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/**************************************************************************
*
* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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 TUNGSTEN GRAPHICS 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/macros.h"
#include "main/mipmap.h"
#include "main/teximage.h"
#include "main/texformat.h"
#include "shader/prog_instruction.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 "util/u_math.h"
#include "cso_cache/cso_cache.h"
#include "cso_cache/cso_context.h"
#include "st_debug.h"
#include "st_context.h"
#include "st_gen_mipmap.h"
#include "st_texture.h"
#include "st_cb_texture.h"
#include "st_inlines.h"
/**
* one-time init for generate mipmap
* XXX Note: there may be other times we need no-op/simple state like this.
* In that case, some code refactoring would be good.
*/
void
st_init_generate_mipmap(struct st_context *st)
{
st->gen_mipmap = util_create_gen_mipmap(st->pipe, st->cso_context);
}
void
st_destroy_generate_mipmap(struct st_context *st)
{
util_destroy_gen_mipmap(st->gen_mipmap);
st->gen_mipmap = NULL;
}
/**
* Generate mipmap levels using hardware rendering.
* \return TRUE if successful, FALSE if not possible
*/
static boolean
st_render_mipmap(struct st_context *st,
GLenum target,
struct pipe_resource *pt,
uint baseLevel, uint lastLevel)
{
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
const uint face = _mesa_tex_target_to_face(target);
assert(target != GL_TEXTURE_3D); /* not done yet */
/* check if we can render in the texture's format */
if (!screen->is_format_supported(screen, pt->format, pt->target,
PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
return FALSE;
}
util_gen_mipmap(st->gen_mipmap, pt, face, baseLevel, lastLevel,
PIPE_TEX_FILTER_LINEAR);
return TRUE;
}
static void
fallback_generate_mipmap(GLcontext *ctx, GLenum target,
struct gl_texture_object *texObj)
{
struct pipe_context *pipe = ctx->st->pipe;
struct pipe_resource *pt = st_get_texobj_texture(texObj);
const uint baseLevel = texObj->BaseLevel;
const uint lastLevel = pt->last_level;
const uint face = _mesa_tex_target_to_face(target), zslice = 0;
uint dstLevel;
GLenum datatype;
GLuint comps;
if (ST_DEBUG & DEBUG_FALLBACK)
debug_printf("%s: fallback processing\n", __FUNCTION__);
assert(target != GL_TEXTURE_3D); /* not done yet */
_mesa_format_to_type_and_comps(texObj->Image[face][baseLevel]->TexFormat,
&datatype, &comps);
for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
const uint srcLevel = dstLevel - 1;
struct pipe_transfer *srcTrans, *dstTrans;
const ubyte *srcData;
ubyte *dstData;
int srcStride, dstStride;
srcTrans = st_cond_flush_get_tex_transfer(st_context(ctx), pt, face,
srcLevel, zslice,
PIPE_TRANSFER_READ, 0, 0,
u_minify(pt->width0, srcLevel),
u_minify(pt->height0, srcLevel));
dstTrans = st_cond_flush_get_tex_transfer(st_context(ctx), pt, face,
dstLevel, zslice,
PIPE_TRANSFER_WRITE, 0, 0,
u_minify(pt->width0, dstLevel),
u_minify(pt->height0, dstLevel));
srcData = (ubyte *) pipe_transfer_map(pipe, srcTrans);
dstData = (ubyte *) pipe_transfer_map(pipe, dstTrans);
srcStride = srcTrans->stride / util_format_get_blocksize(srcTrans->resource->format);
dstStride = dstTrans->stride / util_format_get_blocksize(dstTrans->resource->format);
_mesa_generate_mipmap_level(target, datatype, comps,
0 /*border*/,
u_minify(pt->width0, srcLevel),
u_minify(pt->height0, srcLevel),
u_minify(pt->depth0, srcLevel),
srcData,
srcStride, /* stride in texels */
u_minify(pt->width0, dstLevel),
u_minify(pt->height0, dstLevel),
u_minify(pt->depth0, dstLevel),
dstData,
dstStride); /* stride in texels */
pipe_transfer_unmap(pipe, srcTrans);
pipe_transfer_unmap(pipe, dstTrans);
pipe->transfer_destroy(pipe, srcTrans);
pipe->transfer_destroy(pipe, dstTrans);
}
}
/**
* 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
* level should be generated.
*/
static GLuint
compute_num_levels(GLcontext *ctx,
struct gl_texture_object *texObj,
GLenum target)
{
if (target == GL_TEXTURE_RECTANGLE_ARB) {
return 1;
}
else {
const GLuint maxLevels = texObj->MaxLevel - texObj->BaseLevel + 1;
const struct gl_texture_image *baseImage =
_mesa_get_tex_image(ctx, texObj, target, texObj->BaseLevel);
GLuint size, numLevels;
size = MAX2(baseImage->Width2, baseImage->Height2);
size = MAX2(size, baseImage->Depth2);
numLevels = 0;
while (size > 0) {
numLevels++;
size >>= 1;
}
numLevels = MIN2(numLevels, maxLevels);
return numLevels;
}
}
void
st_generate_mipmap(GLcontext *ctx, GLenum target,
struct gl_texture_object *texObj)
{
struct st_context *st = ctx->st;
struct pipe_resource *pt = st_get_texobj_texture(texObj);
const uint baseLevel = texObj->BaseLevel;
uint lastLevel;
uint dstLevel;
if (!pt)
return;
/* find expected last mipmap level */
lastLevel = compute_num_levels(ctx, texObj, target) - 1;
if (lastLevel == 0)
return;
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 st_texture_object *stObj = st_texture_object(texObj);
struct pipe_resource *oldTex = stObj->pt;
GLboolean needFlush;
/* 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->tex_usage);
/* 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;
/* This will copy the old texture's base image into the new texture
* which we just allocated.
*/
st_finalize_texture(ctx, st->pipe, texObj, &needFlush);
/* release the old tex (will likely be freed too) */
pipe_resource_reference(&oldTex, NULL);
pt = stObj->pt;
}
assert(lastLevel <= pt->last_level);
/* Recall that the Mesa BaseLevel image is stored in the gallium
* texture's level[0] position. So pass baseLevel=0 here.
*/
if (!st_render_mipmap(st, target, pt, 0, lastLevel)) {
fallback_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 dstWidth = u_minify(pt->width0, dstLevel);
uint dstHeight = u_minify(pt->height0, dstLevel);
uint dstDepth = u_minify(pt->depth0, dstLevel);
uint border = srcImage->Border;
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 */
if (dstImage->Data)
ctx->Driver.FreeTexImageData(ctx, dstImage);
/* initialize new image */
_mesa_init_teximage_fields(ctx, target, dstImage, dstWidth, dstHeight,
dstDepth, border, srcImage->InternalFormat);
dstImage->TexFormat = srcImage->TexFormat;
stImage = (struct st_texture_image *) dstImage;
pipe_resource_reference(&stImage->pt, pt);
}
}
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