/************************************************************************** * * Copyright 2008 VMware, Inc. * All Rights Reserved. * * 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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/imports.h" #include "main/mipmap.h" #include "main/teximage.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "util/u_format.h" #include "util/u_gen_mipmap.h" #include "st_debug.h" #include "st_context.h" #include "st_texture.h" #include "st_gen_mipmap.h" #include "st_cb_texture.h" /** * Compute the expected number of mipmap levels in the texture given * the width/height/depth of the base image and the GL_TEXTURE_BASE_LEVEL/ * GL_TEXTURE_MAX_LEVEL settings. This will tell us how many mipmap * levels should be generated. */ static GLuint compute_num_levels(struct gl_context *ctx, struct gl_texture_object *texObj, GLenum target) { const struct gl_texture_image *baseImage; GLuint numLevels; baseImage = _mesa_get_tex_image(ctx, texObj, target, texObj->BaseLevel); numLevels = texObj->BaseLevel + baseImage->MaxNumLevels; numLevels = MIN2(numLevels, (GLuint) texObj->MaxLevel + 1); if (texObj->Immutable) numLevels = MIN2(numLevels, texObj->NumLevels); assert(numLevels >= 1); return numLevels; } /** * Called via ctx->Driver.GenerateMipmap(). */ void st_generate_mipmap(struct gl_context *ctx, GLenum target, struct gl_texture_object *texObj) { struct st_context *st = st_context(ctx); struct st_texture_object *stObj = st_texture_object(texObj); struct pipe_resource *pt = st_get_texobj_resource(texObj); const uint baseLevel = texObj->BaseLevel; enum pipe_format format; uint lastLevel, first_layer, last_layer; uint dstLevel; if (!pt) return; /* not sure if this ultimately actually should work, but we're not supporting multisampled textures yet. */ assert(pt->nr_samples < 2); /* find expected last mipmap level to generate*/ lastLevel = compute_num_levels(ctx, texObj, target) - 1; if (lastLevel == 0) return; /* The texture isn't in a "complete" state yet so set the expected * lastLevel here, since it won't get done in st_finalize_texture(). */ stObj->lastLevel = lastLevel; if (!texObj->Immutable) { if (pt->last_level < lastLevel) { /* The current gallium texture doesn't have space for all the * mipmap levels we need to generate. So allocate a new texture. */ struct pipe_resource *oldTex = stObj->pt; /* create new texture with space for more levels */ stObj->pt = st_texture_create(st, oldTex->target, oldTex->format, lastLevel, oldTex->width0, oldTex->height0, oldTex->depth0, oldTex->array_size, 0, oldTex->bind); /* This will copy the old texture's base image into the new texture * which we just allocated. */ st_finalize_texture(ctx, st->pipe, texObj); /* release the old tex (will likely be freed too) */ pipe_resource_reference(&oldTex, NULL); st_texture_release_all_sampler_views(st, stObj); } else { /* Make sure that the base texture image data is present in the * texture buffer. */ st_finalize_texture(ctx, st->pipe, texObj); } } pt = stObj->pt; assert(pt->last_level >= lastLevel); if (pt->target == PIPE_TEXTURE_CUBE) { first_layer = last_layer = _mesa_tex_target_to_face(target); } else { first_layer = 0; last_layer = util_max_layer(pt, baseLevel); } if (stObj->surface_based) format = stObj->surface_format; else format = pt->format; /* First see if the driver supports hardware mipmap generation, * if not then generate the mipmap by rendering/texturing. * If that fails, use the software fallback. */ if (!st->pipe->screen->get_param(st->pipe->screen, PIPE_CAP_GENERATE_MIPMAP) || !st->pipe->generate_mipmap(st->pipe, pt, format, baseLevel, lastLevel, first_layer, last_layer)) { if (!util_gen_mipmap(st->pipe, pt, format, baseLevel, lastLevel, first_layer, last_layer, PIPE_TEX_FILTER_LINEAR)) { _mesa_generate_mipmap(ctx, target, texObj); } } /* Fill in the Mesa gl_texture_image fields */ for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) { const uint srcLevel = dstLevel - 1; const struct gl_texture_image *srcImage = _mesa_get_tex_image(ctx, texObj, target, srcLevel); struct gl_texture_image *dstImage; struct st_texture_image *stImage; uint border = srcImage->Border; uint dstWidth, dstHeight, dstDepth; dstWidth = u_minify(pt->width0, dstLevel); if (texObj->Target == GL_TEXTURE_1D_ARRAY) { dstHeight = pt->array_size; } else { dstHeight = u_minify(pt->height0, dstLevel); } if (texObj->Target == GL_TEXTURE_2D_ARRAY || texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) { dstDepth = pt->array_size; } else { dstDepth = u_minify(pt->depth0, dstLevel); } dstImage = _mesa_get_tex_image(ctx, texObj, target, dstLevel); if (!dstImage) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "generating mipmaps"); return; } /* Free old image data */ ctx->Driver.FreeTextureImageBuffer(ctx, dstImage); /* initialize new image */ _mesa_init_teximage_fields(ctx, dstImage, dstWidth, dstHeight, dstDepth, border, srcImage->InternalFormat, srcImage->TexFormat); stImage = st_texture_image(dstImage); pipe_resource_reference(&stImage->pt, pt); } }