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/**************************************************************************
*
* 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;
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);
}
/* Try to generate the mipmap by rendering/texturing. If that fails,
* use the software fallback.
*/
if (!util_gen_mipmap(st->pipe, pt, 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);
}
}
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