/**************************************************************************
*
* 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_bitmap.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;
enum pipe_format format;
uint lastLevel, first_layer, last_layer;
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;
st_flush_bitmap_cache(st);
st_invalidate_readpix_cache(st);
/* 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) {
const GLboolean genSave = texObj->GenerateMipmap;
/* Temporarily set GenerateMipmap to true so that allocate_full_mipmap()
* makes the right decision about full mipmap allocation.
*/
texObj->GenerateMipmap = GL_TRUE;
_mesa_prepare_mipmap_levels(ctx, texObj, baseLevel, lastLevel);
texObj->GenerateMipmap = genSave;
/* 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.
*/
st_finalize_texture(ctx, st->pipe, texObj, 0);
}
pt = stObj->pt;
if (!pt) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "mipmap generation");
return;
}
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);
}
if (stObj->surface_based)
format = stObj->surface_format;
else
format = pt->format;
/* First see if the driver supports hardware mipmap generation,
* if not then generate the mipmap by rendering/texturing.
* If that fails, use the software fallback.
*/
if (!st->pipe->screen->get_param(st->pipe->screen,
PIPE_CAP_GENERATE_MIPMAP) ||
!st->pipe->generate_mipmap(st->pipe, pt, format, baseLevel,
lastLevel, first_layer, last_layer)) {
if (!util_gen_mipmap(st->pipe, pt, format, baseLevel, lastLevel,
first_layer, last_layer, PIPE_TEX_FILTER_LINEAR)) {
_mesa_generate_mipmap(ctx, target, texObj);
}
}
}