/************************************************************************** * * 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, 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; }