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intel: Drop my generatemipmap code in favor of the new shared code.
This commit is contained in:
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8b23755ce9
commit
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8 changed files with 1 additions and 309 deletions
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@ -106,7 +106,7 @@ _mesa_init_driver_functions(struct dd_function_table *driver)
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driver->CopyTexSubImage1D = _mesa_meta_CopyTexSubImage1D;
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driver->CopyTexSubImage2D = _mesa_meta_CopyTexSubImage2D;
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driver->CopyTexSubImage3D = _mesa_meta_CopyTexSubImage3D;
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driver->GenerateMipmap = _mesa_generate_mipmap;
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driver->GenerateMipmap = _mesa_meta_GenerateMipmap;
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driver->TestProxyTexImage = _mesa_test_proxy_teximage;
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driver->CompressedTexImage1D = _mesa_store_compressed_teximage1d;
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driver->CompressedTexImage2D = _mesa_store_compressed_teximage2d;
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@ -19,7 +19,6 @@ DRIVER_SOURCES = \
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intel_batchbuffer.c \
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intel_clear.c \
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intel_extensions.c \
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intel_generatemipmap.c \
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intel_mipmap_tree.c \
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intel_tex_layout.c \
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intel_tex_image.c \
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@ -1 +0,0 @@
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../intel/intel_generatemipmap.c
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@ -14,7 +14,6 @@ DRIVER_SOURCES = \
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intel_decode.c \
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intel_extensions.c \
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intel_fbo.c \
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intel_generatemipmap.c \
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intel_mipmap_tree.c \
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intel_regions.c \
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intel_screen.c \
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@ -1 +0,0 @@
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../intel/intel_generatemipmap.c
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@ -1,300 +0,0 @@
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/*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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* Copyright © 2009 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Eric Anholt <eric@anholt.net>
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*
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*/
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#include "main/glheader.h"
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#include "main/enums.h"
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#include "main/image.h"
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#include "main/mtypes.h"
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#include "main/macros.h"
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#include "main/bufferobj.h"
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#include "main/teximage.h"
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#include "main/texenv.h"
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#include "main/texobj.h"
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#include "main/texstate.h"
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#include "main/texparam.h"
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#include "main/varray.h"
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#include "main/attrib.h"
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#include "main/enable.h"
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#include "main/buffers.h"
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#include "main/fbobject.h"
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#include "main/framebuffer.h"
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#include "main/renderbuffer.h"
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#include "main/depth.h"
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#include "main/hash.h"
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#include "main/mipmap.h"
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#include "main/blend.h"
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#include "glapi/dispatch.h"
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#include "swrast/swrast.h"
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#include "intel_screen.h"
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#include "intel_context.h"
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#include "intel_batchbuffer.h"
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#include "intel_pixel.h"
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#include "intel_tex.h"
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#include "intel_mipmap_tree.h"
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static const char *intel_fp_tex2d =
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"!!ARBfp1.0\n"
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"TEX result.color, fragment.texcoord[0], texture[0], 2D;\n"
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"END\n";
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static GLboolean
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intel_generate_mipmap_level(GLcontext *ctx, GLuint tex_name,
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int level, int width, int height)
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{
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struct intel_context *intel = intel_context(ctx);
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GLfloat vertices[4][2];
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GLint status;
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/* Set to source from the previous level */
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_mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, level - 1);
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_mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level - 1);
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/* Set to draw into the current level */
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_mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
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GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D,
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tex_name,
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level);
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/* Choose to render to the color attachment. */
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_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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status = _mesa_CheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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return GL_FALSE;
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meta_set_passthrough_transform(&intel->meta);
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/* XXX: Doing it right would involve setting up the transformation to do
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* 0-1 mapping or something, and not changing the vertex data.
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*/
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vertices[0][0] = 0;
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vertices[0][1] = 0;
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vertices[1][0] = width;
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vertices[1][1] = 0;
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vertices[2][0] = width;
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vertices[2][1] = height;
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vertices[3][0] = 0;
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vertices[3][1] = height;
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_mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
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_mesa_Enable(GL_VERTEX_ARRAY);
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meta_set_default_texrect(&intel->meta);
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_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
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meta_restore_texcoords(&intel->meta);
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meta_restore_transform(&intel->meta);
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return GL_TRUE;
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}
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static GLboolean
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intel_generate_mipmap_2d(GLcontext *ctx,
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GLenum target,
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struct gl_texture_object *texObj)
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{
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struct intel_context *intel = intel_context(ctx);
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GLint old_active_texture;
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int level, max_levels, start_level, end_level;
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GLuint fb_name;
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GLboolean success = GL_FALSE;
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struct gl_framebuffer *saved_fbo = NULL;
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struct gl_buffer_object *saved_array_buffer = NULL;
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struct gl_buffer_object *saved_element_buffer = NULL;
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_mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
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GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT |
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GL_DEPTH_BUFFER_BIT);
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_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
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old_active_texture = ctx->Texture.CurrentUnit;
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_mesa_reference_framebuffer(&saved_fbo, ctx->DrawBuffer);
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/* use default array/index buffers */
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_mesa_reference_buffer_object(ctx, &saved_array_buffer,
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ctx->Array.ArrayBufferObj);
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_mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj,
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ctx->Shared->NullBufferObj);
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_mesa_reference_buffer_object(ctx, &saved_element_buffer,
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ctx->Array.ElementArrayBufferObj);
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_mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj,
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ctx->Shared->NullBufferObj);
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_mesa_Disable(GL_POLYGON_STIPPLE);
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_mesa_Disable(GL_DEPTH_TEST);
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_mesa_Disable(GL_STENCIL_TEST);
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_mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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_mesa_DepthMask(GL_FALSE);
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/* Bind the given texture to GL_TEXTURE_2D with linear filtering for our
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* minification.
