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/*
* 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);
}
}
}
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