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/**************************************************************************
*
* Copyright 2008 VMware, Inc.
* All Rights Reserved.
* Copyright 2008 VMware, Inc. All rights reserved.
* Copyright 2014 Advanced Micro Devices, Inc.
*
* 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.
*
**************************************************************************/
/**
* @file
* Mipmap generation utility
*
* @author Brian Paul, Marek Olšák
*/
#include "util/u_gen_mipmap.h"
#include "util/u_format.h"
#include "util/u_inlines.h"
/**
* Generate mipmap images. It's assumed all needed texture memory is
* already allocated.
*
* \param pt the texture to generate mipmap levels for
* \param format format of texture
* \param first_layer the first layer to generate mipmap levels for
* (ignored for 3D textures)
* \param last_layer the last layer to generate mipmap levels for
* (ignored for 3D textures)
* \param base_level the first mipmap level to use as a src
* \param last_level the last mipmap level to generate
* \param filter the minification filter used to generate mipmap levels with
* one of PIPE_TEX_FILTER_LINEAR, PIPE_TEX_FILTER_NEAREST
*/
boolean
util_gen_mipmap(struct pipe_context *pipe, struct pipe_resource *pt,
enum pipe_format format, uint base_level, uint last_level,
uint first_layer, uint last_layer, uint filter)
{
struct pipe_screen *screen = pipe->screen;
struct pipe_blit_info blit;
uint dstLevel;
boolean is_zs = util_format_is_depth_or_stencil(format);
boolean has_depth =
util_format_has_depth(util_format_description(format));
/* nothing to do for stencil-only formats */
if (is_zs && !has_depth)
return TRUE;
/* nothing to do for integer formats */
if (!is_zs && util_format_is_pure_integer(format))
return TRUE;
if (!screen->is_format_supported(screen, format, pt->target,
pt->nr_samples, pt->nr_storage_samples,
PIPE_BIND_SAMPLER_VIEW |
(is_zs ? PIPE_BIND_DEPTH_STENCIL :
PIPE_BIND_RENDER_TARGET))) {
return FALSE;
}
/* The texture object should have room for the levels which we're
* about to generate.
*/
assert(last_level <= pt->last_level);
/* If this fails, why are we here? */
assert(last_level > base_level);
assert(filter == PIPE_TEX_FILTER_LINEAR ||
filter == PIPE_TEX_FILTER_NEAREST);
memset(&blit, 0, sizeof(blit));
blit.src.resource = blit.dst.resource = pt;
blit.src.format = blit.dst.format = format;
/* don't set the stencil mask, stencil shouldn't be changed */
blit.mask = is_zs ? PIPE_MASK_Z : PIPE_MASK_RGBA;
blit.filter = filter;
for (dstLevel = base_level + 1; dstLevel <= last_level; dstLevel++) {
blit.src.level = dstLevel - 1;
blit.dst.level = dstLevel;
blit.src.box.width = u_minify(pt->width0, blit.src.level);
blit.src.box.height = u_minify(pt->height0, blit.src.level);
blit.dst.box.width = u_minify(pt->width0, blit.dst.level);
blit.dst.box.height = u_minify(pt->height0, blit.dst.level);
if (pt->target == PIPE_TEXTURE_3D) {
/* generate all layers/slices at once */
blit.src.box.z = blit.dst.box.z = 0;
blit.src.box.depth = util_num_layers(pt, blit.src.level);
blit.dst.box.depth = util_num_layers(pt, blit.dst.level);
}
else {
blit.src.box.z = blit.dst.box.z = first_layer;
blit.src.box.depth = blit.dst.box.depth =
(last_layer + 1 - first_layer);
}
pipe->blit(pipe, &blit);
}
return TRUE;
}
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