_create_gen_mipmap(st->pipe);
}
void
st_destroy_generate_mipmpap(struct st_context *st)
{
struct pipe_context *pipe = st->pipe;
pipe->delete_blend_state(pipe, st->gen_mipmap.blend_cso);
pipe->delete_depth_stencil_alpha_state(pipe, st->gen_mipmap.depthstencil_cso);
pipe->delete_rasterizer_state(pipe, st->gen_mipmap.rasterizer_cso);
/* XXX free stfp, stvp */
util_destroy_gen_mipmap(st->gen_mipmap);
st->gen_mipmap = NULL;
}
static void
simple_viewport(struct pipe_context *pipe, uint width, uint height)
{
struct pipe_viewport_state vp;
vp.scale[0] = 0.5 * width;
vp.scale[1] = -0.5 * height;
vp.scale[2] = 1.0;
vp.scale[3] = 1.0;
vp.translate[0] = 0.5 * width;
vp.translate[1] = 0.5 * height;
vp.translate[2] = 0.0;
vp.translate[3] = 0.0;
pipe->set_viewport_state(pipe, &vp);
}
/*
* Draw simple [-1,1]x[-1,1] quad
*/
static void
draw_quad(GLcontext *ctx)
{
GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
GLuint i;
GLfloat sLeft = 0.0, sRight = 1.0;
GLfloat tTop = 1.0, tBot = 0.0;
GLfloat x0 = -1.0, x1 = 1.0;
GLfloat y0 = -1.0, y1 = 1.0;
/* upper-left */
verts[0][0][0] = x0; /* attr[0].x */
verts[0][0][1] = y0; /* attr[0].y */
verts[0][1][0] = sLeft; /* attr[1].s */
verts[0][1][1] = tTop; /* attr[1].t */
/* upper-right */
verts[1][0][0] = x1;
verts[1][0][1] = y0;
verts[1][1][0] = sRight;
verts[1][1][1] = tTop;
/* lower-right */
verts[2][0][0] = x1;
verts[2][0][1] = y1;
verts[2][1][0] = sRight;
verts[2][1][1] = tBot;
/* lower-left */
verts[3][0][0] = x0;
verts[3][0][1] = y1;
verts[3][1][0] = sLeft;
verts[3][1][1] = tBot;
/* same for all verts: */
for (i = 0; i < 4; i++) {
verts[i][0][2] = 0.0; /*Z*/
verts[i][0][3] = 1.0; /*W*/
verts[i][1][2] = 0.0; /*R*/
verts[i][1][3] = 1.0; /*Q*/
}
st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2, GL_TRUE);
}
/**
* Generate mipmap levels using hardware rendering.
* \return TRUE if successful, FALSE if not possible
@ -229,12 +83,7 @@ st_render_mipmap(struct st_context *st,
{
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
struct pipe_framebuffer_state fb;
struct pipe_sampler_state sampler;
void *sampler_cso;
const uint face = _mesa_tex_target_to_face(target), zslice = 0;
/*const uint first_level_save = pt->first_level;*/
uint dstLevel;
const uint face = _mesa_tex_target_to_face(target);
assert(target != GL_TEXTURE_3D); /* not done yet */
@ -243,67 +92,7 @@ st_render_mipmap(struct st_context *st,
return FALSE;
}
/* init framebuffer state */
memset(&fb, 0, sizeof(fb));
fb.num_cbufs = 1;
/* sampler state */
memset(&sampler, 0, sizeof(sampler));
sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NEAREST;
sampler.min_img_filter = PIPE_TEX_FILTER_LINEAR;
sampler.mag_img_filter = PIPE_TEX_FILTER_LINEAR;
sampler.normalized_coords = 1;
/* bind state */
cso_set_blend(st->cso_context, &st->gen_mipmap.blend);
cso_set_depth_stencil_alpha(st->cso_context, &st->gen_mipmap.depthstencil);
cso_set_rasterizer(st->cso_context, &st->gen_mipmap.rasterizer);
/* bind shaders */
pipe->bind_fs_state(pipe, st->gen_mipmap.stfp->driver_shader);
pipe->bind_vs_state(pipe, st->gen_mipmap.stvp->driver_shader);
/*
* XXX for small mipmap levels, it may be faster to use the software
* fallback path...
*/
for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
const uint srcLevel = dstLevel - 1;
/*
* Setup framebuffer / dest surface
*/
fb.cbufs[0] = screen->get_tex_surface(screen, pt, face, dstLevel, zslice);
pipe->set_framebuffer_state(pipe, &fb);
/*
* Setup sampler state
* Note: we should only have to set the min/max LOD clamps to ensure
* we grab texels from the right mipmap level. But some hardware
* has trouble with min clamping so we also set the lod_bias to
* try to work around that.
*/
sampler.min_lod = sampler.max_lod = srcLevel;
sampler.lod_bias = srcLevel;
sampler_cso = pipe->create_sampler_state(pipe, &sampler);
pipe->bind_sampler_states(pipe, 1, &sampler_cso);
simple_viewport(pipe, pt->width[dstLevel], pt->height[dstLevel]);
pipe->set_sampler_textures(pipe, 1, &pt);
draw_quad(st->ctx);
pipe->flush(pipe, PIPE_FLUSH_WAIT);
/*pipe->texture_update(pipe, pt); not really needed */
pipe->delete_sampler_state(pipe, sampler_cso);
}
util_gen_mipmap(st->gen_mipmap, pt, face, baseLevel, lastLevel);
/* restore pipe state */
#if 0