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>
This commit is contained in:
Pauli Nieminen
2012-06-12 21:38:58 +03:00
committed by Kenneth Graunke
parent ac4dc5e931
commit b9daa83463
+27 -25
View File
@@ -70,6 +70,7 @@
#include "main/uniforms.h"
#include "main/varray.h"
#include "main/viewport.h"
#include "main/samplerobj.h"
#include "program/program.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
@@ -278,6 +279,7 @@ struct gen_mipmap_state
GLuint ArrayObj;
GLuint VBO;
GLuint FBO;
GLuint Sampler;
};
@@ -2925,14 +2927,8 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
struct vertex verts[4];
const GLuint baseLevel = texObj->BaseLevel;
const GLuint maxLevel = texObj->MaxLevel;
const GLenum minFilterSave = texObj->Sampler.MinFilter;
const GLenum magFilterSave = texObj->Sampler.MagFilter;
const GLint maxLevelSave = texObj->MaxLevel;
const GLboolean genMipmapSave = texObj->GenerateMipmap;
const GLenum wrapSSave = texObj->Sampler.WrapS;
const GLenum wrapTSave = texObj->Sampler.WrapT;
const GLenum wrapRSave = texObj->Sampler.WrapR;
const GLenum srgbDecodeSave = texObj->Sampler.sRGBDecode;
const GLenum srgbBufferSave = ctx->Color.sRGBEnabled;
const GLuint fboSave = ctx->DrawBuffer->Name;
const GLuint original_active_unit = ctx->Texture.CurrentUnit;
@@ -2940,6 +2936,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
GLuint dstLevel;
const GLuint border = 0;
const GLint slice = 0;
GLuint samplerSave;
if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
_mesa_generate_mipmap(ctx, target, texObj);
@@ -2957,6 +2954,9 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
_mesa_meta_begin(ctx, MESA_META_ALL);
samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
if (original_active_unit != 0)
_mesa_BindTexture(target, texObj->Name);
@@ -2987,20 +2987,29 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
if (!mipmap->FBO) {
_mesa_GenFramebuffersEXT(1, &mipmap->FBO);
}
if (!mipmap->Sampler) {
_mesa_GenSamplers(1, &mipmap->Sampler);
_mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
/* We don't want to encode or decode sRGB values; treat them as linear */
if (ctx->Extensions.EXT_texture_sRGB_decode) {
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
GL_SKIP_DECODE_EXT);
}
} else {
_mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
}
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
_mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
/* We don't want to encode or decode sRGB values; treat them as linear */
if (ctx->Extensions.EXT_texture_sRGB_decode) {
_mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
GL_SKIP_DECODE_EXT);
}
if (ctx->Extensions.EXT_framebuffer_sRGB) {
_mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
}
@@ -3127,25 +3136,18 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
if (ctx->Extensions.EXT_texture_sRGB_decode) {
_mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
srgbDecodeSave);
}
if (ctx->Extensions.EXT_framebuffer_sRGB && srgbBufferSave) {
_mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
}
_mesa_lock_texture(ctx, texObj); /* relock */
_mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
_mesa_meta_end(ctx);
_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
_mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, wrapRSave);
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
}