/* * Copyright © 2016 Intel Corporation * * 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, sublicense, * 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 NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS 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/mipmap.h" #include "main/teximage.h" #include "brw_blorp.h" #include "brw_context.h" #include "intel_tex.h" #include "drivers/common/meta.h" #define FILE_DEBUG_FLAG DEBUG_BLORP /** * The GenerateMipmap() driver hook. */ void brw_generate_mipmap(struct gl_context *ctx, GLenum target, struct gl_texture_object *tex_obj) { struct brw_context *brw = brw_context(ctx); struct gen_device_info *devinfo = &brw->screen->devinfo; struct intel_texture_object *intel_obj = intel_texture_object(tex_obj); const unsigned base_level = tex_obj->BaseLevel; unsigned last_level, first_layer, last_layer; /* Blorp doesn't handle combined depth/stencil surfaces on Gen4-5 yet. */ if (devinfo->gen <= 5 && (tex_obj->Image[0][base_level]->_BaseFormat == GL_DEPTH_COMPONENT || tex_obj->Image[0][base_level]->_BaseFormat == GL_DEPTH_STENCIL)) { _mesa_meta_GenerateMipmap(ctx, target, tex_obj); return; } /* find expected last mipmap level to generate */ last_level = _mesa_compute_num_levels(ctx, tex_obj, target) - 1; if (last_level == 0) return; /* The texture isn't in a "complete" state yet so set the expected * last_level here; we're not going through normal texture validation. */ intel_obj->_MaxLevel = last_level; if (!tex_obj->Immutable) { _mesa_prepare_mipmap_levels(ctx, tex_obj, base_level, last_level); /* At this point, memory for all the texture levels has been * allocated. However, the base level image may be in one resource * while the subsequent/smaller levels may be in another resource. * Finalizing the texture will copy the base images from the former * resource to the latter. * * After this, we'll have all mipmap levels in one resource. */ intel_finalize_mipmap_tree(brw, tex_obj); } struct intel_mipmap_tree *mt = intel_obj->mt; if (!mt) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "mipmap generation"); return; } const mesa_format format = intel_obj->_Format; /* Fall back to the CPU for non-renderable cases. * * TODO: 3D textures require blending data from multiple slices, * which means we need custom shaders. For now, fall back. */ if (!brw->mesa_format_supports_render[format] || target == GL_TEXTURE_3D) { _mesa_generate_mipmap(ctx, target, tex_obj); return; } const struct isl_extent4d *base_size = &mt->surf.logical_level0_px; if (mt->target == GL_TEXTURE_CUBE_MAP) { first_layer = _mesa_tex_target_to_face(target); last_layer = first_layer; } else { first_layer = 0; last_layer = base_size->array_len - 1; } for (unsigned dst_level = base_level + 1; dst_level <= last_level; dst_level++) { const unsigned src_level = dst_level - 1; for (unsigned layer = first_layer; layer <= last_layer; layer++) { brw_blorp_blit_miptrees(brw, mt, src_level, layer, format, SWIZZLE_XYZW, mt, dst_level, layer, format, 0, 0, minify(base_size->width, src_level), minify(base_size->height, src_level), 0, 0, minify(base_size->width, dst_level), minify(base_size->height, dst_level), GL_LINEAR, false, false, true, true); } } }