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*/
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_mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
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_mesa_Enable(GL_TEXTURE_2D);
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_mesa_BindTexture(GL_TEXTURE_2D, texObj->Name);
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_mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_NEAREST);
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_mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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/* Bind the new renderbuffer to the color attachment point. */
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_mesa_GenFramebuffersEXT(1, &fb_name);
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_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_name);
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meta_set_fragment_program(&intel->meta, &intel->meta.tex2d_fp,
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intel_fp_tex2d);
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meta_set_passthrough_vertex_program(&intel->meta);
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max_levels = _mesa_max_texture_levels(ctx, texObj->Target);
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start_level = texObj->BaseLevel;
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end_level = texObj->MaxLevel;
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/* Loop generating level+1 from level. */
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for (level = start_level; level < end_level && level < max_levels - 1; level++) {
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const struct gl_texture_image *srcImage;
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int width, height;
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srcImage = _mesa_select_tex_image(ctx, texObj, target, level);
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if (srcImage->Border != 0)
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goto fail;
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width = srcImage->Width / 2;
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if (width < 1)
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width = 1;
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height = srcImage->Height / 2;
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if (height < 1)
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height = 1;
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if (width == srcImage->Width &&
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height == srcImage->Height) {
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/* Neither _mesa_max_texture_levels nor texObj->MaxLevel are the
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* maximum texture level for the object, so break out when we've gone
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* over the edge.
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*/
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break;
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}
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/* Make sure that there's space allocated for the target level.
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* We could skip this if there's already space allocated and save some
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* time.
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*/
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_mesa_TexImage2D(GL_TEXTURE_2D, level + 1, srcImage->InternalFormat,
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width, height, 0,
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GL_RGBA, GL_UNSIGNED_INT, NULL);
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if (!intel_generate_mipmap_level(ctx, texObj->Name, level + 1,
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width, height))
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goto fail;
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}
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success = GL_TRUE;
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fail:
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meta_restore_fragment_program(&intel->meta);
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meta_restore_vertex_program(&intel->meta);
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/* restore array/index buffers */
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_mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj,
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saved_array_buffer);
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_mesa_reference_buffer_object(ctx, &saved_array_buffer, NULL);
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_mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj,
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saved_element_buffer);
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_mesa_reference_buffer_object(ctx, &saved_element_buffer, NULL);
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_mesa_DeleteFramebuffersEXT(1, &fb_name);
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_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
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if (saved_fbo)
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_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, saved_fbo->Name);
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_mesa_reference_framebuffer(&saved_fbo, NULL);
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_mesa_PopClientAttrib();
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_mesa_PopAttrib();
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return success;
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}
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/**
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* Generate new mipmap data from BASE+1 to BASE+p (the minimally-sized mipmap
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* level).
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*
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* The texture object's miptree must be mapped.
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*
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* This function should also include an accelerated path.
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*/
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void
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intel_generate_mipmap(GLcontext *ctx, GLenum target,
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struct gl_texture_object *texObj)
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{
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struct intel_context *intel = intel_context(ctx);
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struct intel_texture_object *intelObj = intel_texture_object(texObj);
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GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
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int face, i;
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/* HW path */
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if (target == GL_TEXTURE_2D &&
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ctx->Extensions.EXT_framebuffer_object &&
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ctx->Extensions.ARB_fragment_program &&
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ctx->Extensions.ARB_vertex_program) {
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GLboolean success;
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/* We'll be accessing this texture using GL entrypoints, which should
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* be resilient against other access to this texture.
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*/
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_mesa_unlock_texture(ctx, texObj);
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success = intel_generate_mipmap_2d(ctx, target, texObj);
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_mesa_lock_texture(ctx, texObj);
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if (success)
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return;
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}
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/* SW path */
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intel_tex_map_level_images(intel, intelObj, texObj->BaseLevel);
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_mesa_generate_mipmap(ctx, target, texObj);
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intel_tex_unmap_level_images(intel, intelObj, texObj->BaseLevel);
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/* Update the level information in our private data in the new images, since
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* it didn't get set as part of a normal TexImage path.
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*/
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for (face = 0; face < nr_faces; face++) {
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for (i = texObj->BaseLevel + 1; i < texObj->MaxLevel; i++) {
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struct intel_texture_image *intelImage;
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intelImage = intel_texture_image(texObj->Image[face][i]);
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if (intelImage == NULL)
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break;
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intelImage->level = i;
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intelImage->face = face;
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/* Unreference the miptree to signal that the new Data is a bare
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* pointer from mesa.
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*/
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intel_miptree_release(intel, &intelImage->mt);
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}
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}
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}
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@ -162,7 +162,6 @@ void
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intelInitTextureFuncs(struct dd_function_table *functions)
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{
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functions->ChooseTextureFormat = intelChooseTextureFormat;
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functions->GenerateMipmap = intel_generate_mipmap;
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functions->NewTextureObject = intelNewTextureObject;
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functions->NewTextureImage = intelNewTextureImage;
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@ -71,7 +71,4 @@ void intel_tex_unmap_images(struct intel_context *intel,
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int intel_compressed_num_bytes(GLuint mesaFormat);
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void intel_generate_mipmap(GLcontext *ctx, GLenum target,
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struct gl_texture_object *texObj);
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#endif
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