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1 /**************************************************************************
2  *
3  * Copyright 2008 VMware, Inc.
4  * All Rights Reserved.
5  * Copyright 2008  VMware, Inc.  All rights reserved.
6  * Copyright 2014 Advanced Micro Devices, Inc.
7  *
8  * Permission is hereby granted, free of charge, to any person obtaining a
9  * copy of this software and associated documentation files (the
10  * "Software"), to deal in the Software without restriction, including
11  * without limitation the rights to use, copy, modify, merge, publish,
12  * distribute, sub license, and/or sell copies of the Software, and to
13  * permit persons to whom the Software is furnished to do so, subject to
14  * the following conditions:
15  *
16  * The above copyright notice and this permission notice (including the
17  * next paragraph) shall be included in all copies or substantial portions
18  * of the Software.
19  *
20  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
22  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
23  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
24  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
25  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
26  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27  *
28  **************************************************************************/
29 
30 /**
31  * @file
32  * Mipmap generation utility
33  *
34  * @author Brian Paul, Marek Olšák
35  */
36 
37 
38 #include "util/u_gen_mipmap.h"
39 #include "util/u_format.h"
40 #include "util/u_inlines.h"
41 
42 
43 /**
44  * Generate mipmap images.  It's assumed all needed texture memory is
45  * already allocated.
46  *
47  * \param pt      the texture to generate mipmap levels for
48  * \param format  format of texture
49  * \param first_layer  the first layer to generate mipmap levels for
50  *                     (ignored for 3D textures)
51  * \param last_layer  the last layer to generate mipmap levels for
52  *                    (ignored for 3D textures)
53  * \param base_level  the first mipmap level to use as a src
54  * \param last_level  the last mipmap level to generate
55  * \param filter  the minification filter used to generate mipmap levels with
56  *                one of PIPE_TEX_FILTER_LINEAR, PIPE_TEX_FILTER_NEAREST
57  */
58 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)59 util_gen_mipmap(struct pipe_context *pipe, struct pipe_resource *pt,
60                 enum pipe_format format, uint base_level, uint last_level,
61                 uint first_layer, uint last_layer, uint filter)
62 {
63    struct pipe_screen *screen = pipe->screen;
64    struct pipe_blit_info blit;
65    uint dstLevel;
66    boolean is_zs = util_format_is_depth_or_stencil(format);
67    boolean has_depth =
68       util_format_has_depth(util_format_description(format));
69 
70    /* nothing to do for stencil-only formats */
71    if (is_zs && !has_depth)
72       return TRUE;
73 
74    /* nothing to do for integer formats */
75    if (!is_zs && util_format_is_pure_integer(format))
76       return TRUE;
77 
78    if (!screen->is_format_supported(screen, format, pt->target,
79                                     pt->nr_samples,
80                                     PIPE_BIND_SAMPLER_VIEW |
81                                     (is_zs ? PIPE_BIND_DEPTH_STENCIL :
82                                      PIPE_BIND_RENDER_TARGET))) {
83       return FALSE;
84    }
85 
86    /* The texture object should have room for the levels which we're
87     * about to generate.
88     */
89    assert(last_level <= pt->last_level);
90 
91    /* If this fails, why are we here? */
92    assert(last_level > base_level);
93    assert(filter == PIPE_TEX_FILTER_LINEAR ||
94           filter == PIPE_TEX_FILTER_NEAREST);
95 
96    memset(&blit, 0, sizeof(blit));
97    blit.src.resource = blit.dst.resource = pt;
98    blit.src.format = blit.dst.format = format;
99    /* don't set the stencil mask, stencil shouldn't be changed */
100    blit.mask = is_zs ? PIPE_MASK_Z : PIPE_MASK_RGBA;
101    blit.filter = filter;
102 
103    for (dstLevel = base_level + 1; dstLevel <= last_level; dstLevel++) {
104       blit.src.level = dstLevel - 1;
105       blit.dst.level = dstLevel;
106 
107       blit.src.box.width = u_minify(pt->width0, blit.src.level);
108       blit.src.box.height = u_minify(pt->height0, blit.src.level);
109 
110       blit.dst.box.width = u_minify(pt->width0, blit.dst.level);
111       blit.dst.box.height = u_minify(pt->height0, blit.dst.level);
112 
113       if (pt->target == PIPE_TEXTURE_3D) {
114          /* generate all layers/slices at once */
115          blit.src.box.z = blit.dst.box.z = 0;
116          blit.src.box.depth = util_num_layers(pt, blit.src.level);
117          blit.dst.box.depth = util_num_layers(pt, blit.dst.level);
118       }
119       else {
120          blit.src.box.z = blit.dst.box.z = first_layer;
121          blit.src.box.depth = blit.dst.box.depth =
122             (last_layer + 1 - first_layer);
123       }
124 
125       pipe->blit(pipe, &blit);
126    }
127    return TRUE;
128 }
129