meta: Use sampler object for mipmap generation
Sampler objects are perfect for meta operations.Sampler object is separate state object that shadows the sampling state in texture object. With sampler object mipmap can maintain same sampling state for all subsequent generation requests. Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com> Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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committed by
Kenneth Graunke
parent
ac4dc5e931
commit
b9daa83463
@@ -70,6 +70,7 @@
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#include "main/uniforms.h"
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#include "main/varray.h"
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#include "main/viewport.h"
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#include "main/samplerobj.h"
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#include "program/program.h"
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#include "swrast/swrast.h"
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#include "drivers/common/meta.h"
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@@ -278,6 +279,7 @@ struct gen_mipmap_state
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GLuint ArrayObj;
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GLuint VBO;
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GLuint FBO;
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GLuint Sampler;
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};
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@@ -2925,14 +2927,8 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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struct vertex verts[4];
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const GLuint baseLevel = texObj->BaseLevel;
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const GLuint maxLevel = texObj->MaxLevel;
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const GLenum minFilterSave = texObj->Sampler.MinFilter;
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const GLenum magFilterSave = texObj->Sampler.MagFilter;
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const GLint maxLevelSave = texObj->MaxLevel;
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const GLboolean genMipmapSave = texObj->GenerateMipmap;
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const GLenum wrapSSave = texObj->Sampler.WrapS;
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const GLenum wrapTSave = texObj->Sampler.WrapT;
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const GLenum wrapRSave = texObj->Sampler.WrapR;
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const GLenum srgbDecodeSave = texObj->Sampler.sRGBDecode;
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const GLenum srgbBufferSave = ctx->Color.sRGBEnabled;
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const GLuint fboSave = ctx->DrawBuffer->Name;
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const GLuint original_active_unit = ctx->Texture.CurrentUnit;
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@@ -2940,6 +2936,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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GLuint dstLevel;
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const GLuint border = 0;
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const GLint slice = 0;
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GLuint samplerSave;
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if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
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_mesa_generate_mipmap(ctx, target, texObj);
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@@ -2957,6 +2954,9 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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_mesa_meta_begin(ctx, MESA_META_ALL);
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samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
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ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
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if (original_active_unit != 0)
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_mesa_BindTexture(target, texObj->Name);
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@@ -2987,20 +2987,29 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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if (!mipmap->FBO) {
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_mesa_GenFramebuffersEXT(1, &mipmap->FBO);
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}
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if (!mipmap->Sampler) {
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_mesa_GenSamplers(1, &mipmap->Sampler);
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_mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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/* We don't want to encode or decode sRGB values; treat them as linear */
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if (ctx->Extensions.EXT_texture_sRGB_decode) {
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
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GL_SKIP_DECODE_EXT);
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}
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} else {
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_mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
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}
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_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
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_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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_mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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/* We don't want to encode or decode sRGB values; treat them as linear */
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if (ctx->Extensions.EXT_texture_sRGB_decode) {
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_mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
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GL_SKIP_DECODE_EXT);
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}
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if (ctx->Extensions.EXT_framebuffer_sRGB) {
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_mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
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}
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@@ -3127,25 +3136,18 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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if (ctx->Extensions.EXT_texture_sRGB_decode) {
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_mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
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srgbDecodeSave);
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}
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if (ctx->Extensions.EXT_framebuffer_sRGB && srgbBufferSave) {
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_mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
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}
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_mesa_lock_texture(ctx, texObj); /* relock */
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_mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
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_mesa_meta_end(ctx);
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_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
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_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
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_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
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_mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, wrapRSave);
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_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
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}
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